Monster conversion and creation thread !! [Archive] - Wizards Community

Post/Author/DateTimePost
Valentinus

07-06-05, 02:49 AM
I intend to convert OD&D monsters to D&D3e rules, so feel free to join in. Oh, new monsters that have a true connection with mystaran history will be appreciated, too. Look at the creatures on Pandius (http://pandius.com/newcrea.html#3e) to see if a creature has been converted, or at stanles' thread (http://boards1.wizards.com/showthread.php?t=286108) to see if it hasn't been published somewhere.
Of course, if you don't like a version already created, post your own. For example, I don't like the acteon as presented at Pandius. I see it as a warrior Fey, not monstrous humanoid... I intend to post that soon.
I'm gonna convert the Malfera and Spectral Hound next (the hound should appear in dungeon magazine somewhere, but I dont have it :( )
Gazza555

07-06-05, 06:39 AM
I'm fairly sure I've mentioned these threads before but it wouldn't hurt to post them here as well. :D

On the enworld boards we're currently working on the Actaeon here (http://www.enworld.org/forums/showthread.php?t=73262) .

You can also find previously converted creatures here (http://www.enworld.org/cc/converted/index.php) , you will have to search the list to find the Mystara specific creatures. :weep:

And, of course, my non Mystara Seawolf (http://www.enworld.org/forums/showthread.php?t=138232). ;)

Regards,
Gary
Valentinus

07-06-05, 06:52 AM
I dont like enworld forums, too many dissapointments. I'd rather start again here.
Oh, and I updated the lesser wyrd. Posted it on the Odic thread by mistake, instead of here :embarrass
Valentinus

07-06-05, 08:31 AM
Malfera
large outsider (chaotic)

HD : 9d8+36 (76hp)
Initiative : +4
Speed : 20'
Armor Class : 17 (-1 size, +8 natural, touch 9, flat footed 17)
Base attack/Grapple : +9/+18
Attack : 2 pincers +14 melee (2d6+5) or 1 bite +13 melee (1d8+2 and poison)
Full Attack : 2 pincers +14 melee (2d6+5) and 1 bite +11 melee (1d8+2 and poison)
Space/Reach : 5'/10'
Special Attacks : improved grab, poison
Special Qualities : acid immunity, DR 10/magic and law, blindsight 60', knock, innate resistance
Saves : Fortitude +15, reflexes +11, will +11
Abilities : Str 20, dex 11, con 19, int 11, wis 10, cha 10
Skills : Spot +12, Listen +12
Feats : multiweapon attack, weapon focus (pincers), improved initiative, improve grapple.
Environment : nightmare dimension or any (summoned)
Organization : Solitary or pair
Challenge Rating : 8
Treasure : Standard
Alignment : Always chaotic (neutral or evil)
Advancement : 10-17 (large), 18-24 (huge)
Level Adjustment : -

A black monstrosity towers above you, the huge pincers at the end of its muscular arms opening and closing. The short, mishappen trunk on its elephantine head moves as it advances, red eyes unblinking.

The malfera is a horror from the nightmare dimension. It appears on the prime plane as a pawn of powerful summoners.
It has a large, powerfully muscled humanoid body. Its chest is covered by slimy, glistening tentacles. It has an elephant like head with a short trunk. Its large feet are clawed and webbed, and its long, huge arms end in powerful pincers.
The creature is night-black, covered with red , pulsing veins, and has blood red eyes.

COMBAT

The malfera charges fearlessly into melee. It usually tries to grab spellcasters first - and while it's acidic tentacles finish them off, the malfera is free to combat the warrior types.

Poison (Ex) : The malfera's bite carries a dangerous poison. Save DC 15. Damage 3d6 con, and 1d6 con one round later. Save DC is con based, with a -3 penalty - it does not carry well.

Improved Grab (Ex) : if the malfera hits a medium or smaller target with both pincers, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the malfera grabs the pinned creature with its tentacles if its next grapple check succeeds. The malfera may then attack other beings with its pincers, or continue to inflict pincer damage upon the tentacle-held victim.

Tentacle Acid (Ex) : The malfera's chest tentacles secrete a powerful acid. Every creature held by them suffers 3d6 acid damage per round.
The tentacles are extremly strong. It rquires a DC 30 strengh or escape artist checks to escape them. They hold a victim pinned as per normal grapple rules, except that they cannot be opposed by grapple checks.

Knock (Su) : The malfera's touch upon a doorway or other similar gateway is the equivalent of a knock spell cast by a 9th level caster.

Innate resistance (Ex) : The malfera has a +5 innate bonus to all saving throws (already calculated in stats).
Gazza555

07-06-05, 08:54 AM
I realise you're not a fan of the Enworld boards, but the Actaeon we're (slowly) working on is also a fey, great minds think alike. :D

The problem I had with it was at 11HD a fey only gets one attack so I put it's HD up to 12 to gice it the two attacks with it's spear that the original had. I personally believe that it only uses one spear not two.

I look forward to seeing your interpretation of the Actaeon.

Regards,
Gary
Traianus Decius Aureus

07-06-05, 09:17 AM
This is a great thread idea! I've got a few creatures that I'm just starting to convert, I'll post them when I get them up to speed...
Valentinus

07-06-05, 10:27 AM
I realise you're not a fan of the Enworld boards, but the Actaeon we're (slowly) working on is also a fey, great minds think alike. :D

The problem I had with it was at 11HD a fey only gets one attack so I put it's HD up to 12 to gice it the two attacks with it's spear that the original had. I personally believe that it only uses one spear not two.

I look forward to seeing your interpretation of the Actaeon.

Regards,
Gary

Whoa... Thats exactly what I did !!!! I made him use one spear as well, with 12 HD :D . In fact, i'm gonna post mine in a few mins.
Valentinus

07-06-05, 11:25 AM
Acteon
large fey

HD : 12d6+72 (114hp)
Initiative : +7
Speed : 40'
Armor Class : 17 (+3 dex, +5 natural, -1 size, touch 12, flat footed 14)
Base Attack/Grapple : +6/+16
Attack : Large longspear +12 melee (2d6+9,20/x3) or Gore +11 melee (2d6+9)
Full Attack : Large longspear +12/+7 melee (2d6+9,20/x3) and Gore +6 melee (2d6+9)
Space/Reach : 5'/10' (15' w/large longspear)
Special Attacks : Breath weapon, summon natural allies.
Special Qualities : Fey traits, forest stealth.
Saves : Fortitude +10, Reflex +11, will +14.
Abilities : str 22, dex 16, con 22, int 12, wis 18, cha 16
Skills : Move Silently +18, Spot +21, Survival +21, knowledge (nature) +16, hide +18, Handle Animal +18.
Feats : Weapon Focus (Spear), Alertness, Improved Initiative, track, self sufficient, Scent (bonus).
Environment : Any non tropical forest
Organization : Solitary, pair
Challenge Rating : 10
Alignment : Often true neutral.
Advancement : By class.
Level Adjustment : +2.

An animalistic warrior stands before you, proud and powerfull. Wisdom shines through his animal eyes, but he stands ready to defend himself , brandishing a huge longspear.

The Acteon is a legendary fey warrior, protector of the forests and servant of immortals. The fey looks like a large, very muscular warrior, with the legs and head of an elk. Their majestic antlers are huge and dangerous. Acteons typically wear simple loinclothes, and carry large longspears made of bone or wood.
They are the heros of fey culture, and often they are met while on a quest to further fey causes within the forest.

COMBAT

The acteon's breath weapon is extremly powerfull, capable of bringing down much more powerful creatures. As a result, acteons are feared and respected by the enemies of the fey. Usually the acteon breathes first, unless he thinks his opppnents are already much weaker than himself.
When stalking enemies of the forest, the acteon will breath while hiding, gaining surprise.
After breathing, the acteon usually summons allies and charges fearlessly into the melee.

All special effects treat the acteon as a 12th level caster.

Breath Weapon (Su) : once per day, the acteon can breath a cloud of green vapour. The cloud fills a 10'x10'x10' area that is adjacent to the acteon. Any being within it is affected by a strong baleful polymorph. The save DC is 22, but even a successful save means a duration of 24 hours. The Acteon may breathe again the next day to dispel his own breath. Save DC is con based.

Summon Nature's Allies (Sp) : Once per day, as a spell-like ability, the acteon may use a summon nature's ally VI effect.

Forest Stealth (Ex) : Within the forest, the acteon moves with uncanny agility and stealth. He recieves a circumstance bonus of +10 to hide checks, made within the forest.

ACTEONS AS CHARACTERS

Apart from their powers, the acteons are also masters of fey and forest lore. Some of them advance as druids and rangers. Other character classes are unknown among them.
Gazza555

07-06-05, 11:52 AM
In most respects your Actaeon is very similar to what I had done. You were rather more generous with it's stat's than I was. I did however give mine Str 23 because 3.5's max heavy load at the value is 600lbs, which is exactly what the OD&D version's carrying capacity was.

Regards,
Gary
Valentinus

07-06-05, 12:27 PM
A large biped can carry 600 lbs. at strengh 18...
Anyway, I see acteons as not merely forest creatures, but beings that are in the service of nature loving immortals. As such, they should be very powerful and wise.
I gave him a strengh score of 22 because of the damage bonus - +6 , the same as in the mystara monstrous compendium.
dex 16 and con 22 were given to upgrade the poor fey combat abilities. The rest just seemed right according to how I see them.

Can you post a direct link to your version ?
Zendrolion

07-06-05, 12:55 PM
Hallo! :)
This thread will be very useful indeed! I'd like to submit my 3.5 conversion for the bronze golem from Expert Set/RC; I hope it is welcome. Please post any comment. Here it is:

Golem, bronze

Large Construct
HD: 20d10+30 (140 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +20 natural), touch 9, flat-footed 29
Base Attack/Grapple: +15/+29
Attack: slam +24 melee (2d10+10 plus 1d10 fire)
Full Attack: 2 slams +24 melee (2d10+10 plus 1d10 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: overwhelming heat
Special Qualities: construct traits, damage reduction 12/adamantite,
darkvision 60 ft., fiery blood, fire immunity, immunity to
magic, low-light vision
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 31, Dex 11, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: any
Organization: solitary or gang (2-4)
Challenge Rating: 16
Treasure: none
Alignment: always neutral
Advancement: 21-30 HD (Large), 31-60 HD (Huge)
Level Adjustment: -

This giant automaton is completely made of bronze and looks like a huge warrior of the ancient times. It moves with ease and the air around it is hot as that of a furnace. Its eyes blaze with incandescent magma.

A bronze golem is 16 feet tall and looks like a massive giant with bronze complexion. It is often sculpted to resemble an ancient warrior or athlet, wearing only a loincloth or few ancient clothings. The peculiarity of the bronze golem is that only its shell is made out of metal: liquid fire flow inside its body, a sort of fluid and incandescent magma that keeps itself at the highest temperatures, in order to make the outer shell of the golem heated - but without changing colour of melting.

COMBAT:
Bronze golems are implacable. They deliver blows with almost the same strenght as iron golems, without suffering their slowness. Their outer shell, theoretically more malleable than iron, is hardened by the powerful magic that keeps the golem alive.
Fiery Blood (Ex): Liquid fire at the highest temperatures flows under pressure inside the golem's body. Becouse of this, each time the outer shell is pierced, the liquid fire sprays out, gushing. Whenever the golem is damaged by a piercing or slashing attack coming from an attacker standing within 5 ft. of the golem's space, the opponent that delivered the blow must succeed on a Reflex save (DC 20), or she will be dealt 2d6 fire damage becouse of the fiery blood gushing out of the "wound". The save DC is Constitution-based.
Fire immunity (Ex): The bronze golem is immune to all effects or spells dealing fire damage, save for the effects noted below.
Immunity to magic (Ex): Bronze golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, some spells and effects function differently against the creature, as noted below.
A magical attack that deals cold damage slows the golem (as per slow spell) for 2d4 rounds, without save; during this time, the golem cannot emanate overwhelming heat, nor can it spray its fiery blood.
A quench spell keeps the golem from using overwhelming heat and fiery blood for 1 minute per level of the caster.
A magical attack that inflicts fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bronze golem gets no saving throw against fire effects.
Overwhelming heat (Ex): The heat emanating from the bronze golem's body is unbearable. Every creature that comes in contact with the body of the bronze golem suffers 1d10 fire damage for every round of contact (his belongings may also catch fire). This ability applies even when the golem hits in melee, is hit by a touch attack or holds/pins someone with grapple checks.

CONSTRUCTION
The body of a bronze golem is sculpted from 5,000 pounds of bronze, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a CD 20 Craft (metalworking) check.
CL 18th; Craft Construct, burning blood*, geas/quest, heat metal, limited wish, polymorph any object, caster must be at least 18th level; Price 170,000 gp; Cost 95,000 gp + 6,000 XP.

* Spell taken from the "Draconomicon".
Valentinus

07-06-05, 01:40 PM
Great work Zendrolion !! :D (added to index)
Zendrolion

07-06-05, 01:58 PM
Thank you Valentinus! The 3.5 version of the bronze golem is definitely more powerful than the OD&D one, but I thought it would better try to balance the bronze with its 3.5 iron cousin than keeping old stats.

And of course an invisible +10 to damage has to be applied to both slams of the golem's full attack... :rolleye2: :D
Traianus Decius Aureus

07-06-05, 02:17 PM
It is more powerful, but the nice thing about 3.5E is it can be scaled back relatively easily, or have its size modified, for use as a lower CR creature.
Cthulhudrew

07-06-05, 06:20 PM
I did a conversion of a bronze golem for a Mystaran Almanac adventure, The Bronze Warrior (http://pandius.com/brnzwleg.html). It's at the bottom of the page.
Zendrolion

07-06-05, 07:26 PM
I did a conversion of a bronze golem for a Mystaran Almanac adventure, The Bronze Warrior (http://pandius.com/brnzwleg.html). It's at the bottom of the page.

WOW! Nice conversion and nice 3.5 outline of Threshold also!

About the bronze golem, our two conversions are very similar (we based on the same reference, after all). I've made the golem's natural armor bonus and Strenght a little higher than yours, moving myself around these guidelines:

Iron golem: Str 33, natural armor +22 (iron has hardness 10)
Stone golem: Str 29, natural armor +18 (stone has hardness 8)

Bronze is listed in DMG 3.5 as having hardness 9, so it is in the middle... ;)
Traianus Decius Aureus

07-06-05, 11:20 PM
Agarat
Lesser
X8 27, AC9
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: 2 Claws +6 melee (1d4 +4)
Full Attack: 2 Claws +6 melee (1d4 +4) and bite +1 melee (1d6 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scream
Special Qualities: Damage reduction 5/cold iron or magic, darkvision 60ft., undead traits
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 18, Dex 15, Con -, Int 11, Wis 14, Cha 18
Skills: Balance +4, Concentration +4, Hide +4, Listen +8, Move Silently +6, Search +4, Spot +8
Feats: Dodge,Improved Initiative
Environment: Any land
Organization: Solitary, or Pack (2-5), and see below
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A hideous undead creature that resembles a ghoul -recognizably humanoid, but gaunt and disfigured into a creature of darkness. Its tongue is long and rough, and well adapted to scouring flesh and marrow from bones. Its teeth are long and sharp, and its nails have lengthened and strengthened into claws. The creature exudes a carrion stench like a ghast, though the ghast’s odor is stronger.

Like ghouls, agarats haunt the dark places of death-graveyards, mausoleums, chamel houses, and more gruesome sites, such as the secret burial grounds of massacres. There they feed on rotting corpses. Agarats favor crude strategies to overcome their victims, or to search for carrion on which to feed. In wilderness areas or ruins, agarats are most often found amongst packs of ghouls (60% chance), with perhaps twice as many ghouls as agarats. Ghasts are sometimes in their company as well (20% chance for ld4 ghasts). In any pack, one agarat leads the others. The leader may be the oldest or the strongest-a creature that has cowed others into submission. Should this leader be slain or choose to flee, the others soon follow suit. Any ghouls in their company may not follow, however. Ghouls who stay behind occupy opponents who might othenuise pursue the agarats.

Agarats sometimes serve as the henchmen for a more powerful undead creature such as a lich or vampire, which rewards its minions with a steady supply of corpses. No one knows how these creatures came into being.
Fortunately, encounters with agarats are extremely rare now. Histories and chronicles speak of times when many more were seen-close behind wars, disease, and famine. At such times, the graveyards were packed with corpses, the agarat’s food.

Combat
Agarats often lead packs of ghouls in combat with mortals. While ghoulish claws make direct attacks on tender, living flesh, the agarats hang back and scream. The baleful influence of the agarats prevents the ghouls from being turned unless the result is sufficient to turn the agarats also. The ghouls flee first.

Scream (Su): As a full action, an agarat may scream once every three rounds. All creatures within 20' of the agarat must make a Will save (DC 18, Cha based) or temporarily gain one negative level. This negative level persists for 1d4x10 rounds. Multiple scream effects are cumulative, and any creature temporarily drained of all life energy falls unconscious and cannot be awakened for 30 minutes to two hours.

Damage Reduction (Su): An agarat has Damage Reduction 5/ cold iron or
magic.

As an undead creature, the agarat possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Agarats do not breathe, eat, or sleep.

Greater
X8 27, AC9
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+9
Attack: 2 Claws +9 melee (1d6 +5)
Full Attack: 2 Claws +9 melee (1d6 +5) and bite +7 melee (1d8 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, Scream, Stench
Special Qualities: Damage reduction 10/cold iron or magic, darkvision 60ft., turn resistance (+4), undead traits
Saves: Fort +2, Ref +5, Will +8
Abilities: Str 20, Dex 17, Con -, Int 14, Wis 14, Cha 20
Skills: Balance +7, Bluff +9, Climb +8, Concentration +6, Diplomacy +9, Hide +9, Intimidate +9, Jump +8, Listen +10, Move Silently +9, Search +8, Sense Motive +6, Spot +10
Feats: Dodge, Improved Initiative, Multiattack
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: -
Very rarely encountered, the greater agarat is even more powerful than the common type. Otherwise it is very similar to its common cousin. Rumors hold that somewhere exists at least one greater agarat with the powers of a 5th-level wizard. Any group of 8 agarats is 10% likely to be led by a greater agarat. In this case, the pack also indudes 2d12 ghouls and possibly 2d4 ghasts (50% likely).

Combat
A greater agarat fights in a similar manner to its common cousin. It will hang back, using its scream and stench attacks, while other ghouls, ghasts, and lesser agarats attack in melee. If the battle goes badly, a greater agarat will use the lesser undead to cover its escape.

Paralysis (Ex): Those hit by a greater agarat's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Scream (Su):As a full action, a greater agarat may scream once every three rounds. All creatures within 20' of the agarat must make a Will save (DC 23, Cha based) or temporarily gains two negative level. These negative levels persist for 1d4x10 rounds. Multiple scream effects are cumulative, and any creature temporarily drained of all life energy falls unconscious and cannot be awakened for 30 minutes to two hours.

Stench (Ex):The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same agarat’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Damage Reduction (Su): A greater agarat has damage reduction of 10/cold iron or magic.

Turn Resistance (Ex): A greater agarat adds +4 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

As an undead creature, the greater agarat possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Greater agarats do not breathe, eat, or sleep.
Gazza555

07-07-05, 04:34 AM
A large biped can carry 600 lbs. at strengh 18...
You're quite right of course, I completely forgot about the modifier for it being large. :embarrass
I gave him a strengh score of 22 because of the damage bonus - +6 , the same as in the mystara monstrous compendium.
That's the other reason I gave him 23
dex 16 and con 22 were given to upgrade the poor fey combat abilities. The rest just seemed right according to how I see them.
I tend to be too conservative at times... :D
Can you post a direct link to your version ?
Here (http://www.enworld.org/forums/showpost.php?p=2333384&postcount=389)

As you can see I only got round to doing the stat's

Regards,
Gary
Valentinus

07-07-05, 05:05 AM
Thanks Traianus. And just for the record - I just got a really great score in roman history in college :D (updated)

Gazza, out different acteons probably are linked to how we play.. i guess my campaigns are pretty violent.
Traianus Decius Aureus

07-07-05, 11:53 PM
Druj
CO, RC 207
Diminutive Undead
Hit Dice: 14d12 (91 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: fly 30 ft. (perfect)
Armor Class: 24 (+4 Dex, +6 natural, +4 size), touch 18, flat-footed 20
Base Attack/Grapple: +7/-5
Attack: Hand +11 melee (1d4 + poison)/Eye +11 melee (0 + poison)/Skull +11 melee (2d4 +poison)
Full Attack: Hand +11 melee (1d4 + poison) / Eye +11 melee (0 + poison) / Skull +11 melee (2d4 +poison)
Space/Reach: 1 ft. /0 ft.
Special Attacks: death's grasp, spirit's gaze, skull fright, poisonous aura, poison touch, split essence
Special Qualities: Blindsight 60 ft, spell-like abilities, spell immunity, undead traits, daylight powerlessness, DR 15/magic, Sudden Moves
Saves: Fort +4, Ref +8, Will +13
Abilities: Str 10, Dex 19, Con -, Int 13, Wis 14, Cha 22
Skills: Hide +28*, Intimidate +28, Listen +14, Move Silently +16, Search +8, Spot +14
Feats: Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Spell Focus (necromancy), Quicken spell-like ability (animate dead)
Environment: Any Land
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Diminutive); 29-43 HD (Tiny)
Level Adjustment: -

A pale eye floats near a flying skull, below it a hand floats. They appear decayed but somehow seem filled with malavent intelligence.
Druj appear as body parts-a hand, an eye, or a skull -floating or crawling around in a horrible way. They have a pale, decayed appearance and often emit a sickly green, blue, or purple glow.

Druj are solitary wanderers, though they may be found in the company of ld6 of its victims. They usually carry no treasure but occasionally serve as guardians for special items or hoards. Also, a druj's previous victims, if present might carry treasure. Druj are always encountered singly unless commanded by powerful lich, evil priest, or similar evil power. In such case, two druj eyes might rest within a druj skull, accompanied by two druj hands. No more than these five druj can ever be found in one place, and smaller groups (a druj skull with one druj eye, for example) are much more likely.
Like most undead, these spirits hate life and ruthlessly seek to destroy it whenever possible. It may be that druj gain sustenance from the life forces of the creatures they slay, but hunger clearly is not their only motivation. As destructive as they are, spirits usually move on before they can cause any great local impact. Should one decide to settle down, however, the effects are disastrous, as a druj tends to kill everything in its vicinity.

Combat
Unless noted otherwise, the druj's caster level for special abilities and attacks is 16. Druj frequently use their animate dead ability to turn victims they have slain into zombies, which the spirit uses to defend itself and to harass enemies. The zombies under its control can be tumed by clerics and paladins, but they have a +4 bonus to resist turning. When the druj splits, its spellcasting form will often hang back to use its abilities, while its other parts attack in melee.

Daylight Powerlessness (Su): The druj is almost totally powerless during the daylight hours. It cannot use any spell like ability, attack or animate dead. It usually moves without rest during the day, covering up to 24 miles. The druj does not have an aura while affected by daylight powerlessness.

Spirit's Gaze (Su): Once each round as a free action, an eye druj may gaze at an opponent. The victim must make a successful Fortitude saving throw (DC 28, Cha based) or be paralyzed for 1d4 x10 minutes. This attack has a range of 30 feet, and the victim need not meet the druj's gaze to be affected.

Death's Grasp (Su): When a hand druj successfully attacks a target, it inflicts normal damage and latches onto the target. Each subsequent round the hand druj automatically inflicts 1d4 + (10- the target's armor bonus) in damage to the target.

Skull Fright (Su): When a target is first attacked by a skull druj, the victim must make a successful Will saving throw (DC 28, Cha based) or be frozen with fright for one round. The skull druj can automatically bite a frozen victim. This is a necromancy (fear, mind-affecting) effect.

Poisonous Aura (Su): The druj's aura is extremly destructive to its environment. It emanates to a range of 30' around the creature. All food and water (even holy water, oils, salves and potions) immediately spoil and become useless. Living plants and normal insects within the poison radius become immediately paralyzed and die if the druj remains in the area for more than an hour. This aura negates all forms of plant control (including the entangle spell) and all insect plagues (summoned or natural).

Poison Touch (Ex): the druj's touch is poisonous to the living. Primary and secondary 2d6 con, save DC 17 (based on HD only).

Split Essence (Ex): Once per night, a spirit possessed (druj) body part can split its essence, creating four identical forms instead of one. Each of these forms has the same game statistics of the original (HD, full hp, AC, speed, attacks, etc.), has the poison touch and poisonous aura special attacks, and can attack separately; however, only one retains the druj’s spell-like abilities. Should the spell-casting form be destroyed, one of the surviving forms immediately gains all the druj’s spell-like abilities. Only destroying all four forms will defeat the creature. All four forms cannot travel farther than 1 mile of each other and are automatically and immediately reunited at sunrise. The first time in a night a druj body part is successfully turned, the four forms are forced to reunite into one creature and remain that way for 1d4+1 rounds, after which it may split again (even if they’re already split for that night). If turned before the split, the druj body part must wait 1d4+1 rounds before splitting. Additional turn attempts after the first are resolved normally.

Blindsight (Ex): Druj have blindsight out to 60 ft.

Spell Immunity (Ex): Druj are unaffected by spells lower than 4th level.

Spell Like Abilities (Sp): (at will) darkness, silence, contagion, animate dead, slay living. The druj can animate undead once per round as a free action, in addition to all other actions. Save DC is 10+ spell level+ cha modifiers, +6 DC for contagion and slay living.

Sudden Moves (Ex): A spirit possessed (druj) body part never causes an attack of opportunity when entering the opponent’s square to attack him. Other type of actions cause attacks of opportunity as usual.

As an undead creature, the druj possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Druj do not breathe, eat, or sleep.

Skills: The druj has a +12 bonus to all hide skill checks (this is included above).
Valentinus

07-08-05, 04:44 AM
Multiple attacks are used only with normal weapons, not natural weapons. The druj is crazy enough as it is.
Other than that I think it's fine :) also noticed some mistakes in my odic description, thanks.
Maybe they should be catalogued together, under "spirit"..

p.s : If you dont mind, can you please post the description with an empty line between each section/ability ? easier on the eyes that way.
Valentinus

07-08-05, 05:59 AM
Spectral Hound
medium outsider(extraplanar)(incorporeal)

HD : 5d8 (22hp)
Initiative : +9
Speed : 50'
AC : 22 (+9 dex, +3 deflection, 22 touch, 13 flat footed)
Base Attack Bonus/Grapple : +5/+5
Attack : bite +5 melee (3d6+fading)
Full Attack : bite +5 melee (3d6+fading)
Special Attacks : Fading
Special Qualities :
Saves : Fortitude +4, Reflex +16, Will +4
Abilities : Str -, Dex 28, Con 10, Int 6, Wis 10, Cha 17
Skills : Hide +17, Move Silently +17, Survival +8, Spot +8, Search +8, Intimidate +11)
Feats : Scent, Track
Environment : Any
Organization : Solitary, Pair, Pack (3-6)
CR : 4
Treasure : none
Alignment : always chaotic neutral
Advancement : 6-8 HD (medium)
Level Adjustment : -

A ghostly hound appears out of nowhere to stand before you, transculent and pale. Its eyes are pools of total blackness. It bares strangely gleaming fangs and charges.

Hounds are creatures of the dimensional vortex, where most other beings cannot survive. They are sometimes summoned to the prime plane to act as trackers and assasins.
They only have the form of large dogs, but are not "doggish". They are cold, threatening creatures, dedicated to each other and to their mission. Any loyalty they show to others is only superficial.

COMBAT

The spectral hounds prefer to fight in a pack, attack and flank a single opponent, withdraw after biting it, and return once the opponent is incorporeal to finish it. They are cunning and merciless in combat.

Fading (Su) : The bite of the spectral hound is disruptive against corporeal creatures. Any corporeal being bitten by a spectral hound must succeed on a fortitude save (DC 15) or start to fade. The fading is very gradual, and after 24 hours the being turns incorporeal. The creature's equipment isn't affected (i.e the faded being is now without equipment, except ghost touch weapons and similar items).
The faded has all the features of the incorporeal subtype (some of which can actually be helpful). In addition, the faded one is considered deaf to the corporeal world (he can still hear incorporeal beings who choose to make themselves heard), and cannot cause himself to be heard, only to other incorporeal beings.
In addition to normal methods of recovery, such as Break Enchantment, the victim can be brought back by a Dimension Door.
the save DC is cha based.
Traianus Decius Aureus

07-08-05, 09:04 AM
Multiple attacks are used only with normal weapons, not natural weapons. The druj is crazy enough as it is.
Other than that I think it's fine :) also noticed some mistakes in my odic description, thanks.
Maybe they should be catalogued together, under "spirit"..

p.s : If you dont mind, can you please post the description with an empty line between each section/ability ? easier on the eyes that way.
Done :)

One of the few TPK our group has ever had was against the 5 druj nightmare (2 eyes, 2 hands and the skull)- once it split its essence, it wiped the floor with the party. It is one really nasty creature.
Valentinus

07-08-05, 11:42 AM
ouch :eek:
sounds fun (for the DM, at least)
Zendrolion

07-08-05, 12:59 PM
The two spirit conversions are very nice :) and nasty! :devil:

What about making a conversion of the third spirit also, the old, spectre-summoning revenant? The 3.5 revenant (which traces his heritage to the 2nd ed. AD&D one - from the FR and MM) is indeed a completly different undead.

The problem here lies with the name; greater revenant doesn't sounds very well, most of all becouse "the lesser one" isn't also a spirit.
Valentinus

07-08-05, 01:29 PM
Hsiao

Large Fey
HD : 4d6+4 (18hp)
Initiative : +3
Speed : 30', fly 70' (average)
Armor Class : 15 (+2 dex, +4 natural, -1 size, touch 11, flat footed 13)
Base Attack/Grapple : +2/+6
Attack : claw +1 melee (1d6)
Full Attack : 2 claws +1 melee (1d6) and bite -4 melee (1d4)
Space/Reach : 10'/5'
Special Attacks : -
Special Qualities : Superior Low Light Vision
Saves : Fortitde +1, Reflexes +6, Will +8
Abilities : Str 11, Dex 14, con 13, wis 18, int 14, cha 16
Skills : Knowledge (religion, arcana, nature) +9, concentration +8, Spot +11, Diplomacy +10, Spellcraft +9, Move Silently +17.
Feats : Eschew Materials, Extra Turning.
Environment : Temperate and cold forests
Organization : Group (1-4) or Clan (1-20)
CR : 3
Treasure : only magic
Alignment : Often Lawful Good
Advancement : By character class
Level Adjustment : +4

A giant owl flies above, and lands on a nearby branch. Its golden eyes gleam with wisdom, as it greets you into the forest.

Hsiao are a race of peaceful philosophers, friends of the fey races and the elves. They live in earthen nests hidden in the highest of trees, spending their time meditating and debating. They are very wise and non violent, depending on other forest races for protection.

COMBAT

Hsiao are extremly non violent. They engage in melee only as a last resort, prefering to use their divine spells , and after that withdrawing. They are very wise, and cunning. When casting spells, they will do so in the most cunning way, coordinating their efforts and casting as a group. They prefer memeorizing spells that aid and enhance allies.

Spells : The Hsiao are devout philosophers of lawful good immortals and beliefs. They are Treated as 4th level clerics, and further levels gained stack with those natural levels. A 5th level hsiao cleric is considered a 9th level cleric. Hsiao clerics choose domains from the following list : Good, Law, Plant, Animal.
Spells per day : 5/4+1/3+1
Spells usually memorized :
0 - create water, purify food and drink, light, detect magic, mending.
1 - Bless, Summon Monster I, Protection from Evil, Magic Weapon.
2 - Resist Energy, Bear's Endurance, Aid.

Divine Affinity (Su) : The Hsiao are natural clerics. They do not need divine focuses to cast their spells.

Superior Low light Vision (Ex) : A Hsiao can see five times as far as a human, in dim light.

Skills : While flying, Hsiao gain a +8 racial bonus to Move Silently (calculated into the stats above).Hsiao recieve a +2 racial bonus to spellcraft checks related to divine spells or effects.

HSIAO SOCIETY

Hsiao live in small clans of up to 20 members. Their homes are hidden in the highest trees in the depth of the forest, mostly near other forest dwellers such as elves, centaurs, pixies and treants. They are led by the oldest and wisest among them, frequently a high level cleric.

The Hsiao are different from their fey cousins - they are very ordered and calm, unlike most chaotic or neutral fey. They are the scholars and loremasters of the fey, teaching and advising, and using divine abilities rare among the forest people.

The Hsiao have no hands, and do not write. Their entire culture is oral - they study long and ordered memory poems as other races study books and scrolls.

Hsiao speak sylvan, elf and common, and may know other languages.

HSIAO CHARACTERS

Unlike most other races, almost every hsiao advances as a cleric. Being a devout, cleric-philosopher is the norm in their society. Other character classes are very rare. Druids, sorcerers and bards are the most "common" of these rare types.
The martial classes (including monk and rogue), are considered an abberation among hsiao - they expect other races to pursue such violent ways, but not other hsiao.
The fact that the hsiao cannot use most of the equipment presented in the players handbook means that Hsiao with classes that depend on various items are usually very weakened.

HSIAO RACIAL FEATURES

- +4 dex, +3 con, +8 wis, +4 int, +6 cha
- Size : Large. -1 ac, -1 attacks, -4 hide, +4 grapple, double lifting and carrying limits.
- space/reach : 10'/5'
- base move 30', and 70' fly (average). Hsiao may not fly with medium or heavy loads.
- superior light vision : 5 times human.
- racial hit dice : 4 fey levels. 4d6 HD. +2 bab. saves +1 fortitude, +4 reflex, +4 will.
- racial skills : fey level grant (10+int modifier) skill points per HD. Hsiao class skills are Knowledge (religion, arcana, nature), concentration, Spot, Diplomacy, Spellcraft , Move Silently.
- Feats : fey level grants two feats. No weapon or armor proficiency is gained.
- Natural Weapons : 2 claws (1d6) and 1 bite (1d4)
- +4 natural armor bonus
- Lack of Hands : Hsiao do not have hands. They cannot use weapons or manipulate objects, except lifting or dragging them with their claws. While a Hsiao could carry a potion flask in a claw, it wouldn't be able to open the flask without aid.
- Cleric Levels : Hsiao are considered 4th level clerics, with full class features. They never need to use divine focuses while spellcasting, unless they are a major part of the spell.
- Skill Affinities : +8 racial bonus move silently checks made while flying. +2 racial bonus to spellcraft checks related to divine spells or effects.
- Automatic Languages : Sylvan, Common. Bonus Languages : Elf, Gnome, Goblin, Giant, Draconic.
- Favored Class : Cleric. Hsiao cleric levels stack with its fey cleric levels.
- Level Adjustment : +4. A 1st level Hsiao character has an ECL of 9.
Valentinus

07-08-05, 01:31 PM
The two spirit conversions are very nice :) and nasty! :devil:

What about making a conversion of the third spirit also, the old, spectre-summoning revenant? The 3.5 revenant (which traces his heritage to the 2nd ed. AD&D one - from the FR and MM) is indeed a completly different undead.

The problem here lies with the name; greater revenant doesn't sounds very well, most of all becouse "the lesser one" isn't also a spirit.

Your'e right about the name. Maybe "Revenant, Mystaran",
"Revenant Horror", "Dark Assasin".
I'd go with "Revenant Horror".
Or maybe stick with Revenant. We were here first, y'know.
Traianus Decius Aureus

07-08-05, 01:45 PM
The two spirit conversions are very nice :) and nasty! :devil:

What about making a conversion of the third spirit also, the old, spectre-summoning revenant? The 3.5 revenant (which traces his heritage to the 2nd ed. AD&D one - from the FR and MM) is indeed a completly different undead.

The problem here lies with the name; greater revenant doesn't sounds very well, most of all becouse "the lesser one" isn't also a spirit.

That was going to be my task tonight! I was going to call it either just Revenant (we we're first) or calling it the Mystaran Revenant (yes - its lame) but I'm open to any suggestions...
Traianus Decius Aureus

07-08-05, 01:55 PM
Valentinus, have you developed the "Hsiao as characters" section yet?
Valentinus

07-08-05, 02:04 PM
Valentinus, have you developed the "Hsiao as characters" section yet?

Nope :)
Not too hard to develop, though. I want to develop the "monster as class" chart for them.

Update : Developed and updated. Changed level adjustment to +4... ;)
Zendrolion

07-08-05, 02:12 PM
Here comes the skeletal golem!

It's no other than the bone golem of the Expert Set/RC, but in MC - Mystara Appendix they gave it this new name to differentiate it from Ravenloft (much more powerful and deadly) bone golem.

I've borrowed most features from Aaron Webb's version of the bone golem at the Vaults, but I've also made some minor changes. E.g. as the bronze golem IMO is a little swifter than the iron one, so the bone golem is swifter than the flesh one.
I'm not very sure about the "berserk" special attack that Webb assigned it; neither about "immunity to magic" (both abilities which the AD&D version didn't shared); tell me what do you think. Anyway:

Golem, Skeletal

Large Construct
Hit Dice: 6d10+30 (63 hp)
Initiative: +0
Speed: 20 ft. with breastplate (4 squares); base speed 30 ft.
Armor Class: 26 (-1 size, +12 natural, +5 breastplate), touch 9, flat-footed 26
Base Attack/Grapple: +4/+12
Attack: Large masterwork sword +8 melee (2d6+4/19-20) or
slam +7 melee (1d6+4)
Full Attack: 4 Large masterwork swords +8 melee (2d6+4/19-20) or
4 slams +7 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: berserk, one with manufactured weapons
Special Qualities: construct traits, damage reduction 10/adamantite and
bludgeoning, darkvision 60 ft., immunity to cold, electricity
and fire, immunity to magic, low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 19, Dex 11, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: any
Organization: solitary or gang (2-4)
Challenge Rating: 7
Treasure: none
Alignment: always neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level adjustment: -

This automaton looks like an humanoid skeleton made from unmatched bones tied with strings and splinters of wood. His torso is protected by a rough metal breastplate. Even if it looks like an humanoid, the automaton has four arms attached to random locations on its body. In each skeletal hand, he carries a sword, which it seems to swing with unusual mastery.

This golem is an humanoid skeleton of Large size, made of different bones. A skeletal golem always has four arms. It carries nothing, save for the weapons it has been crafted to wield; sometimes this golem is modified to wear a breastplate or a half-plate armor, to boost his toughness.
The skeletal golem cannot speak or emit any sound. Still being an artificial construct, it moves and wields its weapon with unusual swiftness. A skeletal golem weighs 650 pounds.

COMBAT:
Thanks to its four arms, the skeletal golem is a dangerous foe in melee, as it can attack four different opponents. Most skeletal golems are equiped with four long swords, but any simple or martial melee weapon is possible (even two two-handed weapons). A skeletal golem is automatically proficient with any weapon it has been created to wield, but isn't proficient with the use of any other weapon.

Berserk (Ex): When a skeletal golem enters combat, there is a cumulative 1% chance per round that its elemental spirit breaks freeand the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if withing 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

Immunities (Ex): The skeletal golem is immune to any effect causing cold, electricity and fire damage.

Immunity to magic (Ex): The skeletal 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 shatter spell weakens the golem's structure for 1 round per caster level. During this time, the golem loses its damage reduction and suffers double damage from melee bludgeoning attacks.
One with manufactured weapons (Ex): Since a skeletal golem is designed to wield a particular type of weapon (or weapons), it ignores all usual penalties for by multi-weapon fighting with manufactured weapons. Each of his four weapon-wielding arms is considered a primary weapon in order to calculate attack bonuses. If a skeletal golem happens to wield different weapons from the ones it has been designed to wield, it suffers the usual penalties for multiweapon fighting (along with a -4 non-proficiency attack bonus penalty).

CONSTRUCTION:
The pieces of a skeletal golem must come from at least four Large or Medium creature skeletons (weighing 650 pounds). The pieces must be treated and tied together with rare bindings and substances, costing a total of 200 gp. Assembling the body requires a DC 15 Use Rope check. The caster must provide also one-handed and/or two-handed (any combination of these) masterwork Large simple or martial melee weapons. If the caster wishes, the golem's body can be fitted with a Large breastplate (+5 AC) or a Large half-plate armor (+7 AC); the armor can't be lifted later from the golem's body and reduces its speed to 20 ft. Note that creating a skeletal golem requires casting a spell with the evil descriptor.
CL 8th; Craft Construct, animate dead, geas/quest, limited wish, stoneskin, caster must be at least 8th level; Price 18,000 gp; Cost 9,200 gp + 2,920 gp (2,520 gp for 4 Large masterwork swords and 400 gp for the Large breastplate) + 712 XP.
Zendrolion

07-08-05, 03:13 PM
Reading Traianus' druj, some suggestions came to my mind:

a) I've seen the odic and druj conversions have had slightly different conversions: the former has SR 23, the latter has spell immunity (4th level or lower). Since I've also noticed that the 3.5 nightshades have SR 27-31 (depending on type, and from OD&D spell immunity to 5th level spell or lower), what about modifying druj's spell immunity into a spell resistance? Valentinus' odic has some SR 23 (HD+7), but I'd say also a HD+9 would work (so that the revenant's SR would be 27 - as that of a nightwing).

b) What about making the druj Diminutive? This would give it an additional +4 base attack bonus ( :D ) and IMHO make more sense.

I was going to call it either just Revenant (we we're first)

Valentinus' Revenant Horror isn't bad, but... MYSTARA RULES! ;) :king:
Valentinus

07-08-05, 03:22 PM
Your interpretation of the four armed weapon attacks is great. I'm definately going to match that against my players.. two or three of them, that is.

Making the druj smaller seems logical. And player slaying.

[Edit] Hehe, I hope you didn't see what was here before the edit.
:embarrass
Traianus Decius Aureus

07-08-05, 03:35 PM
Reading Traianus' druj, some suggestions came to my mind:

a) I've seen the odic and druj conversions have had slightly different conversions: the former has SR 23, the latter has spell immunity (4th level or lower). Since I've also noticed that the 3.5 nightshades have SR 27-31 (depending on type, and from OD&D spell immunity to 5th level spell or lower), what about modifying druj's spell immunity into a spell resistance? Valentinus' odic has some SR 23 (HD+7), but I'd say also a HD+9 would work (so that the revenant's SR would be 27 - as that of a nightwing).

I know that 3.5E prefers spell resistance to outright immunity, but I preferred immunity because of spells like magic missile and fireball. In OD&D, the druj is immune to it regardless of caster level, but with 3.5E SR, a high level caster can beat the SR and still deliver a pretty healthy dose of damage. This just doesn't seem right to me. However, if the consensus would prefer SR, it can be switched.

b) What about making the druj Diminutive? This would give it an additional +4 base attack bonus ( :D ) and IMHO make more sense.

Honestly, the Medium vs diminutive was one I struggled with. Ultimately I went with medium for two reasons: 1) 14HD is way beyond what the guidelines suggest for a dimin. creature (it is high even for a medium) and 2) in my mind, the spirit acts much like an invisible medium creature, except for its physical parts (eye, hand, skull). Thus it fights and interacts much like a medium creature would, rather than a dimin. creature. Again, if the consensus is to go to dimin., I'd go along with it.

Thanks for the feedback!
Valentinus

07-08-05, 03:38 PM
I feel that the spirit is actually a medium incorporeal undead that animates various things at night, and moves in incorporeal form during day. So the things that it animates may vary... but a medium humanoid's eye should indeed be diminutive, and hands and skulls fine.
This would also mean that the suggested HD limits have no meaning here, because the thing isnt the eyeball itself, but the spirit that animates it.

From the companion set :
"Spirits are powerful evil beings inhabiting the bodies (or body parts) of others...They become invisible and nearly powerless (except to move) with the light of dawn..."

hmm... that means a revenant could animate many sorts of bodies, perhaps even non-humanoid ones. Or maybe humanoid and monstrous humanoid only.
Sizes... small to large , perhaps ?
Traianus Decius Aureus

07-08-05, 04:18 PM
Druj is now a Dimin. undead :)

Something I noticed on the Odic- shouldn't the incorporal form have a +6 deflection bonus to AC?
Valentinus

07-08-05, 05:45 PM
Your'e right. It's updated. Now the Odic, while incorporeal (not animating a plant) has a +6 deflection bonus to AC , equal to its charisma bonus.
Hugin

07-08-05, 05:51 PM
I have to poke my head in here and say great work guys! This thread and the Wendar thread show once again that this forum is (IMHO) the best for co-operative projects. Not only does Mystara rock, but so do it's fans!

While reading the comments here I've found info that is useful for the OD&D Creature Index. Also, since I'd imagine these conversions are likely to end up in the Vaults, I should include any conversions from there in the Index so they could also be referenced.

Keep it up guys!
Traianus Decius Aureus

07-08-05, 05:59 PM
I think a revenant could be different sizes, small to large as you suggested, but only humanoid or monstrous humanoid. I will work one up tonight as a medium creature and see how it looks. Advancement should cover larger varieties.
Traianus Decius Aureus

07-08-05, 11:52 PM
Revenant
CO, RC 207
Medium Undead
Hit Dice: 18d12 (117 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +9/+11
Attack: Claw +7 melee (2d4 +2 +poison)
Full Attack: 2 Claw +7 melee (2d4 +2 +poison) and bite +2 melee (1d4 +1 +poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Leaping ambush, poisonous aura, poison touch
Special Qualities: Blindsight 60 ft, Damage reduction 15/magic, daylight powerlessness, spell immunity, spell-like abilities, undead traits, summon spectres, turn resistance (+6), unnatural leap
Saves: Fort +6, Ref +10, Will +13
Abilities: Str 14, Dex 19, Con -, Int 13, Wis 10, Cha 22
Skills: Hide +31, Intimidate +11, Jump +24, Listen +10, Move Silently +21, Spot +15, Tumble +21
Feats: Acrobatic, Improved Initiative, Iron Will, Spell Focus (necromancy), Greater Spell Focus (necromancy), Quicken spell-like ability (animate dead), Stealthy
Environment: Any Land
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually chaotic evil
Advancement: 19-36 HD (Medium); 37+ HD (Large)
Level Adjustment: -

The decayed body in the distance is surrounded by pale, sickly green light. It moves with a speed and grace unlike any other zombie ever seen.

This horror at first glance appears to be a foul zombie, however it moves much more quickly. It is surrounded by a sickly green light. The revenant is a solitary creature, and it wanders in search of victims. It cannot be reasoned with and seeks only to extinguish life.

Revenants are most often medium sized humanoid or monstrous humanoid undead. However, they occasionally are large sized, and more rarely, small-sized creatures.

Combat
Revenants are very stealthy and will always attempt to surprise and ambush their victims. They have no fear of melee, although they will animate dead and summon spectres to their aid.

Leaping Ambush (Ex): The revenant can make use the unnatural leap special quality to jump on a victim as a full-round action. The revenant can attack with all its attack forms and gets a +6 bonus on each attack roll. At the end of the attack, it lands on any free square adjacent to the target. Usually the revenant uses this ability against flat-footed opponent whose Dexterity modifier to AC is denied.

Unnatural Leap (Ex): A revenant never doubles the Jump check DC when lacking a running start for long jumps. Moreover, once every 10 minutes, the revenant can automatically (no check required) make a 60 feet long (and 15 feet high) or 30 feet high jump as a full-round action.

Poisonous Aura (Ex):The revenant's aura is extremly destructive to its environment. It emanates to a range of 30' around the creature. All food and water (even holy water, oils, salves and potions) immediately spoil and become useless. Living plants and normal insects within the poison radius become immediately paralyzed and die if the druj remains in the area for more than an hour. This aura negates all forms of plant control (including the entangle spell) and all insect plagues (summoned or natural).

Poisonous Touch (Ex): the revenant's touch is poisonous to the living. Primary and secondary 2d6 con, save DC 19 (based on HD only).

Blindsight (Ex): The revenant has Blindsight up to 60ft.

Damage Reduction (Su): The revenant has damage reduction 15/magic.

Daylight Powerlessness (Ex): The revenant is almost totally powerless during the daylight hours. It cannot use any spell like ability, attack or animate dead. It usually moves without rest during the day, covering up to 24 miles. The revenant does not have an aura while affected by daylight powerlessness.

Spell Immunity (Ex): The revenant is immune to spells lower than 4th level.

Spells-like Abilities (Sp): (at will) darkness, silence, contagion, animate dead, slay living. The revenant can animate undead once per round as a free action, in addition to all other actions. Save DC is 10+ spell level+ cha modifiers, +6 DC for contagion and slay living.

Summon Spectres (Sp): Once per night, a revenant can summon 1d4 spectres to come to its aid. The spectres will arrive 1d6 + 2 rounds after being summoned, and will obey and fight for the revenant. They may be turned as normally.

As an undead creature, the revenant possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Revenants do not breathe, eat, or sleep.
Zendrolion

07-09-05, 08:16 AM
[Edit] Hehe, I hope you didn't see what was here before the edit.
:embarrass

You're making me curious... :confused: ;)

I think a revenant could be different sizes, small to large as you suggested, but only humanoid or monstrous humanoid. I will work one up tonight as a medium creature and see how it looks.

Cool idea! :) However, doing so would call in for a template. You could say the number of HD indicates a different (larger) creature, but I think in many ways the revenant's attack routine will change along with its body. For example, it's difficult to think of a minotaur body animated by a revenant that doesn't attack with its horns.

After all, perhaps would be simpler to limit the revenant's ability to possess bodies to Medium humanoids only. A template for the revenant would be the alternative, IMHO.

Finally, I'd like to read some feedback about skeletal golem's "immunity to magic" and "berserk" abilities: please post, post, post!!! :) ;)
Zendrolion

07-09-05, 09:39 AM
I have to poke my head in here and say great work guys! This thread and the Wendar thread show once again that this forum is (IMHO) the best for co-operative projects. Not only does Mystara rock, but so do it's fans!

Thank you very much Hugin! :) And I agree with you: working together is great, becouse you can get a whole bunch of amazing ideas to make our favorite setting ever better and better!

And now for my other spiritical questions :thinks: (I'm obsessed and obsessing you with undead spirits... :bored: ;) ):

a) a spirit is said to be an incorporeal undead that possesses dead bodies or body parts, right? As such, is it destroyed or simply forced in incorporeal form when the body/body part it possesses is killed? I think the latter possibility would be interesting...

b) a spirit is visible and not powerless during nighttime - even if in incorporeal form: he can still use its aura and spell-like abilities (what about its poisonous touch, however?). This could be important if the answer to a) is that a spirit isn't destroyed when the body it possesses is killed.

c) thinking about the revenant's size, earlier, I read the RC (p. 207) paragraph about spirits. Some excerpts: "Odics occasionally inhabit the bodies of plantlike monsters. [...] The odic gains the abilities of any plantlike monster possessed. They may be used in addition to the normal abilities of the odic." and "A druj is usually encountered in the form of a hand, eye, or skull". A terrible thought came to my mind :D : what about developing the three spirits as templated undead (one for body parts, one for bodies and one for plants)? :eek:

I know that 3.5E prefers spell resistance to outright immunity, but I preferred immunity because of spells like magic missile and fireball. In OD&D, the druj is immune to it regardless of caster level, but with 3.5E SR, a high level caster can beat the SR and still deliver a pretty healthy dose of damage. This just doesn't seem right to me.

You're quite right: the SR ability isn't that powerful against high-level spellcasters. A possibility would be adding to the spirit's SR an immunity to cold and an energy resistance of 15-30 to fire and electricity.

For Valentinus: your "Hsiao as character" section is really great! :cool: :)
Hugin

07-09-05, 10:20 AM
a) a spirit is said to be an incorporeal undead that possesses dead bodies or body parts, right? As such, is it destroyed or simply forced in incorporeal form when the body/body part it possesses is killed? I think the latter possibility would be interesting...
I use Bruce Heard's Limbo with my Mystara campaigns so if others do as well, you could have the spirit returned there, possibly at a decreased power level (as with mortal creatures when raised from the dead).

b) a spirit is visible and not powerless during nighttime - even if in incorporeal form: he can still use its aura and spell-like abilities (what about its poisonous touch, however?). This could be important if the answer to a) is that a spirit isn't destroyed when the body it possesses is killed.
Do you mean 'not powerless during daytime'? If not then I'm :confused:

c) thinking about the revenant's size, earlier, I read the RC (p. 207) paragraph about spirits. Some excerpts: "Odics occasionally inhabit the bodies of plantlike monsters. [...] The odic gains the abilities of any plantlike monster possessed. They may be used in addition to the normal abilities of the odic." and "A druj is usually encountered in the form of a hand, eye, or skull". A terrible thought came to my mind :D : what about developing the three spirits as templated undead (one for body parts, one for bodies and one for plants)? :eek:
I was thinking 'template' as I read this as well; before even reading where you mentioned that! Either you are incredible at conveying your thoughts, or the idea really makes perfect sense! (OR we're both crazy but at least we have company! :P )
Zendrolion

07-09-05, 12:17 PM
Do you mean 'not powerless during daytime'? If not then I'm :confused:

Well, what I mean is: during daytime a spirit is powerless: they become invisible (not simply incorporeal) and lose many special ability (spell-like, poisonous aura, etc.). According to RC, a spirit travels during a day, never staying in a given area more than one night, and regains its powers at dusk.
IMHO this means that a moment before each sunrise, a spirit is forced out of the possessed body/body part and must resume incorporeal form (and is powerless during the incoming day).
So, what happens when the sun settles? The spirit becomes again visible and resumes its powers, but is in incorporeal form still. It has to find a body/body part to possess for the incoming night but, until this happens, it moves and fights in incorporeal form.

If all this make sense, the possibility of a spirit in incorporeal form during night-time exists and IMHO makes even more hoped the possibility to develop the bodies possessed by the spirits as templated undead (which was the whole point of my jumbled thoughts). :crazy: :D

I use Bruce Heard's Limbo with my Mystara campaigns so if others do as well, you could have the spirit returned there, possibly at a decreased power level (as with mortal creatures when raised from the dead).


Interesting! I don't use Limbo, but we could simply assume that a spirit whose body is destroyed has its essence so weakened to be drawn automatically in its plane of origin (Limbo, Negative Energy Plane or what); therefore, it'll have to await some time (days, weeks, etc.) to return to the Material Plane to harass the living.
A problem arises: if a spirit whose body is destroyed returns to its plane, how can it be destroyed once and for all? This is the reason that makes me think that spirits are simply cast out of the possessed body when this is killed.

Either you are incredible at conveying your thoughts, or the idea really makes perfect sense! (OR we're both crazy but at least we have company! :P )

The first possibility would be hoped, but the third one is by far the most likely! :D :)
Zendrolion

07-09-05, 12:27 PM
It's the amber golem time!

GOLEM, AMBER

Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +1
Speed: 15 ft. (10 squares)
Armour Class: 26 (–1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (2d6+8)
Full Attack: 2 claws +14 melee (2d6+8) and 1 bite +9 melee (2d10+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: improved grab, pounce, rake 2d6+4
Special Qualities: blindisight 60 ft., construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, tireless tracker
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 26, Dex 13, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: –

A large, gemstone-made lion stands in front of you. Its beautiful body is carved from amber and looks semitraslucent. The creature would resemble an amber statue, would it not for its feline moves and its fierce appearance.

An amber golem is made out of amber and designed to resemble a great cat, usually a lion, tiger or panther of large size; it’s usually 8-12 ft. long. As such, it has a smooth and beautiful body, which brights with golden hues when struck by a light source. When inactive, amber golems are indistinguishable from amber-made statues. When active, however, unlike other golems, they move with almost feline speed and possess a sharp magical scent which helps them to track their opponents ofren successfully.
An amber golem cannot speak, roar or emit any sound. It weighs about 1,800 pounds.

COMBAT:
As all golems, the amber golem is a tireless foe. In battle, it leaps upon opponents, slashing with its terrible claws and biting with the wickedly sharp slivers of amber that form its teeth. Due to its powerful scent and senses, the amber golem make an efficacious guardian or tracker. The destruction of an amber golem causes it to shatter into many large shards of amber. All together, these pieces of amber weigh (1d4+2)×100 pounds and are worth 10 gp per pound of weight.

Immunity to magic (Ex): An amber golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects funcioin differently against the creature, as noted below.
A magical attack that deals fire damage inflicts half its normal damage on an amber golem. If the attack allows a saving thorw to halve the damage, the amber golem sustain one-quarter damage if the save is successful and half is the saving thorw fails.
A shatter spell affects the amber golem as if it were a crystalline creature.

Improved grab (Ex): To use this ability, an amber golem must hit with a claw or bite 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 estabilishes a hold and can rake.

Pounce (Ex): If an amber golem charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +14 melee, damage 2d6+4.

Tireless tracker (Su): An amber golem possesses hightened senses thanks to the magic which animates it. An amber golem is considere having both the scent special ability and the Track feat when its master commands it to follow a track or an opponent. Besides, it gets a +15 bonus to all Listen, Spot and Survival checks. Note that this is a supernatural ability.

CONSTRUCTION:
The amber golem’s body must be sculpted from 1,000 pounds of amber pieces costing no less than 5,000 gp, that must be melted and bound together. Additional rare substances and oils needed to complete the golem’s body costs another 1,000 gp. Assembling the body requires a DC 17 Craft (gemcutting) check.
CL 11th; Craft Construct, animate objects, command, geas/quest, prayer, summon monster VI, caster must be at least 11th level; Price 50,000 gp; Cost 31,000 gp + 1,760 XP.
Valentinus

07-09-05, 08:00 PM
The amber golem was always my favorite critter for some reason.

About the spirits : I think they are medium incorporeal undead, that take over other living forms. Each one has its usual victim, but may animate others, at the DM's discretion.

Maybe this should be described as a special ability of all spirits.

Animate (Su) : The spirit takes control of a specific kind of creature or construct. It gains the being's physical ability scores, and any other abilities, while retaining it's own mental ability scores, HD, hp, special attacks and special abilities. This ability may only be used at nightfall.
While the spirit may voluntariliy leave any animated victim, it still suffers any damage taken by the animated form.
See individual spirit for more detail.

Edit : Updated the Odic. Also made the format more 3.5'ish.
Traianus Decius Aureus

07-09-05, 09:31 PM
I have viewed the defeat of a spirit as the destruction of its physical manifestation, which weakens the spirit enough for it to be drawn back to Limbo (and thus defeated until it orchestrates its escape from Limbo again).

And now for today's undead goodness...

Sacrol
X9 28, AC9
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+10
Attack: Tentacle +10 melee (2d8 +6)
Full Attack: 2 Tentacle +10 melee (2d8 +6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Constrict, energy drain, improved grab, spirit capture, death shriek
Special Qualities: Damage reduction 10/magic, darkvision 60ft., spell-like abilities, undead traits
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 22, Dex 15, Con -, Int 7, Wis 8, Cha 16
Skills: Intimidate +15, Listen +6, Spot +6
Feats: Alertness, Improved Grapple, Improved Initiative
Environment: Any Land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Often chaotic evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: -

A large skull seems to float in a shifting, multi-colored mist. Within the mist there seems to be a writhing mass of entrails.

Sacrols are the collected angry spirits of the dead. They have great hatred for the living, especially for their slayers, if any. Sacrols arise in places of mass death, such as battlefields, sacked temples, and plague-ridden cities or countrysides. Such a creature is forever bound to its death site unless it follows its killers in the hope of achieving vengeance. The sacrol can unerringly track the killers of those who became part of the sacrol. Wise travelers know to hide from a wandering sacrol, for even though it pursues its killers, the sacrol will slay any living thing in its' path. It seems odd that even lawful good victims can become part of an evil sacrol, but it is speculated among religious scholars that the sacrol's great hatred is the result of death trauma coupled with a chance closeness to a rift in the Negative Energy Plane. If a sacrol manages to avenge itself against its killers, it must return to its death site and haunt it forever.

A sacrol looks like a large skull surrounded by a constantly shifting, multi-colored mist. The skull resembles one creature whose life force is captured in the sacrol. The mist is the body of the sacrol. Sacrols radiate a cold, clammy aura. They do not have language, but they communicate through howls. Their cries sound like the shrill death shrieks of many creatures in their death throes. If one listens closely, the individual cries can be distinguished.

Combat
The sacrol attacks with two long, ropelike tentacles that are composed of mist and are suggestive of entrails. A sacrol may attack two victims in one round, but may not direct both tentacles at the same victim. It will use its death shriek against whoever it regards as the greatest threat, but will only animate dead if it overmatched.

Constrict (Ex): A creature successfully grappled by a sacrol tentacle automatically takes 2d4 damage.

Energy Drain (Su): Each successful hit by a sacrol's tentacle bestows one negative level on the victim. Each time a creature suffers a negative energy level, the sacrol gains 5 hp.

Improved Grab (Ex): If a sacrol sucessfully hits a target with its tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Damage Reduction (Su): A sacrol has damage reduction 10/magic.

Spells-like Abilities (Sp): 1/day animate dead

Spirit Capture (Su): Any creature killed by the sacrol has its life force joined to the sacrol. The victim cannot be raised or resurrected by any means short of wish. If the sacrol is later destroyed, all captured life forces of victims are released and they may be raised as normal.

Death Shriek (Sp): 1/day the sacrol can emit a shriek that acts as a slay living spell vs one target. The fortitude save is against DC15.

As an undead creature, the sacrol possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Sacrols do not breathe, eat, or sleep.
Cthulhudrew

07-10-05, 12:14 AM
WOW! Nice conversion and nice 3.5 outline of Threshold also!

I should note that the stats in there are 3.0 for the Bronze Golem and Rock Living Statue. 3.5 wasn't out at the time, though I think I may have revised them personally somewhere.

About the bronze golem, our two conversions are very similar (we based on the same reference, after all). I've made the golem's natural armor bonus and Strenght a little higher than yours, moving myself around these guidelines...

Interesting thought process behind the bronze golem, and I'd have to say I tend to agree with you. Overall, I like your version better than mine. Nice job. :)

I've got several conversions that I'll have to post up here. Some are available on the Vaults of Pandius (http://www.pandius.com) but most I haven't gotten around to posting up.

I've actually begun converting many of the Savage Coast monsters from the MC as well, as one of my many other projects. I'll look through and see which I've done that are complete, and try to post them here.
Zendrolion

07-10-05, 11:11 AM
I must apologize for my meddling with Traianus' and Valentinus' spirit conversions, but I just wanted to know what do you think of the following paragraph. :embarrass :) ;)

Basically, I've worked a little with Valentinus' "Animate (Su)" ability toward a partially-templated version of spirits, and I've written the following as an introduction to the 3.5 ED-format "Spirit". The "Combat" section should include also "Poisonous Touch (Ex)", "Poisonous Aura (Ex)" and other special abilities common to the three spirit types.

I agree with you, Valentinus, when you say that spirits are Medium Undead (Incorporeal). I don't think the spirit's body could be a physical manifestation of its essence, but rather a physical body possessed by the undead. Nevertheless, I've welcame Traianus' and Hugin's idea regarding the spirit's destruction: it is drawn to Limbo, whence it came.

I've also chose to allow the revenant to possess dead creatures of any type whose size range from Small to Large.

Updated version (3):

SPIRIT

Spirits are powerful undead beings escaped from Limbo and returned to the Material Plane to harass the living. They’re extremely evil and among the nastiest of undead creatures. While nearly powerless and invisible in their natural, incorporeal form, all spirits have the ability to possess and inhabit the dead bodies or body parts of other creatures (or plants, if the spirit is an odic).
In incorporeal form, a spirit is invisible. For those who can still detect it, it looks like a misty and wickedly dark shadow floating around. A body, body part or plant possessed by a spirit has a pale, decayed appearance and often emits a sickly green, blue or purple glow; moreover, the body possessed by a spirit become extremely poisonous and destructive to its natural and living sourroundings.
Spirits can understand all languages, but usually speak only Common and another one or two additional languages. Their ability to communicate is however limited by the features of the body they’re possessing.

COMBAT
Each undead spirit is a fearsome opponent, whose tactics vary from their type and the body they’re possessing. However, they share some common characteristic and abilities that make them particularly difficult to recognize and defeat.
When in their natural, incorporeal form, spirits are invisible but hardly a match for a well-equipped opponent. If confronted while in incorporeal form, spirits usually try to flee or possess a body as soon as possible. The spirit’s true powers manifest only when it take possession of a body.
A spirit never stays more than one night in the same place; they travel extensively during the day, moving from place to place to find other bodies to possess.

Daylight Powerlessness (Ex): During the daylight hours, a spirit cannot use its possess ability, and becomes invisible (this being an extraordinary ability, it cannot be dispelled; the spirit can however be detected with the usual means). It remains invisible and incorpoeal from the first rising of the dawn until light has completely faded away. At dusk (when there's still some light but the sun has begun to set), a spirit regains the use of its possess ability and begins looking for a body to possess for the incoming night. It has to do so before complete sunset, however. Should the sun set completly while the spirit is still incorporeal and invisible, the spirit is banished from the Material Plane (treat this as if it would have had its host destroyed).
In addition, if a spirit is possessing a body when the sun rises at the beginning of the day, it’s immediately cast out of it, and must resume its own incorporeal and invisible form.

Poison Touch (Ex): The touch of a body or body part possessed by a spirit become poisonous to living creatures. This effect applies also anytime the possessed body or body parts hits in melee. Contact, Fortitude DC 10 + ½ the spirit’s HD, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Poisonous Aura (Ex): While possessing a body or body part, the spirit’s presence become not only unnerving to the living, but also extremely destructive to its environment. The possessed body or body part emanates an aura with a range of 30 ft. centered on the creature. Within that aura, all food and liquids (even holy water, magical oils, salves and potions) immediately spoil and become useless. Unanimated plants and normal vermins of less-than-Tiny size within the poisonous aura’s radius become immediately paralyzed (no save) and die if they happen to remain in the spirit’s poisonous area for more than an hour. Within this aura all forms of plant control (including entangle and similar spells relying of vegetation or plant material) and all insect plagues (summoned or natural, including all spells relying on insects and vermins of individually less-than-Tiny size).

Possess (Su): A spirit full and fearsome powers manifest only when it finds a body to possess. Each type of spirit is bound to possess a particular type of body: see the individual spirit’s description for more informations.
A spirit in incorporeal and invisible form can try to possess a body laying in an adjacent square as a standard action. If the target is an inanimate object (a normal plant or vegetable, a dead body or body part), it’ll be automatically successful. A spirit cannot abandon a body possessed during last dusk, until forced to do so by dawn.
A spirit essence’s link with the possessed body is so strong during the possession time that, if the possessed body is destroyed, the spirit’s essence is drawn again in Limbo and prevented from returning to the Material Plane until it manages to escape (which can take a very, very long time). Only magic that specifically destroyes undead (such as a disruption weapon or powerful undead turning) may permanently destroy a spirit along with the body it possesses.
The possessed body or body part acquires the spirit possessed template of the appropriate type (see individual descriptions for details). While possessing a body or body part, a spirit loses the possess special attacks. While possessing a body or body part, a spirit gains the poisonous aura, poison touch and spell-like abilities special attacks, and retains all its special qualities.

Spell-like Abilities (Sp): These are usable only when the spirit possesses a body or body part. At will – animate dead, contagion (DC 21), darkness, silence (DC 18), slay living (DC 23). Caster level 16th. The save DCs are Charisma-based. Moreover, skeleton and zombies animated by spirits share a turn resistance bonus of 1/2 the spirit's HD.

Unnatural aura (Su): Animals, whether wild or domesticated, can sense a its unnatural presence at a distance of 30 feet. They will not willingly approach nearer then that an panic if forced to do so; they remain panicked as long as they are within that range. Note that this ability works both when the spirit is incorporeal and invisible and when it's possessing a body or body part (basically, an animal will feel something unnatural in the area around an invisible spirit, and will panic without apparent reason).
Zendrolion

07-10-05, 01:38 PM
Follows the lowest (IMO) construct ever published by TSR... I've increased a little the damage done by its slams to try to keep it balanced with the flesh golem. For a while I had considered borrowing some features of the Dark Sun obsidian golem (from AD&D), but the resulting automaton was perhaps too different from the original. So, ladies and gentlemen, I have the great honor to introduce you to the...

GOLEM, OBSIDIAN

Large Construct
Hit Dice: 6d10+30 (63 pf)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 26 (–1 size, –1 Dex, +18 naturale), touch 8, flat-footed 26
Base Attack/Grapple: +4/+16
Attack: Slam +11 melee (2d6+8)
Full Attack: 2 slams +11 melee (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: –
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 27 , Dex 9, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: –

Before you stands an 8-feet tall sharp-featured humanoid, whose body has been carved from some sort of shiny black glass.

Obsidian golem are carved from a large, single piece of obsidian, a glass-like volcanic stone. They resemble massive statues, standing 8 feet tall and weighing about 750 pounds. They move fairly well, and in a strong determined manner.
Even if they’re constructs, obsidian golems are capable of intelligible speech, but speak only when commanded to do so by their creator, and never by their own. Their master must therefore command them exactly what to say and when.

COMBAT
Obsidian golems charge into combat striking with their two powerful fists. If they’re destroyed, their bodies shatter into worthless rubble.

Immunity to magic (Ex): The obsidian golem is immune to all effect and spells that allows a spell resistance. Besides, certain spells and effects function differently on this creature, as noted below.
A shatter spell affects the obsidian golem as a crystalline creature, but doing only 1 point of damage per caster level (6 point maximum). An obsidian golem gets no save against this effect.
A stone shape spell causes 3d6 points of damage to the obsidian golem, and allows no save.
A stone shatter* spell destroys the golem immediately if it fails a Fortitude saving throw.

* Spell from "Magic of Faerun".

CONSTRUCTION
The body of an obsidian golem must be carved from a large single piece of volcanic obsidian. The rare oils and admixtures consumed in the process costs an additional 500 gp. The carving of the golem’s body requires a CD 15 Craft (stoneworking) or Craft (sculpting) check.
CL 9th; Craft Construct, bull’s strenght, geas/quest, fist of stone, tongues, caster must be at least 9th level; Price 10,000 gp; Cost 5,250 + 380 XP.

***

P.S.: I've also slightly changed the AC and speed of the skeletal golem, above. I think now it's more balanced and similar to the OD&D one (which had a very low AC, after all).
Traianus Decius Aureus

07-10-05, 10:52 PM
The template idea for the spirits may work. I'd be interested to see how it looks once more completely developed.
Traianus Decius Aureus

07-10-05, 10:53 PM
Ghostly Horde
DMR2 48
Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 deflect), touch 16, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: by weapon +1 melee (weapon damage + ghostly strike)
Full Attack: by weapon +1 melee (weapon damage + ghostly strike)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Ghostly charge, ghostly muster, ghostly strike
Special Qualities: Darkvision 60ft., undead traits
Saves: Fort +1, Ref +3, Will +3
Abilities: Str -, Dex 14, Con -, Int -, Wis 10, Cha 18
Skills: ---
Feats: ---
Environment: Any battlefield
Organization: Horde
Challenge Rating: 2
Treasure: None
Alignment: Any
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -
Across the field you see thousands of soldiers preparing to charge. Some of you panic, others in your party act as if nothing is wrong. Suddenly the horde charges you...
A ghostly horde consists of the psychological remnants of an army that met a sudden or catastrophic defeat.
The horde is created by the losers’ overwhelming desire to complete its task, whatever that may have been. For those whose fear allows them to see it, the ghostly horde takes the form of the soldiers who lost the battle. No matter how long ago or how recently the battle took place the soldiers appear exactly as they did on the day of their violent deaths; they make no sound whatsoever. Although such armies normally appear as they did in life, occasionally reports surface regarding ghostly hordes whose soldiers bear the seemingly still-fresh wounds that caused their deaths.
Ghostly hordes appear only on battlefields, usually those long forgotten. The can appear in towns and cities if a great siege took place that cost the lives of its defenders. The horde can appear differently to all the come into contact with it. Some see nothing at all or just feel uneasy, while others see the full horde. Even those that see the horde may not see the same thing.

Combat
Since the members of a ghostly horde have no true consciousness or intelligence, it is the minds of their victims that give the horde its substance and power. Each character that enters a battlefield where a ghostly horde exists sees the spectral army appear at the edge of the battlefield. Although the horde may number hundreds or thousands to those that see it, one ghostly soldier actually attacks each character who views the horde. Soldiers will attack in a manner consistant with their origin and armament.
Any character that defeats a ghostly soldier will never see that particular horde again, nor can they ever be affected by that specific horde.

Ghostly Charge (Ex): Characters who are affected by the Ghostly Muster must make a second will save (DC 18). If the save succeeds, the horde fades from view. Failure indicates the horde charges those characters viewing it. Each viewer will be attacked by a single ghost soldier, even though hundreds or thousands may charge.

Ghostly Muster (Ex): Any character entering the ghostly horde's battlefield must immediately make a will save (DC 15). Those that succeed in the will save see nothing but a brief glimpse of the horde. Those that fail the save, see the ghostly soldiers muster and prepare to charge. All characters failing the save are shaken.

Ghostly Strike (Ex): Any character hit by a ghost soldier takes normal damage and must make a will save vs DC 15. If failed, the character passes out, and will awaken in 10 to 60 minutes. Only half of the damage the victim suffered was actually inflicted, the rest appearring only as welts and bruises.
Any character 'slain' by the horde will awaken in 10 to 60 minutes as well, only half of the inflicted damage actually being real.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

As an undead creature, the ghostly horde possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• The horde does not breathe, eat, or sleep.
Valentinus

07-11-05, 11:17 AM
Odic

The Odic is an undead spirit that possesses plants, animating them with its own essence. The being exists for one night only in its current form. Each dawn, the odic leaves its host and roams the lands, possessing another plant at nightfall. Nothing remains of host left behind except a shriveled husk. The Odic below uses a treant as a base plant.

Odic (Treant).
Huge Undead.

HD : 16d12 ( 104hp).
Initiative : +3 (+4 improved initiative, -1 dex)
Speed : 30' (6 squares)
Armor Class : 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/ Grapple : +8/ +25
Attack : Slam +15 melee (2d6+9 and poison touch)
Full Attack : 2 slams +15 melee (2d6+9 and poison touch)
Space/ Reach : 15'/15'
Special Attacks : Animate trees, double damage against objects, trample 2d6+13, poisonous touch, unholy aura, animate leaves, spirit's aura.
Special Qualities : Damage reduction 10/slashing and 15/magic, low-light vision, vulnerability to fire,, blindsight 60', spell-like abilities,spirit traits, SR 23.
Saves : Fortitude +5, Reflex +4, Will +18.
Abilities : Str 29, Dex 8, Con -, int 10, wis 10, cha 22.
Skills : Spot 19, intimidate 25.
Feats : improved initiative, iron will, spell focus (necromancy), greater spell focus (necromancy), quicken spell like ability (animate dead).
Environment : Temperate Forest.
Organization : Solitary.
Challenge Rating : 16.
Treasure : none.
Alignment : Chaotic Evil.
Advancement : None.
Level Adjustment : - .

The odic's caster level for resolving all special qualities and attacks is 16th.

Animate Trees (Sp): An Odic-treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the Odic-treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have
the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex): An Odic-treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. In addition, the victim(s) suffer the odic-treant's poison touch effect.

Poison Touch (Su) : the odic-treant's touch is poisonous to the living. Primary and secondary 2d6 con, save DC 18 (based on HD only).

Unholy Aura (su) : The odic's spirit aura is powerful and dark, more than other spirits. All living things brought into the aura, or present when it begins emenating, suffers an energy drain effect (save DC 24, 1 negative level). Each time a creature suffers a negative energy level, the odic gains 5 hp.
The Aura can be seen as a purplish light that surrounds the odic-treant to a range of 30'. It can be detected from afar (300').

Animate Leaves (su) : The odic-treant can animate up to 6 leaves at a time. These leaves can fly (30', perfect) and attack living humanoids. The leaf is considered a tiny construct (2 hp, AC 14) and attacks as such with a touch attack (+1 attack bonus).A victim hit by a leaf is affected by a dominate person effect (save DC 19, cha based). The leaves may range up to a mile away from the odic-treant.

Spell Like Abilities (Sp) : (at will) darkness, silence, contagion, animate dead, slay living. The odic-treant can animate undead once per round as a free action, in addition to all other actions. Save DC is 10+spell level+cha modifier, +2 DC for contagion and slay living.

Spirit Traits (Su) : The odic leaves its host at dawn. While outside a host during daylight, the Odic is a medium incorporeal undead, with no attacks or special attacks. It loses all special qualities except undead traits, and gains incorporeal traits and invisibility (since it cannot attack, the invisibility doesn't wear off).
Should an odic's host be destroyed while possessed by an odic, that odic is banished from the material plane. Only magic that specifically destroyes undead (such as a disruption weapon or powerful undead turning) may permanently destroy an odic.
The Odic may attempt to possess a plant or a plant creature as a standard action, at nightfall (the time of day after sunset, while there is still light in the sky).Plant creatures may resist by a will save, DC 22. Apply the odic template to the new host.
Should the sun set completly while the odic is still incorporeal, the odic is banished from the material plane.

Spirit Aura (Su): While possessing a body or body part, the odic's presence becomes not only unnerving to the living, but also extremely destructive to its environment. The possessed plant emanates an aura with a range of 30 ft. centered on the creature. Within that aura, all food and liquids (even holy water, magical oils, salves and potions) immediately spoil and become useless. Living plants and normal insects within the poisonous aura’s radius become immediately paralyzed (no save) and die if they happen to remain in the spirit’s poisonous area for more than an hour. Within this aura all forms of plant control (including entangle and similar spells relying of vegetation or plant material) and all insect plagues (summoned or natural, including all spells relying on insects and vermins of individually less-than-Small size) do not function.

CREATING AN ODIC

The odic is an aquired template that can be added to any living plant or plant creature, refered to as the "base plant". The creature remains in its present form for one night only.

Type : Change to undead. It retains any subtype except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian).

HD : change to 16d12.

Speed : As base plant (note that trees or other non creature plants have no speed).

AC : as base plant. Trees or other non creature plants gain a dexterity score as if an animated object of the appropriate size.

Base attack/Grapple : +8/ +8 modified by the base plant's size and strength.

Attack : Attack as base plant. Trees or other non creature plants gain an attack as if an animated object of the appropriate size. Poison Touch effect is added to the damage of natural weapon or slam attacks.

Full attack : As base plant. Trees or other non creature plants gain an attack as if an animated object of the appropriate size. Poison Touch effect is added to the damage of natural weapon or slam attacks.

Space/Reach : As base plant. Trees or other non creature plants have space and reach as if an animated object of the appropriate size.

Special Attacks : As base plant. Add poisonous touch, unholy aura, animate leaves, spirit's aura.Trees and non creature plants gain special attacks as if an animated object of the appropriate size.

Special Qualities : As base plant. Add dr 15/magic, blindsight 60', spell-like abilities, spirit traits, SR 23. Trees and non creature plants gain special qualities as if an animated object of the appropriate size. Type traits (other than undead) are never gained, however.

Saves : Fortitude +5 (the odic is immune to all effects requiring a fortitude save unless they also affet objects). Reflex +5 Modified by the base plant's dexterity score. Will +18.

Abilities : Strength as base plant. Dexterity as base plant. Cange constitution to - . Intelligence to 10, Wisdom to 10, and Charisma to 22.

Skills : remove all skills. Add Spot 19, intimidate 25.

Feats : remove all feats. Add improved initiative, iron will, spell focus (necromancy), greater spell focus (necromancy), quicken spell like ability (animate dead).

Environment : As base plant.

Organization : Solitary.

Challenge Rating : base CR is 14, or the base plant's CR, whichever is higher. For every 4 HD added to the base plant plant until 16 HD, add 1. For every 4 HD removed from the base plant until 16 HD, lower 1.

Treasure : as base plant at the base plant's CR. The Odic constantly changes hosts and locations, gathering no treasure other than what already gathered previously by it's host.

Alignment : Change to Chaotic Evil.

Advancement : None. Advanced base plants can be used by the odic, however.

Level Adjustment : -

Special attacks and qualities :

The odic's caster level for resolving all special qualities and attacks is 16th.

Poison Touch (Su) : the odic's touch is poisonous to the living. Primary and secondary 2d6 con, save DC 18 (based on HD only).

Unholy Aura (su) : The odic's spirit aura is more powerful than other spirits'. All living things brought into the aura, or present when it begins emenating, suffers an energy drain effect (save DC 24, 1 negative level). Each time a creature suffers a negative energy level, the odic gains 5 hp.
The Aura can be seen as a purplish light that surrounds the odic to a range of 30'. It can be detected from afar (300').
see Spirit's Aura, below.

Animate Leaves (su) : The odic can animate up to 6 leaves at a time. These leaves can fly (30', perfect) and attack living humanoids. The leaf is considered a tiny construct (2 hp, AC 14) and attacks as such with a touch attack (+1 attack bonus).A victim hit by a leaf is affected by a dominate person effect (save DC 19, cha based). The leaves may range up to a mile away from the odic.

Spell Like Abilities (Sp) : (at will) darkness, silence, contagion, animate dead, slay living. The odic-treant can animate undead once per round as a free action, in addition to all other actions. Save DC is 10+spell level+cha modifier, +2 DC for contagion and slay living.

Spirit Traits (Su) : The odic leaves its host at dawn. While outside a host during daylight, the Odic is a medium incorporeal undead, with no attacks or special attacks. It loses all special qualities except undead traits, and gains incorporeal traits and invisibility (since it cannot attack, the invisibility doesn't wear off). It has a dexterity of 10, and AC 16 (+6 deflection, 16 touch, 16 flat footed).
Should an odic's host be destroyed while possessed by an odic, that odic is banished from the material plane. Only magic that specifically destroyes undead (such as a disruption weapon or powerful undead turning) may permanently destroy an odic.
The Odic may attempt to possess a plant or a plant creature as a standard action, at nightfall (the time of day after sunset, while there is still light in the sky).Plant creatures may resist by a will save, DC 22. Apply the odic template to the new host.
Should the sun set completly while the odic is still incorporeal, the odic is banished from the material plane.

Spirit Aura (Su): While possessing a body or body part, the odic's presence becomes not only unnerving to the living, but also extremely destructive to its environment. The possessed plant emanates an aura with a range of 30 ft. centered on the creature. Within that aura, all food and liquids (even holy water, magical oils, salves and potions) immediately spoil and become useless. Living plants and normal insects within the poisonous aura’s radius become immediately paralyzed (no save) and die if they happen to remain in the spirit’s poisonous area for more than an hour. Within this aura all forms of plant control (including entangle and similar spells relying of vegetation or plant material) and all insect plagues (summoned or natural, including all spells relying on insects and vermins of individually less-than-Small size) do not function.

________________________________________ _______________________

Whoa. I can't believe I wrote all that ...
Anyway, hope you like it. There also a rational reason as to why an odic prefers to animate trees - they can't resist, and it doesn't have a lot of time to locate more powerful plant creatures.
Determining the CR is a bit problematic. I wanted the HD to remain constant because of the other spirits. A Druj, for example, still attacks as a 14 HD undead even if animating a diminutive eye. If you have any suggestions for a better CR determining method, i'd be happy to include it here.
BOZ

07-11-05, 11:30 AM
here's what we came up with to explain why an 11-HD fey could have two attacks with the same weapon:

Arboreal Alacrity (Su): When making a full attack action, an actaeon may make one extra attack with any manufactured weapon it is holding. The attack is made using the creature's highest attack bonus with that weapon.
Valentinus

07-11-05, 11:35 AM
Hey BOZ. That's a good idea.
I still prefer making him stronger . Like a captain planet sort of fey. :D
Zendrolion

07-11-05, 01:04 PM
Your ghostly horde is cool, Traianus! :cool:
Valentinus' templated odic has advanced me by a while! ;) Great work!

If we go with spirits along these lines (template), and you all like what I've written, I have some suggestions for the odic, Valentinus: you could split unholy aura from poisonous aura (listed in the generic "Spirit" entry) and delete spirit traits from the odic's entry - if I've read well, most of spirit traits are already in the "Spirit" generic entry. ;)

Now, I've updated the "Spirit" generic entry, above, borrowing some features from your preceeding conversions and including a couple of things from Valentinus' templated odic.
I've considered spirits as a sort of wraiths while in incorporeal form, with a Con-draining incorporeal touch and an unnatural aura.

Then, spurred by Traianus' show of interest, I've tried to develop the druj. The first set of stats is for its incorporeal (true) form; next is the template for body parts and last an example of druj created from a human hand. I've made some minor changes from Traianus' version: Int 14 (so it is in RC), longer-lasting gaze paralysis (RC says 1d4 turns), death's grasp little more like a grapple check, recalculate skill points due to higher Int, shorter advancement (MM usually has HDx2 for undead), an extra special attack (sudden moves).

A question for Traianus: I've seen you put at 28 the DCs for Spirit's Gaze and Skull Fright special attacks, but I've not understood how to obtain such a result :confused: ;) . For the moment I've listed an additional +12 to each save DC.

For the moment I've replaced Traianus' spell immunity with SR 23 and some energy immunities/resistances, but if consensus goes toward spell immunity, that'll be! :) ;)

I hope you like the following. If so, with Traianus' allowance ;) , I could develop the revenant also.
Anyway, here it is:

SPIRIT, DRUJ

Medium Undead (Incorporeal)
Hit Dice: 14d12 (91 hp)
Initiative: +8
Speed: Flying 20 ft. (perfect) (4 squares)
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +7/–
Attack: None
Full Attack: None
Space/Reach: 5 ft./5 ft.
Special Attacks: Possess
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 60 ft., daylight powerlessness, immunity to cold, incorporeal traits, resistance to electricity 20 and to fire 20, spell resistance 23, undead traits, unnatural aura
Saves: Fort +4, Ref +8, Will +13
Abilities: Str – , Dex 19, Con –, Int 14, Wis 14, Cha 22
Skills: Hide +20, Intimidate +28, Listen +18, Move Silently +20, Search +12, Spot +18
Feats: Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy)
Environment: Any
Organization: Solitary or gang (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Medium)
Level Adjustment: –

Detecting its invisible form, you see that this creature is a wickedly dark and misty shroud of malevolence. It has no visible features, but its mere presence is enough to make you shrivel.

Druj are the most cunning and evil among undead spirits. In incorporeal form, druj are invisible like all other spirits. They don’t show any feature to those that can see invisible things, even if sometimes their shadowy silouhette may recall the appearance they had in life. Druj, being the least among spirits, can possess only dead body parts – but often this is what make them most horrible to their unlucky opponents.
In incorporeal form, a druj is about as tall as an human and, being incorporeal, has no weight.
Druj speak Common, Infernal and Abyssal.

COMBAT
As all spirits, druj in incorporeal form, if detected, are hardly a match for well-equipped opponent, being almost powerless. Its true power manifests only when dusk falls and it has taken possession of a body.

Possess (Su): As other spirits, a druj regains the use of this ability when the sun begin to set and loses it when possessing a body or when the first lights of dawn show. A druj can only take possession of dead body parts ranging in size from Fine to Small. Being inanimate objects, the possession attempt is automatically successful. A druj usually choses to possess a hand, a skull or an eye; other body parts are possible at DM’s discretion, but lack the combat efficency of the former ones. The body part must belong to a creature that had a skeletal system while alive.
The druj needs not to find a dismembered body part to use his possess ability; the mere presence of a druj inside a corpse’s part is enough to make it rot and detatch from the body at the end of the round following the one in which the druj possessed it (so the druj cannot move the possessed part until the a full round has elapsed, even if it may still use any other ability).
A body part possessed by a druj acquires the spirit possessed (druj) template, below.

Spirit Possessed (Druj)

This template can be added to any dead body part belonging to a creature which had (while alive) a skeletal system. The resulting creature retains all the following voices from the druj’s entry: environment, organization, challenge rating, treasure, alignment, advancement and level adjustment.
Size and type: The possessed body changes its type to undead. It retains any subtype except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). The possessed body part’s size depend on what the druj chose to possess. As a rule of thumb, consider each hand or skull as three size categories smaller, and each eye four size categories smaller than the original creature (e.g. a human hand of skull would be Diminutive size, while a human eye would be Fine size).
Hit Dice: Drop any Hit Dice of the original creature and substitute them with the druj’s Hit Dice.
Speed: The possessed body part acquires a speed of flying 30 ft. (perfect) (6 squares).
Armor class: Natural armor bonus increases by +6. Often, a possessed body part gets of course a size bonus to AC also.
Base Attack: Use the druj’s base attack bonus.
Attacks: The possessed body part gets an attack mode depending on its form. A hand gets a claw attack, a skull gets a bite attack and an eye gets a graze attack. Of course a possessed body part gets often also a size modifier to its attacks. A possessed body part never uses manufactured weapons and isn’t proficient with any of them.
Damage: The damage also depends on the type of body part possessed. A Diminutive hand’s claw attack inflicts 1d4 damage; a Diminutive skull’s bite attack inflicts 2d4 damage and an eye’s graze attack inflicts no damage (no matter what size). Calculate damage for different size body parts using Table 2-2 an Table 2-3 in DMG v. 3.5 (p. 28). Each living creature hit by a possessed body part is subject to the spirit’s poison touch.
Special Attacks: A spirit possessed (druj) body part retains none of the original creature’s special attacks. However, it gains the spirit’s poison touch, poisonous aura and spell-like abilities special attacks. Moreover, a body part possessed by a druj acquires the split essence and sudden moves special attacks and an additional special attack depending on its type: death’s grasp if it’s a hand, skull frights if it’s a skull and spirit’s gaze if it’s an eye.
Death’s Grasp (Ex): When a spirit possessed (druj) hand hits an opponent in melee with its claw attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. The possessed hand is considered a creature four size categories larger than itself as far as grapple checks are concerned. If the spirit possessed (druj) hand wins the grapple check, it estabilishes a hold and inflicts claw damage each round.
Skull Fright (Su): When a target is first attacked in a night by a spirit possessed (druj) skull, the victim must make a successful DC 28 Will saving throw or be paralyzed with fear for 1 round. The save DC is Charisma-based (with an additional +5 bonus). This is a necromancy (fear, mind-affecting) effect.
Spirit’s Gaze (Su): Paralysis for 1d4×10 minutes, 30 feet, Fortitude DC 28. The save is Charisma-based (with an additional +5 bonus). In addition to the usual gaze effects, the spirit possessed (eye) can direct its gaze against one opponent per round as a free action.
Split Essence (Ex): Once per night, a spirit possessed (druj) body part can split its essence, creating four identical forms instead of one. Each of these forms has the same game statistics of the original (HD, full hp, AC, speed, attacks, etc.), has the poison touch and poisonous aura special attacks, and can attack separately; however, only one retains the druj’s spell-like abilities. Should the spell-casting form be destroyed, one of the surviving forms immediately gains all the druj’s spell-like abilities. Only destroying all four forms will defeat the creature. All four forms cannot travel farther than 1 mile of each other and are automatically and immediately reunited at sunrise. The first time in a night a spirit possessed (druj) body part is successfully turned, the four forms are forced to reunite into one creature and remain that way for 1d4+1 rounds, after which it may split again (even if they’re already split for that night). If turned before the split, the spirit possessed (druj) body part must wait 1d4+1 rounds before splitting. Additional turn attempts after the first are resolved normally.
Sudden Moves (Ex): A spirit possessed (druj) body part never causes an attack of opportunity when entering the opponent’s square to attack him. Other type of actions cause attacks of opportunity as usual.
Special Qualities: A spirit possessed (druj) body part retains none of the original creature’s special qualities. It acquires all the druj’s special qualities (save incorporeal traits, of course).
Saves: Use the druj’s saving throws.
Abilities: Use the druj’s Dexterity, Constitution, Intelligence, Wisdom and Charisma scores. A spirit possessed (druj) body part uses the original creature’s Strenght score. A possessed hand gains an additional +2 modifier to its Strenght score. A possessed eye applies an additional –6 modifier to its Strenght score (to a minimum of 1).
Skills: Use the druj’s skills.
Feats: Use the druj’s feats. A possessed eye gains also Weapon Finesse (graze).

The following is an example of spirit possessed (druj) that uses a human hand as base creature.

Spirit Possessed (Druj) Human Hand

Diminutive Undead
Hit Dice: 14d12 (91 hp)
Initiative: +8
Speed: Flying 30 ft. (perfect) (6 squares)
Armor Class: 24 (+4 size, +4 Dex, +6 natural armor), touch 18, flat-footed 20
Base Attack/Grapple: +7/+12
Attack: Claw +12 melee (1d4+1 plus poison)
Full Attack: Claw +12 melee (1d4+1 plus poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Death’s Grasp, Poison Touch, Poisonous Aura, Spell-like Abilities, Split Essence, Sudden Moves
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 60 ft., daylight powerlessness, immunity to cold, resistance to electricity 20 and to fire 20, spell resistance 23, undead traits, unnatural aura
Saves: Fort +4, Ref +8, Will +13
Abilities: Str 13 , Dex 19, Con –, Int 14, Wis 14, Cha 22
Skills: Hide +32, Intimidate +28, Listen +18, Move Silently +20, Search +12, Spot +18
Feats: Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy)
Environment: Any
Organization: Solitary or gang (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Medium)
Level Adjustment: –

Update: I've also made a druj from both a human eye and a human skull.

Spirit Possessed (Druj) Human Skull

Diminutive Undead
Hit Dice: 14d12 (91 hp)
Initiative: +8
Speed: Flying 30 ft. (perfect) (6 squares)
Armor Class: 24 (+4 size, +4 Dex, +6 natural armor), touch 18, flat-footed 20
Base Attack/Grapple: +7/-5
Attack: Bite +11 melee (2d4 plus poison)
Full Attack: Bite +11 melee (2d4 plus poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison Touch, Poisonous Aura, Skull Fright, Spell-like Abilities, Split Essence, Sudden Moves
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 60 ft., daylight powerlessness, immunity to cold, resistance to electricity 20 and to fire 20, spell resistance 23, undead traits, unnatural aura
Saves: Fort +4, Ref +8, Will +13
Abilities: Str 11 , Dex 19, Con –, Int 14, Wis 14, Cha 22
Skills: Hide +32, Intimidate +28, Listen +18, Move Silently +20, Search +12, Spot +18
Feats: Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy)
Environment: Any
Organization: Solitary or gang (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Medium)
Level Adjustment: –

Spirit Possessed (Druj) Human Eye

Fine Undead
Hit Dice: 14d12 (91 hp)
Initiative: +8
Speed: Flying 30 ft. (perfect) (6 squares)
Armor Class: 28 (+8 size, +4 Dex, +6 natural armor), touch 22, flat-footed 24
Base Attack/Grapple: +7/-12
Attack: Graze +11 melee (poison)
Full Attack: Graze +11 melee (poison)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Poison Touch, Poisonous Aura, Spell-like Abilities, Spirit's Gaze, Split Essence, Sudden Moves
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 60 ft., daylight powerlessness, immunity to cold, resistance to electricity 20 and to fire 20, spell resistance 23, undead traits, unnatural aura
Saves: Fort +4, Ref +8, Will +13
Abilities: Str 5 , Dex 19, Con –, Int 14, Wis 14, Cha 22
Skills: Hide +32, Intimidate +28, Listen +18, Move Silently +20, Search +12, Spot +18
Feats: Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy), Weapon Finesse (graze)
Environment: Any
Organization: Solitary or gang (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Medium)
Level Adjustment: –
Valentinus

07-11-05, 01:39 PM
Great work on the druj !!! :eek:

I split the poisonous aura (called it spirit's aura) and the unholy aura of the template odic.
I think that the spirit should be powerless outside a body, and non-existant at night without possessing. Thats the way I understand the OD&D monster description.

Anyway, to each his own. I say we post all of our ideas here, and everyone can just enjoy the brainstorming and pick what they like.

Edit : Whoa... I totally forgot about the odic's spell resistance/immunity. updating now.
Zendrolion

07-11-05, 01:51 PM
I think that the spirit should be powerless outside a body, and non-existant at night without possessing. Thats the way I understand the OD&D monster description.

After all, I agree with you; your version matched much more the OD&D description. I'll update the spirit and druj entry as soon as possible.

Ah, a thing I've just noticed: you gave Int 10 to the odic. RC says 12 and MC Mystara says 11-12. Did you did it purposely? ;)
Traianus Decius Aureus

07-11-05, 01:53 PM
Your ghostly horde is cool, Traianus! :cool:
Valentinus' templated odic has advanced me by a while! ;) Great work!
Thanks! It is a good, dangerous opponent for low level characters without being directly lethal. I've placed one on a little known trail that the characters cross all the time- they wind up fighting it all the time until they each manage to defeat it or their saves get too high to be affected.


A question for Traianus: I've seen you put at 28 the DCs for Spirit's Gaze and Skull Fright special attacks, but I've not understood how to obtain such a result :confused: ;) . For the moment I've listed an additional +12 to each save DC.

It is calculated as DC10 + 1/2HD + Cha modifier. I added a +5 bonus to the DC to make it harder for high levelers to resist.

I like where the template is headed. The Sudden Moves quality is a nice addition, particularly for the Eye druj. Feel free to do a revenant template as well- I think that one will be easier to do than the druj.
Valentinus

07-11-05, 01:54 PM
Ah, a thing I've just noticed: you gave Int 10 to the odic. RC says 12 and MC Mystara says 11-12. Did you did it purposely? ;)

nope :embarrass
I guess your OD&D lore is greater than mine. :D
I forget, does int 11-12 in OD&D has a bonus ?

P.S : Traianus - My chars are definately going to meet a ghostly horde next session. Great work. we seem to like undead here...
Zendrolion

07-11-05, 02:10 PM
I forget, does int 11-12 in OD&D has a bonus ?

No, it doesn't. In OD&D bonuses begun from 13 (+1) and went this way: 13-15 (+1), 16-17 (+2), 18 (+3).

Edit:

It is calculated as DC10 + 1/2HD + Cha modifier. I added a +5 bonus to the DC to make it harder for high levelers to resist.

Of course... :embarrass I completely forgot 1/2 HD... (Updated)
Valentinus

07-11-05, 02:13 PM
Heh. i'll leave it at 10, then.

Edit : Woooo page 3 !! go go go !!! :cool:
Traianus Decius Aureus

07-11-05, 11:23 PM
Gray Philosopher
DMR2 49
Medium Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 14 (+4 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: None
Full Attack: None
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death Cry
Special Qualities: Darkvision 60ft., manifest malice, passivity, turn immunity, undead traits
Saves: Fort +3, Ref +3, Will +10
Abilities: Str -, Dex 10, Con -, Int 14, Wis 18, Cha 18
Skills: Concentration +18, Gather Information +6, Knowledge (arcana) +11, Knowledge (history) +14, Knowledge (nature) +14, Knowledge (nobility) +11, Knowledge (religion) +23, Listen +4, Search +4, Spot +4
Feats: Investigator, Skill Focus (Knowledge (religion)), Skill Focus (Knowledge (nature)), Skill Focus (Knowledge (history))
Environment: Any land
Organization: Solitary + malices
Challenge Rating: 6
Treasure: Books and Scrolls
Alignment: Always neutral evil
Advancement: 10-18 HD (Medium)
Level Adjustment: -

Before you sits a misty gray shape- robed and vaguely human looking. It is in deep thought and ignores you. Small wraith-like creatures swarm around it and eye you evilly.

A gray philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her-mind. In its undead state, this creature does nothing but ponder these weighty matters.
A gray philosopher appears as a seated, smoke-colored insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number of tiny, luminous, wispy creatures known as malices.
A gray philosopher never seems to be able to reach any sort of conclusion to the conundrum that has become the focus of its existence; instead, over the centuries, its evil thoughts have coalesced into the malices. It is unknown whether the philosopher is even aware of these venal children of its mind.
Gray philosophers are always found in isolated locations, especially the ruins of temples, libraries, monasteries and other places of learning. The philosopher never takes an interest in its surroundings or anything else save its own evil contemplations. It does not even stir from its original place of thought for any reason; only its destruction can "move' a gray philosopher- in its final seconds, the philosopher looks up with an expression of malicious enlightenment on its face, then vanishes with a lingering shriek of evil delight.

Combat
Simply put, gray philosophers do not fight, even in self-defense. They are defended by creatures called malices. For every century the gray philosopher has existed, 2d4 of these creatures protect it.

Death Cry (Ex): When a gray philosopher is killed, it unleashes a death cry. All characters within 60 ft. must must a will saving throw (DC 18, Cha based) or be shaken and have 1d4 points of dwexterity drained. This effect lasts until a remove fear or remove curse spell is cast on the character.

Manifest Malice (Su): Gray Philosophers manifest small creatures called malices. At any one time, the gray philosopher will have at least 2d4 malices defending him. If the philosopher is destroyed, all malices around him are destroyed as well.

Passivity (Ex): A gray philosopher never attacks, even in self-defense. For that matter, it doesn't react to anything. It will automatically fail any saving throw. It sits indifferently until destroyed.

Turn Immunity (Ex): Gray philosophers cannot be turned, rebuked, bolstered or commanded.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Please see the 3.5E Monster Manual for additional information.

As an undead creature, the gray philosopher possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• A gray philosopher does not breathe, eat, or sleep.

Malice
DMR2 49
Tiny Undead (Incorporeal)
Hit Dice: 1d12 (6 hp)
Initiative: +6 (+6 Dex)
Speed: fly 40 ft. (perfect)
Armor Class: 22 (+2 size, +6 Dex, +4 Deflection), touch 22, flat-footed 16
Base Attack/Grapple: 0/-7
Attack: Bite +12 touch (1d6)
Full Attack: Bite +12 touch (1d6)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hate-fueled attack
Special Qualities: Darkvision 60ft., undead traits, Sudden Moves
Saves: Fort +0, Ref +6, Will +2
Abilities: Str -, Dex 23, Con -, Int 10, Wis 10, Cha 18
Skills: Intimidate +8, Listen +4, Spot +4, Tumble +10
Feats: Weapon Finesse
Environment: Any land
Organization: Cluster (2-8), Swarm (8+)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Flying through the air surrounding the philosopher are a number of tiny, luminous, wispy creatures. They have vaguely human faces, gaping maws, and spindly, clawed hands.

Malices are vindictive creatures are actually the philosopher's evil thoughts, which have taken on substance and a will of their own.
For every 100 years the gray philosopher has existed, 2d4 malices form around him. Unlike the philosopher, malices constantly search for victims to vent their petty but eternal spite. Malices do not stray more than 100 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight.
When they find a victim, the malices immediately launch themselves at it. A malice normally attacks until destroyed or turned. However, all these creatures vanish instantly if their philosopher is destroyed.

Combat
Without fear, malices pursue the living near their philosopher until the victim is dead, they are dead, or the victim is more than 100 ft from the philospher.

Hate-fueled Attack (Ex): Malices so viciously pursue the living, they gain a +4 bonus to BAB. In addition their bites deal +2 damage to good creatures, and +1 damage to neutral creatures.

Sudden Moves (Ex): A malice never causes an attack of opportunity when entering the opponent’s square to attack him. Other types of actions cause attacks of opportunity as usual.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Please see the 3.5E Monster Manual for additional information.

As an undead creature, the malice possesses the following traits:
• No Constitution score.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• A malice does not breathe, eat, or sleep.
Valentinus

07-12-05, 05:24 AM
The Grey philosopher is great !! thanks !!

About the malice, though - is it supposed to have a strength score ?

This is a great conversion though, and it's gonna see some immediate use.
Zendrolion

07-12-05, 09:05 AM
Hey, the grey philospher is truly fearsome! ;) I never used it but now my players will have a bad surprise... :devil:
IMO malices, being incorporeal, should have no Str score (use Dex to attack) and their attacks should be melee touch (ignore armor etc.).

Feel free to do a revenant template as well- I think that one will be easier to do than the druj.

Thank you! Well, your're right: the revenant's been a quite easier job!

I've updated the spirit entry and the druj entry following Valentinus' line. Now this's what we have: spirits are invisible, incorporeal and powerless (no attack, Con drain, etc.) from dawn to dusk; at dusk they regain however their possess ability and must find a body to possess for the incoming night before the light fades completely or be banished again from the Material Plane (something they don't take easy... ;). In short, it's impossible to confront a spirit in incorporeal form unless you can detect invisible things.

I've chosen to mantain the unnatural aura borrowed from wraiths and spectres, which works also when they're invisible; after all, it simply makes their unnoticed presence more unnerving to animals... and perhaps to PCs alike, if they find their horse stopping suddendly and refusing passing through an area... :smirk:

About revenant: basically I borrowed Traianus' version; added a couple of sinergy +2 to skills, worked a little on leaping ambush (I didn't liked the idea of all attacks hitting automatically) and added an unnatural leap ability, made the natural armor bonus a little higher (to match the AC of OD&D version).

For Traianus: how do you obtained the +17 Will save of the revenant? (+11 base, +0 Wis, +2 Iron Will) What little math I had learnt is slowly fading away... :help: ;)

Lastly, I've developed a revenant human and a revenant... Well, you'll see eheheheh :D

SPIRIT, REVENANT

Medium Undead (Incorporeal)
Hit Dice: 18d12 (117 hp)
Initiative: +8
Speed: Flying 20 ft. (perfect) (4 squares)
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +9/–
Attack: None
Full Attack: None
Space/Reach: 5 ft./5 ft.
Special Attacks: Possess
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 60 ft., daylight powerlessness, immunity to cold, incorporeal traits, resistance to electricity 20 and fire 20, spell resistance 27, undead traits, unnatural aura
Saves: Fort +6, Ref +10, Will +13
Abilities: Str – , Dex 19, Con –, Int 13, Wis 10, Cha 22
Skills: Hide +31, Intimidate +11, Jump +26, Listen +10, Move Silently +21, Spot +15, Tumble +23
Feats: Acrobatic, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy), Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually chaotic evil
Advancement: 19-36 HD (Medium)
Level Adjustment: –

Detecting its invisible form, you see that this creature is a wickedly dark and misty shroud of malevolence. It has no visible features, but its mere presence is enough to make you shrivel.

Spirit revenants – not to be confused with the other, vengeful type of corporeal undead monster – are the most powerful and fierce of undead spirits. In incorporeal form, revenants are invisible like all other spirits. They don’t show any feature to those that can see invisible things, even if sometimes their shadowy silouhette may recall the appearance they had in life. Revenants can possess any dead body of size ranging from Small to Large; the possessed body therefore seems like a a zombie, but moves at a much faster rate.
In incorporeal form, a druj is about as tall as an human and, being incorporeal, has no weight.
Revenants speak Common and Abyssal.

COMBAT
As all spirits, revenants in incorporeal form, if detected, are hardly a match for well-equipped opponent, being almost powerless. Its true power manifests only when dusk falls and it has taken possession of a body.

Possess (Su): As other spirits, a revenant regains the use of this ability when the sun begin to set and loses it when possessing a body or when the first lights of dawn show. A revenant can only take possession of dead bodies or creatures that were alive, ranging in size from Small to Large; of course, the revenant tries to find whole bodies, or its combat abilities will be hindered. Being inanimate objects, the possession attempt is automatically successful. A revenant most often choses to possess the corpse of a humanoid or monstous humanoid; animals and magical beasts are lesser choices, but the revenant will chose them if they’re the only corpses available. The body must belong to a creature that had a skeletal system while alive.
A corpse possessed by a revenant acquires the spirit possessed (revenant) template, below.

Spirit Possessed (Revenant)

This template can be added to any dead body belonging to a creature which was alive a had a skeletal system. The resulting creature retains all the following voices from the revenant’s entry: environment, organization, treasure, alignment, advancement and level adjustment.
Size and type: The possessed corpse changes its type to undead. It retains any subtype except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). The possessed body’s size depends on which type of creature the revenant chose to possess. Note that the revenant can possess a body of any type, as far as it’s no smaller than Small or larger than Large size.
Hit Dice: Drop any Hit Dice of the original creature and substitute them with the revenant’s Hit Dice.
Speed: The possessed body keeps the speed it had while alive.
Armor Class: Natural armor bonus increases by +9.
Base Attack: Use the revenant’s base attack bonus.
Attacks: If the possessed body has prehensile arms, it gains a double primary melee claw attack. If the body has a mouth, it gains also a secondary melee bite attack. Note that the revenant can make use of all the possessed body’s attack modes; if the body had a primary attack other than claws or manufactured weapon, the claw attacks granted by the spirit possessed (revenant) template become secondary attacks. A spirit possessed (revenant) never uses manufactured weapons and isn’t proficient with them. Note also that each of the possessed body’s multiple attacks causes the revenant’s poison touch to the target.
Damage: The damage also depends on the size of body possessed. Claw attack damage is 1d6 for Small corpses, 2d4 for Medium corpses and 2d6 for Large one. Bite damage is 1d3 for Small corpses, 1d4 for Medium and 1d6 for Large ones. If the possessed body had claw or bite attack modes with better damage ratings, the latter take precedence over the revenant’s ones. Other attack forms inherited by the revenant from the original creature retains their original damage ratings. Note that each living creature hit by one of a spirit possessed (revenant)’s multiple attacks, is subject to the spirit’s poison touch.
Special Attacks: A spirit possessed (revenant) retains none of the original creature’s supernatural or spell-like abilities, but gets the use of any extraordinary ability the possessed body may have had. Moreover, it gains the spirit’s poison touch, poisonous aura and spell-like abilities special attacks. The body possessed by a revenant acquires the leaping ambush and summon spectres special attacks.
Leaping Ambush (Ex): The spirit possessed (revenant) body can make use the unnatural leap special quality to jump on a victim as a full-round action. The spirit possessed (revenant) body can attack with all its attack forms and gets a +6 bonus on each attack roll. At the end of the attack, it lands on any free square adjacent to the target. Usually the spirit (possessed) revenant uses this ability against flat-footed opponent whose Dexterity modifier to AC is denied.
Summon Spectres (Su): Once per night, a spirit possessed (revenant) body can summon 1d4 spectres to come to its aid. The spectres will arrive 1d6+2 rounds after being summoned, appearing withing 40 feet from the spirit possessed (revenant) body, and will obey and fight for the revenant for the rest of the night. They may be turned as normally. This is a conjuration (calling) [evil] effect.
Special Qualities: A spirit possessed (revenant) body loses any of the original creature’s special qualities that were spell-like or supernatural abilities, but retains the use of all its special qualities that were extraordinary abilities. Besides, it acquires all the revenant’s special qualities, the unnatural leap special quality and a +6 turn resistance.
Unnatural Leap (Ex): A spirit possessed (revenant) body never doubles the Jump check DC when lacking a running start for long jumps. Moreover, once every 10 minutes, the spirit possessed (revenant) body can automatically (no check required) make a 60 feet long (and 15 feet high) or 30 feet high jump as a full-round action.
Saves: Use the revenant’s saving throws.
Abilities: Use the revenant’s Constitution, Intelligence, Wisdom and Charisma scores. A spirit possessed (revenant) body uses the original creature’s Strenght and Dexterity scores, and gets a +4 bonus to Strenght and a +8 bonus to Dexterity.
Skills: Use the revenant’s skills and drop any skill of the original body.
Feats: Use the revenant’s feats and drop any feat of the original body.
Challenge Rating: Use the revenant’s CR; add a modifier of +1/3 CR of the possessed creature’s original body.

Below is an example of spirit possessed (revenant) created from a human body.

Spirit Possessed (Revenant) Human

Medium Undead
Hit Dice: 18d12 (117 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +9/+11
Attack: Claw +11 melee (2d4+2 plus poison)
Full Attack: 2 claws +11 melee (2d4+2 plus poison) and 1 bite +6 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping Ambush, Poison Touch, Poisonous Aura, Spell-like Abilities, Summon Spectres
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 60 ft., daylight powerlessness, immunity to cold, resistance to electricity 20 and fire 20, spell resistance 27, turn resistance +6, undead traits, unnatural aura, unnatural leap
Saves: Fort +6, Ref +10, Will +13
Abilities: Str 14, Dex 19, Con –, Int 13, Wis 10, Cha 22
Skills: Hide +31, Intimidate +11, Jump +26, Listen +10, Move Silently +21, Spot +15, Tumble +23
Feats: Acrobatic, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy), Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually chaotic evil
Advancement: 19-36 HD (Medium)
Level Adjustment: –

Perhaps in Trollhattan (Broken Lands) some unlucky goblinoid could stumble upon this:

Spirit Possessed (Revenant) Troll

Large Undead
Hit Dice: 18d12 (117 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23
Base Attack/Grapple: +9/+21
Attack: Claw +17 melee (2d4+8 plus poison)
Full Attack: 2 claws +17 melee (2d6+8 plus poison) and 1 bite +12 melee (1d6+4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping Ambush, Poison Touch, Poisonous Aura, Rend 4d6+12, Spell-like Abilities, Summon Spectres
Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 90 ft., daylight powerlessness, immunity to cold, low-light vision, regeneration 5, resistance to electricity 20 and fire 20, scent, spell resistance 27, turn resistance +6, undead traits, unnatural aura, unnatural leap
Saves: Fort +6, Ref +12, Will +13
Abilities: Str 27, Dex 22, Con –, Int 13, Wis 10, Cha 22
Skills: Hide +33, Intimidate +11, Jump +30, Listen +10, Move Silently +23, Spot +15, Tumble +25
Feats: Acrobatic, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate dead), Spell Focus (necromancy), Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Usually chaotic evil
Advancement: 19-36 HD (Medium)
Level Adjustment: –
Valentinus

07-12-05, 09:28 AM
Revenant troll.... thats just evil. great work.
Traianus Decius Aureus

07-12-05, 09:59 AM
Updated the Malice to no str and it now makes touch attacks for its bite. Updated the revenant to be consistent with Zendrolian's Leaping Ambush and Unnatural Leap. The will save should be +13- must have be a typo :)

Tonight I'm going to try to convert the poltergeist. Doing some early legwork on it I noticed that the OD&D Banshee has only 13HD, and the Banshee in the MMII has 26HD. My question to you guys is should we convert a 'Mystaran' Banshee more in line with the RC, or amp up the poltergeist to put it on a similar power level as the MMII Banshee?
Zendrolion

07-12-05, 10:15 AM
My question to you guys is should we convert a 'Mystaran' Banshee more in line with the RC, or amp up the poltergeist to put it on a similar power level as the MMII Banshee?

Same problem with the mud golem (3.5 14 HD vs OD&D 9 HD). IMHO we should duplicate existing monsters only when that is really needed; that is, the OD&D revenant was a completely different creature from the 3.5 and AD&D version, so it made sense. But what about a lesser banshee? I don't know how they'd be different.

I'd leave the poltergeist at 12 HD without taking into account the OD&D or MMII banshee. ;)

Another possibility that just came to my mind: slightly modifying the OD&D banshee (name included) to make her an undead ghost fey with 13 HD (given her link with sprites and pixies). :cool: :)
Traianus Decius Aureus

07-12-05, 10:32 AM
I'd have to read up on the MMII version more, but, in line with your suggestion, maybe the OD&D banshee is a pixie, nymph, dryad, sidhe etc... that has lost a mortal lover and committed suicide as a result. The MMII could apply to human, elf and other humanoid banshees. I'll mull that over some, and then work on the poltergeist- I know were I want to go with that one :)
Valentinus

07-12-05, 12:16 PM
Old Man Fly

Humanoid Shape

Medium undead
HD : 4d12 (26hp)
Initiative : +3 (+4 improved initiative, -1 dex)
Speed : 20'
Armor Class : 15 (+6 natural, -1 dex, 9 touch, 15 flat footed)
Base Attack/ Grapple : +2/+5
Attack : 1 claw melee +5 (1d6+3)
Full Attack : 2 claw melee +5 (1d6+3) and 1 bite (1d4+1)
Special Attack : Fear Gaze
Special Qualities : Damage Reduction 10/magic or silver, Swarm Shape.
Saves : Fortitude +1, Reflex +0, Will +4
Abilities : Str 16, dex 8, con -, int 9, wis 10, cha 13.
Skills : Spot +7, Hide +6, Move Silently +6.
Feats : Improved Initiative, Improved Grapple.
Environment : Towns and Villages
Organization : Solitary or Pair
Challenge Rating : 3
Treasure : None
Alignment : Always chaotic evil
Advancement : 5-8 HD (Medium)
Level Adjustment : -

Swarm Shape - as humanoid shape except :

Medium Undead (swarm)
Base attack bonus/ Grapple : -/-
Attack : swarm (1d6)
Special attack : -
Special Qualities : weapon immunity, swarm shape, fast healing 4, swarm traits, distract.

"A thin old man stands before you, looking very ill, perhaps dying. Thin patches of hair cover his head, and he wears nothing but torn rags. As he approaches slowly, you notice his clawed hands - he looks at you with horribly bloodshot eyes and smiles , baring wicked, sharp teeth."

Old Man Fly is an undead bent on causing pain and suffering to the living. Once an old man, he died alone and bitter, with only the flies to keep him company in his last hours. He moves with an old man's gait, and seems thin and weak, but is actually quite strong.
Old Man Fly haunts remote villages and small towns, sometimes still residing in his old house. It takes some time for the horrified villagers to accept that an undead now lives among them.

COMBAT

old man fly simply wades into melee, his frightfull gaze slowing and confusing opponents. He sometimes grapples victims, biting them and eating their flesh. He does not normaly surrender or flee, fighting until he is destroyed.

Fear Gaze (Su) : every living creature meeting Old Man Fly's gaze suffers a fear effect, as the spell Fear (Save DC 13). Save DC is charisma based.

Swarm Shape (Su) : Old man fly assumes swarm shape whenever damaged by any source, as a reaction (no action needed on his part), and continues to attack or otherwise act in swarm shape during his initiative. He cannot assume swarm shape voluntarily. When he returns to full hp, he assumes humanoid shape again as a reaction.
The swarm shape consists of 10,000 fine flying insects (flies), covering a 10'x10'x10' cube.

Fast Healing (Su) : Old man fly , in swarm shape, heals 1 hp per HD per round.

Weapon Immunity (Ex) : Old Man Fly cannot be harmed by weapons while in swarm shape.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

________________________________________ __

This seems a perfect spook, to haunt traldaran villages. Old Man Fly may appear in traldarn folk tales, maybe as a warning to children or tales told in taverns.

Can't wait to see what your'e going to do with the banshee. I think OD&D statistics are more relevant than new 3.5 ones, especially in this thread.
Valentinus

07-12-05, 04:43 PM
Embalmed Noble

The Embalmed Noble is a nithian undead. Very few survived the spell of oblivion, and many of those remained comatose until their tombs were breached.The Embalmed Noble is a complex creature. It's conciousness resides in it's heart and animates it's mummy, while it's soul takes the shape of a soul bird.Thus the embalmed noble has two creature descriptions, the mummy and the soul bird, both dependant on the heart.

Their mummies themselves look like very thin humans, covered by white linen wrappings. Their face is covered by a large, helmet like mask, made of precious metals (mostly gold and precious stones for the facial features).
They tend to wear many very fine jewels - mostly rings and necklaces.
Unlike "traditional" mummies, the noble's mummy smells quite nice, moves with flowing, serene movements, and speaks with a very normal sounding mortal voice. They still have ALL their mortal class features and alignment.
(although they are mostly drawn to evil after long years as undead)
They tend to speak only ancient languages, such as Nithian. The spell of oblivion still erased most of the specific details about nithia from their memories - that can make them frightened or angry.

The Soul Bird looks like a blurred and insubstantial stork, with the noble's head as it was when alive.

The Embalmed Noble below uses a 6th level fighter as a base creature.

Embalmed Noble - 6th level human fighter
medium undead (augmented human)

HD: 6d12 (39hp)
Initiative : +3
Speed : 20'
Armor Class : 21 (+5 armor, +2 shield, +3 natural, +1 dex, 11 touch, 20 flat footed)
Base Attack Bonus/ Grapple : +6/+10
Attack : masterwork scimitar +12 (1d6+8, 18-20/x2) or masterwork composite longbow (strength +2) +8 (1d8+2) or slam +10 (1d6+4)
Full Attack : masterwork scimitar +12/+7 (1d6+8) or masterwork composite longbow (strength +2) +8/+3 (1d8+2, 18-20/x2) or slam +10/+5 (1d6+4)
Space/Reach : 5'/5'
Special attacks : none
Special Qualities : Control Shadow, Shadow Passage, Separation Weakness, Soul Bird Dependancy, Heart Dependancy, Damage Reduction 5/-
Saves : Fortitude +5, Reflex +4, Will +2
Abilities : str 18, dex 14, con -, int 12, wis 10, cha 13
Skills : Spot +4, knowledge (nobility) +5, ride +11, Intimidate +10.
Feats : Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Improved Sunder, dodge, Combat Reflexes, Mobility, Spring Attack.
Environment : Any
Organization : Solitary, pair or family (3-6).
Challenge Rating : 8
Treasure : Double Art
Alignment : Lawful Evil
Advancement : By class.
Level Adjustment : +4

The Embalmed Noble here wears chain mail, and is equipped with a large steel shield, a masterwork scimitar, and a masterwork composite longbow (strength +2).

Soul Bird - 6th level human fighter.
small undead (incorporeal)

HD : 6d12 (19hp)
Initiative :
Speed : 60'
Armor Class : 18 (+3 natural, +3 dex, +1 size, +1 deflection)
Base Attack Bonus/Grapple : +3/+3
Attack : 1 incorporeal claw +6 (1 con)
Full Attack : 2 incorporeal claws +6 (1 con)
Space/Reach : 5'/5'
Special Attacks : -
Special Qualities : Familiar Qualities, Merge With Mummy, Separation Weakness, Touch heart, Embedd Heart, Heart Dependancy.
Saves : Fortitude +2, Reflex +5, Will +5
Abilites : str -, dex 16, con -, int 12, wis 10, cha 13.
Skills : Spot +9.
Feats : -.
Environment : see mummy, above.
Organization : See mummy, above.
Challenge Rating : 2 (or none if in encountered with mummy)
Treasure : See mummy, above.
Alignment : See mummy, above.
Advancment : As familiar.
Level Adjustment : -.

The Noble's caster level for special abilities is 6th level.

Control Shadow (Su) : The noble has total control over it's mummy's shadow, as if an imaginary light source moves around the mummy at it's whim, as a free action. Powerfull light sources may hamper this ability, and it cannot be used in totall darkness.The noble can see, hear and speak through the shadow.

Shadow Passage (Su) : The noble can move it's mummy into any spot that it's shadow occupies, as a move action.

Separation Weakness (Su) : For every full 24 hours during which the noble's mummy is separated from it's soul bird, both mummy and soul bird lose 1 HD. When reduced to 0 HD, the noble is destroyed.

Soul Bird Dependancy (Su) : If the soul bird is destroyed, the mummy falls lifeless to the ground, a normal dead body. The noble is destroyed.

Heart Dependancy (Su) : Should the noble's heart be destroyed, the mummy falls lifeless to the ground - a normal dead body,the soul bird vanishes - the noble is destroyed.
The heart has 9 hp. It cannot be normally attacked while inside the mummy.

Familiar Qualities : The soul bird has special abilities similar to a 6th level wizard's familiar - Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master. It has a +3 natural armor bonus, but retains the noble's intelligence score.

Merge With Mummy (Su) : The Soul Bird may merge with the mummy as part of its movement, simply by flying into the mummy. The bird cannot act while merged other than touch the heart (see below) , but cannot be attacked either, in any way. The bird may do this even if the mummy is lifeless.

Touch Heart (Su) : The soul bird may touch and carry the mummy's heart. While touched by the soul bird, the heart is considered an incorporeal object, and has the same immunities to damage as a merged soul bird.

Embedd Heart (Su) : While holding the heart, the soul bird may embedd it into a humanoid body, of small to large size. The body animates as if an animate dead spell has been cast on it by a 6th level caster. It is under the noble's control. It has the noble's ability scores, speed, skills and feats, but has none of the zombie's or noble's mummy's special qualities. Each day it transforms slowly, and after a week turns into the noble's mummy, at full strengh.

CREATING AN EMBALMED NOBLE

The enbalmed noble is an aquired template that can be applied to any humanoid, animal, magical animal or magical beast - reffered to as the base creature. Two creatures are created by this template - a mummy and a soul bird. Caster level for resolving special abilities is equal to the mummy's HD.

MUMMY

Type : Change to undead. It retains any subtype except alignment subtypes. If the base creature had a kind subtype, it changes into an augmented subtype of the same kind.
HD : change to d12. lose constitution bonus. Do not recalculate base attack bonus, saves, skills and feats.
Speed : as base creature.
AC : as base creature. gain +3 natural armor bonus (stacks with existing natural bonuses).
Attack : As base creature. If no natural weapons, gains a slam attack (damage according to size, see Vampire).
Special attacks : as base creature.
Special Qualities : as base creature. Gains Control Shadow, Shadow Passage, Separation Weakness, Soul Bird Dependancy, Heart Dependancy, Damage Reduction 5/-
Abilities : as base creature. Gains +2 strength.
Environment : Any.
Organization : As base creature.
Challenge Rating : As base creature +2.
Treasure : As base creature, Double Art.
Alignment : Usually chaotic evil.
Advancement : As base creature.
Level Adjustment : +4

SOUL BIRD

size : one size smaller than the mummy's.
type : undead (incorporeal).
HD : as base creature. half the mummy's hp.
Speed : Double the mummy's.
AC : 10. Gains a natural armor bonus equal to a familiar of a wizard the same level as the noble's HD.
Attack : incorporeal claw (1 con).
Special Attacks : none.
Special Qualities : Familiar Qualities, Merge With Mummy, Separation Weakness, Touch heart, Embedd Heart, Heart Dependancy.
Saves : As undead.
Abilities : As base creature. gain +2 dex.
Skills : Spot at maximum rank.
Feats : none.
Environment : Any.
Challenge Rating : one quarter the mummy's (or none if encountered with the mummy).
Treasure : None.
Alignment : As mummy.
Advancement : as familiar.
Level Adjustment : -

Control Shadow (Su) : The noble has total control over it's mummy's shadow, as if an imaginary light source moves around the mummy at it's whim, as a free action. Powerfull light sources may hamper this ability, and it cannot be used in totall darkness.
The noble can see, hear and speak through the shadow.

Shadow Passage (Su) : The noble can move it's mummy into any spot that it's shadow occupies, as a move action.

Separation Weakness (Su) : For every full 24 hours during which the noble's mummy is separated from it's soul bird, both mummy and soul bird lose 1 HD. When reduced to 0 HD, the noble is destroyed.

Soul Bird Dependancy (Su) : If the soul bird is destroyed, the mummy falls lifeless to the ground, a normal dead body. The noble is destroyed.

Heart Dependancy (Su) : Should the noble's heart be destroyed, the mummy falls lifeless to the ground - a normal dead body,the soul bird vanishes - the noble is destroyed.
The heart has a quarter of the mummy's hp. It cannot be normally attacked while inside the mummy.

Familiar Qualities : The soul bird has special abilities similar to a wizard's familiar of the same level as the mummy's HD.It has a natural armor bonus as a normal familiar, but retains the noble's intelligence score.

Merge With Mummy (Su) : The Soul Bird may merge with the mummy as part of its movement, simply by flying into the mummy. The bird cannot act while merged other than touch the heart (see below) , but cannot be attacked either, in any way. The bird may do this even if the mummy is lifeless.

Touch Heart (Su) : The soul bird may touch and carry the mummy's heart. While touched by the soul bird, the heart is considered an incorporeal object, and has the same immunities to damage as a merged soul bird.

Embedd Heart (Su) : While holding the heart, the soul bird may embedd it into a body of the same type as the base creature, of small to large size. The body animates as if an animate dead spell has been cast on it. It is under the noble's control. It has the noble's ability scores, speed, skills and feats, but has none of the zombie's or noble's mummy's special qualities. Each day it transforms slowly, and after a week turns into the noble's mummy, at full strengh.
Traianus Decius Aureus

07-12-05, 11:24 PM
Poltergeist
B3 28, RC 182
Medium Undead (Incorporeal)
Hit Dice: 12d12 (78 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares), fly 20 ft. (good)
Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: By object +10 ranged (See Below + Aging Blow)
Full Attack: 2 By object +10/+5 ranged (See Below + Aging Blow)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aging blow, ectoplasmic net, gaze, telekinetic attack
Special Qualities: Damage reduction 15/magic, darkvision 60ft., invisible, manifestation, spell immunity, turn resistance (special), undead traits
Saves: Fort +4, Ref +9, Will +11
Abilities: Str -, Dex 21, Con -, Int 11, Wis 13, Cha 20
Skills: Concentration +17, Intimidate +15, Knowledge (the planes) +8, Listen +12, Move Silently +9, Spot +11
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Mobility
Environment: Any indoor or underground
Organization: Solitary, or Brood (2-5)
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

You can't see anything in the distance, but you feel a presence. Ectoplasm begins to form near you and suddenly, two chairs fly out of nowhere at you...

This strange being is completely invisible, having the form of a cluster of ectoplasmic tentacles with dozens of tiny eyes. It cannot be seen except by magic. Its ectoplasmic net is usually the first thing seen.
A poltergeist throws and moves things with its tentacles. It is usually found in an area where loose items (sticks, rocks, etc.) can be easily picked up and used; almost always is found indoors or underground.

Combat
A poltergeist will start combat by creating its ectoplasmic net, followed by using its gaze attack. It will bypass any trapped or paralyzed characters, and attack those that pose the greatest threat to it. It will use telekinetic attack to throw anything and everything at the characters, even their own items if they are not securely attached.

Aging Blow (Ex): Each time a victim is hit by a poltergeist, he ages 1d4x10 years. Victims suffer any of the physical effects of the aging, but none of the benefits. This is a necromatic effect.

Ectoplasmic Net (Su): At will. When first encountered, a poltergeist will normally start oozing ectoplasm as a free action. This appears as wispy tendrils, slowly forming a net. The net has no effect on the movement of the poltergeist or others, however, and is only a visual effect for three rounds; but after that time, the net is complete, forming a 10' radius around the poltergeist and moving with it. Any living creature within a complete ectoplasmic net must make a Will saving throw vs DC 21 (Cha based) or be pulled into the Ethereal Plane (where the net also exists).
On the ethereal plane, the net is similar to a web spell. Each round, the victim may make a strength check (DC25) or an escape artist check (DC30) to break free. Success indicates the victim is returned to the location he was originally taken from on the material plane; failure means he remains trapped in the net. The ethereal victim is helpless unless he succeeds in one of the two checks above, possesses special items or spells that permit travel from that plane, the poltergeist is destroyed, or he is rescued.
A poltergeist may only have one ectoplasmic net at a time.

Gaze (Su): A poltergeist may make a gaze attack once each round as a free action against any target within 60ft. The victim must make a Fortitude save (DC 21, Cha based) or be paralyzed for 2d4 rounds. Only creatures that can see invisible beings can be affected by a poltergeist's gaze.

Telekinetic Attack (Su): A poltergeist can hurl two objects that are within 30ft of it toward any target within 10 feet per HD of the poltergeist. It can hurl up to a total weight of 25 pounds per HD (maximum 375 pounds at 15 HD). It must succeed on attack rolls (one per object thrown) to hit the target with the items, using its base attack bonus + its dexterity bonus. Objects cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Damage Reduction (Su): A poltergeist has damage reduction 15/magic.

Invisible (Su): A poltergeist is only able to be seen on the Material Plane by creatures able to see invisible.

Manifestation (Su): ): A poltergeist dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a poltergeist manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested poltergeist can pass through solid objects at will. A manifested poltergeist remains partially on the Ethereal Plane, where is it not incorporeal. A manifested poltergeist can be attacked by opponents on either the Material Plane or the Ethereal Plane. The poltergeist’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A poltergeist has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Spell Immunity (Ex): A poltergeist is immune to all spells except those that specifically affect evil.

Turn Resistance (Ex): A poltergeist may make a Will save to avoid any turning, rebuking, bolstering or commanding attempt. The save DC is the cleric's turning check result.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, ncromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Valentinus

07-13-05, 03:21 AM
perfect conversion !!

I've got a question about the ectoplasmic net - how exactly does it render a victim helpless ? this is something I didnt understand in the OD&D version, too. I mean, the poltergeist can be hit more easily in the ethereal plane, so whats so bad about it ? or is the victim paralyzed ?
Cthulhudrew

07-13-05, 05:03 AM
I've got a question about the ectoplasmic net - how exactly does it render a victim helpless ? this is something I didnt understand in the OD&D version, too. I mean, the poltergeist can be hit more easily in the ethereal plane, so whats so bad about it ? or is the victim paralyzed ?

In the ethereal plane, the ectoplasmic net is solid, and thus would function in the same manner as a material net would on the Prime Plane. At least, that's how I've always understood it to work.

One thing to note, though- in "standard" 3E cosmology, ectoplasm is the name for Astral substance, not Ethereal substances. Just pointing it out as something I've observed in my own attempts at converting the ghosts/haunts/etc. from OD&D.
Zendrolion

07-13-05, 05:05 AM
The embalmed noble is a very nice idea: a mummy that retains old class features can make a lot of mummy encounters much more interesting than those with old, rot-spreading mummies. Great, Valentinus! :cool:

And great work on the nasty poltergeist also, Traianus! :) I think the ectoplasmic net makes the victim paralyzed (so helpless) while on the Ethereal.

A suggestion only: I've seen aging attacks from AD&D have been converted to 3.5 as attack draining points of Str, Dex and Con. What about doing something alike for the poltergeist's aging attack? (I know I'm always bothering you... :D ;) )
Valentinus

07-13-05, 05:35 AM
The embalmed noble is a very nice idea: a mummy that retains old class features can make a lot of mummy encounters much more interesting than those with old, rot-spreading mummies. Great, Valentinus! :cool:


thanks. the embalmed noble isn't simply a mummy though. I based it on what I learned in an egyptology course in college. It's supposed to be the soul of a noble returned to "life".

The old thread is here (http://boards1.wizards.com/showthread.php?t=455446).

In the ethereal plane, the ectoplasmic net is solid, and thus would function in the same manner as a material net would on the Prime Plane. At least, that's how I've always understood it to work.

Still seems to me to be not too hard to break through and attack the poltergeist without the benefit of incorporeality. The only problem is that the victim has no way to communicate with his friends or return th the material plane. It seems helpless means paralyzed, but it isn't specified anywhere.
Traianus Decius Aureus

07-13-05, 09:27 AM
I think I'll clarify the ectoplasmic net to have it act like a powerful web or entangle spell while on the ethereal plane. Any comments or other suggestions are welcome on it.

As for the aging attack, I suppose it could drain the physical ability scores. That route is more in line with other 3.5E creatures, and it equalizes things among the player races (a human would be adversely affected much more quickly than an elf as is). But the aging attack is rather unique, dangerous in an untypical way, and I like the fact that short-lived races have to be extremely cautious when dealing with haunts- it makes the party have to adjust how they normally do things in combat. A question that may influence ultimately which way to go is: How difficult is it to reverse aging in 3.5E? It was possible through magic items in OD&D as well as through spells. If only a wish or limited wish in 3.5E will reverse it, then I might switch it.

Now for some thoughts on the banshee...
In Mystara, there are actually several very closely related haunts that are collectively refered to as 'banshees' They are similar enough that they are easily confused for one another unless one has extensive knowledge of undead.
The first is the banshee in the MMII (or as Keening Spirit from City of the Spider Queen)- it is very powerful, and typically is associated with evil female elves. Their punishment for their evil acts is undeath.
The second is the Lesser Banshee. Also associated with evil female elves. It is suspected that these spirits repented their evil acts at death. As a result, they are weaker, and are more likely to eventually be put to rest (ie destroyed) by adventurers.
The last type is the Fey Banshee (OD&D version). These were once female fey- dryads, pixies, sprites, nymphs, sidhe etc...- that took mortal lovers. When those lovers died, they forsook their own immortality and commited suicide. They became undead for this reason. Twisted to evil, they often "help" the nearby fey by running off everything and everyone that it comes in contact with it, perhaps eternally trying to prevent what happened to them from happening to other fey, perhaps bitter at their rash actions, or maybe they are a supernatural warning to both mortals and fey alike to stay apart. Since few who encounter one survive, the confusion with the Banshee stems from chance encounters with Fey Banshees that were sidhe with elven appearances while alive. The survivors believed it to be an elf, and where not learned enough about undead to realize the attacks were different.

Again any comments are welcome...
Valentinus

07-13-05, 10:45 AM
I think I'll clarify the ectoplasmic net to have it act like a powerful web or entangle spell while on the ethereal plane. Any comments or other suggestions are welcome on it.

Well, thats seems about right. It should be more powerful.


As for the aging attack, I suppose it could drain the physical ability scores. That route is more in line with other 3.5E creatures, and it equalizes things among the player races (a human would be adversely affected much more quickly than an elf as is). But the aging attack is rather unique, dangerous in an untypical way, and I like the fact that short-lived races have to be extremely cautious when dealing with haunts- it makes the party have to adjust how they normally do things in combat. A question that may influence ultimately which way to go is: How difficult is it to reverse aging in 3.5E? It was possible through magic items in OD&D as well as through spells. If only a wish or limited wish in 3.5E will reverse it, then I might switch it.

I'm with you on that. surprising players is always fun, especially for the DM :D


These were once female fey- dryads, pixies, sprites, nymphs, sidhe etc...- that took mortal lovers. When those lovers died, they forsook their own immortality and commited suicide. They became undead for this reason. Twisted to evil, they often "help" the nearby fey by running off everything and everyone that it comes in contact with it, perhaps eternally trying to prevent what happened to them from happening to other fey, perhaps bitter at their rash actions, or maybe they are a supernatural warning to both mortals and fey alike to stay apart.

I don't know if i'll use both versions in my campaign - I always liked the OD&D version better - but that is a great adventure idea.
Zendrolion

07-13-05, 01:33 PM
How difficult is it to reverse aging in 3.5E? It was possible through magic items in OD&D as well as through spells.

In 3.5 there is nothing (AFAIK) short of a wish to restore years lost to aging becouse there's nothing that has an aging attack. If I recall well, there's nothing like old potions of longevity or elixirs of youth in 3.5. I always try to convert OD&D rules to 3.5 adapting old rules to new one (as you'll have seen ;) ). Nevertheless, if a DM wants to keep the aging attack, all he has to do is to intorduce ways to restore years for the PCs.

Now for some thoughts on the banshee...

Your idea of the three types of banshee is great! :cool: I like it very much! :D
Traianus Decius Aureus

07-13-05, 02:18 PM
In 3.5 there is nothing (AFAIK) short of a wish to restore years lost to aging becouse there's nothing that has an aging attack. If I recall well, there's nothing like old potions of longevity or elixirs of youth in 3.5. I always try to convert OD&D rules to 3.5 adapting old rules to new one (as you'll have seen ;) ). Nevertheless, if a DM wants to keep the aging attack, all he has to do is to intorduce ways to restore years for the PCs.

Your idea of the three types of banshee is great! :cool: I like it very much! :D

Hmmm... I might need to develope some then :) Mystara has quite a few very, very long lived mages and somehow I don't think they would want to cast wish repeatedly.

I will try to finish converting the Fey Banshee (old OD&D version) tonight and if I have time, the Lesser Banshee.
Traianus Decius Aureus

07-13-05, 11:00 PM
Banshee, Fey
CO, B4, DMR2 13, RC 182
Medium Undead (Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares), fly 20 ft. (good)
Armor Class: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +5/+5
Attack: Touch +5 touch (0 + Aging Blow)
Full Attack: Touch +5 touch (0 + Aging Blow)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Aging blow, deadly wail, ectoplasmic net, gaze
Special Qualities: Damage reduction 15/magic, darkvision 60ft., manifestation, spell immunity, turn resistance, undead traits
Saves: Fort +4, Ref +9, Will +12
Abilities: Str -, Dex 21, Con 0, Int 14, Wis 15, Cha 24
Skills: Concentration +26, Intimidate +20, Listen +26, Spot +26, Tumble +18
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Mobility
Environment: Any forests, marshes
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

You see a vaguely female elven spirit ahead. Wispy tendrils begin to coalesce around it. She looks as if she is about to speak when a horrid wail overcomes you...

Fey banshees were once female fey- dryads, pixies, sprites, nymphs, sidhe etc...- that took mortal lovers. When those lovers died, they forsook their own immortality and commited suicide. They became undead for this reason. Twisted to evil, they often "help" the nearby fey by running off everything and everyone that it comes in contact with it, perhaps eternally trying to prevent what happened to them from happening to other fey, perhaps bitter at their rash actions, or maybe they are a supernatural warning to both mortals and fey alike to stay apart.
The fey banshee is often confused with a banshee (see Monster Manual II), a haunt that is the soul of an evil female elf and is more powerful. Since few who encounter a fey banshee survive, the confusion with the banshee stems from chance encounters with fey banshees that were sidhe with elven appearances while alive. The survivors believed it to be an elf, and where not learned enough about undead to realize the attacks were different.
The fey banshee haunts moors, marshes, and the deep forest and any other areas with large fey populations. They are solitary creatures, and get agitated quickly with trespassers.

Combat
A fey banshee will use her wail at the beginning of any encounter. It will first use it at a distance as warning and to hopefully scare away the intruders. If the encounter persists, it will begin creating the ectoplasmic net and wail again. It will only resort to melee if no other options exist. If its opponents flee, the fey banshee will not pursue.

Aging Blow (Ex): Each time a victim is hit by a fey banshee, he ages 1d4x10 years. Victims suffer any of the physical effects of the aging, but none of the benefits. This is a necromatic effect.

Deadly Wail (Su): 3/day, the fey banshee can unleash a wail. All creatures within 60ft of the banshee must make a fortitude save vs DC 22 (cha based) or die immediately. All creatures within 120ft must make a will save vs DC 22 (Cha based) or be panicked. This is a sonic, necromatic effect.

Ectoplasmic Net (Su): At will. When first encountered, a fey banshee will normally start oozing ectoplasm as a free action. This appears as wispy tendrils, slowly forming a net. The net has no effect on the movement of the banshee or others, however, and is only a visual effect for three rounds; but after that time, the net is complete, forming a 10' radius around the banshee and moving with it. Any living creature within a complete ectoplasmic net must make a Will saving throw vs DC 22 (Cha based) or be pulled into the Ethereal Plane (where the net also exists).
On the ethereal plane, the net is similar to a web spell. Each round, the victim may make a strength check (DC25) or an escape artist check (DC30) to break free. Success indicates the victim is returned to the location he was originally taken from on the material plane; failure means he remains trapped in the net. The ethereal victim is helpless unless he succeeds in one of the two checks above, possesses special items or spells that permit travel from that plane, the banshee is destroyed, or he is rescued.
A fey banshee may only have one ectoplasmic net at a time.

Gaze (Su): A fey banshee may make a gaze attack once each round as a free action against any target within 60ft. The victim must make a Fortitude save (DC 22, Cha based) or be paralyzed for 2d4 rounds.

Damage Reduction (Su): A fey banshee has damage reduction 15/magic.

Manifestation (Su): A fey banshee dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a banshee manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested banshee can pass through solid objects at will. A manifested banshee remains partially on the Ethereal Plane, where is it not incorporeal. A manifested banshee can be attacked by opponents on either the Material Plane or the Ethereal Plane. The banshee’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A fey banshee has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Spell Immunity (Ex): A banshee is immune to all spells except those that affect evil.

Turn Resistance (Ex): A banshee may make a Will save to avoid any turning, rebuking, bolstering or commanding attempt. The save DC is the cleric's turning check result.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, ncromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-14-05, 04:11 PM
Banshee, Lesser
AC9, DMR2
Medium-size Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: fly 30 ft. (perfect)
Armor Class: 15 (+3 Dex, +2 Deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/-
Attack: None
Full Attack: None
Space/Reach: 5 ft. /5 ft.
Special Attacks: Manifestation, mournful wail
Special Qualities: Damage reduction 5/magic, darkvision 60ft., turn immunity, undead traits
Saves: Fort +1, Ref +2, Will +7
Abilities: Str -, Dex 16, Con -, Int 10, Wis 12, Cha 15
Skills: Bluff +6, Diplomacy +6, Intimidate +10, Listen +9, Spot +9
Feats: Improved Initiative,Iron Will
Environment: Any land,underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: -

The transparent shape before you is a vaguely humanoid female, except for the blood red eyes and wide mouth.

Lesser banshees are supernatural creatures that haunt a particular family, often to warn a member they are about to die. Frequently, they mourn for that individual after his or her death as well. As a result they may be found in many places of burial.
More rarely they take the form of a deceased ancestor of the family (often the one they are associated with), with many thinking the banshee is a ghost of the person. Needless to say, this results in much confusion for the family, although there is not necessarily any malicious intent on the part of the banshee.
If strangers approach the lesser banshee with caution and non-threateningly, they may be able to converse with the lesser banshee.

Combat
A lesser banshee will rarely seek to enter into combat, only being able to inflict damage through her mournful wail. She will use her wail whenever she sees strangers or feels threatened. This wail will continue until she or her opponents are dead, or they have run off. She will attempt to flee to the Ethereal Plane as soon as possible if near destruction.

Manifestation (Su): A lesser banshee dwells on the Ethereal Plane and, as an ethereal creature; it cannot affect or be affected by anything in the material world. When a lesser banshee manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested lesser banshee can pass through solid objects at will. A manifested lesser banshee remains partially on the Ethereal Plane, where is it not incorporeal. A manifested lesser banshee can be attacked by opponents on either the Material Plane or the Ethereal Plane. The lesser banshee’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A lesser banshee has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Mournful Wail (Su): A lesser banshee’s wail automatically deals 1d4 points of damage to all living creatures within 30 ft each round.

Damage Reduction (Su): A lesser banshee has damage reduction 5/magic.

Turn Immunity (Ex): A lesser banshee cannot be turned, rebuked, commanded or bolstered.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, ncromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Valentinus

07-14-05, 04:48 PM
Another great undead conversion :)

How about we convert some happy, smiling monsters next ? i'm starting to feel spooky vibes here. Like faeries or wood imps or drakes or something.

Another thing, did you notice that OD&D has ogre mages ? it says so on the shaman and wicca table in the master set (unusually smart ogres that can reach high spellcasting levels). Only noticed that last week.
Traianus Decius Aureus

07-14-05, 05:03 PM
Another great undead conversion :)

How about we convert some happy, smiling monsters next ? i'm starting to feel spooky vibes here. Like faeries or wood imps or drakes or something.


Thanks! As for the undead vibe- after my campaign finishes its conversion to 3.5E, a running subplot (only hinted it in the campaign) is going to significantly impact the campaign in the leadup to WotI, and may impact the world events of that set. The short of it involves a 2,000 year old death knight from Milenia flexing his muscles.

I've got a few more undead to go, but soon I'll be monkeying with some other creatures- although the shiny, happy goodness might still be absent :P
Valentinus

07-14-05, 05:16 PM
gah !!!
I'm actually running a campaign centered around the callari elves and their relations with all sorts of forest fey and humanoids.

My characters had to overcome a village full of pixies trying to trick them with really clever illusions (ever see a chaotic good elf ranger attacking a pixie ? - yep, provoking weak willed players is fun, especially with pixies). On their first adventure they looked for a satyr that enslaves callari elves, and so on.

No deathknights there :P
Traianus Decius Aureus

07-14-05, 10:48 PM
With apologies to Valentinus, I have worked up the greater wyrd for 3.5E, using his normal wyrd as a reference point. Following it is the lesser haunt, which is more of an obstacle than monster.

Greater Wyrd
CC 115, GAZ5
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +4/+4
Attack: Sphere +8 touched ranged or melee (1d10 + paralysis)
Full Attack: 2 Sphere +8 touch ranged or melee (1d10 +0)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Destructive spheres, hideous appearance, paralysis
Special Qualities: Damage reduction 10/magic, darkvision 60ft., favored enemy (elves), turn resistance (+4), undead traits
Saves: Fort +2, Ref +6, Will +8
Abilities: Str 11, Dex 19, Con 0, Int 13, Wis 11, Cha 18
Skills: Concentration +10, Hide +10, Intimidate +15, Listen +11, Move Silently +10, Spot +11
Feats: Improved Initiative, Iron Will, Weapon Finesse
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 7
Treasure: None
Alignment: Always evil, never lawful
Advancement: 9-16 HD (Medium)
Level Adjustment: -

A greater wyrd is very similar to normal wyrd. It has inhabited the body of a more powerful elf, and as a result has greater powers. It is greatly feared, and its hideous appearance causes fear in the weak willed.

Combat
Destructive Spheres (Ex): As a free action, the greater wyrd may activate or dismissing this power. While activated, the greater wyrd's hands are constantly surrounded by reddish spheres of destructive magic (necromantic effect). The greater wyrd treats these spheres as natural, light weapons - it may attack with them, one at melee and the other at range, or both in the same way. No attacks of opportunity are provoked by a greater wyrd attacking with his spheres. After leaving his hands, a sphere immediately regenerates, without any need for an action by the greater wyrd. Dismissing the power is also a free action, and causes the spheres to vanish.The greater wyrd does not attack without its spheres - it either cowers or flees if its spheres are unusable.

Hideous Appearance (Su): At the start of any encounter, any creature viewing the greater wyrd must make a will save vs DC18 (Cha based) or be shaken.

Paralysis (Ex): Each time a character is hit by a destructive sphere, they must make a fortitude save vs DC18 or be paralyzed for 2d4 x10 minutes. Elves are immune to this paralysis.

Damage Reduction (Su): Greater wyrds have damage reduction of 10/magic.

Favored Enemy (Elves) (Ex): A greater wyrd gains Favored Enemy (Elves), as per the ranger’s special ability. The wyrd gains a +4 bonus on weapon damage rolls against elves. Likewise, he gets a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. A greater wyrd's Favored Enemy bonus increases as it gets additional HD, as per the ranger's ability.

Turn Resistance (Ex): A greater wyrd have a bonus of +4 to all turn checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, ncromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

**************************************** ******************

Haunt, Lesser
DMR2 52
(CR varies ): The lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message or to fulfill a broken oath, for example), and is bound to a particular location. This is often were the haunt’s mortal life was extinguished (usually by unnatural means) - gloomy forests, bogs, moors, dungeons and the like.

Unlike other haunts, the lesser haunt cannot be damaged or destroyed by any means and is immune to all turning attempts. The only way to put a lesser haunt to rest is to find the reason for its appearance and find a way to placate the haunt. This may be finding the haunt murderer, delivering a messsge, finding a specific object, etc…

A lesser haunt does not attack, and cannot cause harm to those it encounters. It will usually try to converse with those it encounters, usually to enlist their aid. However, if attacked or ignored, the lesser haunt will unleash a burst of fear. Every creature within 60ft of the lesser haunt must make a will save vs DC24 or be panicked. The lesser haunt may release this burst once every round, until the attacks on it are stopped.

The CR varies based on the task or aid required to lay the haunt to rest.
Gazza555

07-15-05, 04:48 AM
For those who want something besides undead and constructs ;) , I'm working on the Sky Wyrm and plan to post them (lesser and greater) on Monday.

Regards,
Gary
Zendrolion

07-15-05, 07:32 AM
I think I'll continue converting anything which has Con and Int 0 until I've done... :D ;)

I'm pretty busy now, so golem's list will continue a little slower than before. Perhaps the next will be iron gargoyle, but... who can say? :) I also thought to convert the infamous snow ape - sort of 3.5 taer, I think...

Great work with haunts and lesser banshee, Traianus! Really good! :cool: ;)
Traianus Decius Aureus

07-15-05, 11:22 PM
Velya, Ocean
Ocean Velya are a form of underwater vampire. They were once surface dwellers who became undead through an ancient curse. In its natural form, a velya looks like a blue-skinned human with gills and clawed hands and feet. Velya in human form are comely but have a feral appearance, with wild eyes, tangled hair, and tattered, shroudlike dothing.
Despite their human appearance, veyla, like vampires, can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Velya speak any languages they knew in life.

Creating a Ocean Veyla
“Veyla, Ocean” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A veyla uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. An ocean veyla also gains a swim speed of 40ft.

Armor Class: The base creature’s natural armor bonus improves by +6.

Attack: An ocean veyla retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A veyla fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A veyla armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A veyla fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Veyla have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A veyla retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 veyla’s HD + veyla’s Cha modifier unless noted otherwise.

Blood Drain (Ex): A veyla can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the veyla gains 5 temporary hit points.

Children of the Sea (Su): Veyla command the lesser creatures of the sea and once per day can call forth a pack of 3d6 sharks as a standard action. These creatures arrive in 2d6 rounds and serve the veyla for up to 1 hour.

Veyla’s Song (Su): Velya in human form can sing. A velya’s song can be heard up to a mile away. Anyone who hears the veyla’s song must succeed on a Will save or fall instantly under the veyla’s influence as though by a dominate person spell (caster level 12th). If the save is made, that person is immune to the song for 24 hours.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a veyla’s energy drain rises as a wight (as a normal wight but gains a swim speed of 40 ft) 1d4 days after death.
If the veyla instead drains the victim’s Constitution to 0 or lower, the victim returns as a wight if it had 4 or less HD and as a veyla if it had 5 or more HD. In either case, the new veyla or wight is under the command of the veyla that created it and remains enslaved until its master’s destruction. At any given time a veyla may have enslaved creatures totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed veyla or wights. A veyla that is enslaved may create and enslave spawn of its own, so a master veyla can control a number of lesser veyla in this fashion. A veyla may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a veyla or wight cannot be enslaved again.

Energy Drain (Su): Living creatures hit by a veyla’s slam attack (or any other natural weapon the veyla might possess) gains one negative level. For each negative level bestowed, the veyla gains 5 temporary hit points. A veyla can use its energy drain ability once per round.

Special Qualities: A veyla retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A veyla can assume the shape of a great white shark or manta ray as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the veyla does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the veyla loses its natural slam attack and Veyla’s Song ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.

Damage Reduction (Su): A veyla has damage reduction 10/silver and magic. A veyla’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A veyla heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes its current of water form and attempts to escape. It must reach its submerged, lightless crypt within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a veyla forced into current of water form has no effect. Once at rest in its crypt, a veyla is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Current of Water Form (Su): As a standard action, a veyla can assume current of water form at will, similar to the gaseous form spell (caster level 5th), but it can remain in watery form indefinitely and has a swim speed of 60 feet with perfect maneuverability.

Resistances (Ex): A veyla has resistance to cold 10 and electricity 10.

HumanForm (Su): A veyla can assume the form of a human at will. It will appear comely, but somewhat wild and feral. A veyla has access to all its veyla abilities while in human form.

Turn Resistance (Ex): A veyla has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a veyla has no Constitution score.

Skills: Veyla have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, Spot and Swim checks. Otherwise same as the base creature.

Feats: Veyla gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any Ocean
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 wights)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.

Veyla Weaknesses
For all their power, veyla have a number of weaknesses.

Repelling a Veyla: Veyla recoil from anything that would cause an accurate reflection, like a mirror, or a strongly presented holy symbol. These things don’t harm the veyla—they merely keep it at bay. A recoiling veyla must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a veyla at bay takes a standard action.
Veyla are also unable to go without contact with water. Velya cannot leave the water; those who do completely disintegrate after 1d4 rounds. The velya suffers no ill effects, however, so long as the least part of its body stays submerged. If the velya returns to the water before it disintegrates, it still loses half of its original hit points.
During the day, a velya must rest in a submerged, lightless crypt. Velya crypts usually are ancient burial chambers hidden within sunken cities, but any enclosed, utterly dark space will serve. If a bless spell is cast on the crypt and a holy symbol is left in it, a velya can never rest there again, even if the holy symbol is later removed. If a velya falls to rest in its crypt, it suffers 2d8 points of damage each day. These points cannot be regenerated until the velya rests in its crypt for a full day.

Slaying a Veyla: Reducing a veyla’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay veyla. A veyla that is taken completely put of water will disintegrate in 1d4 rounds. Driving a wooden stake through a veyla’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Veyla Characters
Veyla are always evil, which causes characters of certain classes to lose some class abilities. In addition, certain classes take additional penalties.

Clerics: Veyla clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the veyla’s controller or any other vetla that a master controls. A veyla cleric has access to two of the following domains: Chaos, Destruction, Evil, Storm or Trickery.

Sorcerers and Wizards: Veyla sorcerers and wizards retain their class abilities, but if a character has a non-aquatic familiar, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be an aquatic creature.

Veyla, Swamp
This form of velya is found in marshes, fens, and bogs. Swamp velya are identical to ocean velya with the following exceptions:

Children of the Swamp (Su): Veyla command the lesser creatures of the swamp and once per day can call forth a pack of 3d6 crocodiles as a standard action. These creatures arrive in 1d4 rounds and serve the veyla for up to 1 hour. This replaces the Children of the Sea special attack ability.

Alternate Form (Su): A veyla can assume the shape of an albino crocodile or giant white eel as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the veyla does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the veyla loses its natural slam attack and Veyla’s Song ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. This replaces the ocean veyla’s Alternate Form ability.
Traianus Decius Aureus

07-16-05, 10:38 PM
Nosferatu
DMR2 107, GAZ1, GAZ3
Nosferatu is a powerful and fearsome undead creature strongly resembling the vampire. Contrary to its dark cousin, Nosferatu neither drains levels nor fears sunlight. Common people often fear Nosferatu, although some of its kin aren't evil. Nosferatu is the victim of a dark fate, torn between pain, thirst, and disgust. Just like its cousin, Nosferatu hungers for blood, but it does occasionally show compassion.

One must be very observant to recognize Nosferatu for what it truly is. It can easily pass among mortals since it does not show any obvious clues to its true nature. It appears monstrous only when it attacks. Like its cousin, Nosferatu fails to cast either a shadow or a reflection in a mirror.
Nosferatu can dwell anywhere. Most often, it is a character of some importance in the region (a dashing nobleman, a reclusive wizard, the laird of a domain, etc). Nosferatu doesn't necessarily feel the morbid need of its vampire kin to dwell in cemeteries and other sinister places of death. Nosferatu seeks the living whose blood it thirsts.

Being somewhat closer to the world of the living compared to level-draining undead, nosferatu feel at ease with unsuspecting mortals. Nosferatu also tends to think less and act more compared to the vampire ("think less" is said here in relative terms). Where a vampire would spend a century brooding and scheming, Nosferatu might spend "only" a decade.
Nosferatu often needs to change identities, as the living pass on and Nosferatu maintains its activity among the new comers. Clever disguises to modify Nosferatu's apparent age or to impersonate progeny remain common tactics. If everything fails, disappearing for a decade also remains a valid option.

Nosferatu enjoy the company of others of its kind, but most often will mingle with the living. Evil or neutral Nosferatu and its lesser followers enjoy playing games with the living even more. The rare Nosferatu of good alignment, however, will remain aloof, only occasionally interfering with the affairs of the living as may be necessary to preserve its existence or to save loved ones.
Nosferatu has made itself a secret place among the living. It stands as a transitory form of the vampire, between to totally twisted undead and the living. Evil Nosferatu acts more like the vampire kin, while the good-aligned Nosferatu exists more as an unfortunate victim. Good-aligned Nosferatu will only allow another to rise if the victim consents (i.e. a loved one), in which case, the victim's original alignment is preserved. Evil Nosferatu often choose to twist a victim's alignment to reflect Nosferatu's own, but not always. Evil Nosferatu could decide to preserve a victim's alignment as a way to torment the victim. Invariably, a good-aligned victim seeks to destroy itself or cause the doom of its evil master. The living always fears a nosferatu, regardless of its alignment.

Nosferatu speak any languages they knew in life. They are most likely to be found in Glantri or Karameikos

Creating a Nosferatu
“Nosferatu” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A nosferatu uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +6.

Attack: A nosferatu retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the nosferatu retains this ability. A creature with natural weapons retains those natural weapons. A nosferatu fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A nosferatu armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A nosferatu fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Nosferatu have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the nosferatu’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A nosferatu retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 nosferatu’s HD + nosferatu’s Cha modifier unless noted otherwise.

Blood Drain (Ex): A nosferatu can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the nosferatu gains 5 temporary hit points.

Children of the Night (Su): Nosferatu command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the nosferatu for up to 1 hour.

Dominate (Su): A nosferatu can charm an opponent just by looking onto his or her eyes. This is similar to a gaze attack, except that the nosferatu must use a standard action, and those merely looking at it are not affected. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Su): A human or humanoid monstrous humanoid slain by a nosferatu’s Blood Drain rises as a nosferatu only if the nosferatu wishes it. If so, the victim rises from the dead three days later, unless its body was burned or totally destroyed. The victim remains under its killer's control. If the latter is killed, all the victims become self-willed.
At any given time a nosferatu may have enslaved creatures totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed nosferatu. A nosferatu that is enslaved may create and enslave spawn of its own, so a master nosferatu can control a number of lesser nosferatu in this fashion. A nosferatu may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a nosferatu cannot be enslaved again.

Special Qualities: A nosferatu retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A nosferatu can assume the shape of a large bat during the night or a large raven during the day as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the nosferatu does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the nosferatu loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Damage Reduction (Su): A nosferatu has damage reduction 10/silver and magic. A nosferatu’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A nosferatu heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes its gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a nosferatu forced into gaseous form has no effect. Once at rest in its coffin, a nosferatu is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a nosferatu can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resistances (Ex): A nosferatu has resistance to cold 10 and electricity 10.

Spider Climb (Ex): A nosferatu can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): A nosferatu has +15 turn resistance. Clerics of opposite alignments reduce this bonus to +10.

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Int +4, Wis +2, and Cha +6. As an undead creature, a nosferatu has no Constitution score.

Skills: Nosferatu have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. It receives a +4 racial bonus to disguise checks. Otherwise, skills are the same as the base creature.

Feats: Nosferatu gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any

Organization: Solitary

Challenge Rating: Same as the base creature +2.

Treasure: Double standard.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature +7.

Nosferatu Weaknesses
For all their power, nosferatu have a number of weaknesses, although they are less restricted than a vampire.

Blood Thirst: Nosferatu craves the blood of the living. It can go no more than a week without blood before pain begins to twist its body. The pain causes all of nosferatu's ability scores (ignore constitution) to drop 1 point per day after the first week of fasting, down to a minimum of 9. Nosferatu requires enough blood for 9 points of damage per week to avoid the pain. To recover each lost point of ability score due to the pain, Nosferatu requires another 1-4 Con points-worth of fresh blood. Non-human or non-humanoid blood only serves to numb the pain for a day. It cannot restore lessened ability scores.

Repelling a Nosferatu: Nosferatu cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or bright sources of light. These things don’t harm the nosferatu—they are merely things to be avoided if at all possible. Unlike a vampire, a nosferatu has no fear of a holy symbol, in fact some nosferatu are quite fond of holy symbols.
Nosferatu are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Nosferatu: Reducing a nosferatu’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay nasferatu. Unlike a vampire, exposing any nosferatu to direct sunlight does not harm it in any way.But like a vampire, immersing it in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a nosferatu’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. If staked, a nosferatu may be permanately killed by behead the undead and stuff its mouth with dirt taken from hallowed burial grounds. The definition of "hallowed burial grounds" varies with Nosferatu's own alignment. Burial grounds must be for a kind of people or creature whose alignment is as far removed from Nosferatu's as possible. For a neutral undead, any non-neutral alignment will do.

Nosferatu Characters
Nosferatu of certain classes take penalties.
Clerics: Nosferatu clerics lose their ability to turn undead but gain the ability to rebuke undead, even if their alignment is good. This ability does not affect the nosferatu’s controller or any other nosferatu that a master controls. A nosferatu cleric has access to any two domains he could access while living, except of those dealing with life, healing, or good. It may choose to change its domains if desired when transformed into a nosferatu.
Sorcerers and Wizards: Nosferatu sorcerers and wizards retain their class abilities, but if a character has a familiar that is not a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.
Traianus Decius Aureus

07-17-05, 10:33 PM
Topi
Topis are tiny undead humanoid creatures similar to zombies. Before these creatures are animated however, their bodies are shrunk to a smaller size, usually 2 ft tall for a medium creature. The process gives them dark, wrinkled, leathery skin. Their eyes are wide and bulging, and their lips are usually curled back, freezing their faces into permanent toothy grimaces (occasionally, however, the lips are sewn shut).

Like zombies, topis usually are dad in the tattered remains of the clothing they were wearing when they died. Unlike zombies, topis do not have a rotting stench, as the shrinking process also preserves their flesh.
Topis cannot speak but often hiss, snarl, grunt or gnash their teeth when attacking.

Like zombies, topis exist only to serve the spellcaster who animated them. Their intelligence and evil nature make them prone to malice, however, and it is unwise to trust them with anythmg delicate or overly complex.

Topis are usually found guarding tribal burial grounds or temples. Some witch doctors and shamans also employ them as servants, scouts, and bodyguards.

Topis are unnatural creatures that have no ecological role except as a consequence of their orders. They can, for example, be ordered to gather food or hunt small game. Unless ordered otherwise, a topi left on its own will gleefully maim and kill anything it can catch. Topis do not require food or water, lulling only for pleasure or to obey orders. They are able to jump quite well, and in combat will often ambush enemies by jumping at them from behind or above.

The dead body of any large, medium or small humanoid creature can be made into a topi. Only a few tribal spell casters know bow to shrink the corpses, however. The few travelers who have observed the process and have been lucky enough to return to tell the tale report that the corpse is boiled for several days in a mixture of water, herbs, and animal organs, then dried in the sun and animated, presumably with a variant animate dead spell.

Creating a Topi
“Topi” is an acquired template that can be added to any large, medium or small corporeal humanoid or monstrous humanoid (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It sizes drops one category: Large to medium, Medium to small, Small to tiny. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a topi.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the topi’s size:
Tiny +2
Small +3
Medium +4

Base Attack: A topi has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A topi retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A topi also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Tiny 1d3
Small 1d4
Medium 1d6

Special Attacks: A topi retains none of the base creature’s special attacks, but gains the following special attacks:

Venom (Ex): Each hit by a topi’s natural attacks may poison the victim. The victim must make a fortitude save vs DC 15 or be envenomed. Primary damage is 1d6 Dex + slowed (as per spell), secondary damage is 1d6 Str.

Special Qualities: A topi loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A topi gains the following special qualities.

Damage Reduction: 5/Slashing and piercing

Off Balance (Ex): If a creature larger than a topi successfully inflicts damage to the topi with a bludgeoning weapon, it is knocked off-balance and loses any remaining actions that round.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A topi’s Dexterity increases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 2.

Skills: A topi has no skills, other than jump. It receives a +4 racial bonus to all jump checks.

Feats: A topi loses all feats of the base creature and gains Toughness.

Environment: Any tropical and subtropical land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6

Treasure: None.

Alignment: Always chaotic or neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.
Traianus Decius Aureus

07-18-05, 11:20 PM
Lightning Zombie, Lesser
Lightning zombies are undead creatures created when the bodies of dead humans, humanoids or monstrous humanoids are bathed in exceptionally strong magical auras.
A lightning zombie looks just like a normal member of its race, except that its skin is a uniform light gray. Otherwise, they appear much as they did when alive; they can speak and are often hyperactive in their mannerisms. In darkness, Lightning zombies give off a faint glow.
Lightning zombies have a flair for the dramatic. They prefer flashy dothing and jewelry, the more the better.
Although they are intelligent, they have no memories of their former lives. They are faintly aware that they had former lives, and some remnants of it remain, such as languages known.

Creating a Lightning Zombie
“Lightning Zombie” is an acquired template that can be added to any corporeal humanoid or monstrous humanoid creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it will become a greater lightning zombie (see below).

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller +1
Small +2
Medium +3
Large +4
Huge +5
Gargantuan +8
Colossal +12

Base Attack: A lightning zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A lightning zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A lightning zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the lightning zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A lightning zombie retains none of the base creature’s special attacks. It gains the following special attacks:

Improved Grab (Ex): if the lightning zombie hits a target with its slam attack, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the lightning zombie grabs the creature with its hands if its next grapple check succeeds. The target then automatically takes damage from the lightning zombie’s jolt of electricity each round the hold is maintained.

Jolt of Electricity (Su): A creature held by the lightning zombie takes 1d6 points of electrical damge per round.
Special Qualities: A lightning zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A lightning zombie’s Strength increases by +2, it has no Constitution, its Intelligence score changes to 10, its Wisdom changes to 10, and its Charisma changes to 6.

Skills: A lightning zombie has skill points equal to 4 per Hit Die, with quadruple skill points for the first Hit Die.

Feats: A lightning zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 ¼
1 ½
2 1
4 2
6 3
8–10 4
12–14 5
15–16 6
18–20 7

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.

Lightning, Greater
These creatures are created when a powerful character or monster is exposed to strong magical energies that would normally create a lightning zombie. They generally have a thirst for power and will seek to dominate all around it, even if they aren’t powerful enough to do so.

Creating a Greater Lightning Zombie
“Greater Lightning Zombie” is an acquired template that can be added to any corporeal humanoid or monstrous humanoid creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), quadruple the number of Hit Dice left, and raise them to d12s.

Speed: If the base creature can fly, its maneuverability rating drops to poor.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller +3
Small +4
Medium +5
Large +6
Huge +7
Gargantuan +10
Colossal +14

Base Attack: A greater lightning zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A greater lightning zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A lightning zombie also gains 2 slam attacks.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the lightning zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8

Special Attacks: A greater lightning zombie retains none of the base creature’s special attacks. It gains the following special attacks:

Improved Grab (Ex): if the greater lightning zombie hits a target with its slam attack, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the lightning zombie grabs the creature with its hands if its next grapple check succeeds. The target then automatically takes damage from the greater lightning zombie’s jolt of electricity each round the hold is maintained.

Jolt of Electricity (Su): A creature held by the greater lightning zombie takes 2d6 points of electrical damge per round.

Special Qualities: A greater lightning zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It also gains the following:

Turn Resistance (Ex): Greater lightning zombies have turn resistance +4.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A greater lightning zombie’s Strength increases by +4, it has no Constitution, its Intelligence score changes to 10, its Wisdom changes to 10, and its Charisma changes to 12.

Skills: A greater lightning zombie has skill points equal to 4 per Hit Die, with quadruple skill points for the first Hit Die.

Feats: A greater lightning zombie loses all feats of the base creature and gains Toughness and Iron Will.

Environment: Any land and underground.

Organization: Any + 2d6 lesser lightning zombies.

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 1
1 2
2 3
4 4
6 5
8–10 6
12–14 7
15–16 8
18–20 9

Treasure: None.

Alignment: Always chaotic evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.
Traianus Decius Aureus

07-19-05, 10:37 PM
Frost Zombie
Frost Zombies are corpses reanimated through the The Frozen Dead spell, a variant of the animate dead spell. The bodies animated for this spell must have been interred in the frozen earth- it will not work on freshly dead bodies or those that are not buried in frozen ground.
Unlike regular zombies, the bodies of the frost zombies are restored to their youthful appearance- they appear cold and icy, not corrupted or horrible.
Because of their utter lack of intelligence, the instructions given to a newly created frost zombie must be very simple.

Creating a Frost Zombie
“Frost Zombie” is an acquired template that can be added to any corporeal humanoid or monstrous humanoid creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a frost zombie with the the frozen dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller +1
Small +2
Medium +3
Large +4
Huge +5
Gargantuan +8
Colossal +12

Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A frost zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A frost zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A frost zombie retains none of the base creature’s special attacks. It gains the following special attack:

Icy Touch (Ex): Whenever a frost zombie hits a target with a slam attack or natural attack, it inflicts an extra 1d6 cold damage. In addition, the target must make a fortitude saving throw vs DC 15. Failure indicates a part of the victim’s body goes numb from the cold for 10 minutes. Roll the 1d6 to determine which part goes numb:
1- The head (The character is blinded).
2- Off-Hand (Character drops anything held in hand; cannot use shield or fight with that arm).
3- Weapon Hand (Character drops anything held in hand; cannot use shield or fight with that arm).
4- Left Leg (Character falls down, must spend move action to stand; ½ movement speed).
5- Right Leg (As with left leg. If both legs are numb the character falls and cannot stand up).
6- Torso (No additional effects).

Special Qualities: A frost zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A frost zombie gains the following special quality.

Single Actions Only (Ex): Frost zombies have poor reflexes and can perform only a single move action or attack action each round. A frost zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A frost zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A frost zombie has no skills.

Feats: A frost zombie loses all feats of the base creature and gains Toughness.

Environment: Any cold land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 ¼
1 ½
2 1
4 2
6 3
8–10 4
12–14 5
15–16 6
18–20 7

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.

The Frozen Dead (HW16)
Necromancy [Evil,Cold]
Level: Clr 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bodies of dead humanoid or monstrous humanoid creatures into frost zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A frost zombie can’t be animated again.)
You can’t create more HD of undead than twice your caster level with a single casting of the frozen dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of frost zombies per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Frost Zombies: The bodies animated for this spell must have been interred in the frozen earth- it will not work on freshly dead bodies or those that are not buried in frozen ground.
Unlike regular zombies, the bodies of the frost zombies are restored to their youthful appearance- they appear cold and icy, not corrupted or horrible.

Material Component: You must place a clear crystal gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.
Valentinus

07-20-05, 05:16 AM
Lilia
Medium Fey

HD : 12d6-12 (27hp)
Initiative : +9
Speed : 30'
AC : 36 (+9 dex, +11 deflection, +6 natural, touch 30, flat footed 27)
Base Attack/Grapple : +6/+5
Attack : 1 touch melee +15 (fey touch)
Full Attack : 2 touch melee +15 (fey touch)
Reach : 5'/5'
Special Attacks : Enchanting Beauty, Spells, Spell-like abilities, Fey Touch.
Special Qualities : Damage Reduction 15/evil and cold iron, Spell Resistance 22, Unearthly Grace, Wild Empathy, Bardic Song.
Saves : Fortitude +14, Reflex +28, Will +21
Abilities : str 9, dex 28, con 8, int 12, wis 14, cha 32
Skills : Perform +29, Escape Artist +24, Knowledge (Nature) +10, Knowledge (Arcana) +7,
Hide +24, Move Silently +24, Spot +17, Diplomacy +26
Feats : weapon finesse, quicken spell-like ability (invisibility), skill focus (perform), spell focus (enchantment).
Environment : Temperate Forest
Organization : Solitary
Challenge Rating : 12
Treasure : No Coins.
Alignment : always Chaotic Good
Advancement : -
Level Adjustment : -

"A divinely beutiful nymph dances among the trees, playing a tune on her harp that pierces your hearts. As she looks upon you and smiles, all of your earthly cares are forgotten "

Sometimes called "mother of nymphs", the lilia is an ancient forest spirit that personifies beauty, goodness, and grace. Even cold, undead hearts may be touched by her presence.
Lilias live in the most ancient forests, one lilia residing in each.
Among the fey they are a queenly influence, cherished and loved by all. They never abuse their power, prefering to sing and play alone among the trees. Their most appreciated allies are the elder treants (12HD+), who protect them while being immune to to the lilias enchanting presence.
They are playful, and sometimes use their magic to draw travelers into games of hide and seek, or similar pranks.
Some lilias may be the servants or messengers of nature loving immortals.

COMBAT

A lilia never enters combat, but will fight with all her powers to protect her friends ,and the forest. The use their quickened invisibility to full effect, casting spells on allies and enemies, and only then charging into melee, trusting their dexterity and grace to protect them. Of course, the above is relevant only if all present are not totally enchanted by her presence alone.

Unless notes otherwise, all of the lilia's special abilities are at 13th caster level.

Enchanting Beauty (Su) : Every intelligent creature that sees the lilia becomes hopelessly in love with her. This is a mind affecting effect, although creatures with less than 12HD may also be affected, no matter their type or immunities. This may cause allies to fight among themselves for the lilia's attention, or cause an affected being to forget everything other than the lilia. Creatures must save every round to avoid the effect (Will DC 27).
The enchanted creatures remain enchanted for up to 24 hours after leaving the lilia's presence, although they may save when the lilia leaves and every hour after that.Note that both females and males are equally affected.

Fey Touch (Su) : The lilia's touch may heal or harm, depending on the touched being's alignment. Good beings are affected by a Cure Moderate Wounds (DC 23), neutral beings are affected by Cure Light Wounds (DC 22) and evil beings by Blindness and Inflict Moderate Wounds (DC 23). Undead are always struck by cure moderate wounds, suffering damage.
In addition, the lilia may choose to paralyze any touched being,as the hold monster spell, for 13 rounds (DC 25).
Will Save DC to avoid her touch's effects is charisma based.
The lilia's hands glow, and her touch is considered a touch spell for purposes of drawing attacks of opportunity.

Spells : The lilia casts spells as a 13th level Bard.
Spells per day : 6,6,6,6,4,2
Spells typically Known : 0th - dancing lights, daze, ghost sound, light, summon instrument. 1st - expedicious retreat, silent image, sleep, summon monster I. 2nd - animal messenger, blur, sugestion, summon monsters II. 3rd - major image, daylight, confusion, haste. 4th - break enchanment, freedom of movement, speak with plants, summon monsters IV. 5th - mass suggestion, mislead.

Spell-Like abilities : At Will - invisibility. 3/day - dimension door.

Bardic Song : The lilia has the bardic song special quality, as a 13th level bard.

Unearthly Grace (Su): A Lilia adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a Lilia has a +6 racial bonus on the check.
Gazza555

07-20-05, 09:01 AM
Ok, I know I said Monday but the weekend was rather hectic - played Runequest on Saturday and Call of Cthulhu on Sunday.

Just the Lesser Skywyrm for now, hopefully I'll have finished the Greater by tomorrow.

Regards,
Gary

Skywyrm, Lesser
Huge Elemental (Air, Extraplanar)
Hit Dice: 16d8+64 (136 hp)
Initiative: +9
Speed: 20 ft., fly 120 ft. (good)
Armor Class: 19 (–2 size, +5 Dex, +6 natural), touch 13, flat-footed 14
Base attack/Grapple: +12/+24
Bite: +13 melee (3d8+4)
Bite: +13 melee (3d8+4) and 2 claws +8 melee (3d4+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to electricity, spell-like abilities
Saves: Fort +9, Ref +15, Will +6
Abiities: Str 18, Dex 21, Con 18, Int 12, Wis 13, Cha 15
Skills: Knowledge (the planes) +20, Listen +22, Spot +22
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Air
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral good
Advancement: 17–20 HD (Huge), 21-31 HD (Gargantuan)
Level Adjustment: —

The lesser sky wyrm is a huge elemental from the Elemental Plane of Air. The front half of the lesser sky wyrm is in the form of a wild cat with two powerful claws. Two large feathery wings protrude from its back, while the other half of the creature is a long, coiling serpent’s tail. All sky wyrm’s are made of shimmering clouds and living air, pearl-coloured with light green shadings

Sky wyrms are rare, even on the Elemental Plane of Air. They sometimes serve as mounts and cohorts of greater djinn, but always of their own free will. Sky wyrms do not get along well with aerial servants and elemental creatures. Lesser sky wyrms hate spectral hounds and hell hounds, and at best dislike all other dog-like creatures. Sky wyrms are otherwise good-willed although neutrally aligned.

Skywyrms speak Auran.

Combat
Their rapid speed makes skywyrms useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a skywyrm.
Spell-like Abilities (Sp): Lesser sky wyrms can predict weather summon weather, control winds and use weather control at will. They can also cast the following spells once per day: cloudkill, dimension door, explosive cloud, ice storm and invisibility. The DC to resist these effects = 10 + Spell level.
Whirlwind (Su): The skywyrm can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the skywyrm can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The skywyrm controls the exact height, but it must be at least 10 feet.

The skywyrm’s movement while in whirlwind form does not provoke attacks of opportunity, even if the skywyrm enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the skywyrm moves into or through the creature’s space.

Creatures one or more size categories smaller than the skywyrm might take 2d8 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 22) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save (DC 22) or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the skywyrm carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The skywyrm can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The skywyrm can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the skywyrm and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A skywyrm in whirlwind form cannot make bite or claw attacks and does not threaten the area around it.
Zendrolion

07-20-05, 12:09 PM
I'm finally back! :) I've just finished converting the iron gargoyle from Creature Catalog. I've tried to keep it in line with bronze and iron golems; I've added a pair of features to complete it and only changed the stunning effect of the gargoyle's crushing attack to resemble some more-3.5ish grapple effect. Enjoy!

Oh, I almost forgot: great work on nosferatu and lightning zombie, Traianus! :cool: ;)

GOLEM, IRON GARGOYLE

Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: –1
Speed: 10 ft. (2 squares), fly 30 ft. (clumsy)
Armour Class: 30 (–1 size, –1 Dex, +22 natural), touch 8, flat-footed 30
Base Attack/Grapple: +12/+26
Attack: Claw +21 melee (1d8+10)
Full Attack: 2 claws +21 melee (1d8+10) and 1 horns +16 melee (2d8+5) and 1 tail +16 melee (1d10+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crushing dive, fire breath, spiked body, stunning tail
Special Qualities: Blindisight 60 ft., construct traits, damage reduction 12/adamantine, darkvision 60 ft., immunity to fire, immunity to magic, low-light vision, vulnerability to cold
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 32, Dex 9, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary, pair or gang (2-4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Large), 25-48 HD (Huge)
Level Adjustment: –

A large, massive iron statue with fiendish and gargoylesque features stands before you. This craggy creature is covered in iron scales, with numerous iron spikes protruding from its body. The creature’s red eyes gleam malignantly and its sharp-toothed mouth seems to grin at you.

Iron gargoyles resemble large, 12-feet tall normal gargoyles made of iron. They move very slowly and noisingly, creaking at every step. Iron gargoyles can fly, but do so very clumsily. In dim lighting conditions, flames visibly lick the edges of an iron gargoyle’s grinning maw. Viewed with darkvision, these monsters glow brightly from the heat their hulking bodies contain.
These golems are most often constructed and encountered in pairs, but a sole iron gargoyle may guard areas of lesser importance to its creator.
An iron gargoyle cannot speak or emit any sound. It weighs about 4,500 pounds.

COMBAT:
An iron gargoyle is a fearsome opponent in combat. It usually tries to use its fire breath ability before charging its foes in melee. It isn’t an agile flier, but in battle it often attacks initially from air, attempting to crush its foes by landing on them.
Crushing dive (Ex): The iron gargoyle often tries to crush its foes diving on the from above. Using the crushing dive is a full-round action; this special ability can be used only while the iron gargoyle is flying, and only against creatures of Medium size or smaller at a time. The iron gargoyle can affect as may creatures as can fit in its space. Creatures in the affecteded area must make a successful DC 28 Reflex saving throw or automatically take 2d10+15 points of bludgeoning damage (the save is Strenght-based). If the iron gargoyle so choses, up to two damaged Medium-size creatures (or four Small-size creatures, and so on) are pinned in addition to taking damage from the crush; from there on, they’re considered grappling with the iron gargoyle and they take crushing damage each round until they’re freed, in addition to any result of the grapple checks.
Fire breath (Su): 30-foot cone, once every 3 round, damage 3d10 fire, Reflex DC 18 half. The save DC is Constitution-based.
Immunity to magic (Ex): An iron gargoyle is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects funcioin differently against the creature, as noted below.
A magical attack that deals cold damage has normal effects on the iron gargoyle, which will suffer additional damage from such an attack – being vulnerable to cold.
A magical attack that inflicts fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the iron gargoyle to exceed its full normal hit points, it gains any excess as temporary hit points. An iron gargoyle gets no saving throw against fire effects.
An iron gargoyle is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Spiked body (Ex): The iron gargoyle’s body is covered with spikes and slashing scales. Therefore, a creature grappling with an iron gargoyle takes 1d8 points of percing damage per round; this damage is in addition to any other grapple effect.
Stunning tail (Ex): The iron gargoyle can deliver powerful blows with its tail slap. Each foe taking damage from the iron gargoyle’s tail attack must succeed on a CD 18 Fortitude saving throw or be stunned for 1d3 rounds. The save DC is Constitution-based.

CONSRUCTION:
The iron gargoyle’s body must be sculpted from 4,500 pounds of pure iron, smelted with rare substances and admixtures costing no less than 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check.
CL 16th; Craft Construct, fireball, fly, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 135,000 gp; Cost 72,500 gp + 5,000 XP.
Traianus Decius Aureus

07-20-05, 10:39 PM
Sun-Wight
HW 4
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d4 + 5 + Fiery Touch) or By Weapon
Full Attack: 2 Slam +8 melee (1d4 + 5 + Fiery Touch) or By Weapon
Space/Reach: 5 ft./5 ft.
Special Attacks: Dominate, fiery touch
Special Qualities: Create spawn, Damage reduction 5/magic, darkvision 60ft., jet of flame, light dependancy, sun-wight weaknesses, undead traits
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 21, Dex 19, Con -, Int 13, Wis 15, Cha 18
Skills: Balance +9, Bluff +9, Concentration +5, Diplomacy +9, Intimidate +9, Jump +10, Listen +7, Spot +7, Tumble +9
Feats: Dodge, Improved Initiative, Power Attack
Environment: Any land
Organization: Solitary, or Coven (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

The creature before you looks like a handsome human with reddish hair and bright eyes. Its skin radiates warmth, but there is something decidedly unhuman about it.

The sun-wight is an undead creature that not only doesn't fear light, it is harmed by darkness. Sun-wights typically look like humans, less frequently as elves. They always appear incredibly beautiful or handsome, and radiate mild warmth from their skin, which is only apparent when close to the creature. They often wear fine clothes, and can use shields and armor, but usually prefer to stay in their finery.

Combat
Sun-wights are fearless combatants, desperate to feed off of the energy of the living. They usually will make use of their fiery touch ability, but can use any simple or martial weapons. They are also proficient with light and medium armors, and shields.

Dominate (Su): A sun-wight can charm an opponent just by looking onto his or her eyes. This is similar to a gaze attack, except that the sun-wight must use a standard action, and those merely looking at it are not affected. Anyone the sun-wight targets must succeed on a Will save or fall instantly under the sun-wight’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Fiery Touch (Ex): Each hit from a sun-wight's slam attack inflicts an additional1d6 fire damage, and the victim must make a fortitude save vs DC18 or gain a negative level.
This ability may be used as a touch attack. The sun-wight may also choose not to activate or use this ability.

Create Spawn (Su): If the sun-wight chooses, any humanoid or monstrous humanoid creature slain by the sun-wight, maybe turned into a sun-wight under the control of the creator. A sun-wight may not directly control more than four sun-wights at ant time, and addtional spawned sun-wights are free-willed.
To create a spawn, the body of the victim must be bathed in light for 10 straight days, never touched by darkness. After this, the victim will rise as a sun-wight.

Damage Reduction (Su): A sun-wight has damage reduction 5/magic.

Jet of Flame (Su): As a standard action, a sun-wight can assume the form of a jet of flame at will, similar to the gaseous form spell (caster level 5th), but it can remain in Jet of Flame form indefinitely and has a fly speed of 60 feet with perfect maneuverability. Any item or creature within the jet of flame takes 1 point of fire damage per round.

Light Dependancy (Ex): The sun-wight takes 1d3 damage every round it is in darkness. At a minimum, the sun-wight needs as much light as it takes for someone to read by to avoid this damage.

Sun-Wight Weaknesses (Ex): The sun-wight has the following weaknesses:
• Any time it is hit by water or another liquid, the sun-wight takes 1d2 "burn" damage. This is in addition to any other damage normally inflicted. Immersing a sun-wight in water inflicts 1d10 damage every round to the sun-wight. If killed in this manner, the sun-wight is utterly distintegrated.
• A sun-wight will never move within 10ft of a strongly presented holy symbol.
• A sun-wight must kill a sentient being every 24 hours with its fiery touch ability, or it suffers 2d6 damage every hour after the first 24 hours pass. Thjis damage is inflicted until the sun-wight feeds again. This damaged cannot be healed until the sun-wight has fed.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, ncromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Gazza555

07-21-05, 09:58 AM
Now it's the turn of the...

Skywyrm, Greater
Gargantuan Elemental (Air, Extraplanar)
Hit Dice: 32d8+128 (372 hp)
Initiative: +11
Speed: 20 ft., fly 120 ft. (good)
Armor Class: 25 (–4 size, +7 Dex, +12 natural), touch 13, flat-footed 18
Base Attack/Grapple: +24/+42
Attack: Bite +27 melee (4d8+6)
Full Attack: Bite +27 melee (4d8+6) and 2 claws +22 melee (3d6+3)
Space/Reach: 20 ft./15 ft.
Special Attacks: Air mastery, breath weapon, spell-like abilities, spells, whirlwind
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to electricity, spell-like abilities, spells
Saves: Fort +14, Ref +25, Will +14
Abilities: Str 22, Dex 25, Con 18, Int 15, Wis 15, Cha 21
Skills: Concentration +39, Knowledge (the planes) +37,Listen +39, Spot +39
Feats: Alertness, Blind-fight, Blinding Speed, Cleave, Combat Reflexes, Flyby Attack, Hover, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Usually neutral good
Advancement: 33–48 HD (Gargantuan), 49-64 HD (Colossal)
Level Adjustment: —

The greater sky wyrm is a massive elemental from the Plane of Air. It has the paws and head of a lion with a thick mane. Two large feathery wings protrude from its back, while the other half of the creature is a long, coiling serpent’s tail. All sky wyrm’s are made of shimmering clouds and living air, pearl-coloured with light green shadings.

Sky wyrms are rare, even on the Elemental Plane of Air. They sometimes serve as mounts and cohorts of greater djinn, but always of their own free will. Sky wyrms do not get along well with aerial servants and elemental creatures. Sky wyrms do not get along well with aerial servants and elemental creatures. Greater sky wyrms are marginally more tolerant of canine-kind than the lesser sky wyrms. Sky wyrms are otherwise good-willed although neutrally aligned.

Skywyrms speak Auran.

Combat
Their rapid speed makes skywyrms useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a skywyrm.
Spell-like Abilities (Sp): Lesser sky wyrms can predict weather and summon weather, control winds and use weather control at will. They can also cast the following spells once per day: cloudkill, dim door, explosive cloud, ice storm and invisibility
Whirlwind (Su): The skywyrm can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the skywyrm can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The skywyrm controls the exact height, but it must be at least 10 feet.

The skywyrm’s movement while in whirlwind form does not provoke attacks of opportunity, even if the skywyrm enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the skywyrm moves into or through the creature’s space.

Creatures one or more size categories smaller than the skywyrm might take 3d8 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 32) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save (DC 32) or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the skywyrm carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The skywyrm can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The skywyrm can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the skywyrm and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A skywyrm in whirlwind form cannot make bite or claw attacks and does not threaten the area around it.

Breath Weapon: A greater sky wyrm may use it's breath weapon once every 1d4 rounds. This breath weapon is a 120 ft long line of lightning which deals 18d8 damage (Reflex save DC 31 for half damage)

Spells: A greater sky wyrm has the spell casting ability of a 12th level sorceror.
Spells known: 9 0-level, 5 1st-level, 5 2nd-level, 4 3rd-level, 3 4th-level, 2 5th-level, 1 6th-level.

Spells per day: 6 0-level, 8 1st-level, 7 2nd-level, 7 3rd level, 7 4th-level, 6 5th-level, 3 6th-level.

------------------------------------------------------------------------

I do need to replace or convert the OD&D spells Predict Weather, Summon Weather and Explosive Cloud.

I also need to check I've got the DC's right. As I cut and pasted stuff from the Air Elemental and the Blue Dragon amongst other things. :D

Regards,
Gary
Angry-Gibbon

07-21-05, 03:31 PM
Plopped

" Sudenly a black and hairy spider , swollen to the size of a cat , and with a disturbing number of legs , falls onto the dark corridor in front of you. With a sudden leap it flies at your face , dripping venom from it's open jaws....."

Ploppeds are spiders exposd to the alien energies in Corran Keep. They are black , hairy spiders with bodies the size of a large orange. Each has a different number of pairs of legs , showing their mutated hertitage.

Monstrous Spider, Tiny (Augmented)
Tiny Vermin

Hit Dice: 1/2 d8 (2 hp)

Initiative: +3

Speed: 30 ft. (6 squares), climb 20 ft.

Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12

Base Attack/Grapple: +0/–12

Attack: Bite +5 melee (1d3–4 plus poison)

Full Attack: Bite +5 melee (1d3–4 plus poison)

Space/Reach: 2-1/2 ft./0 ft.

Special Attacks: Poison

Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves: Fort +2, Ref +3, Will +0

Abilities: Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2

Skills: Climb +11, Hide +15, Jump +16, Spot +4 , Move Silently +7

Feats: Weapon Finesse (B)

Environment: Silver Sierras Mnts. , Darokin/Glantri border

Organization: Colony (2–12)

Challenge Rating: 1/2

Treasure: None

Advancement: —

Level Adjustment: —


Combat

Ploppeds rarely attack anything bigger than rats. When forced to do so they leap for the face and neck hoping to poison their prey.

Poison (Ex): A Plopped has a poisonous bite. The save DCs is Constitution-based. The initial damage is 1d2 Str and secondary is paralysis for 1d6x10 rounds (DC 10 Fort)

Many Legged (Ex): A Plopped has a random number of legs (1d8+2 pairs)

Tremorsense (Ex): A Plopped can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Ploppeds have a +4 racial bonus on Hide , Move Silently and Spot checks and a +8 racial bonus on Climb checks. A Plopped can always choose to take 10 on Climb and Jump checks, even if rushed or threatened. Ploppeds have a +20 racial bonus on Jump checks and a +8 racial bonus on Spot checks.
Angry-Gibbon

07-21-05, 03:45 PM
SPRACKLE , Lesser

Small Animal (Augmented)

Hit Dice: 1d8+1 (5 hp)

Initiative: +2

Speed: 10 ft. (2 squares), fly 80 ft. (average)

Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12

Base Attack/Grapple: +0/–4

Attack: Bite +3 melee (1d4 / 19-20) or Bolt of Electricity +3 ranged touch (1d3)

Full Attack: 2 talons -2 melee (1d4) and bite +3 melee (1d4 / 19-20)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Low-light vision , Resistance to Electricity 5

Saves: Fort +3, Ref +4, Will +2

Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6

Skills: Listen +2, Spot +14 , Hide +4

Feats: Weapon Finesse

Environment: Silver Sierra mountains , Darokin / Glantri border

Organization: Solitary or Flock (2d6)

Challenge Rating: 1

Advancement: 2–3 HD (Medium)

Level Adjustment: —

A typical Sprackle is about 3 feet long and has a wingspan of about 7 feet. It resembles an enlarged blackbird with coppery reddish-brown feathers which constantly shed little electrical sparks. They have very long sharp beaks , capable of penetrating armour.

Combat

Sprakles dive at prey, shooting bolts of lightning as they go , then attacking with their powerful beaks.

Bolt of Electricity (Su): a Sprackle can fire a bolt of electricity up to 30 ft away once per round as a ranged touch attack doing 1d3 electrical damage.


Skills: Sprakles have a +8 racial bonus on Spot checks. They also have a –2 penalty on Hide checks due to the constant sparks that they emit.
Traianus Decius Aureus

07-21-05, 11:48 PM
Ghoul, Elder
DMR2 48
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4 +2 + paralysis)
Full Attack: 2 Claw +4 melee (1d4 +2 + paralysis) and bite +2 melee (1d6 +1 + paralysis)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Chilling aura, ghoul fever, paralysis
Special Qualities: Darkvision 60ft., Turn Resistance (+4), undead traits
Saves: Fort +1, Ref +4, Will +7
Abilities: Str 15, Dex 17, Con -, Int 15, Wis 16, Cha 14
Skills: Balance +11, Climb +10, Hide +11, Jump +10, Listen +3, Move Silently +11, Spot +11
Feats: Improved Initiative, Multiattack
Environment: Any land
Organization: Solitary, or Gang (2-5, + 2d6 ghouls)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

The horror shambling before you looks much like a ghoul...except for the eerie green light slowly creeping towards you.

Elder ghouls are a more powerful form of ghoul. When first encountered, an elder ghoul looks exactly like a normal ghoul.

Combat
An elder ghoul will not rush into melee. It will first allow its chilling aura to weaken its opponents before it moves in for the kill.

Chilling Aura (Su): As a free action, an elder ghoul can activate a chilling aura. This aura starts at the elder ghoul's head and expands in radius by 5ft increments each round, to a total radius of 25ft after 5 rounds. Any creature touching or entering the radius must make a will save vs DC16 (Cha based) or suffer a -2 penalty to all attack and damage rolls, skill checks and saving throws for 1d4+1 rounds. A save must be made every round the creature is in contact with the light, but the results are not cumulative.

Ghoul Fever (Su): Disease—bite, Fortitude DC 16, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 5 Hit Dice or more rises as an elder ghoul.

Paralysis (Ex): Those hit by an elder ghoul’s bite or claw attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d8+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Turn Resistance (Ex): An elder ghoul adds +4 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Gazza555

07-22-05, 04:50 AM
GOLEM, IRON GARGOYLE...
Challenge Rating:
Treasure: None
Challenge Rating: 12? :D

Regards,
Gary
Zendrolion

07-22-05, 12:27 PM
Challenge Rating: 12? :D

OOOPSSS!!! Sorry... :embarrass Thank you very much, Gazza555, I think 12 could go! :) Edited!
Traianus Decius Aureus

07-22-05, 10:51 PM
Vapor Ghoul
AC9 88
Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 Deflection), touch 17, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Touch +1 melee (touch) (1d4 + Int Drain + Mind Haze)
Full Attack: Touch +1 melee (touch) (1d4 + Int Drain + Mind Haze)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intelligence drain, mind haze
Special Qualities: Darkvision 60ft., turn resistance +2, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str -, Dex 19, Con -, Int 15, Wis 14, Cha 16
Skills: Concentration +6, Hide +10, Intimidate +12, Listen +10, Spot +13
Feats: Alertness, Improved Initiative
Environment: Any land
Organization: Solitary, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A thick fog starts to envelope you, and your mind begins to cloud. A ghoulish shape forms within the mist...

Vapor ghouls form in areas of strife where the vapours are heavy. They cannot stray far from their spot of origin, but need not remain in contact with it. In appearance they are similar to wraiths, but their mist-shrouded forms are hard to discern clearly.

Combat
Vapor ghouls are hard to discern, and often adventurers won't know vapor ghouls are present until party members are within the haze and being attacked.

Intelligence Drain (Su): Each successful touch attack drains the victim of 1 point of intelligence.

Mind Haze (Su): Any victim hit by the vapor ghoul's touch attack must make a will save vs DC 14 (Cha based) or enter into a mind haze. Creatures under the effect of the mind haze will continue his or her present activity until the haze wears off in 2-8 rounds. This haze leaves the character flat-footed.

Turn Resistance (Ex): A vapor ghoul has +2 turn resistance.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-23-05, 10:57 PM
Apparition
RC 199
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 19 (+4 Dex, +5 Deflection), touch 15, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Claw +9 melee (1d6)
Full Attack: 2 Claw +9 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Entrancing mist, fear aura
Special Qualities: Create spawn, darkvision 60ft., manifestation, turn resistance, undead traits
Saves: Fort +3, Ref +7, Will +10
Abilities: Str -, Dex 19, Con -, Int 10, Wis 13, Cha 20
Skills: Concentration +8, Hide +12, Intimidate +15, Listen +9, Spot +9, Tumble +14
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium), 21-20 (Large)
Level Adjustment: -

A semi-transparent creature, almost loking like a wight, stands in the distance. When it spots you a mist rises up and envelopes it...

An apparition is a type of phantom. Although they avoid sunlight, it does not harm them. An appartion always appears as a humanoid creature. They can appear anywhere. An apparition keeps the treasure of its victims, and this treasure can always be found near the area it is encountered.

Combat
When first encountered, an apparition will use its entrancing mist. Once at least one victim is entranced, it will manifest and attack the entranced victims first. It will rarely attack a moving victim, preferring to slay easy targets.

Entrancing Mist (Ex): As a standard action, an apparition surrounds itself with a 20ft radius semi-transparent, swirling mist. Any creature entering the mist must make a will save vs DC 20 or be entranced by the mist's swirls. Each round an unaffected character remains in the mist, he must make a will save or be affected. The mist lasts 12 rounds. Any character affected cannot take any actions or make any movement while entranced. This entrancement lasts until the apparition is killed or the mist dissipates.

Fear Aura (Su): Any creature that comes within sight of the appartion (120ft radius) must make a will save vs DC 20 (Cha based). If sucessful, the victim is shaken for 1d4 rounds. If failed, the victim is panicked for the next 2d4+1 rounds and will not return to the apparition's location for the next 24 hours.

Create Apparition (Su): Any humanoid slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead or similar spell (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition.

Manifestation (Su): An apparition dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When aa apparition manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested apparition can pass through solid objects at will. A manifested apparition remains partially on the Ethereal Plane, where is it not incorporeal. A manifested apparition can be attacked by opponents on either the Material Plane or the Ethereal Plane. The apparition’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
An apparition has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Turn Resistance (Ex): An apparition may make a Will save vs any successful attempt to turn it. The save DC is equal to the cleric's turning check. If the save is sucessful, not only is the apparition unaffected but the turn is reflected back at the cleric, who must make a will save vs DC20 (Cha based) or be paralyzed with fear for 2d6 rounds.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-23-05, 10:59 PM
Shade
RC 199
Medium Undead (Incorporeal)
Hit Dice: 11d12 (71 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Dagger +11 melee (1d4)
Full Attack: Dagger +11/+6/+1 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death threat, fear aura, pounces
Special Qualities: Darkvision 60ft., manifestation, turn resistance, undead traits
Saves: Fort +3, Ref +8, Will +8
Abilities: Str -, Dex 21, Con -, Int 10, Wis 13, Cha 20
Skills: Balance +9, Concentration +5, Hide +18, Intimidate +13, Jump +10, Listen +9, Move Silently +7, Spot +9
Feats: Improved Initiative, Stealthy, Weapon Finesse, Weapon Focus (Dagger)
Environment: Any indoor or underground
Organization: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: -

A dark, semi-transparent humanoid shape leaps from the darkness at you...

A shade is part of the family of phantoms. It looks much like an apparition, but relies on ambushes and surprise. Although they avoid sunlight, it does not harm them.

Combat
A shade will always attempt to surpise its foes, often by passing through walls to start attacking. It will seek to flee if the battle goes poorly.

Death Threat (Su): At the beginning of each encounter, the first character the shade attacks must make a fortitude save vs DC20 or die immediately in horror. If the save is successful, the target is shaken for 1d4+1 rounds.

Fear Aura (Su): Any creature that comes within sight of the shade (120ft radius) must make a will save vs DC 20 (Cha based). If successful, the victim is shaken for 1d4 rounds. If failed, the victim is panicked for the next 2d4+1 rounds and will not return to the shade's location for the next 24 hours.

Pounce (Ex): When a shade makes a charge, it can follow with a full attack.

Manifestation (Su): A shade dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a shade manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested shade can pass through solid objects at will. A manifested shade remains partially on the Ethereal Plane, where is it not incorporeal. A manifested shade can be attacked by opponents on either the Material Plane or the Ethereal Plane. The shade’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A shade has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Turn Resistance (Ex): A shade may make a Will save vs any successful attempt to turn it. The save DC is equal to the cleric's turning check. If the save is sucessful, not only is the shade unaffected but the turn is reflected back at the cleric, who must make a will save vs DC20 (Cha based) or be paralyzed with fear for 2d6 rounds.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-24-05, 10:18 PM
Vision
RC 199
Medium Undead (Incorporeal)
Hit Dice: 12d12 (78 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: 2-8 Long sword +12 melee (1d8)
Full Attack: 2-8 Long sword +12/+7 melee (1d8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Fear aura, mournful howling
Special Qualities: Darkvision 60ft., manifestation, turn resistance, undead traits
Saves: Fort +4, Ref +9, Will +12
Abilities: Str -, Dex 21, Con -, Int 9, Wis 15, Cha 20
Skills: Concentration +9, Intimidate +14, Listen +11, Spot +10, Tumble +12
Feats: Improved Critical (Long sword), Improved Initiative, Iron Will, Weapon Finesse, Weapon Focus (Long sword)
Environment: Any land
Organization: Solitary
Challenge Rating: 11 or 12
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large)
Level Adjustment: -

Eight human fighters mull in the glen ahead. They are transparent, and seem to stay confined to the glen. When they spot you, a wail assaults your senses...

Quite different from other phantoms, a vision always inhabits a specific area of no greater than 500 square feet. The vision is of 2d4 humanoids, rather than a single one, and most have weapons and armor of various types. A vision often looks like the remains of a fierce battle with no survivors. The vision is actually a collection of lost souls.

Combat
A vision will always start combat by using its mournful howl to disable as many foes as possible. The 2d4 humanoid souls of the vision then attack, attacking as many different opponents as possible. Each humanoid attacks as a 12 HD creature with a longsword (or other weapons as the DM sees fit). Although each humanoid in the vision attacks as a separate creature, they are all one undead creature and all damage inflicted on individual members of the vision is counted against the total hit points of the vision. All spell effects target all the humanoids of the vision, not just an individual.

Fear Aura (Su): Any creature that comes within sight of the vision (120ft radius) must make a will save vs DC 21 (Cha based). If sucessful, the victim is shaken for 1d4 rounds. If failed, the victim is panicked for the next 2d4+1 rounds and will not return to the apparition's location for the next 24 hours.

Mournful Howling (Su): All within 90' hearing the mournful howling must make a Will save vs. DC 21 (Cha based). All those failing the saving throw are filled with sorrow and sympathy for the souls in the vision; they will believe all action is hopeless, and sit down and cry for the lost souls for 11-20 rounds (ld10 + 10). Those within range must continue to make one saving throw each round. The mournful howling lasts for 3 rounds.

Manifestation (Su): A vision dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When aa vision manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested vision can pass through solid objects at will. A manifested vision remains partially on the Ethereal Plane, where is it not incorporeal. A manifested vision can be attacked by opponents on either the Material Plane or the Ethereal Plane. The vision’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A vision has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Turn Resistance (Ex): A vision may make a Will save vs any successful attempt to turn it. The save DC is equal to the cleric's turning check. If the save is sucessful, not only is the vision unaffected but the turn is reflected back at the cleric, who must make a will save vs DC21 (Cha based) or be paralyzed with fear for 2d6 rounds. If a vision is successfully turned, it disappears for ld6 hours before returning; it cannot move away from the given location.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-25-05, 10:41 PM
Lesser Phantom
DMR2 83
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 14 (+4 Deflection) , touch 14, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Slam +3 melee (1d4)
Full Attack: Slam +3 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Anyform, Damage reduction 10/-, darkvision 60ft., spell-like abilities, undead traits
Saves: Fort +2, Ref +2, Will +6
Abilities: Str -, Dex 10, Con -, Int 14, Wis 13, Cha 18
Skills: Bluff +13, Concentration +5, Diplomacy +10, Disguise +6, Forgery +4, Gather Information +10, Intimidate +13, Listen +7, Sense Motive +7, Spot +7
Feats: Decetiful, Improved Initiative, Negotiator
Environment: Any land
Organization: Solitary, or Gang (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium)
Level Adjustment: -

A young girl motions to you to quickly follow her and then runs towards a small cave...

Lesser phantoms are highly magical undead. They appear to be solid, but are composed of mist. They can appear in many different shapes, often appearing to differently to different people to better lure them into traps. Favorite shapes are those that appear helpless, like a limping dog, elderly person or young child. They lure people into dangerous areas or traps and then feed off of the victims fear.

Combat
Lesser phantoms prefer to let their traps do their dirty work for them, but they can fight if needed. They however prefer to turn invisible and flee if they are in any danger.
A lesser phantom is considered a 12th level sorceror when determining caster level.

Anyform (Su): A lesser phantom can assume the shape of any creature Medium to Tiny sized. Other than size modifiers and the change of appearance, it gains no other benifits of the shape assumed.

Damage Reduction (Su): A lesser phantom has damage reduction 10/-.

Spells-like Abilities (Sp): At will: invisiblity; 1/day: confusion, hallucinatory terrain, phantasmal killer

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-26-05, 11:46 PM
Revener
RC 202
Medium Aberration
Hit Dice: 10d8+40 (85 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Base Attack/Grapple: +7/+8
Attack: Claw +10 melee (1d4 +1 + Sensory deprevation)
Full Attack: Claw +10 melee (1d4 +1+ Sensory deprevation)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Sensory deprivation
Special Qualities: Damage reduction 10/magic, darkvision 60ft.
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 13, Dex 17, Con 19, Int 10, Wis 10, Cha 17
Skills: Concentration +9, Hide +6, Intimidate +8, Listen +5, Move Silently +6, Spot +5
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
Environment: Any underground
Organization: Solitary, or Covey (2-5)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

The creature before you looks like a human with wild, long wild hair. But its hands are skeletal, and it has a malevant look in its eyes.

A revener is an odd creature, not undead, not quite human. It can be found in underground areas, particularly crypts. It prefers the cover of darkness. It may speak any local languages, but usually has no desire to communicate and will attack without delay.

Combat
Using darkness as an aid, a revener will attempt to surprise it foes. It will attack ferociously, but will flee if overmatched.

Sensory Deprivation (Su): When a revener hits a victim, the victim must make a fortitude save vs DC18 (Cha based). Failure indicates the victim permanently loses one sense. Success indicates one sense is temporarily lost for 2d6 rounds. The lost sense may be chosen or randomly determined; subsequent hits always drain different senses. Restoration spells will restore one lost sense per spell.
The effects of sensory loss are below:
Taste: Victim cannot identify tastes (such as potions).
Smell: Victim is immune to vile odor effects, but suffers a - 2 penalty to any spot checks to detect hidden creatures.
Hearing: Victim becomes deaf.
Touch: Victim's Dexterity drops by 4 points and cannot find secret doors.
Sight: Victim is blinded.
Sixth Sense: Victim may not use ESP, crystal balls, telepathy or similar extra-sensory magical effects.

Damage Reduction (Su): A revener has damage reduxtion 10/magic.
Hugin

07-27-05, 12:03 AM
Excellent work, Traianus. I'm quite impressed with how fast you're able to pump these conversions out. Keep 'em coming!
Traianus Decius Aureus

07-27-05, 10:10 AM
Thanks, Hugin. I try to keep things in similar groups, which helps speed things up. I've got a few more undead creatures to go, then I'll start some other types :)
Traianus Decius Aureus

07-27-05, 03:59 PM
Mesmer
DMR2 78
Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +1 (+1 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 16 (+1 Dex, +5 Deflection), touch 16, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d10)
Full Attack: Bite +3 melee (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic pattern
Special Qualities: Damage reduction 10/magic, darkvision 60ft., spell reflection, spell-like abilities, turn resistance (+6), undead traits
Saves: Fort +2, Ref +3, Will +8
Abilities: Str -, Dex 13, Con -, Int 17, Wis 13, Cha 20
Skills: Concentration +10, Hide +11, Intimidate +15, Listen +11, Search +13, Spot +11, Swim +10
Feats: Iron Will, Quicken Spell-like Ability (Charm Person), Quicken Spell-like Ability (Dominate),
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium)
Level Adjustment: -

You see a pattern on the sea floor. It is so inviting and you feel it draw you closer to a small cavern opening.

This creature appears similarly to a wraith. It lives on the ocean floor in a series of spiraling tunnels. It lures victims to the tunnels, where it ambushes them and dines on them. The mesmer is insatiably hungry, and cannot be reasoned with.

Combat
The mesmer relies on its hypnotic pattern to draw victims to it in a relatively defenseless state. It will also use its charm person and dominate abilities to isolate victims, and as defense against other potential victims. It will use its tunnel lair to confuse, separate and ambush potential victims.

Hypnotic Pattern (Su): Any creature viewing the tunnel pattern at the mesmer’s lair must make a will save vs DC 18 (Cha based) or become entranced by the pattern. An entranced victim will immediately move to the mesmer's lair, ignoring everything else, even its own defense. The effect is ended when the victim is attacked by the mesmer, and the victim is considered flat-footed for the mesmer's first attack. This is a mind-influencing ability.

Damage Reduction (Su): A mesmer has damage reduction 10/magic.

Spell Reflection (Ex): A mesmer is allowed a will save (with a + 4 bonus) vs a caster check (1d20 + caster level) to avoid any magic spell or effect. Spell penetration feats do not modify this caster check. If the save is successful, the spell is widened (as per the metamagic feat) and launched back at the caster. If the mesmer's save fails, the spell resolves normally.

Spell-like Abilities (Sp): 1/round: Charm Person, Dominate

Turn Resistance (Ex): A mesmer adds +6 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-27-05, 11:49 PM
Skeletal Beast
X11 61
Large Undead
Hit Dice: 10d12 (65 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +5/+19
Attack: Bite +14 melee (2d10 +10)
Full Attack: Bite +14 melee (2d10 +10) and 2 claw +12 melee (1d6 +5)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -
Special Qualities: Assemble, Damage reduction 10/bludgeoning, darkvision 60ft., turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 31, Dex 15, Con -, Int 6, Wis 10, Cha 7
Skills: Balance +6, Hide +2 (+22), Intimidate +4, Listen +6, Spot +6
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Environment: Any Battlefield
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

You see a bone-littered battlefield. Bones suddenly start moving towards one another and a skeleton in the shape of a dragon rises...

The skeletal beast can be created in any environment wich has access to a large number of bones, often ancient battlefields. It is the result of a powerful curse on the wicked creatures that died there. A skeletal beast usually takes the form of a dragon, but may assume other shapes (usually ones that give it a bite and claw attacks) if the DM desires.

A skeletal beast is tied to its battlefield and cannot move more than 100ft from the battlefield. If it does, it will collapse on itself in 10-40 minutes unless it returns to the battlefield.

Combat
When first encountered, the sketal beast is not assembled; it is just a pile of bones. It begins to assemble when it detects trespassers on the battlefield. It attacks ferociously until the trespassers are dead or have fled.

Assemble (Ex): Within 1d3 rounds of trespassers entering a battlefield, a skeletal beast will assemble into its primary form. It takes one round to assemble, and this is a full-round action. The skeletal beast will disassemble when the trespassers are gone or if it is 100ft beyond the limits of the battlefield for more than 10-40 minutes.

Damage Reduction (Su): A skeletal beast has damage reduction 10/bludgeoning.

Turn Resistance (Ex): While on its battlefield, a skeletal beast may not be turned. Outside of its battlefield, it may be turned normally.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Skills: Skeletal Beasts receive a +20 bonus to any hide checks while they are disassembled.
Traianus Decius Aureus

07-28-05, 06:16 PM
Chimera, Undead
X11 61
Large Undead
Hit Dice: 9d12 (58 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (2d6 +5)
Full Attack: 1 Bite +8 melee (2d6 +5) and 1 Bite +8 melee (1d8 +5) and 2 claws +6 melee (1d6 +2) and gore +8 melee (1d8 +5)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision, scent, undead traits
Saves: Fort +3, Ref +3, Will +10
Abilities: Str 21, Dex 11, Con -, Int 6, Wis 15, Cha 8
Skills: Hide +4 (+8*), Listen +14, Spot +14
Feats: Alertness, Hover, Iron Will, Multiattack
Environment: Temperate hills, mountains
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: +2 (cohort only)

The creature rears up at you and you see the three distinctive heads of a chimera. This one doesn't look normal- it is pale and the flesh looks to be decaying.

The origin of this creature is unknown, but certainly dark magics were involved. It also is unknown if the undead chimera was originally one creature cursed with undeath, or several stitched together and reanimated. Regardless they have a particular hatred of the living, even the living members of its kind, and it takes particular pleasure in feasting upon the still living bodies of its foes.

Combat
Like its normal cousin, the undead chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting.

Breath Weapon (Su): An undead chimera's breath weapon is a Freezing Blast. It has a 20ft cone shape. An undead chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of cold damage, and allows a DC 19 Reflex save for half damage. The save DC is Strength-based

Skills: An undead chimera’s three heads give it a +2 racial bonus on Spot and Listen checks. *In mountainous terrain, an undead chimera gains a +4 racial bonus on Hide checks. This increases to +8 if wintery conditions exist.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

07-29-05, 12:09 AM
Hephaeston
CM6, DMR2 53
Huge Giant
Hit Dice: 25d8+175 (287 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +18/+39
Attack: Greatsword +30 melee (4d6 +15)
Full Attack: Greatsword +30/+25/+20 melee (4d6 +15) or 2 slam +29 melee (1d8 +6)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Burning metal, improved grab, levitate metal
Special Qualities: Damage reduction 20/adamantine, low-light vision, resistance to fire, spell immunity, spell-like abilities
Saves: Fort +21, Ref +10, Will +12
Abilities: Str 37, Dex 15, Con 24, Int 17, Wis 18, Cha 15
Skills: Appraise +18, Bluff +7, Climb +23, Concentration +17, Craft (weaponsmith) +23, Diplomacy +7, Gather Information +7, Heal +11, Hide -6, Intimidate +12, Jump +18, Knowledge (arcana) +18, Listen +14, Sense Motive +9, Spot +14, Survival +11
Feats: Awsome Blow,Cleave,Improved Bull Rush,Improved Critical (Greatsword),Power Attack,Self-Sufficient,Skill Focus (Craft-armor or Craft-weaponsmith),Weapon Focus(Greatsword), Weapon Specialization (Greatsword)
Environment: Any mountains, underground
Organization: Solitary or pair
Challenge Rating: 24
Treasure: None
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: -

The giant that appears before you is 25ft tall with iron-looking skin. It looks very strong. Adorning the walls of the cavern are magnificently crafted weapons.

Hephaestons spend their time and energy forging weapons in the highest mountains or deepest caverns of Mystara. These solitary giants have resilient, dark skins of flexible iron. Males often sport very bushy beards. Both sexes are well-muscled, particularly in the upper body, and dress in comfortable garments that will not interfere with their beloved work at the forges. The giants each carry a huge, iron weapon (usually a sword or axe) at all times.

Hephaestons shun other intelligent beings and do not look fondly on intruders. It sometimes proves possible, however, to convince a hephaeston to create human-sized weapons of steel or iron. The creatures remain always on the lookout for large quantities of iron ore and might be persuaded to trade information or weapons for such ore.

Hephaestons also collect metals (including coins) and weapons of all types. They particularly like weapons of especially fine construction. Weapons created by hephaestons are particularly durable (+2 to hardness), sharp (+2 bonus to damage), and beautifully worked. They command three to five times the market value for normal weapons of their type.

Combat
Hephaestons despise their giant cousins’ propensity to throw rocks- Hephaestons fight with their great weapons as a matter of pride. While not evil, they do not like strangers or intruders, and they are very dangerous foes when angered. They are proficient with all weapons (including exotics) but they favor swords and axes.

Burning Metal (Ex): A hephaeston may instantly heat one iron or steel object (up to 70 Ibs.) within 100ft to red-hot for ld4+1 rounds. Contact with such an object inflicts 2d6 points of damage per round (though a successful fortitude saving throw vs. DC24 (Cha based) halves the damage.


Improved Grab (Ex): To use this ability, a hephaeston 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 the grapple is successful, the hephaeston maintains a hold on the creature and can inflict slam damage automatically each round. The hephaeston may throw a held medium-size or smaller victim to the ground for 5d6 damage (Reflex save vs DC24 (Dex based) for haalf damage).

Levitate Metal (Sp): A hephaeston may levitate iron or steel objects (as a levitate spell that allows 40 feet per round with no need to concentrate, in a range up to 120 feet)

Damage Reduction (Su): A hephaeston has damage reduction 20/adamantine.

Resistance to Fire (Ex): A hephaeston has fire resistance of 30/-

Spell Immunity (Ex): A hephaeston is immune to 1st and 2nd level spells, and any mind-affecting spells (such as charm, hold, or any illusion).

Spell-like Abilities (Sp): 1/day: Wall of Iron

Society
Hephaestons spend much of their time alone forging weapons, each seek to perfect the art of the weaponsmith. These giants sometimes spend months, and even years, crafting and recrafting a single weapon, until it reaches their exacting standards.

Regardless of whether a hephaeston makes its home atop a high mountain peak or in a deep cavern, its isolated lair always contains a forge. Puffs of smoke from the giant's forge or ringing sounds of the creature at work are often the only clues of its residency.

Hephaestons' diets consist primarily of game animals, such as deer and boar, and various plants. They also must consume at least 50 Ibs of iron a month to maintain their strangely formed bodies.

Once or twice over the course of a hephaeston's long life (500+ years), a male of the species successfully creates an item of surpassing workmanship and beauty. The giant then goes in search of a female of its kind. When they find each other, the two giants go through an elaborate courtship ritual in which the male presents the creation to the female who, if pleased with the item, forges a gift for the male in return. The two may stay together up to a year, during which time they fashion a child from the purest iron, each adding several drops of liquid iron from their own skin to instill life into their child. The new hephaeston stays with one parent long enough to learn the arts of the forge, then heads off on its own.

Hephaestons as Characters
Large numbers of hephaestons take levels in the wizard and cleric classes, which enables them to create great magic weapons.
Clerics may choose two of the following domains: Craft, Creation, Metal, Trade or Wealth.
Traianus Decius Aureus

07-30-05, 12:30 AM
Tonight I'm starting to convert the generic dinosaur categories from the RC before moving onto more specific dino types.

Aquatic, Armored
RC 165
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 0-15 ft. (3 squares), swim 30-50 ft. (10 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8 +5)
Full Attack: Bite +8 melee (1d8 +5) and 2 flippers +6 melee (1d4 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 18, Int 2, Wis 10, Cha 5
Skills: Listen +2, Spot +3, Swim +13
Feats: Improved Initiative, Iron Will, Multiattack
Environment: Any aquatic
Organization: Solitary, Pair, or School (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large), 10-12 HD (Huge)
Level Adjustment: -

All the dinosaurs in this category are slow in comparison to other marine life, because of their large shells. They are the ancestors of modern turtles.

Combat
Armored aquatic dinosaurs often will attack unsuspecting targets along shorelines, rather than hunt other marine creatures. Huge specimens will have the Improved Grab (Ex) and Swallow Whole (Ex) special qualities.
Skills: Armored Aquatic dinosaurs have a +4 racial bonus to swim checks.

Aquatic, Large
RC 165
Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 0-15 ft. (3 squares), swim 50-80 ft. (14 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (2d4 +6)
Full Attack: Bite +11 melee (2d4 +6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +6, Spot +6, Swim +17
Feats: Alertness, Dodge, Improved Initiative, Iron Will
Environment: Any aquatic
Organization: Solitary, Pair, or Pack (2-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

Most large aquatic dinosaurs are similar to fish, turtles, or a combination of the two. Most are omnivorous, eating marine plants and a few small fish or other easy victims. Some look like snakes with unarmored turtlelike bodies. Carnivorous types will be more aggressive and territorial.

Combat
Omnivorus large aquatic dinosaurs will be cautious and go after easy targets; carnivorus types will attack anything smaller than it that moves in the water. Huge specimens will have the Improved Grab (Ex) and Swallow Whole (Ex) special qualities.
Skills: Large Aquatic dinosaurs have a +8 racial bonus to swim checks.

Aquatic, Small
RC 165
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +5 (+5 Dex)
Speed: swim 40-60 ft. (12 squares)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Bite +7 melee (1d4)
Full Attack: Bite +7 melee (1d4)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 10, Dex 21, Con 15, Int 2, Wis 12, Cha 7
Skills: Hide +9, Listen +3, Spot +3, Swim +9
Feats: Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, or School (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Only aquatic dinosaurs similar to primitive fish and eels fall into this category.

Combat
These dinosaurs rarely fight anything larger than them, but they will swarm targets if threatened and cornered.
Skills: Small aquatic dinosaurs have a +8 racial bonus to swim checks.
Traianus Decius Aureus

07-31-05, 10:56 PM
Carnivore, Flying
RC 165
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +5 (+5 Dex)
Speed: fly 50 - 70 ft. (good)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: 0/-5
Attack: Bite +6 melee (1d4 -1)
Full Attack: Bite +6 melee (1d4 -1)
Space/Reach: 5 ft. /0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 8, Dex 21, Con 13, Int 2, Wis 12, Cha 12
Skills: Hide +9, Listen +11, Spot +11
Feats: Flyby attack (B), Weapon Finesse
Environment: Any Warm Land
Organization: Solitary, Pair, or Nest (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Flying carnivores have wingspreads of 10 to 60 feet, with body length about 30-40% of the wingspread.

Combat
A flying carnivore will attempt to swoop upon prey (treat as a charge). Most flying carnivores flee if harmed, preferring easier prey, unless they are very hungry.
Skills: A flying carnivore has a +8 racial bonus on Listen and Spot checks.

Carnivore, Large
RC 165
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 40ft - 70 ft. (14 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Bite +9 melee (2d6 +6)
Full Attack: Bite +9 melee (2d6 +6) and 2 claw +4 melee (1d6 +3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 23, Dex 15, Con 19, Int 2, Wis 15, Cha 12
Skills: Hide -1, Jump +8, Listen +8, Spot +8, Survival +4
Feats: Alertness, Run, Track
Environment: Any Warm Land
Organization: Solitary, or Pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-13 HD (Large); 14-20 HD (Huge)
Level Adjustment: -

Large carnivores are the top of the food chain. They are ruthless predators that will attack virtually anything that moves. The lower end of this category is similar to raptors or immature versions of the larger species. The largest of this category are similar to the allosaurus, tyrannosaurus rex, spinosaurus and meglosaurus.

Combat
These types usually attack with both claws and a bite. Many carnivores hold on with their bites, inflicting bite damage automatically each round. Larger species may also be able to swallow prey whole (Swallow Whole (Ex)).

Improved Grab (Ex): If a large carnivore hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the large carnivore may hold the victim and inflict bite damage automatically.

Scent (Ex): This special quality allows a large carnivore to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A large carnivore has a +2 racial bonus on Listen and Spot checks.

Carnivore, Small
RC 165
Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +5 (+5 Dex)
Speed: 40ft - 60 ft. (12 squares)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: 0/-5
Attack: Bite +6 melee (1d6 -1)
Full Attack: Bite +6 melee (1d6 -1) and 2 claws +1 melee (1d3 -2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 8, Dex 21, Con 17, Int 2, Wis 13, Cha 14
Skills: Hide +18, Jump +8, Listen +10, Spot +10
Feats: Run (B), Track (B), Weapon Finesse
Environment: Any Warm Land
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -
This category of dinosaurs includes many smaller species, many of which are very dangerous raptor species. All small carnivorous dinosaurs are aggressive, attacking nearly any prey on sight, even attacking other carnivores smaller than themselves.

Combat
Small carnivores primarily attack with bite, although some use claws for minimal damage. They commonly hunt in packs.

Pounce (Ex): When small carnivore makes a charge, it can follow with a full attack.

Scent (Ex): This special quality allows a small carnivore to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A small carnivore has a +8 racial bonus on Hide, Jump, Listen, and Spot checks.
Traianus Decius Aureus

08-02-05, 03:21 PM
Darkhood (Rorphyr)
DMR2 25
Medium Undead (Incorporeal)
Hit Dice: 13d12 (84 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares)
Armor Class: 21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17
Base Attack/Grapple: +6/+6
Attack: Claw +10 touch (1d4 + Dread Touch)
Full Attack: Claw +10 touch (1d4 + Dread Touch)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dread touch, hideous vision
Special Qualities: Damage reduction 10/cold iron, darkvision 60ft., turn resistance (+2), undead traits
Saves: Fort +4, Ref +8, Will +14
Abilities: Str -, Dex 19, Con -, Int 13, Wis 18, Cha 24
Skills: Concentration +10, Hide +15, Intimidate +23, Listen +17, Search +12, Spot +17
Feats: Alertness, Improved Initiative, Iron Will, Weapon Finesse, Track
Environment: Any underground
Organization: Solitary, or Pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

A translucent gray figure wearing a cowled robe, with its face completely shrouded in shadow moves towards you. It does not speak, and horror overtakes your mind...

The darkhood (also called a rorpkyr) is a spectral undead creature that thrives on fear. Although the creature seldom causes much physical harm to its fleeing victims, it often leaves a party of adventurers scattered, weakened, and vulnerable to attack by other monsters.
A darkhood has a particular territory, typically a small area in a crypt, dungeon, or abandoned village. The darkhood cannot leave its territory. Within those confines however, it enjoys complete freedom of movement. Unimpeded by solid objects, it often appears unexpectedly, emerging from a wall, floor, or ceiling.
Darkhoods are lonely creatures. Only rarely is in more than one encountered, and never more than two haunt the same territory. Legends say that darkhoods are the restless life forces of those who died in a state of extreme terror, especially terror of death itself. To maintain its connection to its territory the darkhood feeds on the terror of other sentient beings, thus replenishing its own energies. No one has yet found a way to communicate with or adequately study a darkhood, and so the truth behind the legends remains unsubstantiated.

Combat
A darkhood's purpose is to cause terror, rather than simply pure slaughter. The darkhood draws fey visions from the dark depths of its victims‘ imaginations. Those who are the most intelligent have the most fertile minds and thus are the most susceptible to the darkhood’s attack. This vision can panic the victim so strongly they overstress their bodies in the attempt to flee. Those that don't succumb to the darkhood's hideous vision will be engaged in melee.
The darkhood pursues encountered creatures until they drop, often overtaking them by moving unseen through the walls so as to suddenly appear in front of them. In this way, the darkhood keeps fleeing victims herded within its territory until they collapse from fear and it can feed. It will ignore unconscious foes.

Dread Touch (Su): Any creature touched by the darkhood must make a fortitude save vs DC 23 (Cha based) or be panicked for 1d4+1 rounds and take 1d3 Constitution damage.
Each subsequant round, the victim must make a fortitude save vs DC 23 or take another 1d3 Con damage. Creatures reduced to 3 Con or lower, fall unconscious for 10 minutes.

Hideous Vision (Su): All that see a darkhood must make a will save (DC 23 + victim's intelligence modifier). Those that fail are panicked for 1d4+1 rounds and take 1d3 Constitution damage.
Each subsequant round, the victim must make a fortitude save vs DC 23 or take another 1d3 Con damage. Creatures reduced to 3 Con, fall unconscious for 10 minutes.

Damage Reduction (Su): A darkhood has damge reduction of 10/cold iron.

Turn Resistance (Ex): A darkhood adds +2 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.
Traianus Decius Aureus

08-02-05, 11:27 PM
Herbivore, Armored
RC 166
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +4/+13
Attack: Tail +8 melee (2d6 +5)
Full Attack: Tail +8 melee (2d6 +5) and bite +6 melee (1d8 +2) and gore +6 melee (1d8 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Armor spikes, trample
Special Qualities: Low-light vision
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 21, Dex 15, Con 19, Int 2, Wis 14, Cha 10
Skills: Hide -2, Listen +11, Spot +11, Survival +5
Feats: Alertness, Improved Bull Rush, Multiattack
Environment: Any land
Organization: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 (Huge)
Level Adjustment: -

The armored herbivore is similar to its medium brethren, with the exception of bony plates, spikes and other defensive physical features. They can be very aggressive- moreso than other herbivore types.

Combat
Armored herbivores are dangerous in a fight. They will often attempt to trample foes. In melee, they swing their massive tails, and will use a gore and bite attack.

Armor Spikes (Ex): Any creature that successfully grapples an armored herbivore automatically takes 1d4 damage from spikes on the creature. This damage occurrs every round the grapple is maintained

Trample (Ex): As a full-round action, an armored herbivore can make a trample attack against any creature medium size or less. Targets are allowed a reflex save (DC 18 half). Trample damage is 2d6 +7. The save DC is Str based.

Skills: An armored herbivore has a +4 racial bonus to Spot and Listen checks.

Herbivore, Large
RC 166
Huge Animal
Hit Dice: 13d8+78 (136 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail +15 melee (2d6 +8)
Full Attack: Tail +15 melee (2d6 +8) and stamp +13 melee (2d6 +4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +14, Ref +10, Will +8
Abilities: Str 27, Dex 15, Con 23, Int 2, Wis 14, Cha 10
Skills: Hide -6, Listen +12, Spot +12, Survival +6, Swim +12
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Power Attack
Environment: Any Warm land
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: -

These huge creatures often stand in swamp or shallow waters, both to support their vast bulks and to avoid predators. They often have long necks and tails.

Combat
These great creatures rarely fight and will avoid combat. If cornered they will attempt to stamp an opponent with a foreleg or slap it with its tail. If sufficently angered, they will trample opponents.

Trample (Ex): As a full-round action, a large herbivore can make a trample attack against any creature large size or less. Targets are allowed a reflex save (DC 24 half). Trample damage is 3d6 +12. The save DC is Str based.
Skills: A large herbivore has a +4 racial bonus to Spot and Listen checks.

Herbivore, Medium
RC 166
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +3 (+3 Dex)
Speed: 20 - 40 ft. (8 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Tail +7 melee (1d8 +4)
Full Attack: Tail +7 melee (1d8 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 14, Cha 10
Skills: Hide +0, Listen +11, Spot +11, Survival +4, Swim +8*
Feats: Alertness, Improved Bull Rush, Run
Environment: Any Warm land
Organization: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 (Huge)
Level Adjustment: -

Medium herbivores are non-aggressive unless their nests are threatened. Like their smaller relatives, they can be very unpredicable when cornered. Most of these are four-legged browsing dinosaurs; some are amphibious, and will move into nearby water to escape predators.

Combat
Medium herbivores will attempt to trample their foes if possible. Otherwise they will attack with their powerful tails.

Trample (Ex): As a full-round action, a medium herbivore can make a trample attack against any creature medium size or less. Targets are allowed a reflex save (DC 17 half). Trample damage is 2d6 +6. The save DC is Str based.

Skills: A medium herbivore has a +4 racial bonus to Spot and Listen checks. *An amphibious species also has a +4 racial bonus to swim checks.

Herbivore, Small
RC 166
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3 (+3 Dex)
Speed: 30 - 60 ft. (12 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: 0/-5
Attack: Bite +0 melee (1d4 -1)
Full Attack: Bite +0 melee (1d4 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 16, Con 14, Int 2, Wis 14, Cha 10
Skills: Hide +11, Listen +10, Spot +10
Feats: Alertness
Environment: Any Warm Land
Organization: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment: -

Small herbivores are usually non-aggressive and will avoid threats. If frightened or cornered they can be very unpredicable. From a distance, small herbivores can be mistaken for small carnivores.

Combat
If forced to fight, a small herbivore will attack with its bite.
Skills: A small herbivore receives a +4 racial bonus to all hide, spot, and listen checks.
Traianus Decius Aureus

08-03-05, 11:07 PM
Ichthyosaurus
HW 23
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: swim 80 ft. (16 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +7/+25
Attack: Bite +15 melee (2d6 +10)
Full Attack: Bite +15 melee (2d6 +10)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +8, Will +2
Abilities: Str 31, Dex 13, Con 23, Int 2, Wis 8, Cha 6
Skills: Hide +2, Listen +4, Move Silently +3, Spot +4, Survival + 0, Swim +21
Feats: Alertness, Die Hard, Improved Initiative, Track
Environment: Any aquatic
Organization: Solitary, Pair, or Pack (2-5)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

From the deck of your boat, you see a fin, a really big fin. A prehistoric shark-looking creatures snaps at the boat. You suddenly realize your going to need a bigger boat.

The ichthyosaurus is a sea-dwelling dinosaur shaped much like a shark but with flippers near the front of its body. It haa a long, tooth-filled, beak-like mouth and enormous, plate-sized eyes. It is roughly 30ft in length. It eats fish, squid, and swimmers.

Combat
The ichthyosaurus will relentlessly track it prey, and rarely will flee a battle. If it tastes blood, it will pursue the wounded creature and attack it as soon as possible.

Improved Grab (Ex): If an icthyosaurus hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the ichthyosaurus may hold the victim and inflict bite damage automatically. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): An ichthyosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the ichthyosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge ichthyosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Scent (Ex): This special quality allows a ichthyosaurus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Ichthyosaurs have a +8 racial bonus to swim and hide checks.
Traianus Decius Aureus

08-03-05, 11:08 PM
Pisanosaurus
HW 25
Medium Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: 0/+2
Attack: Bite +4 melee (1d4 +2)
Full Attack: Bite +4 melee (1d4 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 15, Dex 19, Con 13, Int 2, Wis 12, Cha 12
Skills: Hide +12, Jump +11, Listen +10, Move Silently +5, Spot +10
Feats: Track (B), Weapon Finesse
Environment: Warm forests,marshes
Organization: Solitary, Pair, Brood (2-5), or Mob (20-40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: -

The relatively small dinosaur in front of you, looks similar to the larger, carnivorous species.

This small dinosaur measures about 4'long. Like its larger carnivore cousins, pisanosaurus runs about on its hind legs. A single pisanosaur is no match for a trained adventurer, but a whole pack of them can be pretty dangerous.
They hunt and feed on the smaller creatures of the forests and will avoid anything larger than it, unless the pisanosaurus is part of a pack large enough to overwhelm the potential victim.

Combat
A relatively weak fighter on its own, the pisansaurus often relies on numbers rather than sheer power to bring down foes.

Scent (Ex): This special quality allows a pisanosaurus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A pisanosaurus has a +8 racial bonus on Hide, Jump, Listen, and Spot checks.
Traianus Decius Aureus

08-04-05, 10:47 PM
Phobosuchus
HW 24
Gargantuan Animal
Hit Dice: 12d8+108 (162 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 17 (-4 size, +1 Dex, +10 natural), touch 7, flat-footed 16
Base Attack/Grapple: +9/+35
Attack: Bite +20 melee (4d8 +14)
Full Attack: Bite +20 melee (4d8 +14)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +17, Ref +9, Will +4
Abilities: Str 39, Dex 13, Con 29, Int 2, Wis 7, Cha 5
Skills: Hide -11*, Intimidate +0, Listen +1, Spot +1, Survival +1, Swim +17
Feats: Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Weapon Focus (Bite)
Environment: Any aquatic, marshes
Organization: Solitary, or Cluster (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: -

You pull your small boat up to what appears to be a sand bar, but it doesn't "feel" right. When the sand bar starts to move, you "know" something isn't right.

This horror is essentially a 45' long crocodile. It can maintain a low profile in water and is difficult to spot when mostly submerged. It is foul tempered and will eat almost anything it encounters.

Combat
A phobosuchus only attaks with its bite, but it is a nasty attack, capable of swallowing whole creatures.

Improved Grab (Ex): If a phobosuchus hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the phobosuchus may hold the victim in its mouth. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): A phobosuchus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+14 points of bludgeoning damage and 8 points of acid damage per round from the phobosuchus'gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A phobosuchus' gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or smaller opponents.

Skills: *The phobosuchus receives a +20 bonus to hide checks when hiding in water.
Traianus Decius Aureus

08-04-05, 10:50 PM
Pteranodon, Giant
HW 25
Gargantuan Animal
Hit Dice: 20d8+160 (250 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 15 ft. (3 squares), fly 80 ft. (average)
Armor Class: 16 (-4 size, +2 Dex, +8 natural), touch 8, flat-footed 14
Base Attack/Grapple: +15/+40
Attack: Bite +24 melee (3d8 +13)
Full Attack: Bite +24 melee (3d8 +13) and 2 claw +22 melee (1d8 +6)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +20, Ref +14, Will +9
Abilities: Str 37, Dex 15, Con 27, Int 2, Wis 13, Cha 10
Skills: Balance +7, Climb +16, Hide -10, Listen +6, Spot +6, Survival +6
Feats: Flyby Attack, Improved Initiative, Iron Will, Multiattack, Snatch, Track
Environment: Temperate,Warm mountains
Organization: Solitary, or Pair
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -

In the sky above you see what appears to be a flying dinosaur, but it larger than anyhting you have ever seen grace the skies.

The giant pteranodon is a variant of a pterosaur, one that has never been seen on the outer world: it evolved in the Hollow World of Mystara. It is enormous, with a wingspan of 100' or more. It flies, rather than glides: it can flap its wings and take off from clifftops, the ground, or even the surface of large bodies of water.

The giant pternnodon lives in nests on clifftops and mountaintops, and hunts live game to drop in nests for its hatchlings to eat.

Combat
Giant pteranodons are excellent predators. They most often will swoop down on its prey and attempt to snatch them with their claws or beak.

Improved Grab (Ex): If a giant pteranodon hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant pteranodon may hold the victim in its beak. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): A giant pteranodon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+13 points of bludgeoning damage and 8 points of acid damage per round from the giant pteranodon’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant pteranodon’s gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or smaller opponents.
Hugin

08-06-05, 06:38 PM
This is bit of an out-of-the-ordinary request but I haven't been able to find any conversions of the Hydrax or Undine. I'm looking at using spells that appear in PC3 for cleric spell lists (Protius', mainly), however I'm not sure what level they should be.

If anybody has a conversion, or even a planned CR for a future conversion, that would be great. As a reference, Summon Undine and Hydrax are 6th level spells in PC3. Thanks for any help!
Traianus Decius Aureus

08-06-05, 09:57 PM
I have an older conversion of those two creatures (can't remember where I found it). The Hydrax is CR 5 and the Undine is CR 7. I may post the conversion once I get to look in depth at it.
Traianus Decius Aureus

08-06-05, 11:03 PM
Tylosaurus
DMR2 29
Colossal Animal
Hit Dice: 24d8+288 (396 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 10 ft (2 squares), Swim 80 ft. (16 squares)
Armor Class: 17 (-8 size, +3 Dex, +12 natural), touch 5, flat-footed 14
Base Attack/Grapple: +18/+53
Attack: Bite +30 melee (6d6 +19)
Full Attack: Bite +30 melee (6d6 +19)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, Hold Breath, Scent
Saves: Fort +26, Ref +17, Will +11
Abilities: Str 49, Dex 17, Con 35, Int 2, Wis 13, Cha 8
Skills: Hide -13, Intimidate +4, Listen +6, Spot +6, Survival +6, Swim +34
Feats: Cleave, Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Mobility, Power Attack, Swim-by Attack, Weapon Focus (Bite)
Environment: Warm aquatic
Organization: Solitary, or Pair
Challenge Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: 25-72 HD (Colossal)
Level Adjustment: -

The massive dinosaur heading towards your boat dwarfs any aquatic creature you've ever seen...

This creature is a huge, aquatic, carnivorous dinosaur. Its body is 90 feet long, and its head is capped by a high dorsal crest. Tylosauruses can swim very swiftly, propelled by their four broad fins. The tylosaurus is a terror to anyone on the seas, and it fears absolutely nothing.

Combat
A tylosaurus will attack anything of size within its perceived territory. It will bite viciously, and will usually attempt to swallow an opponent after inflicting bite damage for a round or two.

Improved Grab (Ex): If a tylosaurus hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the tyloosaurus may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): A tylosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d8+8 points of bludgeoning damage and 2d8 points of acid damage per round from the tylosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A colossal tylosaurus’s gizzard can hold 2 huge, 8 large, 32 medium, 128 small or 512 Diminutive or smaller opponents.

Hold Breath (Ex): A tylosaurus can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical tylosaurus, this equals 350 rounds, or a little over 58 minutes.

Skills: A tylosaurus gains a +8 racial bonus to any swim check. It may always 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.

Note: Swim-by attack is found in Stormwrack and acts like fly-by attack, only in water instead of air.
Hugin

08-07-05, 12:34 AM
I have an older conversion of those two creatures (can't remember where I found it). The Hydrax is CR 5 and the Undine is CR 7. I may post the conversion once I get to look in depth at it.
That's great, Traianus. Thanks!
Traianus Decius Aureus

08-07-05, 10:27 PM
Automaton (Blacklore Valley)
HW 22
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (1d6 +4)
Full Attack: 2 Slam +5 melee (1d6 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60ft., low-light vision
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con -, Int -, Wis 10, Cha 10
Skills:
Feats: Power Attack
Environment: Blacklore Valley
Organization: Solitary, Pair, or Troop (20-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

This robot looks vaguely like an elf or human. It and others like it are doing everyday, menial tasks for the elves of the valley.

Automatons are the magically powered robots of the Blacklore elves. They do all of the labor and menial tasks of the elves, and may act as security tasks as well. Most are man-sized, but larger ones exist that serve as transports for lazy elves. These constructs do not function outside of the Blacklore valley in Hollow World.

Combat
Automatons attack with by flailing their arms. They do not attack unless ordered to by their elven masters, or if they have security programming and they or the elves are being threatened.
Traianus Decius Aureus

08-07-05, 10:28 PM
Auroch
HW 21
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 70 ft. (14 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Gore +10 melee (2d6 +7)
Full Attack: Gore +10 melee (2d6 +7)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 24, Dex 10, Con 18, Int 2, Wis 11, Cha 4
Skills: Listen +8, Spot +8
Feats: Alertness, Endurance, Iron Will
Environment: Temperate plains
Organization: Solitary, or Herd (20-200)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: -

The animals roaming the plain look much like cattle, but shaggier and larger. Their curved horns look imposing.

These animals are large, powerfull ancestors of modern oxen; they fight with foward-curved, blunt-ended horns. They are bigger and more aggressive than later species of oxen and cattle.

Combat
Aurochs individually attack with their powerful gores, but when in large numbers, they will stampede at the first sign of trouble.

Stampede (Ex):A frightened herd of auroches flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 2d8 points of damage for each five aurochs in the herd (Reflex DC 19 half ). The save DC is Strength-based.

Scent (Ex): This special quality allows an auroch to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Gazza555

08-08-05, 05:04 AM
I have an older conversion of those two creatures (can't remember where I found it). The Hydrax is CR 5 and the Undine is CR 7. I may post the conversion once I get to look in depth at it.
You probably mean these (http://www.enworld.org/archive/index.php/t-12748.html) conversions.

Regards,
Gary
Traianus Decius Aureus

08-08-05, 09:11 AM
Those are the ones! I'm eventually going to give them the 3.5 treatment once more critters that don't have any conversions are finished.
Traianus Decius Aureus

08-08-05, 10:48 PM
Bear, Cave
HW 22
Large Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+19
Attack: Claw +14 melee (2d4 +9)
Full Attack: 2 Claws +14 melee (2d4 +9) and bite +12 melee (2d6 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Skills: Hide -2, Listen +5, Spot +5, Swim +13
Feats: Endurance, Multiattack, Run, Track
Environment: Any hills, mountains
Organization: Solitary, or Pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

The bear before you stands almost 15ft tall. It has wicked looking claws and vicious fangs as well as a prehistoric look about it

This is an enormous bear standing about 15' tall (and often it can be much larger). It is the prehistoric ancestor of more modern bears. It hunts very well by scent. It will eat anything if hungry, but it prefers red meat. They are found in the mountains and hills, using caves for lairs. Unlike more modern bears, it does not like to swim unless it has no other option.
As a prehistoric creature, they are most likely to be found in Hollow World, but the may be found in isolated areas on the outer world of Mystara.

Combat
A cave bear attacks mainly by tearing at opponents with its claws and its massive bite.

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

Scent (Ex): This special quality allows a cave bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Traianus Decius Aureus

08-08-05, 10:52 PM
Bison, Giant
HW 22
Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Gore +12 melee (2d6 +7)
Full Attack: Gore +12 melee (2d6 +7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, trample
Special Qualities: Low-light vision
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 25, Dex 10, Con 18, Int 2, Wis 12, Cha 4
Skills: Hide -4, Listen +11, Spot +11
Feats: Alertness, Endurance, Run
Environment: Any plains
Organization: Solitary, Pair, or Herd (10 - 100)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This species is the ancestor of the modern bison. It looks very similar to the modern bison except that it stands about 10' tall at the shoulder; it takes a brave band of hunters or cavalrymen to bring one down. They roam the plains in huge hers and is normally only hunted by men, and other prehistoric predators like sabertooth tigers and large carnivorous dinosaurs.
Giant Bison are mostly to be encountered in the Hollow World.

Combat
Although not particularly aggressive, a giant bison will charge those that threaten it or its young. It will either gore or trample its foes.

Stampede (Ex): A frightened herd of giant bison flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing an initial 4d8 points of damage for the first five giant bison plus an additional 2d8 points of damage for each remaining group of five giant bison in the herd (Reflex DC 21 half ). The save DC is Strength-based.


Trample (Ex): A giant bison can trample large-size or smaller creatures for 2d8+10 points of damage. Opponents who do not make attacks of opportunity against the giant bison can attempt a Reflex save (DC 21, Str based) to halve the damage.
Traianus Decius Aureus

08-09-05, 11:12 PM
Flapsail
HW 23
Large Dragon (Fire)
Hit Dice: 10d12+40 (105 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d8 +6)
Full Attack: 2 Claws +15 melee (1d8 +6) and bite +13 melee (3d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon, frightful presence
Special Qualities: Darkvision 60ft., dragon traits, low-light vision
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 12
Skills: Balance +2, Climb +8, Hide -4, Jump +8, Listen +6, Spot +6, Survival +6
Feats: Endurance, Flyby Attack, Iron Will, Multiattack
Environment: Any forests, hills, mountains
Organization: Solitary, or Gang (2-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Flapsails are a Hollow World species of small, unintelligent red dragon. They may be an ancestor of the modern red dragon, or just an evolutionary offshoot which was placed inside fhe Hollow World by an immortal when they began to go extinct.
Regardless, the flapsails were a gift from heaven for the Schattenalf. The elves had previously trained a reptilian mount in their home cavern, and the flapsail, intelligent enough to be trained but not too fierce to be domesticated, was an admirable substitute for it.
Flapsails can grow up to about 25' long. Though many are encountered as schattenalf riding beasts, there are many more living wild in the hills and mountains.

Combat
Like red dragons, they have claws, teeth, and a fiery breath weapon. Unlike dragons, they have no spells.

Breath Weapon (Su): A flapsail's breath weapon attack usually deals 6d10 fire damage in a 40' cone.Targets are allowed a Reflex save for half damage (DC 19 Con based).

Frightful Presence (Ex): A flapsail can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the flapsail. A potentially affected creature that succeeds on a Will save (DC 16 Cha based) remains immune to that flapsail’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. Flapsails ignore the frightful presence of other flapsails and dragons.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.

Fire Subtype: A flapsail has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Carrying Capacity: A flapsail can carry 600lbs as a light load, 601 to 1200lbs as a medium load and 1201 to 1800lbs as a heavy load.
Traianus Decius Aureus

08-09-05, 11:13 PM
Foot-Pad Lizard
HW 23
Large Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +1/+10
Attack: Bite +5 melee (1d6 +5)
Full Attack: Bite +5 melee (1d6 +5)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +7, Ref +3, Will +1
Abilities: Str 20, Dex 11, Con 18, Int 1, Wis 12, Cha 2
Skills: Climb +15, Hide -4, Listen +4, Spot +5
Feats: Alertness
Environment: Any deserts, hills
Organization: Solitary, or Gang (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large)
Level Adjustment: -

These look like ordinary desert lizards: long, slender, with an awkward waddling gait, two protruding horns on the head, a ridge of slender spines down its back and tail. However, they're huge, about 12' long (not including the tail) and can be tamed. These lizards have sticky pads on the tips of their feet that allow the lizards to climb on all but the smoothest surfaces.
Though they can be tamed, they are stupid and aggressive monsters. They are better suited to being a pack animal than being a mount.

Combat
A foot-pad lizard is inclined to take bites out of anyone standing in front of them; these aren't fierce attacks, but warnings to leave it alone.

Skills: Foot-pad lizards have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Carrying Capacity: A foot-pad lizard can carry up to 400 lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.
Hugin

08-10-05, 12:16 AM
This is so helpful, Traianus! It would take me forever to try and convert all these creatures (I put way too much thought into things). At this rate you'll have them all done in no time! ;)
Traianus Decius Aureus

08-10-05, 09:02 AM
It is a daunting task- I cringe when I look over the master list and see how much is left to do. Some creatures are easier than others, but I tend to look for similar creatures/features that exist to smoothe out any bumps. For example, reverse engineering the 3.5 red dragon helped a lot with the flapsail.
At this point I think I'm going to continue converting by product (currently the Hollow World Box Set). It will be more scattershot in terms of types (no more masses of undead or dinos), but will be easier for me to track everything.
Traianus Decius Aureus

08-10-05, 11:07 PM
Thumper Lizard
HW 24
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: 0/-4
Attack: Claw +4 melee (1d2)
Full Attack: 2 Claws +4 melee (1d2) and bite -4 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 13, Cha 11
Skills: Hide +15, Jump +1, Listen +11, Move Silently +3, Spot +10
Feats: Weapon Finesse
Environment: Any forests, marshes
Organization: Solitary, Pair, or Bunch (2-5)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: -

This 3ft tall lizard looks like a cross between a lizard and a dinosaur.

The thumper-lizard is a small breed of two legged carnivorous dinosaur. It's common in many secluded jungle valleys, particularly the Kubitt Valley in Hollow World. By human standards, it's a menace only to the very young or very weak. But to the small kubitts, it is absolutely terrifying. It stands 3' high, or twice the height of a kubitt. It also runs very fast. Its prey includes all the Kubitt Valley's small mammals, Kubitts included. It warns its brethren of danger or prey by thumping its tail against the ground, hence their name.

Combat
Thumpers are aggressive predators of anything smaller and weaker than they are, but will avoid larger creatures it perceives to be a threat. When attacking, thumpers use their claws and bites. They will flee if combat goes poorly.

Skills: A thumper lizard has a +8 racial bonus on Hide, Listen, and Spot checks
maddog

08-11-05, 07:32 AM
A question for anyone who wishes to answer. Are there any plans to collect all of these critters and put them in a PDF? It could become the MMM. Mystaran Monster Manual.

--Ray.
Traianus Decius Aureus

08-11-05, 01:56 PM
At some point in the future this should happen. Right now, my goal is to get the conversions done first.
Traianus Decius Aureus

08-11-05, 11:31 PM
Reindeer, Giant
HW 26
Large Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +1 (+1 Dex)
Speed: 65 ft. (13 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+10
Attack: Gore +5 melee (1d8 +5)
Full Attack: Gore +5 melee (1d8 +5) and 2 hooves +0 melee (1d4 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 20, Dex 13, Con 16, Int 2, Wis 11, Cha 5
Skills: Climb +10, Hide +1, Listen +1, Spot +6, Survival +5
Feats: Endurance
Environment: Any Cold
Organization: Solitary, Pair, Family (2-5), or Herd (40-60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large)
Level Adjustment: -

These enormous herdbeasts stand as high as a horse. The Anatalians in Hollow World keep large herds, and will use them as mounts because of the giant reindeer's adaption to their harsh, cold environment.

Combat
A giant reindeer will trample threats or charge and gore an opponent. It can also use it hooves for defense, but these are relatively weak attacks.

Trample (Ex): A giant reindeer can trample medium-size or smaller creatures for 1d8+8 points of damage. Opponents who do not make attacks of opportunity against the giant reindeer can attempt a Reflex save (DC 16, Str based) to halve the damage.

Scent (Ex): This special quality allows a giant reindeer to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Giant reindeer have a racial bonus of +4 to Climb, Hide, Spot and Survival skills.

Carrying Capacity: A giant reindeer can carry up to 400 lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.
Traianus Decius Aureus

08-13-05, 08:58 PM
Small Riding Animal
HW 26
Small Animal
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares), or fly 50 ft. (average)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: 0/-6
Attack: Bite +5 melee (1d4 -1)
Full Attack: Bite +5 melee (1d4 -1)
Space/Reach: 5 ft. /0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 10, Cha 4
Skills: Hide +9, Listen +1, Move Silently +5, Spot +2
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary, or Family (2-5)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1.5-1 HD (Small); 2-3 HD (Medium)
Level Adjustment: -

Use these statistics for the various forest creatures the Kubbits use as mounts: foxes, small dogs, insectivorous lizards, large birds of prey. Some mounts may have the ability to fly, in which case the have no land movement.

DM's Note: If desired, the DM may use official 3.5e statistics in place of these if the desired type of mount has an official stat block.

Combat
If not mounted by kubbitts, most small riding animals will flee if threatened. They bite to defend themselves.

Carrying Capacity: A small riding animal can carry 26 lb. or less as a light load, 27–53 lb. as a medium load and 54–80 lb. as a heavy load.
havard

08-14-05, 02:18 PM
Reindeer, Giant

Good work on these Traianus! I noticed a similar creature in Frostburn; the Meghalon (spl?) which was more like a giant elk, used by Neanderthals as mounts. I fact, I think Frostburn is ideal for fleshing out the northern parts of the Hollow World; the Winter Elves work well for the Icewale for instance. Many of the monsters also fit well. And the Neanderthals are perfect for Brute Men ofcourse. Maybe there are settlements of Brute Men in the northern parts of the HW aswell?

Anyways, keep up the conversions!

Oh, and I like the idea of collecting all of the creatures in a pdf as Ray suggested. I tried to do the same with some of the creatures from the Creature Catalogue over at EnWorld, but the formatting caused problems. Would love to have a collected MMM though...

Håvard
tjedge1

08-14-05, 02:48 PM
I like the idea of the MMM, too. I noticed this weekend while digging around the Creature Catalog and the Monster Manuel I have for 2E, that the Phantons, Rakasta and Lupin are all missing form 2E! Now I know for sure I have to do my own version of a MMM, since I'm not using 3E rules either. Well, I may have to include some of them since I'm always evolving my rule setting.
havard

08-14-05, 06:34 PM
I like the idea of the MMM, too. I noticed this weekend while digging around the Creature Catalog and the Monster Manuel I have for 2E, that the Phantons, Rakasta and Lupin are all missing form 2E! Now I know for sure I have to do my own version of a MMM, since I'm not using 3E rules either. Well, I may have to include some of them since I'm always evolving my rule setting.

Hi Tjedge! If you need 2E stats for the creatures you mention, they can be found in the Savage Coast MC downloadable for free at WotC's site. The Mystara Monsterous Compendium Appendix is probably useful too, so you might want to track that one down on ebay. It also has all the creatures you mention IIRC.

By the way, if there was an interest for it, we could make OD&D, 2E and even 1E versions of the MMM as well. I'm sure there are enough people with a good knowledge of the various rulesets out there.

Sorry for hijacking this thread, again. :P

Håvard
Traianus Decius Aureus

08-14-05, 10:14 PM
Wolf, Arctic
HW 27
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d10 +7)
Full Attack: Bite +11 melee (1d10 +7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 25, Dex 15, Con 19, Int 2, Wis 12, Cha 12
Skills: Heal +4, Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +4*
Feats: Run, Self-Sufficient, Track (B), Weapon Focus (Bite)
Environment: Cold lands
Organization: Solitary, or Pack (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -
These wolves look much like dire wolves, only with white coats blending with the snowy environment.

These great wolves are distantly related to dire wolves, but live in cold climates and have thick, pure-white fur coats. As with lesser wolves, they run in small packs. They may be trained as riding beasts. However, any attempts to train them suffer a +4 penalty to the DC to the Handle Animal check. They feed primarily upon giant reindeer, although they will attack humans if they are hungry.

Combat
Arctic wolves prefer to attack in packs, surrounding and flanking a foe when they can.

Scent (Ex): This special quality allows an arctic wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: An arctic wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.
Traianus Decius Aureus

08-14-05, 10:19 PM
Bounder
HW 17
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+16
Attack: Bite +11 melee (2d6+6)
Full Attack: Bite +11 melee (2d6 +6) and 2 claws +6 melee (1d2 +3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +0
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 8, Cha 4
Skills: Climb +11, Hide -2, Jump +12, Listen +4, Spot +4, Survival +3, Tumble +4
Feats: Acrobatic, Endurance
Environment: Any hills, mountains
Organization: Solitary, or Colony (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

This 12' tall lizard is ridden by an orc. It leaps across the chasm with little effort and snaps at you with a wicked bite.

The bounder is a large two-legged lizard that stands 12ft tall. It is capable of enormous leaps. A bounder normally travels by making 50' leap through the air. A bounder can even make single leaps of up to 100' rather easily. Bounders are eminently suited to rocky, hilly terrain and the Krugel ors have tamed them in order to have a mount which is effective in Kogolor Dwarf territory.

Combat
Bounders are most commonly found as mounts for the krugel orcs. They attack with a powerful bite, and somewhat less powerful claw attacks.

Pounce (Ex): When a bounder makes a charge, it can follow with a full attack.

Scent (Ex): This special quality allows a bounder to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A bounder has a +4 racial bonus to all climb, jump, listen, spot and survival skill checks.

Carrying Capacity: A bounder can carry 400 lb. or less as a light load, 401–800 lb. as a medium load, and 801–1,200 lb. as a heavy load.
tjedge1

08-15-05, 06:49 AM
Hi Tjedge! If you need 2E stats for the creatures you mention, they can be found in the Savage Coast MC downloadable for free at WotC's site. The Mystara Monsterous Compendium Appendix is probably useful too, so you might want to track that one down on ebay. It also has all the creatures you mention IIRC.

By the way, if there was an interest for it, we could make OD&D, 2E and even 1E versions of the MMM as well. I'm sure there are enough people with a good knowledge of the various rulesets out there.

Sorry for hijacking this thread, again. :P

Håvard
I'd like a version of the OD&D set myself. I usually convert everything into OD&D and then reconvert to whatever system I have pieced together at the moment. Once you guys get the full MMM for 3E, then I'll help convert it all to OD&D.
Traianus Decius Aureus

08-15-05, 11:36 PM
Lyadrachnus
HWQ1 54
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+15
Attack: Tentacle +11 melee (1d6 +5)
Full Attack: 8 Tentacles +11 melee (1d6 +5) and bite +5 melee (1d8 +2)
Space/Reach: 10 ft./ 5 ft. (20ft. with tentacles)
Special Attacks: Blood drain, improved grab
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 21, Dex 13, Con 18, Int 2, Wis 10, Cha 5
Skills: Escape Artist +3, Hide -1, Listen +4, Spot +4
Feats: Alertness, Iron Will, Weapon Focus (Tentacle)
Environment: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

The lyadrachnus was accidently created by Zargosian sorcerers. Only one known lyadrachnus exists.
Lyadrachnus is a hybrid creature, combining the attributes of a caecilia, giant leech and octopus. It is 9' long with a gray, slimy, wormlike body. At the front is a pair of huge round eyes and a beak-like mouth, similar to that of an octopus. Four suckered tentacles extend from each side of its horrid body. It moves by sliding along the ground, and can even climb over low walls with the aid of its tentacles.

Combat
The lyadrachnus attacks by grasping with its eight tentacles, each of which is 20' long. Once it grasps a victim, the creature holds on and drains blood through the suckers in its tentacles. The lyadmchnus can also bite with its beak-like mouth.

Blood Drain (Ex): Lyadrachnus causes 1d6 points of damage each round from blood drain to any creature held by its tentacle. If a creature is held by more than one tentacle, this damage stacks.

Improved Grab (Ex): To use this ability, lyadrachnus 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. Lyadrachnus can Blood Drain and automatically bite the held victim.
A medium-sized creature can be held by up to four tentacles at one time.
In addition to normal means of breaking a grapple, a character will break free if it inflicts 8 points of slashing damge with a small, light weapon to the tentacle.
Traianus Decius Aureus

08-15-05, 11:38 PM
Karakos the Zargosian Hydra
HWQ1 54
Huge Magical Beast
Hit Dice: 9d10+57 (106 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), fly 60 ft. (poor), swim 20 ft. (4 squares)
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+23
Attack: Bite +14 melee (1d10 +6 plus poison)
Full Attack: 9 Bites +14 melee (1d10 +6 plus poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., fast healing 19, low-light vision, scent
Saves: Fort +12, Ref +8, Will +6
Abilities: Str 23, Dex 15, Con 22, Int 2, Wis 12, Cha 11
Skills: Hide -6, Listen +5, Spot +5, Swim +10
Feats: Blind Fighting, Combat reflexes (B), Flyby Attack (B), Iron Will, Toughness, Weapon Focus (Bite)
Environment: Any marshes
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

This hydra has bat-like wings and looks much nastier than a normal hydra.

Karakos is a nine-headed hydra that has undergone changes through experiments by Zargosian sorcerers. Karakos has the dragon-like body common to other hydras. However, it also has huge bat-like wings. Unlike other hydras, it can fly. In other regards, Karakos is similar to normal hydras.

Combat
Karakos can attack with all of its heads at no penalty, even if it moves or charges during the round. Karakos can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at Karakos’s heads from any position in which he could strike at Karakos, because Karakos' heads writhe and whip about in combat. An opponent can ready an action to attempt to sunder one of Karakos’ heads when the creature bites at him. Each of Karakos’ heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. Karakos can no longer attack with a severed head but takes no other penalties. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. Karakos can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to Karakos’ body.

Karakos does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid. Karakos' body can be slain just like any other creature’s, but Karakos possesses fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. Targeted magical effects cannot sever one of Karakos' heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Poison (Ex): Karakos' bite is extremely poisonous. Primary and secondary 2d6 str damage, save DC 20.

Fast Healing (Ex): Each round, Karakos heals damage equal to 19.

Scent (Ex): This special quality allows Karakos to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Traianus Decius Aureus

08-16-05, 11:01 PM
Jellyfish, Agrisian
HWR3 41
Large Vermin
Hit Dice: 8d8+16 (52 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: swim 20 ft. (4 squares)
Armor Class: 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9
Base Attack/Grapple: +6/+14
Attack: Sting +9 melee (2d8 +4)
Full Attack: Sting +9 melee (2d8 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Envelopement, improved grab, paralysis
Special Qualities: Darkvision 60ft.
Saves: Fort +8, Ref +0, Will +5
Abilities: Str 18, Dex 6, Con 14, Int 0, Wis 13, Cha 3
Skills: Hide -6, Listen +1, Spot +5, Swim +16
Feats: Endurance, Improved Initiative, Iron Will
Environment: Any aquatic
Organization: Solitary, or Cluster (2-10)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

The blob of flesh floating near your boat has an eerie glow to it. As it approaches, you see pulsing veins and organs within the mass. Tangled in the blob’s mass of stingers is the last swimmer it encountered.

These giant aquatic creatures are nonintelligent blobs of flesh measuring from 10 to 30 feet in diameter. They are nearly transparent; glowing veins and organs can be seen pulsing within them.

Agrisian jellyfish are carnivorous and will eat virtually anything that swims, including adventurers. They emit a ghostly light that attracts fish and other creatures to them.

Though they can be encountered in the open sea on rare occasions, Agrisian jellyfish are native to Lake Agrisa. Due to volcanic activity on its bottom, the lake is unnaturally warm. Fog banks continuously swirl on its surface. The volcanic activity also causes whirlpools strong enough to capsize small vessels. Agrisian jellyfish ride these twisting "thermals” up from the bottom. Because of their eerie glow, the jellyfish can be seen circling the water in these areas. The fishermen of Lake Agrisa realize these “swarms” of jellyfish mark the bounderies of the whirlpools and avoid them. However, curiosity often gets the best of less knowledgable sailors, who are attracted by the glowing blobs and become stuck in the whirlpools.

Combat
An Agrisian jellyfish typically envelopes its prey, then stings it into submission. Anyone stung by a jellyfish may be rendered paralyzed and unconscious for 2d6 rounds. Unconscious characters usually drown in short order.

Envelopement (Ex): Any creature held by the Agrisian jellyfish may be enveloped. An enveloped creature is moved under the jellyfish, remains held, and automatically takes stinger damage each round. Once a creature is enveloped, the Agrisian jellyfish is free to attack another creature.

Improved Grab (Ex): To use this ability, an agrisian jellyfish must hit an opponent of any size with its 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. The Agrisian jellyfish may envelope any held creature.

Paralysis (Ex): Any creature hit by the Agrisian jellyfish's stinger attack must make a DC 16 fortitude save or be paralyzed and unconscious for 2d6 rounds.

Vermin Traits: Vermin are mindless - they have no intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: An Agrisian jellyfish gains a +8 racial bonus to any swim check. It may always 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.
Traianus Decius Aureus

08-17-05, 11:20 PM
Hound, Amorian
HWR3 41
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8 +3)
Full Attack: Bite +5 melee (1d8 +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Survival +2*
Feats: Alertness,Improved Initiative,Track(B)
Environment: Any land
Organization: Solitary, or Pack (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

This ancient breed of hound has reptilian skin on its head and muzzle, and down its back. It has wicked looking fangs.

These large dogs are a type of prehistoric canine. Milenians discovered them on the Island of Amora. At that time, these animals were near extinction, with only one significant pack remaining. Milenians began breeding them, and eventually domesticated the hounds. Herdsmen have trained them to protect and drive their flocks. Amorian hounds are used as guards in forts, temples, and private businesses. They are highly valued for their courage and loyalty.

An Amorian hound’s head and snout is covered by tough reptilian hide. The scaly skin runs down its back and under its belly. The dog‘s side and legs are covered with short black and brown fur.

Combat
Amorian hounds have exceptionally large fangs and are feared for their ferocious bite.

Scent (Ex): This special quality allows an Amorian hound to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Amorian hounds have a +4 racial bonus on Jump checks. *Amorian Hounds have a +4 racial bonus on Survival checks when tracking by scent.
Traianus Decius Aureus

08-18-05, 10:58 PM
Auroch, Shaggy
HWR3 42
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Gore +6 melee (2d4 +4)
Full Attack: Gore +6 melee (2d4 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 19, Dex 10, Con 14, Int 2, Wis 10, Cha 4
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Any land
Organization: Solitary, Pair, Family (2-5), or Herd (20-200)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

These animals are related to the larger aurochs found in the Hollow World, but are smaller (only 5ft tall at the shoulder and 8-10ft long) and covered with thick, shaggy wool.They have forward-curving horns like that of a ram. Shaggy aurochs are not as temperamental as their cousins. Milenian herdsmen tend them for their meat, milk, and wool.

Combat
Shaggy aurochs generally flee if threatened, but will butt anything close to it if angered. As a group, shaggy aurochs stampede when threatened.

Stampede (Ex): A frightened herd of shaggy aurochs flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five aurochs in the herd (Reflex DC 16 half ). The save DC is Strength-based.

Scent (Ex): This special quality allows a shaggy auroch to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Traianus Decius Aureus

08-18-05, 11:00 PM
Bat, Zargosian
HWR3 42
Huge Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +4/+14
Attack: Bite +4 melee (1d8 +2 and poison) or 1 spit +6 range touch (poison)
Full Attack: Bite +4 melee (1d8 +2) or 1 spit +6 range touch (poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Blood drain, poison
Special Qualities: Blindsense 120ft, create zombies, darkvision 60ft., low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 15, Dex 15, Con 20, Int 3, Wis 14, Cha 5
Skills: Hide -6, Listen +11, Move Silently +3, Spot +11
Feats: Alertness, Endurance
Environment: Any land
Organization: Solitary, Pair, or Colony (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Huge)
Level Adjustment: -

This creature looks like a huge bat, except for the long reptilian tail it posesses.

These creatures are a huge variant of a vampire bat created by Zargosian sorcerors and clerics. They look just like regular bats except for the long reptilian tail they possess. They have red eyes and a long redish-purple tongue. Adults have a 8' long body and and a 35' wingspan.

Zargosian sorcerers and clerics use these monsters as flying mounts. Only Zargosian characters know the proper means of controlling the bats. A Zargosian bat will not normally let other characters ride it. Zargosian bats dwell in caves and sinkholes within the Valley of Night. They are almost never found outside the valley, unless being ridden by a Zargosian sorcerer or cleric.

Combat
Zargosian bats will circle their enemies and spit poison to disable them rather than engage in melee.

Blood Drain (Ex): A Zargosian bat can drain blood from an unconscious creature as a full round action. The victim takes 1d4 constitution damage each round they are drained.

Poison (Ex): Any creature bitten by a Zargosian bat must make a fortitude save vs DC17 (Con based) or fall unconscious for 2d6 rounds.
In addition, as a ranged touch attack (10ft range increment), a Zargosian bat may spit the poison. Anyone hit must make a DC17 fortitude save or fall unconscious for 2d6 rounds.

Blindsense (Ex): A Zargosian bat notices and locates creatures within 120 feet. Opponents still have 100% concealment against a creature with blindsense.

Create Zombies (Su): Any creature reduced to 0 constitution by a Zargosian bat's Blood Drain dies and must make a DC17 fortitude save or rise as a zombie in 24 hours.

Skills: A Zargosian bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Carrying Capacity: A Zargosian bat can carry 396lb. or less as a light load, 397–798 lb. as a medium load, and 799–1,200 lb. as a heavy load.
Traianus Decius Aureus

08-19-05, 11:37 PM
Changling, Zargosian
HWR3 43
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d6) or by weapon
Full Attack: Bite +1 melee (1d6) or by weapon
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Change shape, darkvision 60ft.
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 14, Cha 14
Skills: Bluff +8, Climb +5, Diplomacy +3, Disguise +8*, Gather Information +8, Hide +7, Listen +7, Move Silently +7, Spot +3
Feats: Dodge
Environment: Any land
Organization: Solitary, or Brood (2-5)
Challenge Rating: 1
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 2-3 HD (Medium) or By character class
Level Adjustment: +3

The undead-looking creature snarls at you, showing its needle-like teeth. Its body is almost skeletal. Its eyes seem to exude evil.

These evil humanoids were created by Zargosian sorcerers to act as servants, spies, and assassins. They are used to infiltrate the Milenian society.

A Zargosian changeling's normal form is a pale humanoid (about 5'-6" tall and 135 lbs) with baleful eyes, needle-like teeth and an almost skeletal physique. It is often thought to be undead, although it isn’t.
Unlike dopplegangers, Zargosian changelings cannot detect thoughts. As a result, they have become master spies and will intensely study and gather information on the victim they plan to assume the identity of. They are masters of stealth and espionage.
Zargosian changelings live in a series of complex caves, tunnels and warrens in the Valley of Night. If encountered outside of the Valley, they are usually in the assumed forms of Milenian slaves, commoners or citizens, and on a mission of assassination and espionage.

Combat
In its natural form, a Zargosian changeling will attempt to separate and ambush its enemies, attacking with its bite. When in an assumed shape, it will fight in a manner consistant with the form assumed. A Zargosian changeling is proficient with Simple and Martial Weapons, and Light, Medium and Heavy armors and Shields.

Change Shape (Su): A Zargosian changeling can assume the shape of any Small, or Medium humanoid. It does not have to see its victim, but it must consume a bit of the victim's flesh in order to assume its form. In humanoid form, the changeling loses its natural attack. A Zargosian changeling can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a Zargosian changeling reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills: A Zargosian changeling has a +4 racial bonus on Bluff, Climb, Disguise, Gather Information, Hide, Listen and Move Silently checks.
*When using its change shape ability, a Zargosian changeling gets an additional +10 circumstance bonus on Disguise checks.

Zargosian Changelings as Characters
Zargosian changelings often take levels rogue, and less frequently, ranger. Some very experienced changelings have been known to take levels in the assassin prestige class. Should a Zargosian changeling become a cleric, they almost always follow Nyx.

Zargosian changeling characters possess the following racial traits:
• +4 Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +4 Charisma.
• Medium size.
• A Zargosian changeling's base land speed is 30 feet.
• Darkvision: 60 feet.
• Racial Hit Dice: A Zargosian changeling begins with one level of monstrous humanoid, which provide 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +2, and Will +2.
• Racial Skills: A Zargosian changeling’s monstrous humanoid level gives it skill points equal to 4 x (2 + Int modifier). Its class skills are Bluff, Climb, Diplomacy, Disguise, Gather Information, Hide, Listen, and Spot.
• Racial Feats: A Zargosian changeling’s monstrous humanoid level gives it one feat.
• +1 natural armor bonus.
• +4 racial bonus on Bluff, Climb, Disguise, Gather Information, Hide, Listen and Move Silently checks. When using its change shape ability, a Zargosian changeling gets an additional +10 circumstance bonus on Disguise checks.
• Special Qualities (see above): Change shape
• Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
• Favored Class: Rogue.
• Level adjustment +3.
Traianus Decius Aureus

08-20-05, 09:39 PM
Feathered Serpent
HWR1 28, HWA2 61
Medium Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d6)
Full Attack: Bite +5 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., flight, low-light vision, serpent-mint consumption
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 10, Int 2, Wis 13, Cha 16
Skills: Hide +4, Listen +6, Move Silently +4, Spot +7
Feats: Weapon Finesse
Environment: Any Warm forests and plains
Organization: Solitary, Company (2-5), or Nest (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This is one of the most beautiful snakes you have ever seen- with colorful feathered wings and jewel-like eyes.

Thousands of years ago the feathered serpents abounded in the lush rainforests of the Azcan Empire. With the coming of Atzanteotl, a new species also arrived: The winged viper, which was similar to the feathered serpent, but poisonous and with the wings of a bat.

The feathered serpent is a lovely creature, admired even among those who consider ordinary snakes abhorrent. Most varieties display brilliant coloration such as vibrant green scales, brilliantly colored feathers on the two broad wings, the tail, and in tuffs behind the skull, and eyes of jewel-like clarity, with hourglassshaped pupils.

Commonly encountered feathered serpents have an intelligence about on par with a dog (the folk of Colima train them as watchdogs). There exists another stage in the life of feathered serpents, where their intelligence matches at least that of a human. Serpents in this phase of their life are not presently found anywhere in the Azcan Empire, or Mystara for that matter.

In most Azcan lands feathered serpents have disappeared altogether. They remain in legends, such as the ones of great kings like Atruatzin who were rumored to converse with them. The legends have been distorted, however, because only winged vipers are familiar; so it seems to the Azcans that once the vipers spoke and were allies of humans, but no longer are, when in fact there was an entirely different species that Atzanteotl's spawn drove away.

The one place where feathered serpents are found is the plain between the Bay of Colima and the Aztlan Mountains. Here grows a plant called serpent-mint, which makes feathered serpents strong enough to resist the vipers and their poison. A few feathered serpents have been reported in other regions.
Half-forgotten myths among the Azcans allude to a powerful queen who lives in the sky and rules the feathered serpents.

Combat
The feathered serpent is generally non-aggressive, but it will defend itself, as well as those it is attached too, with its bite.

Flight (Ex): A feathered serpent can cease or resume flight as a free action.

Serpent-Mint Consumption (Su): A feathered serpent gains 1-10 temporary hitpoints, +1 natural AC, and +1 to all attack rolls, damage rolls, saving throws and skill checks after consuming a sprig of serpent-mint. These bonuses last for 1d4 hours.

Skills: Feathered serpents have a +4 racial bonus to all Spot and Listen checks.
Traianus Decius Aureus

08-21-05, 10:31 PM
Nothosaurus
HWR1 30
Large Animal
Hit Dice: 7d8+21 (52 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), swim 60 ft. (12 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d6 +4)
Full Attack: Bite +8 melee (1d6 +4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 15, Con 17, Int 2, Wis 13, Cha 9
Skills: Hide 0*, Listen +5, Spot +5, Survival +3, Swim +14
Feats: Alertness, Dodge, Improved Initiative, Swim-by attack (B)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

The nothosaurus is a voracious relative of the icthyosaurous and the plesiosaurus. It is commonly found in Lake Chitlaloc and warm southern rivers, as well as in nearby seas (Bay of Colima, Gulf of Aztlan, Northern Atlass ocean) and other lost world areas.

The nothosaursus has a shorter neck and thinner body than the plesiosaurus. Its diet is primarily fish, but it will attack swimmers and even the occassional small canoe. The Gulf of Aztlan is a prime gathering area for these dinosaurs. The nothosauri sun themselves, like great reptilian walruses, on the shore's rocks.

Azcans wisely avoid the nothosaurus whenever possible. If one seems to be particularly aggressive in seeking human prey or otherwise disrupting the rivers and lakes, a group of soldiers or adventurers will be dispatched to kill the beast.

Combat
The nothosaurus will ambush swimmers and the occassional victim on a beach or river bank. It uses its bite and may attempt to grapple non-aquatic creatures in the water.

Scent (Ex): This special quality allows a nothosaurus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A nothosaurus gains a +8 racial bonus to any swim check. It may always 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. *A nothosaurus has a +8 racial bonus on Hide checks in water.
Traianus Decius Aureus

08-21-05, 10:36 PM
Moan Bird
HWR1 30
Small Fey (Incorporal)
Hit Dice: 1d6+1 (4 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 15 (+1 size, +2 Dex, +2 Deflection), touch 15, flat-footed 13
Base Attack/Grapple: 0/-4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Flight, low-light vision
Saves: Fort +1, Ref +4, Will +4
Abilities: Str -, Dex 15, Con 13, Int 2, Wis 15, Cha 14
Skills: Hide +7, Listen +4, Move Silently +3, Spot +4, Survival +4
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

This misty, fey spirit looks like a combination of a falcon and owl.

The moan bird is a cloud spirit, believed to be related to sprites and other fey. It always appears surrounded by mist and appears almost transparent. It looks like a falcon and owl combined.

No more than one is encountered at any one time on the surface of Hollow World. They are rarely seen, and the Azcans are thankful for this since they consider the moan bird a harbinger of death. Those that hear its piercing cry in the forest are rumored to be destined to an imminent and painful death.
Moan birds are more common in the high altitudes of Hollow World, where they live among the clouds and floating continents.

Combat
Despite what the Azcans believe, the moan bird is normally not hostile and does not cause harm to those that hear its cry. They will defend themselves with their bite

Flight (Ex): A moan bird can cease or resume flight as a free action.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.
Traianus Decius Aureus

08-22-05, 11:12 PM
Tepictoton
HWR1 31
Tiny Fey
Hit Dice: 1/2d6+2 (3 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: 0/-10
Attack: Spider Form: Bite +5 melee (1d3 -2 and poison); Scorpion Form: sting +5 melee (1d3 -2 and poison)
Full Attack: Spider Form: Bite +5 melee (1d3 -2 and poison); Scorpion Form: sting +5 melee (1d3 -2 and poison)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Calm animals, evasion, hide in plain sight, poison, uncanny dodge
Special Qualities: Change shape, flight, low-light vision, Mystaran Faerie traits
Saves: Fort +2, Ref +7, Will +3
Abilities: Str 6, Dex 20, Con 14, Int 14, Wis 13, Cha 13
Skills: Balance +12, Climb +7, Craft +10, Diplomacy +4, Escape Artist +12, Handle Animal +3, Hide +15, Listen +6, Move Silently +8, Sense Motive +4, Spot +6, Tumble +8
Feats: Agile, Dodge(B), Weapon Finesse(B)
Environment: Temperate and Warm plains and forests
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Often Chaotic Good
Advancement: by Character Class
Level Adjustment: +3

These tiny Azcan fairies, kin of sprites, pixies and brownies, are usually the benign assistants of farmers. They stand about a foot tall, dress in Azcan fashion, and speak with the oldest idioms of the Azcan language (since the guage itself has not changed in 4,000 years, thanks to the Spell of Preservation).
They are sometimes mischievous, however, and may take the shapes of spiders and scorpions to frighten or even do harm.

Combat
Tepictotons do not fight with weapons, but will shift into their spider and scorpion forms. Often they attack only long enough to drive off or cause their opponents to fall asleep, after which they will play a prank on their attackers. Only if very seriously threatened, will they fight to kill.

Evasion (Ex): If a tepictoton is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the tepictoton takes no damage with a successful saving throw.

Hide In Plain Sight (Ex): In areas of dim light, tall grass, or heavy undergrowth, a tepictoton can make itself practically invisible. Under these conditions, a brownie can use its Hide skill even while being observed and without having anything to actually hide behind.

Poison (Ex): The poison from the tepictoton's bite causes the victim to fall asleep for 1d4 turns if a fortitude save (DC 14, Con based) is failed. The poison from the tepictoton's sting causes the victim 1d4 Con Damage (primary and secondary) if a fortitude save (DC 14, Con based) is failed.

Uncanny Dodge (Ex): A tepictoton retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the tepictoton still loses its Dexterity bonus to AC if paralyzed or otherwise immobile.

Change Shape (Su): A tepictoton can as a free action switch into the form of a small-sized spider or small-sized scorpion. In spider form, the tepictoton uses a bite attack, and in scorpion form, a sting attack. Other than applicable size modifiers, the tepictoton's statistics remain the same. A tepictoton cannot use its Invisibility to Mortals ability while in spider or scorpion form.

Flight (Su): A tepictoton can cease or resume flight as a free action. The ability becomes ineffective in an antimagic field, and the tepictoton loses its ability to fly for as long as the antimagic effect persists.

Mystaran Faerie Traits :
Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.

Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.

Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.

Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).

Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals. Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills: Tepictotons have a knack for working with their hands, and they gain a +2 racial bonus on all Craft checks. Tepictotons have keen senses and receive a +2 racial bonus on Listen and Spot checks. Tepictotons use their Dexterity scores for Climb checks.
Traianus Decius Aureus

08-24-05, 12:22 AM
Tzitzimitl
HWR1 31
Huge Outsider (Chaotic, Evil)
Hit Dice: 16d8+128 (200 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 27 (-2 size, +2 Dex, +17 natural), touch 10, flat-footed 25
Base Attack/Grapple: +16/+35
Attack: Bite +25 melee (2d6 +11 and poison)
Full Attack: Bite +25 melee (2d6 +11 and poison) and 2 claw +23 melee (1d8 +5 and poison) and tail +23 melee (2d6 +5 and poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict, frightful presence, improved grab, poison
Special Qualities: Blindsight 30ft, Damage reduction 10/epic, darkvision 60ft., fast healing 5, outsider traits, resistance to energy, spells-like abilities
Saves: Fort +18, Ref +12, Will +13
Abilities: Str 33, Dex 15, Con 27, Int 15, Wis 17, Cha 17
Skills: Balance +12, Climb +21, Concentration +28, Heal +13, Hide -6, Intimidate +13, Jump +21, Knowledge (arcana) +12, Knowledge (religion) +12, Knowledge (the planes) +12, Listen +23, Search +12, Spellcraft +22, Spot +23, Survival +23
Feats: Cleave, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Multiattack, Power Attack
Environment: Dimension of Nightmares
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: -

This fiendish creature is approximately 24 ft long. It has a head that looks much like a fiendish eagle. The head is at the end of a snake-like body which has fiendish-looking eagle wings, dragon legs, and giant's arms ending in wicked-looking claws.

These creatures are the most feared creatures in Azcan mythology, as they are the servants of death itself. Even Atzanteotl fears them. He has reached an understanding with Thanatos that the Tzitzimime will not harm his loyal Azcan followers, but any that do not enjoy that protection are fair game.

These evil creatures exist at the boundaries of the Prime Material plane and the Dimension of Nightmares. The Azcans believe that they are held at bay as long as Atzanteotl is sufficiently appeased- although what constitutes “sufficiency” is never quite certain. On the outer world, according to Atzanteotl’s priests, the failure to fulfill the ritual requirements of the immortal lead to the catacylsm which extinguished the sun and allowed the Tzitzimime to descend to devour the world. Only Atzanteotl's beneficence saved the last of the Azcans and brought them to their new world. As long as he is appeased with blood sacrifice, the Tzitzimime will be held at bay.

Every Tzitzimitl has a unique look. They often combine horrid features of snakes, lizards, insects, animals, humans and nameless horrors from the Dimension of Nightmares. Each Tzitzimitl’s abilities differ as much as their appearance, but they are always incredibly dangerous, even to the greatest warriors. No matter what their appearance or abilities, they have an unrelenting desire to destroy anything and everything in the Azcan world.

Combat
A Tzitzimitl is a vicious combatant. It will breathe its poison gas cloud liberally to weaken its opponents or inflict damage at range with spells, after which it will grab up to three opponents with its claws and tail, crushing them while attacking any remaining foes with its bite. If seriously threatened, it will fly off, carrying any grabbed foes with it to feast on later. It will always seek revenge, so if driven off, it will hunt down its foes and attack when least expected.

Breath Weapon (Su): A Tzitzimitl's breath weapon is a cloud of poisonous gas that fills a 20' cube. Any victims in the gas must make a fortitude save vs DC 26 (Con based) or take 2d6 Strength damage.

Constrict (Ex): A Tzitzimitl can inflict an additional 2d8 bludgeoning damage to any creature grappled with its claws or tail.

Frightful Presence (Ex): A Tzitzimitl can unsettle foes with its mere presence. The ability takes effect automatically whenever the Tzitzimitl attacks, charges, or flies overhead. Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the Tzitzimitl. A potentially affected creature that succeeds on a Will save (DC 21 Cha based) remains immune to that Tzitzimitl's frightful presence for 24 hours. On a failure, creatures with 7 or less HD become panicked for 2d6 rounds and those with 8 or more HD become shaken for 2d6 rounds. Tzitzimime ignore the frightful presence of other Tzitzimime.

Improved Grab (Ex): If a Tzitzimitl hits with its claw or tail attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Tzitzimitl may hold the victim and inflict constriction damage, in addition to normal damage, automatically each round.

Poison (Ex): The touch of a Tzitzimitl is deadly poisonous. Any creature hit by a Tzitzimitl's bite, claw or tail attacks must make a fortitude save vs DC 26 (Con based) or suffer 2d6 Constitution damage (both primary and secondary damage).

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a Tzitzimitl maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Tzitzimitl must have line of effect to a creature or object to discern that creature or object. The range is 30 ft.

Damage Reduction (Su): A Tzitzimitl has damage reduction of 10/epic.

Fast Healing (Ex): A Tzitzimitl has a fast healing rate of 5 points of damge per round.

Resistance to Energy (Ex): A Tzitzimitl has a resitance of acid 10, cold 10, fire 10, and electricity 10.

Spells: A Tzitzimitl has either cleric or sorceror spellcasting ability equal to 1/2 its HD (the above example could either cast spells as an 8th level cleric or 8th level sorceror).

DM's Note: These stats represent only an example of the abilities of these creatures. Feel free to liberally add or substitute abilities to suit. Some versions may have more powerful magical abilities, others may have more powerful and numerous natural attacks. The damage reduction, energy resistance, fast healing, poison and breath weapon should remain in some form or another.
Traianus Decius Aureus

08-25-05, 12:10 AM
Chimer
HWR2 18
Gargantuan Aberration
Hit Dice: 20d8+160 (250 hp)
Initiative: -5 (-5 Dex)
Speed: 0
Armor Class: 19 (-4 size, -5 Dex, +18 natural), touch 1, flat-footed 19
Base Attack/Grapple: +15/+37
Attack: None
Full Attack: None
Space/Reach: 20 ft. /15 ft.
Special Attacks: Burning sunlight, sonic attack, wind chimes
Special Qualities: Damage reduction 20/bludgeoning, darkvision 60ft.
Saves: Fort +14, Ref +1, Will +16
Abilities: Str 30, Dex 0, Con 27, Int 17, Wis 15, Cha 19
Skills: Bluff +14, Concentration +32, Diplomacy +14, Hide -12, Knowledge (arcana) +18, Listen +24, Sense Motive +12, Spot +24, Survival +7
Feats: Alertness, Combat Casting, Empower Spell, Eschew Materials, Greater Spell Penetration, Iron Will, Spell Penetration
Environment: Any desert
Organization: Solitary
Challenge Rating: 18
Treasure: Double Standard (plus raw precious metals and gems)
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -

You see a brilliant oasis, and soft chiming sounds draw you closer to it. You notice that the oasis is in reality composed of a network of a huge, crystalline mesh imitating real vegetation.

The chimer is actually a colony composed of thousands of polyps joined together by metallic rhisomes, to form an immense, immobile net of living crystal and metal. Most chimers are at least 30 ft wide, and many are much, much larger. The eldest polyps live in the center of the chimer.
The chimer feeds upon the incinerated remains of its victims.

Combat
Since the chimer is immobile, its "attacks" consist of waiting for hapless travellers to stumble upon it. It will attempt to charm the travellers with its wind chimes ability first. It may converse for awhile with its victims, but eventually it will attack with its Burning Sunlight ability, spells or its sonic attack.

Burning Sunlight (Ex): Once per round, the chimer can focus the light of the sun into a burning hot beam of sunlight to attack its victims. If a ranged touch attack by the chimer is sucessful, the target takes 20d10 points of fire damage. A reflex save vs DC 15 (Dex based) is allowed for half damage. The chimer can attack up to three different targets per round with this ability.

Sonic Attack (Su): Once per round, the chimer can focus its natural resonance into a high-pitch, shrill sound that causes 4d6 sonic damage to all creatures within 30ft of the chimer. A fortitude save vs DC 24 (Cha based) is allowed to halve damage.

Wind Chimes (Su): Any creature coming within 30 ft of a chimer must make a will save vs DC 24 (Cha based), or be charmed (as per the spell) by the soft chiming and resonance coming from the chimer. The chimer will attempt to draw any charmed victims into it.

Damage Reduction (Su): A chimer has damage reduction of 20/bludgeoning.

Spells: A chimer can cast arcane spells as a sorceror with level equal to 1/3 its HD. A chimer favors spells such as lightning bolt and the charm family of spells.

Chimer Society
A chimer is composed of thousands of polyps, and all of the individual polyps form its shared intelligence. Despite all of the individual polyps, it is treated as a single creature.
As the chimer grows, it will occasionally have sections break off and move to a new location. These crystalweeds are still young and not nearly as dangerous as the full grown parent.
Traianus Decius Aureus

08-25-05, 10:21 PM
Crystalweed
HWR2 19
Medium Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: -3 (-3 Dex)
Speed: 15 ft. (3 squares)
Armor Class: 16 (-3 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Slam +4 melee (1d4 +3)
Full Attack: Slam +4 melee (1d4 +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning light, Flashes of Light
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60ft.
Saves: Fort +1, Ref -3, Will +3
Abilities: Str 17, Dex 5, Con 13, Int 13, Wis 11, Cha 15
Skills: Bluff +4, Concentration +3, Diplomacy +4, Knowledge (arcana) +3, Listen +4, Sense Motive +1, Spot +4, Survival +2
Feats: Alertness
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Crystalweeds are the young, motile form of the chimer. At certain times of the year, a chimer will grow tumbleweed-like clumps of crystal fiber. These detach and roll with the wind (although they can influence the direction they roll) until they find a suitable place to root and grow again.

Combat
Crystalweeds try to avoid combat, as they are trying to find a place to develope into a chimer. They may roll into a target to inflict mild damage, but are more likely to attack with their special abilites and try to flee.

Burning Light (Ex): Once per round, the crystalweed can focus the light of the sun into a burning hot beam of light to defend itself. It has a range of 30 ft. If a ranged touch attack by the crystalweed is sucessful, the target takes 2d10 points of fire damage. A reflex save vs DC 8 (Dex based) is allowed for half damage. The crystalweed can attack up to two different targets per round with this ability.

Flashes of Light (Su): A rolling crystalweed reflects light in bright bursts. Any creature within 30ft of the crystalweed must make a fortitude save vs DC 13 (Cha based) or be blinded for 1d4 rounds.

Damage Reduction (Su): A crystalweed has damge reduction of 5/bludgeoning.
Traianus Decius Aureus

08-26-05, 11:21 PM
Sand-star
HWR2 21
Huge Magical Beast
Hit Dice: 9d10+48 (97 hp)
Initiative: -2 (-2 Dex)
Speed: 80 ft. (16 squares) (can't run)
Armor Class: 16 (-2 size, -2 Dex, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Tentacle +15 melee (1d4 +8)
Full Attack: 6 Tentacles +15 melee (1d4 +8) and bite +13 melee (2d8 +4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60ft., low-light vision, tremorsense 60ft
Saves: Fort +11, Ref +4, Will +6
Abilities: Str 27, Dex 7, Con 21, Int 4, Wis 13, Cha 11
Skills: Hide +2*, Listen +5, Spot +5, Survival +4
Feats: Alertness, Iron Will, Multiattack, Toughness
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 8
Treasure: Standard (found in stomach)
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -

The sand-star has an immense, sac-like body, covered in leathery skin studded with thick spikes to anchor it into the ground. Six sinewy tentacles surrounded a four-sectioned beak that is set into folds of rubbery skin. Behind this hellish maw is a large sac of pure water.

The sand-star is a dangerous creature to those that travel across deserts. It has 6 8ft long tentacles attached to a 10ft body which is primarily a beaked mouth attached to a stomach. Largely a sedantary creature, a sand-star can move very quickly overland by using its tentacles to walk.
These carnivorous creatures are somewhat unique in the fact that they extract water from the bodies of their victims and store it in a large sac within their body. For those powerful enough to slay one, the sand-star can provide a large quantity of pure water, and its well-hydated flesh makes a fine meal.

Combat
The sand-star typical remains buried underneath the sand until a victim approachs. It attacks with its tentacles, attempting to grab opponents to feed to its mouth. Unless a victim steps into the squares occupied by the sand-star's body, the sand-star cannot bite an opponent not held by a tentacle. A sand-star’s tentacle may be severed if it takes 10 points of slashing damage. The tentacle is AC 18.

Improved Grab (Ex): If a sand-star hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sand-star may hold the victim and inflict damage automatically each round. After the hold is established with the tentacle, the sand-star may attempt to bite the creature in any following round.
If a sand-star hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sand-star may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): A sand-star can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+8 points of bludgeoning damage and 1d8 points of damage from dessication per round from the sand-star’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A sand-star's gizzard can hold 2 medium creatures, 8 small creatures, 32 tiny creatures and 128 diminutive or smaller creatures.
Tremorsense (Ex): A sand-star has tremorsense to a range of 60ft.

Skills: A sand-star has a +8 racial bonus to all hide checks. *When buried in sand, the sand-star receives an additional +10 to all hide checks.
Traianus Decius Aureus

08-27-05, 10:08 PM
Dream-Hunter
HWR2 22
Large Magical Beast (Augmented Deinonychus)
Hit Dice: 5d10+20 (47 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Talons +8 melee (2d6 +4)
Full Attack: Talons +8 melee (2d6 +4) and bite +3 melee (2d4 +2) and 2 claw +3 melee (1d3 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Pounce, Predatory illusion
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 19, Dex 17, Con 19, Int 14, Wis 12, Cha 10
Skills: Concentration +6, Gather Information +2, Hide +9, Jump +26, Knowledge (arcana) +6, Listen +11, Sense Motive +3, Spot +11, Survival +11
Feats: Run, Track
Environment: Warm deserts,forests
Organization: Gang (2-5) or Pack (5-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

A dream-hunter looks very similar to its ancestor, the deinonychus- bright green along its back and flanks, with a much lighter shade of the same color on its underside for those that dwell in forests; desert dwellers sport tan colors instead of greens. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.

Unlike its ancestor, the dream-hunter, when exposed to the wild magics of Nithia, became intelligent and more powerful. They are in essence a group mind, and are capable of intricate ambushes, set up by their detailed illusions. They will trail their prey for days, gathering information in order to create believable illusions to make the prey drop their guard, and perhaps weaken them in advance. Then they strike when the prey is least suspecting.

Combat
A dream-hunter uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
A dream-hunter has a relatively large brain for a dinosaur, and it has been given a high intelligence as well-its packs hunt with cunning tactics and are very dangerous to those that travel without caution. They always hunt in packs and are never, ever encountered solely.

Pounce (Ex): If a dream-hunter charges, it can make a full attack.

Predatory Illusion (Sp): A dream-hunter can create incredibly detailed and believeable illusions in the minds of its prey. The exact nature of the illusion is determined by the DM, but will always be of something that would cause the prey to be less cautious or not feel threatened, and always relates to the information the dream-hunters gather about the party. It may be used in combat (often to make the party believe the dream-hunters have fled).
All creatures within a 60ft radius must make a Will save vs DC 18 (Int based, includes a +4 racial bonus) or believe the created illusion, to the point that no-one can convince them otherwise. Each hour the victim is allowed another save to dispel the illusion. The illusion lasts for a maximum of 24 hrs. This ability has a range of 120ft and can be used 3/day.

Scent (Ex): This special quality allows a dream-hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A dream-hunter has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
tjedge1

08-27-05, 11:26 PM
Wow, the Dream-Hunter is pretty wicked. Is that one that you made up yourself? If so awesome job, if not, awesome conversion.
Traianus Decius Aureus

08-28-05, 05:24 PM
I wish this was an original creation, but it was originally found in the Kingdom of Nithia Reference for Hollow World. There's nothing like an uber-intelligent, illusion wielding, pack-hunting raptor to make a party have a really bad day.
Traianus Decius Aureus

08-28-05, 10:59 PM
Refractor, Worker
HWR2 20
Diminutive Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +5 (+5 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 20 (+4 size, +5 Dex, +1 natural), touch 19, flat-footed 15
Base Attack/Grapple: +1/-14
Attack: Bite +2 melee (1d4 -3)
Full Attack: Bite +2 melee (1d4 -3)
Space/Reach: 1 ft. /0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +1, Ref +9, Will +2
Abilities: Str 5, Dex 20, Con 13, Int 3, Wis 10, Cha 10
Skills: Balance +6, Listen +1, Spot +1, Survival +1
Feats: Endurance
Environment: Warm deserts
Organization: Solitary, Pair, Crew (2-5), or Mob (20-40)
Challenge Rating: ½
Treasure: None
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: -

The small six inch tall creature before you looks like an overgrown ant.

The insectile refractors are represented in three main castes: warriors, workers, and nobles. The worker caste forms the rank and file of the refractor society. These creatures perform the labor and day-to-day mainteneance of the colony. Using adhesive saliva, they form the cement and bricks that they use to build complex, intricate buildings and cities. They also operate the smelting devices used to create tbe glass that makes up the majority of refractor constructions. There are specialized workers whose sole task is to move eatth, lift heavy objects, and perform other feats of civil engineering.

Combat
Worker refractors do not generally fight, but they will bite if threatened.

Advancement
Most worker refractors do not desire to be anything more than they are because they are in the worker caste and no matter what they do, they will remain in that caste. Occassionally, though, there are some that advance with character levels (usually the expert class which will enable them to better serve the colony). They rarely have the ability for a spellcasting class, even if the nobles would allow it.
Traianus Decius Aureus

08-29-05, 11:17 PM
Soldier
HWR2 20
Diminutive Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +5 (+5 Dex)
Speed: 80 ft. (16 squares)
Armor Class: 22 (+4 size, +5 Dex, +2 natural, +1 light steel or wood shield), touch 19, flat-footed 17
Base Attack/Grapple: +2/-12
Attack: Bite +4 melee (1d4 -2 and Poison)
Full Attack: Bite +4 melee (1d4 -2 and Poison) or lance +4 melee (1d4 -2) or sword +4 melee (1d4 -2)
Space/Reach: 1 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort +2, Ref +8, Will +3
Abilities: Str 6, Dex 20, Con 15, Int 8, Wis 10, Cha 10
Skills: Balance +4, Climb -3, Escape Artist +4, Hide +16, Intimidate +1, Jump -3, Listen +1, Move Silently +4, Ride +6, Sleight of Hand +4, Spot +1, Survival +1, Swim -4, Tumble +4
Feats: Endurance
Environment: Warm deserts
Organization: Solitary, Brace, Company (2-5), or Squad (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually lawful neutral
Advancement: by character class
Level Adjustment: -

This ant-like creature has an armored carapice, and it carries a shield, sword and lance. It rides a larger version of its race.

The insectile refractors are represented it three main castes: warriors, workers, and nobles. The warriors are closely related to the workers, but early in their developement they were singled out in order to receive training in the defence the colony. Soldiers are tenacious defenders, and are very brave. They do not fear those larger than them.

Combat
Soldier refractors have a poisonous bite, but will usually attack with swords or lances, riding into battle on specially trained soldier steeds (soldier refractors that have been developed to act as steeds). They attack in great numbers and will use a special siege weapon making use of the sun's light. These have a range increment of 20' (max 60'), cause 3d8 fire damage (19-20/x3 crit), and can be fired once per round by a crew of two.

Poison (Ex): A refractor soldier's poison bite inflicts 1d4 Con damage (both primary and secondary). A fortitude save vs DC 13 (Con based) is allowed to negate any damage.

Advancement
Soldier refractors often take levels in fighter or warrior. They rarely have the aptitude for a spellcasting class, even if the nobles of the colony would allow it.

Refractor Steed
HWR2 20
Tiny Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +4 (+4 Dex)
Speed: 80 ft. (16 squares)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple: +2/-7
Attack: Bite +3 melee (1d6 -1 and poison)
Full Attack: Bite +3 melee (1d6 -1 and poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort +2, Ref +7, Will +3
Abilities: Str 8, Dex 18, Con 15, Int 5, Wis 10, Cha 10
Skills: Intimidate +1, Listen +2, Spot +2
Feats: Endurance
Environment: Warm deserts
Organization: Solitary, Brace, Company (2-5), or Squad (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually lawful neutral
Advancement: 3-4 HD (Tiny)
Level Adjustment: -

Refractor steeds are specialized versions of a soldier refractor. They act as mounts for other soldiers, and as a result are about 1' long.

Combat
Refractor steeds will always be encountered with soldier refractors. They have a very powerful bite attack.

Poison (Ex): A refractor steed's poison bite inflicts 1d4 Con damage (both primary and secondary). A fortitude save vs DC 13 (Con based) is allowed to negate any damage.

Carrying Capacity: A refractor steed can carry up to 19 lbs as a light load, 20 to 40lbs as a medium load and 41 to 60lbs as a heavy load.
Traianus Decius Aureus

08-30-05, 11:59 PM
Refractor, Noble
HWR2 20
Diminutive Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 21 (+4 size, +5 Dex, +2 natural), touch 19, flat-footed 16
Base Attack/Grapple: +4/-11
Attack: Bite +5 melee (1d4 -3)
Full Attack: Bite +5 melee (1d4 -3) or by weapon
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., Spells
Saves: Fort +2, Ref +9, Will +7
Abilities: Str 5, Dex 20, Con 13, Int 16, Wis 16, Cha 10
Skills: Concentration +5, Diplomacy +3, Hide +17, Knowledge (arcana) +8, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Listen +5, Sense Motive +5, Spot +5, Survival +5
Feats: Endurance, Eschew Materials
Environment: Warm deserts
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually lawful neutral
Advancement: by character class
Level Adjustment: -

Controlling the colony in the name of the pharaoh, the noble caste is very important to the function of the colony. These insects are recognized by their enlarged thoracic shells. In addition, the cacapaces are etched and marked in patterns amazingly similar to the jewelry of the Nithian nobles. Noble refractors control the daily running of the colony. Specialized nobles enchant millions of tiny crystals that make the giant solar lenses that light their cities as well as the smaller lenses that power the refractor's miniature siege engines. In addition, other nobles apparently know spells such as create water.

Since the Pharoah of the colony must be a female, the vast majority of nobles are female as well. The few male nobles are often the consorts of the Pharoah or the military leaders of the colony.

Combat
Refractor nobles usually attack with spells (a noble can cast either arcane or divine spells, but not both) or ranged attacks. They are proficent with simple weapons, and also may bite. They usually have a small guard of soldiers nearby, and will flee if seriously threatened. The exception to this is if the colony is directly threatened, in which case they will fight to the bitter end. A common tactic is to use Reduce Person on their enemies, to bring them down to a more manageable size.

Spells (Sp): Refractor nobles can cast spells as either a 4th level cleric or 4th level wizard (but they receive no other benefits of those classes). These levels stack with any cleric or wizard character levels the noble possesses for the purpose of determining caster level and number of spells cast per day.

Advancement
Noble refractors often take levels in cleric or wizard, as this is complements their natural abilities. More importantly, the greater there abilities, the greater chance they have at ascending to Pharoah of the colony. Refractor nobles who take cleric levels may choose two of the following domains: Community, Fire, Knowledge, Law, Magic, and Protection.
Traianus Decius Aureus

08-31-05, 11:01 PM
Refractor, Pharoah
HWR2 20
Diminutive Monstrous Humanoid
Hit Dice: (4d8+8) + (5d4+10) (48 hp)
Initiative: -5 (-5 Dex)
Speed: 0 ft. (doesn’t move)
Armor Class: 11 (+4 size, -5 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +6/-8
Attack: Bite +8 melee (1d4 -2)
Full Attack: Bite +8 melee (1d4 -2) or by weapon +8/+3
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., Spells
Saves: Fort +3, Ref +0, Will +11
Abilities: Str 7, Dex 0, Con 15, Int 18, Wis 18, Cha 14
Skills: Concentration +12, Decipher Script +10, Diplomacy +8, Hide +17, Knowledge (arcana) +15, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Listen +6, Sense Motive +9, Spellcraft +10, Spot +6, Survival +6
Feats: Empower Spell, Endurance, Eschew Materials, Scribe Scroll, Spell Focus, Spell Penetration
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 6
Treasure: Triple Standard
Alignment: Usually lawful neutral
Advancement: by character class
Level Adjustment: -

The Pharoah is a comparatively immense creature, surrounded by warriors and young, her abdomen distended with thousands of young waiting to be born.

Lording over all in refractor society is the Pharaoh. Like the queen in an ant’s colony, she is the colony. Her entire life is spent in childbirth, but it is also spent dealing with the affairs of her nation. The Pharaoh is also the most powedul magic-weilder in the colony, whether arcane or divine. Unlike ants, however, refractor Pharaohs and colonies are able to form alliances and work together. In recent days, the refractors have begun to patrol the surface, making passage near the ruins the house their colonies a very dangerous proposition.

The Pharoah of the colony must be a female drawn from the ranks of the nobles. Once invested as Pharoah, her body goes through a huge change in order to give birth to the thousands of young needed to keep the colony healthy.

Combat
The Pharoah usually does not attack enemies unless her life and that the colony is directly threatened. If in dire straits, she will attack with spells or ranged attacks. Her guards will block any attempt to attack her in melee, and will fight to the death to protect her. In addition, the colony as a whole will attack anyone that threatens the Pharoah, not stopping until they are dead. The Pharaoh is proficent with simple weapons, and also may bite- but if the Pharoah is reduced to biting or melee attacks, it usually means the colony has already met its end.

Spells (Sp): The Pharoah can cast spells as a 9th level wizard (4 levels from its HD, 5 from class levels). She can cast 4/4/4/3/2/1 arcane spells as a wizard per day. The Pharoah must choose and prepare her spells ahead of time.

DM Notes
This particular Pharoah has wizard levels, but it is also possible for the Pharoah to have cleric levels. Refractor Pharoahs that possess cleric levels may choose two of the following domains: Community, Fire, Knowledge, Law, Magic, and Protection. More powerful Refractor Pharoahs (ie. higher character levels) have been known in history as well.
Traianus Decius Aureus

09-01-05, 11:11 PM
Annelid, Great (Juvenile)
HWA1 62
Gargantuan Magical Beast
Hit Dice: 16d10+128 (216 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft. (4 squares), burrow 20 ft. (4 squares)
Armor Class: 15 (-4 size, -1 Dex, +10 natural), touch 5, flat-footed 15
Base Attack/Grapple: +16/+43
Attack: Bite +28 melee (2d8 +15)
Full Attack: Bite +28 melee (2d8 +15)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60ft., fire immunity, low-light vision, tremorsense
Saves: Fort +18, Ref +9, Will +4
Abilities: Str 41, Dex 8, Con 27, Int 2, Wis 8, Cha 8
Skills: Hide -13, Intimidate +3, Listen +3, Search 0, Spot +2, Survival +3
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Power Attack, Weapon Focus (Bite)
Environment: Any underground
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan)
Level Adjustment: -

This grayish brown worm is the largest worm you have ever seen. It devours everything in its path, including rock.

In millennia past, the great annelids, or “burrowers”, once ate colossal tunnels through the deep crust of the Known World, far deeper than surface dwellers ever go. They eventually imperiled the Hollow World, as chronicled in the History section of the HOLLOW WORLD Campaign Set. Immortal guardians put the annelids to sleep, and they remained dormant for millennia. Much later, their empty tunnels became the homes of the Shadow Elves and Schattenalfen.

The statistics here describe an almost newborn annelid, about the size of a purple worm (6 feet in diameter and 100 feet long, weighing about 50,000 pounds). They grow bigger than this. Much, much bigger.

Combat
Great annelids eat, and only eat. If attacked, they will bite and attempt to swallow anything in its path.

Improved Grab (Ex): To use this ability, a juvenile great annelid must hit with its bite 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): A juvenile great annelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the annelid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantuan great annelid’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Fire Immunity (Ex): Juvenile great annelids are immune to all fire and heat, both natural and magical.

Tremorsense (Ex): A juvenile great annelid is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.
Traianus Decius Aureus

09-02-05, 11:47 PM
Gridbug, Giant
HWA1 62
Large Magical Beast (Extraplanar)
Hit Dice: 3d10+6 (22 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d8 +2 plus paralysis)
Full Attack: Bite +4 melee (1d8 +2 plus paralysis)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6
Skills: Climb +4, Hide -2, Listen +6, Spot +6
Feats: Alertness, Improved Initiative
Environment: Any land, Smoking Mirror Pocket Dimension
Organization: Solitary, or Cluster (2-5)
Challenge Rating: 3
Treasure: Obsidian Crystals
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: -

This insectile creature resembles a wingles dragonfly, with a long body, compound eyes, and many legs. It is about 8ft long. Despite not having wings, it does have the ability fly.
Feeding on nightblooms - and, when they reach full growth, on discorporates- gridbugs manufacture obsidian crystals. Swarms of gridbugs pile the crystals into the large grid-like nests that give the bug its name.

Combat
Gridbugs normally mind their own business and will not attack unless threatened. They attack with their bite and will bypass paralyzed oppponents in order to disable others.

Paralysis (Ex): Any creature bitten by the giant gridbug must make a fortitude save vs DC 13 (Con. based) or by paralyzed for 20 to 80 minutes (2d4 x10 minutes).

Scent (Ex): This special quality allows a giant gridbug to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Gridbug Swarm
HWA1 62
Diminutive Magical Beast (Extraplanar, Swarm)
Hit Dice: 2d10 (9 hp)
Initiative: +4 (+4 Dex)
Speed: fly 20 ft. (average)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +2/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, paralysis
Special Qualities: Darkvision 60ft., low-light vision, Swarm Traits
Saves: Fort +2, Ref +7, Will +0
Abilities: Str 1, Dex 19, Con 8, Int 1, Wis 10, Cha 6
Skills: Listen +4, Spot +5
Feats: Alertness
Environment: Any land, Smoking Mirror Pocket Dimension
Organization: Solitary, Cluster (2-5), or Nest (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A gridbug swarm is comprised of 5,000 young gridbugs occupying a 10ftx10ftx10ft cube. They are diminuative versions of the giant version presented earlier. Eventually the individuals of the swarm grow into the giant form.

Combat
These bugs swarm over anything in their path.

Paralysis (Ex): Any creature damaged by a gridbug swarm must make a fortitude save vs DC 10 (Con based) or be paralyzed for 10-40 minutes.

Swarm Subtype: A grid bug swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Gridbug swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A gridbug swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Traianus Decius Aureus

09-03-05, 10:12 PM
Gruquotec
HWR1 16
Medium Humanoid (Goblinoid)
Hit Dice: 3d8+3 (16 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft. (4 squares) in hide armor; base speed 30 ft.
Armor Class: 14 (-1 Dex, +2 natural, +3 hide armor), touch 9, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Club +4 melee (1d4 +2) or by weapon
Full Attack: Club +4 melee (1d4 +2) or by weapon
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 15, Dex 9, Con 13, Int 8, Wis 9, Cha 8
Skills: Balance -4, Climb -1, Escape Artist -4, Hide +0, Intimidate +5, Jump -1, Listen +7, Move Silently +0, Sleight of Hand -4, Spot +7, Swim -4, Tumble -4
Feats: Alertness, Power Attack
Environment: Warm forests, hills
Organization: Solitary, Gang (2-5 plus 1 2nd level sergeant), Squad (5-20 plus 2 2nd-level sergeants and 1 lieutenent of 2nd–5th level), or Band (20-40 plus 150% noncombatants plus 4 2nd-level sergeants, 2 2nd-5th level lieutenents and 1 leader of 5th-10th level)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral evil
Advancement: by Character Class
Level Adjustment: +1

These humanoids are a degenerate offshoot of the Beastman race, corrupted by untold generations of inbreeding and the entropic emanations from the burrowers. Gruquotecs are found only in the Azcan Empire, in the southeastern hills. Their name itself is an Azcanized corruption of "Gruuk," which the "pure" Beastmen call themselves.
The Gruquotecs have their own language, and speak none other. They seem a gibberish mixed Beastman, Neathar, Azcan and Antalian- almost, but not quite, completely indecipherable to someone who knows those languages.
The Gruquotecs are smallish, males and females averaging about five feet in height, and stocky. Like Beastmen, their features vary widely-some are dog-faced, others tusked. Most are quite hairy. All have a bold, black tattoo highlighted with earthy red: a draconian head, the symbol of their unholy Earth-Beast.
For clothing gruquotecs have augmented their ancestral furs with color feathers and plummage in imitation of the Azcans. Females and the great warriors often sport the most ornate feathers. They supplement these trapping with gold jewelry in an Azcan style (often looted from their Azcan victims).

Combat
Gruquotecs are fierce warriors and they fight primarily with clubs studded with rocks and obsidian or stone axes. Unlike other cultures in the Hollow World, they are not subject to the Spell of Preservation and may use any simple or martial weapons they find or loot. They may also wear any light or medium armor and shields they find. Many upper-level warriors weild arms and armor captured from the Azcans and Schattenalfen

Low-Light Vision (Ex): A gruquotec can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

Skills: Gruquotecs receive a +4 racial bonus to Hide, Intimidate, Listen, Move Silently, Spot checks.

Society
Gruquotec life revolves around two things- hunting for food, and hunting for sacrificial victims to honor the Earth-Beast. They are organized in a rough tribal structure. They live in cave warrens and maintain bloody altars in various locations in honor of the Earth-Beast. Gruquotecs avoid all sentient life, unless searching for sacrificial victims. They are fiercely territorial, and will attempt to kill or capture any trespassers. Women and children generally do not stray far from the warrens and will not attack, unless the warren itself has been violated.

Advancement
Gruquotecs often take levels in barbarian, fighter or warrior. Spellcasting classes are very rare among the gruquotecs, but those that cast spells hold much power. Spellcasters are mostly likely to be clerics or druids. Clerics may choose two of the following domains: Animal, Strength, and War.
Traianus Decius Aureus

09-05-05, 11:21 PM
Discorporate
HWA1 63
Medium Outsider (Incorporal)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1 (+1 Dex)
Speed: 80 ft. (16 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (0 plus Obsidian Touch)
Full Attack: Slam +1 melee (0 plus Obsidian Touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Obsidian Touch, Stolen Amid the Smoke
Special Qualities: Outsider traits, energy immunity, spell immunity
Saves: Fort +6, Ref +3, Will +2
Abilities: Str -, Dex 13, Con 19, Int 10, Wis 10, Cha 11
Skills: Concentration +9, Hide +6, Listen +7, Search +7, Spot +7, Survival +5
Feats: Alertness
Environment: Any land or Smoking Mirror Pocket Dimension
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Varies
Advancement: -
Level Adjustment: -

This creature appears vaguely like a living human being, but entirely composed of an inky smoke.

These weightless, intangible entities, the mental energies of the victims of the Azcan Ceremony of the Flying Viper Spirit, now inhabit the Smoking Mirror. They resemble wraiths, but they are not undead, have no energy-draining powers, and cannot be turned.
Individual discorporates retain their living personalities, their alignments, and their Intelligence, Wisdom and Charisma scores, and vaguely, their appearance; but otherwise they are forever transformed by the Azcan ceremony. The discoprates behave much like they did in their living bodies-but a pervasive enchantment in their home dimension drives them to participate in the corruption process. They enlarge the gates into the Prime Material plane and corrupt sunlight, all in an insane race to gain status among their kind.

Combat
Discorporates will first attempt to use their Stolen Amid the Smoke ability to steal their opponents weapons and armor. They will attempt to transport stolen items to their Smoking Mirror Pocket Dimension. They will then attack with their slam attack to inflict ability damage through their Obsidian Touch.

Obsidian Touch (Su): Any creature hit by the discorporate's slam takes 2 points of ability damage to strength and dexterity from the materialized obsidian formed on the victim's body. The ability damage maybe negated if the victim spends a full round cutting off the odsidian chunk (and taking 1d6 hp damage in the process). Otherwise, the obsidian chunks will fall off and disappear 1d6 rounds after combat ends.

Stolen Amid the Smoke (Ex): As a full-round action, a discorporate may dematerialize up to 200 lbs of non-living objects and carry the now invisible and weightless objects wherever it wishes. The owner of carried item may make a will save vs DC 10 (Cha based) to avoid losing the item. The discorporate may materialize the object(s) as a free round action. Carried items may be detected through truesight, detect invisible or other similar spells. Carried items will automatically materialize if the discorporate is killed.

Energy Immunity (Ex): A discorporate is immune to cold, fire, or electricity.

Spell Immunity (Ex): A discorporate is immune to all sleep and hold spells.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.
Hugin

09-06-05, 01:12 AM
Thought I'd pop my head in here and give you some encouragement to keep up the great work! :ayyyy!:
Traianus Decius Aureus

09-06-05, 02:27 PM
Thought I'd pop my head in here and give you some encouragement to keep up the great work! :ayyyy!:

Thanks! It is much appreciated :) I hope people find these useful, or at the very least interesting.

There are only a few conversions left from the Blood Brethren Trilogy. After those are complete I'll tackle the monsters from CM8- The Endless Stair, followed by the MMC.
Traianus Decius Aureus

09-06-05, 11:45 PM
Mature
HWA2 61
Medium Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d6)
Full Attack: Bite +5 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., flight, low-light vision, serpent-mint consumption
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 11, Dex 17, Con 10, Int 10, Wis 15, Cha 16
Skills: Hide +5, Listen +9, Move Silently +5, Spot +9
Feats: Weapon Finesse
Environment: Any land (Rarely), Floating Continent of Ashmorain
Organization: Solitary, Company (2-5), or Nest (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: by character class
Level Adjustment: -

Mature feathered serpents are identical to their juvenile brethren, with two exceptions: they are as intelligent as humans and are always lawful good. At some point in their early lives, a juvenile feathered serpent will migrate to a hidden nesting area on the Floating Continent of Ashmorain. There the serpent will withdraw into a cocoon for a period of time, during which it will awaken its innate sentience and gains inborn knowledge.
Upon emerging from the cocoon, the mature feathered serpent will usually remain on the continent to watch over the cocoons, newly hatched mature feathered serpents and the Queen. There is a distinct civilization on Ashmorain, although most humans would not recognize it as such. From time to time, more powerful mature feathered serpents will leave the continent, and even the Hollow World, often at the behest of the Queen.
All mature feathered serpents speak Neathar, Azcan, and Nithian, and usually one to two more regional languages.

Combat
Mature feathered serpent will attack with its bite. They will instinctively fight to protect the cocoons and the Queen.

Flight (Ex): A mature feathered serpent can cease or resume flight as a free action.

Serpent-mint Consumption (Su): A mature feathered serpent gains 1-10 temporary hitpoints, +1 natural AC, and +1 to all attack rolls, damage rolls, saving throws and skill checks after consuming a sprig of serpent-mint. These bonuses last for 1d4 hours.

Skills: Feathered serpents have a +4 racial bonus to all Spot and Listen checks.

Queen
HWA2 61
Huge Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 0 ft. (0 squares)
Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +12/+28
Attack: Bite +18 melee (2d6 +8)
Full Attack: Bite +18 melee (2d6 +8)
Space/Reach: 15 ft. /15 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision, serpent-mint consumption
Saves: Fort +14, Ref +9, Will +9
Abilities: Str 27, Dex 13, Con 18, Int 17, Wis 17, Cha 19
Skills: Bluff +6, Concentration +14, Diplomacy +16, Gather Information +9, Hide -7, Intimidate +6, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Listen +12, Sense Motive +15, Spot +12, Survival +8
Feats: Great Fortitude, Improved Initiative, Iron Will, Negotiator, Persuasive
Environment: Floating Continent of Ashmorain
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always lawful good
Advancement: by character class
Level Adjustment: -

This is both the most beautiful, and largest, feathered serpent in existance. The Queen Mother of the feathered serpents is large, about 30 feet from her brilliantly crested head to the tip of her lavishly feathered tad. Along her spine run slender, pointed quills that shine in prismatic colors from exposure to light. Her eyes are filmed over with a milky coating, and her wing feathers are frayed, indicating great age: yet her scales shine bright green like a mossy pond. The Queen Mother gave birth to all feathered serpents, and she is surrounded by 100-200 eggs at all times.
The Queen Mother speaks Neathar, Azcan, Nithian, Draconic, and Auran. It is very likely she speaks several other languages as well. It is suspected that she may have cleric or wizard levels, but only she knows for certain.

Combat
The Queen Mother does not fight normally. She is defended by 20-50 mature feathered serpents in her cave complex.

Serpent-Mint Consumption (Su): The Queen gains 1-10 temporary hitpoints, +1 natural AC, and +1 to all attack rolls, damage rolls, saving throws and skill checks after consuming a sprig of serpent-mint. These bonuses last for 1d4 hours.

Skills: The Queen Mother has a +4 racial bonus to all Spot and Listen checks.
tjedge1

09-07-05, 06:12 PM
Thanks! It is much appreciated :) I hope people find these useful, or at the very least interesting.

There are only a few conversions left from the Blood Brethren Trilogy. After those are complete I'll tackle the monsters from CM8- The Endless Stair, followed by the MMC.
I find all of these interesting and when I do my monster conversions for my personal Rules System, I'm going to take all of your conversions that I have not found anywhere else and add them to my lists. So please keep up the good work.
Traianus Decius Aureus

09-08-05, 11:41 PM
Ganetra Golem
HWA3 64
Huge Construct
Hit Dice: 24d10+40 (172 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 27 (-2 size, +1 Dex, +18 natural), touch 9, flat-footed 26
Base Attack/Grapple: +18/+37
Attack: Slam +27 melee (2d6 +11)
Full Attack: 2 Slams +27 melee (2d6 +11) and trunk +22 melee (0)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict, improved grab, thundering trumpet
Special Qualities: Construct traits, darkvision 60ft., electrical reflection, low-light vision, slowing defense
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 33, Dex 13, Con -, Int -, Wis 13, Cha 10
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Huge); 49-72 HD (Gargantuan)
Level Adjustment: -

A giant jade statue stands before you. It has a human body and an elephant's head. You become alarmed as it begins to lurch towards you.

A ganetra golem has a powerful, human-like body, and an elephant's head. It is made from solid jade and is 16ft tall and weighs 2,000lbs.

Combat
A ganetra golem attacks with its two fists and by grabbing and squeezing with its trunk. It is fearful of magic and will attack apparent spellcasters immediately (often throwing grabbed opponents at the spellcaster).

Constrict (Ex): A ganetra golem can crush an opponent, dealing 3d6 bludgeoning damage, after making a successful grapple check with its trunk.

Improved Grab (Ex): If a ganetra golem hits with its trunk attack, it attempts to start a grapple as a free action without provoking an attack of opportunity.
A ganetra golem may throw any opponent grappled with its trunk (range increment of 40ft). This does 4d6 damage to the thrown character, and 2d6 to the target, if hit.

Thundering Trumpet (Su): Once every three rounds, a ganetra golem can unleash a Thundering Trumpet. The attack inflicts 2d6 sonic damage and deafens for 1d6 rounds all within a 100' cone. A DC 22 fortitude save is allowed for half damage and avoiding the deafness. This is a sonic attack. A ganetra golem cannot use this attack if it is grappling an opponent with its trunk.

Electrical Reflection (Ex): Ganetra golems reflect all lightning bolt spells back at their casters. They take half damage from all other electrical attacks.

Slowing Defense (Su): Any character that hits in melee or touches a ganetra golem must make a fortitude save vs DC 22 (Con Based) or be slowed for 1d6+1 rounds.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
The body of a ganetra golem is sculpted from 2,500 pounds of jade, annoited with rare tinctures and admixtures costing at least 20,000 gp and then brilliantly polished. Assembling the body requires a DC 20 Craft (Stonecutting) or Craft (sculpture) check.
CL 18th; Craft Construct, bull’s strength, geas/quest, fist of stone, limited wish, polymorph any object, caster must be at least 18th level; Price 140,000 gp; Cost 70,000 gp + 3,100 XP.
Traianus Decius Aureus

09-09-05, 10:16 PM
Prying Eyes
CM8
Diminutive Outsider (Extraplanar)
Hit Dice: 1/2d8 (2 hp)
Initiative: +7 (+7 Dex)
Speed: fly 20 ft. (perfect)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: 0/-17
Attack: "Bite" +11 touch (1d6 negative energy + paralysis)
Full Attack: "Bite" +11 touch (1d6 negative energy + paralysis)
Space/Reach: 1 ft./0 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft., magic banishment, outsider traits, spell immunity
Saves: Fort +2, Ref +9, Will +5
Abilities: Str 1, Dex 25, Con 10, Int 18, Wis 17, Cha 10
Skills: Gather Information +10, Hide +19, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +13, Spellcraft +14, Spot +13
Feats: Weapon Finesse
Environment: Astral or Any Land
Organization: Solitary, or Swarm (5-20)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Diminutive); 2-3 HD (Tiny)
Level Adjustment: -

These odd creatures take the form of small, twinkling pairs of lights that float together (levitating) in midair appearing as disembodied, glowing eyes.

The origin of the prying eyes is uncertain, but it is thought they come from the Astral Plane, and are allowed entry by the casting of Gates and use of similar magics that create connections between planes, or find their own ways through existing wormholes. Attracted to magical activity of all sorts, they seem naturally inquisitive, so that they will follow living creatures, and cluster about the location of any magical effects (or, failing that, magical items or spellcasters). Prying eyes are silent and have no minds that can be contacted or affected.

Combat
Prying eyes never attack, unless they are attacked first-and will only counterattack each time they are menaced, not engaging in any ongoing combat unless they appear to do so while responding to repeated attacks. For example, if struck, they will strike back once - and then float peacefully nearby. If later struck again, they will strike back, and then resume peacefully watching.

Paralysis (Ex): Any creature "bitten" by a Prying Eyes must make a fortitude save vs DC 11 (Con Based) or be paralyzed for 1d4 rounds. In addition, any attacker that comes in contact with a prying eyes, whether directly or with a weapon, must also make the DC 11 fortitude save or be paralyzed.

Magic Banishment (Ex): Any magical attack (spell, magic weapon, spell-like effect) that hits or affects the prying eyes instantly banishes it back to the astral plane.

Spell Immunity (Ex): A prying eyes is immune to all mind-affecting spells, including illusions, or the effects of charm, sleep, hold, and similar “mind control” magics.
Traianus Decius Aureus

09-10-05, 09:51 PM
Guardian Hand
CM8
Diminuative Construct
Hit Dice: 15d10 (92 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: fly 20 ft. (perfect) (can't run)
Armor Class: 18 (+4 size, +4 Dex), touch 14, flat-footed 14
Base Attack/Grapple: +11/+12 (treat as medium creature)
Attack: Slam +19 melee (1d6 +1)
Full Attack: 2 Slams +19 melee (1d6 +1)
Space/Reach: 1 ft. / 0 ft.
Special Attacks: Corrosive constrict, improved grab, Finger Rays
Special Qualities: Construct traits, darkvision 60ft., energy immunity, flight, low-light vision, spell reflection, truesight
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 13, Dex 18, Con -, Int -, Wis 10, Cha 18
Skills: ---
Feats: Dodge, Improved Initiative, Iron Will, Mobility, Weapon Finesse, Weapon Focus (Ray)
Environment: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Varies
Advancement: -
Level Adjustment: -

This floating hand has an eye in the center of the palm. As you examine it closely, you realize it was once attached to a living creature.

This rare construct is of unusual power; it takes the form of a levitating, severed human hand (usually a left hand), long-fingered and of black, gleaming appearance. It has an eye set in the middle of its palm. A guardian hand has as many HD as its creator did at the time of creation, so an encountered Hand may be either considerably less or considerably more powerful than the one presented here.

Guardian hands are created for a specific purpose; as they require one of the creator’s own hands, they are rarely prepared until death approaches or death is expected, if their protection is lacking. Thus, they are usually found guarding tombs, treasures, refuges, spell books, and the like. (Note that they are magical constructs, not undead creatures, and cannot be turned, etc.).

A guardian hand is not intelligent, but can sense if a target is alive or not, and will continue to attack until the target ceases to live or passes out of its range of guardianship. The range and specific terms of a hand’s guardianship are set by its creator, and by all reports seem to vary widely.

Combat
A Guardian Hand will attack from a distance with its rays for as long as possible. If forced into melee, it will punch targets. It may grab an opponent to automatically cause damage and disrupt spellcasting. Individual fingers are AC 22, and require 12 hp of damage each to be severed. If severed, that fingers ray attack cannot be used. Note that this is a separate hp count from the overall hp of the construct; it may be slain by hp loss before its fingers are severed, and its fingers will not fight on independently). Additionally, the center eye can be targeted at AC 22. It is destroyed by dealing 3 hp of damage to it (also separate from the main body's hp). Doing this will eliminate the Guardian Hand's truesight (but not it's darkvision).

Corrosive Constrict (Ex): A Guardian Hand can inflict 1d8 acidic damage to the target after making a successful grapple check. If the grappled creature is wearing armor, half of the damage is done to the armor (ignoring hardness) and the other half is hp damage to the target.

Improved Grab (Ex): If a Guardian Hand hits with a slam, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity.

Finger Rays (Sp): The Guardian Hand may make four ray attacks per round as a full round action, one per finger. The have a range of 40ft. The ray attacks are as follows:
• Forefinger (Energy Drain): Target must roll percentile dice, and be governed by the result.
o 01-46%: A memorized spell is drained; if none then re-roll. (Spells drained are lost from memory; The hand will always drain the most powerful spell; if two or more of the same level are memorized, determine randomly which is lost).
o 47-69%: A carried magical item, if any, is drained (2-8 charges from a chargeable magical item; minor items drained entirely (01-60%), or nullified in all respects for 10-200 minutes (61-00%); artifacts nullified for 10-20 minutes.
o 70-90%: Loss of 1d12 hp.
o 91-00%: Loss of 1d4 hp, and faint (treat as instant Sleep) for 1-4 rounds.
• Long finger (Fiery Beam): Beam of fire, dealing 4d6 damage, and igniting (DC 21 reflex save (Cha based) to avoid) flammable items.
• Ring finger (Paralysis): This is instant and almost total, permitting breathing but not speech. The first round of paralysis is automatic; thereafter, each round, the victim must a fortitude save vs. DC 23 (Cha based with +2 bonus), paralysis being broken whenever such a save is made. Thereafter the victim is immune to further paralysis from that hand for 1d12 further rounds).
• Baby finger (Gust of Wind): As per spell, caster level is equal to Guardian Hands HD and save DC is 21 (Cha base).


Energy Immunity (Ex): A Guardian Hand has 100% immunity to fire and cold.

Flight (Su): A Guardian Hand can cease or resume flight as a free action. This becomes ineffective in an antimagic field, and the creature loses its ability to fly (although it may still levitate) for as long as the antimagic effect persists. A dispel magic spell will cause the Guardian Hand to lose this ability for 1-2 rounds.

Spell Reflection (Ex): Any spell the Guardian Hand saves against is automatically reflected back at the caster for full effect. If this is not possible due to the nature of the spell or magical protections, it is reflected at the nearest target within 40ft of the caster. If that is not possible, then the spell is merely negated.

Truesight (Ex): The palm eye of the Guardian Hand has constant truesight, as per the spell. If the eye is destroyed (AC 22, 3 hp), the guardian hand loses this ability (but not its darkvision).

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

09-11-05, 10:28 PM
Skullwraith
CM8
Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +5 (+5 Dex)
Speed: fly 20 ft. (perfect) (can't run)
Armor Class: 18 (+2 size, +5 Dex, +1 natural), touch 17, flat-footed 13
Base Attack/Grapple: 0 /-11
Attack: Touch +7 touch (1d4 fire)
Full Attack: Touch +7 touch (1d4 fire)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison Breath, retributive strike
Special Qualities: Construct traits, darkvision 60ft., flight, low-light vision, spell reflection
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 5, Dex 21, Con -, Int -, Wis 10, Cha 18
Skills: ---
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Varies
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

This constuct appears to be a floating skull with flaming eyes.

A skullwraith takes the form of a human skull, which “flies” about (20’round) by means of levitation, and has eyes like glowing flames. Although the name implies it is undead, and it bears a physical similarity to a demilich, the skullwraith is not undead. It can speak up to seven set phrases (of up to 77 words each), with which it was endowed during its creation; these cannot be spells, and cannot be subsequently changed. Once set, each phrase is linked to a specific set of conditions, which if fullfilled will cause the Skullwraith to speak the phrase. (It does not then forget the phrase, but can repeat it tirelessly each time the conditions are fulfilled.)

Combat
Whenever a Skullwraith touches a creature, a tiny gout of flame will spurt from its eyes and burst upon the creature, causing 1-4 points of fire damage.
Otherwise, the Skullwraith has no purely physical attack, but it can snatch scrolls, keys, garments, and the like in its jaws, and has something of the intelligence and senses of its creator. In this case, the Skullwraith can recognize spellcasting and the approach of potential attackers, attempts to net or grab it and the like, can "see" as though it were a living man, and will avoid direct physical contact by soaring up to the ceiling and remaining there when first menaced. It can dodge and swerve in rapid, intricate aerial acrobatics.
The Skullwraith will not attack or molest intruders (unless attacked first), but will merely accompany them, floating above their heads. It will not leave the boundaries of its programmed territory; it will view any attempts to take it out as attacks.

Poison Breath(Ex): A skullwraith may breathe a cloud of poison gas in a 20ft cone 5/day. All victims within the cloud must make a fortitude save vs DC 15 (Cha based). Those that fail the save take 1d6 hp in damage and fall into a convulsive sleep for 2-7 rounds (as per sleep spell, except the creature cannot be awakened).
Even if the save is made, the victim is nauseated for 2-7 rounds.

Retributive Strike (Sp): When the skullwraith is destroyed, a 20d6 lightning bolt is cast upon the enemy that struck the deathblow.

Flight (Ex): A skullwraith can cease or resume flight as a free action.

Spell Reflection (Ex): A skullwraith automatically reflects one spell per round back at the spell's caster for full effect.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

09-12-05, 10:14 PM
Eater-of-Magic
CM8
Large Aberration (Extraplanar, Incorporeal)
Hit Dice: 7d8+52 (83 hp)
Initiative: -4 (-4 Dex)
Speed: fly 10 ft. (perfect)
Armor Class: 11 (-1 size, -4 Dex, +6 Deflection), touch 11, flat-footed 11
Base Attack/Grapple: +5/+9
Attack: Touch +4 touch (Magic Drain, Spell Drain)
Full Attack: 1 Touch +4 touch (Magic Drain, Spell Drain)
Space/Reach: 10 ft. /5 ft. (can move into occupied squares)
Special Attacks: Magic Drain, Spell Drain
Special Qualities: Darkvision 60ft., Magic Absorption, Magic Infusion, Partial Cold Immunity
Saves: Fort +9, Ref -2, Will +8
Abilities: Str -, Dex 3, Con 25, Int 19, Wis 17, Cha 22
Skills: Concentration +17, Gather Information +16, Hide -8, Knowledge (arcana) +14, Listen +13, Spellcraft +14, Spot +13
Feats: Die Hard, Endurance, Toughness
Environment: Any Land, Dimension of Nightmares (?)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

This strange, fearsome creature appears as a swirling, levitating cloud of lime green-hued smoke, opaque and faintly luminescent.

The radiance of an Eater-of-magic pulses regularly, brighter and dimmer, brighter and dimmer; it will flow to fit around obstacles, and is able to seep through cracks of half an inch or less (for example, around most doors), but when unobstructed assumes a spherical form ten feet across. Eaters-of-magic are thankfully extremely rare, and are thought to come from the dimension of nightmares or a similar dimension alien and hostile to humans.
Eaters-of-magic are silent, menacing creatures without visible eyes, limbs, or other body features; they always move towards the greatest concentration of magic, seeking to envelop it.
When an eater is slain, it will lose its radiance, the "smoke" of its body will dissipate into thin air.

Combat
Eaters-of-Magic instinctively hunt for magic and will seek out the strongest concentrations of it. It will envelope as many targets as it can to make use of its magic and spell drain. Any target it can't envelope, it will attempt to touch.
An eater-of magic can only be damaged by physical attacks (by magic weapons that haven't yet been negated) and by non-magical elemental damage. They have no fear, will never flee or surrender, and will relentlessly pursue magic to feed off of.

Magic Drain (Ex): Each round a character is touched or enveloped by an Eater-of-Magic, the character's magic items are drained of a portion of their power. If the character is only touched, only one item is affected (randomly chosen). If enveloped, all of the character's items are affected. The exact effect is as follows:
• Any item with charges will lose 1d4 charges per drain.
• Non-chargable magic items, such as a weapon or armor, will have its magic negated for 1d4 rounds per contact.
• An artifact is only negated for 1 round per contact.
• Potions and scrolls have no effect until 1d4 rounds have passed since the last contact with the Eater-of-Magic.

If enveloped, this magic drain occurs at the beginning of each round the victims are in contact with the Eater-of-Magic. There is no limit to the number of magic-items an Eater-of-Magic can drain per round.

Spell Drain (Ex): Any spellcaster that is touched or enveloped by an Eater-of-Magic has the highest level memorized/available spell drained immediately. The spellcaster must also make a will save vs DC19 (Cha based) or become feebleminded, as per the spell.
If enveloped, this spell drain occurs at the beginning of each round the victim is in contact with the Eater-of-Magic. There is no limit to the number of spells an Eater-of-Magic can drain per round.

Magic Absorption (Ex): Any spell, spell-like effect, or magical attack on an Eater-of-Magic is automatically and harmlessly absorbed by the Eater-of-Magic. Any damage that would have been inflicted by the attack (or hp equal to 1/2 caster level + spell level, whichever is greater) is converted to temporary hitpoints for the Eater-of-Magic. These temporary hp last for 24 hours (on until used).

Magic Infusion (Ex): Upon death, the Eater-of-Magic infuses any items within it with magical power. The effects are as follows:
• Chargable items receive an addtional 2d4 charges.
• Scroll spells are treated as if they have been maximized.
• Other one-shot items (potions, arrows) may be used twice.
• Permanent items (weapons and armor) receive double bonuses for 1d6x10 minutes.
• Artifacts are not affected.

Partial Cold Immunity(Ex): An Eater-of-Magic has 50% immunity to cold.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.
Traianus Decius Aureus

09-13-05, 09:56 PM
Kartoeba ("Thing in the Pit")
B10 55
Large Aberration
Hit Dice: 10d8+40 (85 hp)
Initiative: -2 (-2 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 13 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +7/+16
Attack: Tentacle +12 melee (1d4 +5)
Full Attack: 4 Tentacles +12 melee (1d4 +5)
Space/Reach: 10 ft./5 ft. (Tentacles can reach 40 ft.)
Special Attacks: Acidic maw, frightful presence, improved grab
Special Qualities: Darkvision 60ft.
Saves: Fort +7, Ref +1, Will +6
Abilities: Str 20, Dex 7, Con 18, Int 1, Wis 8, Cha 16
Skills: Climb +15, Hide -2, Listen +1, Move Silently +10, Search +5, Spot +1, Survival +1, Swim +6
Feats: Cleave, Power Attack, Stealthy, Weapon Focus (Tentacle)
Environment: Any underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

The kartoeba has a nightmarish form - a large green mound of ooze with four 40ft long tentacles and a hideous gaping glutinous maw. The kartoeba can move silently and climb vertical surfaces, leaving only occasional smears of slime to mark its passing. The creature only moves outdoors at night, retreating by day to the dar kness of its underground lair.

Combat
The kartoeba will lash with its tentacles, attempting to grab enemies and drag them to its maw.

Acidic Maw (Ex): Any target held by a kartoeba's tentacle is dragged to its maw at the rate of 10ft/round. Once at the maw, the target is coated with an acidic slime that causes 2d6 acidic damage to the target per round. In addition this acid can quickly destroy organic and metallic objects. A character's armor, shield, and any carried items take 1d6 damage from the acid per round (ignore hardness). The slime may be scraped off as a full round action if the character escapes the hold of the tentacle.

Frightful Presence (Ex): The kartoeba can unsettle foes with its mere presence. The ability takes effect automatically whenever the kartoeba is spotted. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the kartoeba. A potentially affected creature that succeeds on a Will save (DC 18 Cha based) remains immune to that kartoeba’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.

Improved Grab (Ex): If the kartoeba hits a medium or smaller target with a tentacle, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the the kartoeba drags the held victim to its maw at the rate of 10ft/round. If the tentacle takes 8 hp of damage (AC 18), it will drop any target grabbed.

Skills: The kartoeba gains a +8 racial bonus to any climb, move silently and search checks.
havard

09-14-05, 10:10 AM
I think I'm gonna print out all of these and make them into my own little Mystara Monsterous Compendium....

Keep it up!

Håvard
tjedge1

09-14-05, 07:04 PM
Funny you say that, I've been working on that myself. Of course, I have to convert them to my own personal game design, since I've now invented my own system.
Traianus Decius Aureus

09-14-05, 10:25 PM
Flame Wolf
M3 9
Huge Magical Beast (Extraplanar, Fire)
Hit Dice: 22d10+154 (275 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 25 (-2 size, +2 Dex, +15 natural), touch 10, flat-footed 23
Base Attack/Grapple: +22/+39
Attack: Bite +30 melee (3d6 +9)
Full Attack: Bite +30 melee (3d6 +9)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., intense heat, low-light vision, scent
Saves: Fort +20, Ref +15, Will +9
Abilities: Str 29, Dex 15, Con 25, Int 3, Wis 14, Cha 14
Skills: Heal +6, Hide +7, Jump +12, Listen +7, Move Silently +15, Spot +7, Survival +6*
Feats: Cleave, Improved Bull Rush, Improved Critical (bite), Power Attack, Run, Self-Sufficient, Track, Weapon Focus(Bite)
Environment: The Red Realm
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan)
Level Adjustment: -

This 16ft long wolf appears to be glowing red and wreathed in flame.

The flame wolf is a gigantic wolf, usually between 16 and 20 ft long, with fur of curling flames. They are very cunning, if not overly intelligent, and are very dangerous hunters.
They are native to an isolated plane known as the Red Realm, where they are used as watchdogs by the lords of the realm. It is fortunate that their love of heat and flame draws them to planes in which those traits dominate; should they ever find a way to the Prime, the damage they could inflict would be immense.

Combat
Flame wolves will track their prey in order to find the best time and location to ambush them. They favor leaping into the ambush, breathing fire to damage as many creatures as possible. It will use hit and run tactics as a preferred method of combat.

Breath Weapon (Su): A flame wolf's breath weapon attack usually deals 6d10 fire damage in a 40' cone. Targets are allowed a Reflex save for half damage (DC 28 Con based). Flame wolves may use their breath weapon 3/day.
Intense Heat (Ex): Any character that sucessfully strikes a flame wolf takes 1d10 fire damage from the intense heat radiated from the creature.

Scent (Ex): This special quality allows a flame wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Fire Subtype: A flame wolf is immune to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A flame wolf has a +8 racial bonus on Hide, and Move Silently checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.
tjedge1

09-15-05, 06:15 PM
The flame wolf has to be one of the coolest monsters I've ever read. I know as soon as I use this one in an adventure, my players are going to want one for themselves.
Traianus Decius Aureus

09-15-05, 11:06 PM
Malusite
M3 8
Large Plant (Extraplanar)
Hit Dice: 21d8+87 (181 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +15/+24
Attack: Apple +15 ranged (1d4 + Explosive Fruit)
Full Attack: 2 Apples +15 ranged (1d4 + Explosive Fruit) or 2 slams +19 melee (1d6 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Explosive fruit
Special Qualities: Low-light vision, plant traits
Saves: Fort +16, Ref +7, Will +11
Abilities: Str 20, Dex 10, Con 18, Int 12, Wis 14, Cha 14
Skills: Concentration +12, Hide +4*, Intimidate +10, Knowledge (nature) +9, Listen +12, Move Silently +8, Search +9, Spot +12, Survival +10
Feats: Alertness, Cleave, Endurance, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (Apple)
Environment: The Green Realm
Organization: Solitary, Stand (2-5), or Grove (5-20)
Challenge Rating: 16
Treasure: Double Standard
Alignment: Usually neutral
Advancement: 22-42 HD (Large); 43-63 HD (Huge)
Level Adjustment: +5

You are staring at what you think is an apple tree, when it begins to slowly move...

Malusites are magical plant beings in the form of apple trees. Usually standing between 10ft and 16ft tall with a 1ft to 1 1/2ft thick trunk, they sometimes are confused with treants. Malusites have good relations with most of the fey and sylvan races, but they tend to isolate themselves deep in forests. Malusites jealously guard their treasures and will angerily deal with beings that damage their forestsor attempt to steal from them.
Malusites speak Treant, plus Common and Sylvan. Most also can manage a smattering of just about all other local humanoid tongues.
Malusites are native to an isolated plane known as the Green Realm, where they often are in the company of treants. It is believed that at some point, some escaped that realm for the Prime Plane.

Combat
Malusites will always avoid melee by throwing as many apples at their enemies as possible. Malusites will often wait until enemies are bunched together to make their presence known (and their apples much deadlier). If forced to melee, they have two slams to defend themselves.

Explosive Fruit (Ex): When a target is hit by an apple thrown by a malusite, the apple explodes causing 3d10 fire damage to the target and 1d10 fire damage to all adjacent characters (no saving throw). The apples only explode if they hit their targets, and they only explode when thrown by a malusite- for any other creature, it is a normal apple.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: *A malusite recieves a +16 bonus to Hide checks when located in any forested areas.
Traianus Decius Aureus

09-16-05, 11:43 PM
Kirekan
M3 10
Colossal Construct (Extraplanar)
Hit Dice: 66d10+83 (446 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares) (can't run)
Armor Class: 13 (-8 size, -1 Dex, +12 natural), touch 1, flat-footed 13
Base Attack/Grapple: +49/+81
Attack: Melee weapon +58 melee (by weapon +16) - per opponent
Full Attack: 2 Melee weapon +58/+53/+48 melee (by weapon +16) and 2 range weapon +40/+35/+30 ranged (by weapon +16) and 2 reach weapon +56/+51/+46 melee (by weapon +16) - per opponent
Space/Reach: 30 ft. / 5 ft.
Special Attacks: Powerful charge, Trample, An Army of One
Special Qualities: All-around sight, construct traits, darkvision 60ft., low-light vision
Saves: Fort +24, Ref +23, Will +20
Abilities: Str 42, Dex 8, Con -, Int -, Wis 3, Cha 17
Skills: Hide -17, Listen -2*, Spot -2*
Feats: Alertness, Cleave, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (1 range weapon, 1 reach melee weapon, 1 melee weapon), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Multiweapon Fighting, Power Attack, Toughness, Weapon Focus (1 range weapon, 1 reach melee weapon, 1 melee weapon), Weapon Specialization (1 range weapon, 1 reach melee weapon, 1 melee weapon),
Environment: The Red Realm
Organization: Solitary
Challenge Rating: 26
Treasure: None
Alignment: Always chaotic neutral
Advancement: 67-198 HD (Colossal)
Level Adjustment: -

A mountain of flesh, moving on countless legs, waving an uncountable number and mix of weapons, thunders straight towards you.

The Kirekan is a mindless biological war machine. It is a lesson in knowing when it is best not to fight. The Kirekan constantly moves when waging war, for it is most effective when charging through massed ranks of foes. It can bring multiple attacks to bear on any foe that stands too close as it passes. However, it cannot change direction quickly and must make long, wide turns.
It is roughly circular in shape, approximately 30 ft in diameter and about 15 ft high. The Kirekan weighs close to 20,000 lbs. It has weapon bearing arms three levels high- the lowest arms carry melee weapons, the middle level carries reach weapons, and the highest level has ranged weapons.

The Red Realm is home to at least one of these monstrosities, but any world filled with the chaos and din of battle may produce one.

Combat
The Kirekan is so well armed it may attack each opponent with 2 melee weapons, 2 melee reach weapons and 2 ranged weapons each round (It carries roughly 150 total weapons). It is proficient with all simple and martial weapons, and it has weapon focus, weapon specialization, and improved critical with 1 melee weapon, 1 reach melee weapon and 1 range weapon.

Powerful Charge (Ex): When a Kirekan charges, it inflicts triple damage, instead of the normal double damage.

Trample (Ex): A Kirekan can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled take 5d8+24 damage but may make a Reflex save (DC 59 half). The save DC is Strength-based.

All-Around Sight (Ex): A Kirekan is considered to be facing (and defending itself against) every opponent it is engaged in combat with. As such it cannot be flanked or backstabbed.

An Army of One (Ex): When making a standard attack, each opponent may be attacked once. When making a full attack, the Kirekan may attack each opponent with 2 melee weapons, 2 melee reach weapons and 2 ranged weapons. Typically, it may target up to 24 targets per round.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Skills: *A Kirekan has a +12 racial bonus to all spot and listen checks to detect armed creatures.
Hugin

09-16-05, 11:52 PM
Flame Wolf, Malusite, and Kirekan, eh? Sounds like creatures that haven't made it into the OD&D Creature Index yet. (I don't have M3).
Traianus Decius Aureus

09-17-05, 12:41 AM
Yep- They were all in encounter blocks within the module, but not listed as "New Monsters." I actually just happened to stumble upon them while glancing through it because it was probably my favorite mod for a long time and I hadn't picked it up in awhile (I was thinking I would tackle the carnifex, but decided to put that one off). Although they seemed to be confined to their particular realms, I decided they were to cool to pass up on converting.
Traianus Decius Aureus

09-17-05, 09:52 PM
Lochnar
X13 62
Gargantuan Animal
Hit Dice: 14d8+140 (203 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: swim 40 ft. (8 squares)
Armor Class: 15 (-4 size, +2 Dex, +7 natural), touch 8, flat-footed 13
Base Attack/Grapple: +10/+37
Attack: Slam +21 melee (3d6 +15)
Full Attack: Slam +21 melee (3d6 +15) and bite +16 melee (2d8 +7)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Double damage against objects
Special Qualities: Bright light aversion, hold breath, low-light vision
Saves: Fort +19, Ref +11, Will +2
Abilities: Str 41, Dex 14, Con 31, Int 2, Wis 6, Cha 8
Skills: Hide -8*, Listen +4, Move Silently +4, Spot +4, Survival +2, Swim +28
Feats: Alertness, Endurance, Improved Initiative, Run, Stealthy
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Gargantuan); 29-42 HD (Colossal)
Level Adjustment: -

The lochnar is a fresh water creature of uncertain prehistoric origin. Over 50 feet in length and weighing up to four tons, this mammoth herbivore is normally quite docile, shunning other creatures, especially man.
The animal lives in remote lakes, usually in wilderness settings. However, it is territorial in its small-brained way and will attack other large creatures on its lake. Boats are frequent targets for the lochnar-the beast mistakes these objects for other beasts.

Combat
The lochnar attacks by ramming with its huge body. Other than a moderately dangerous bite, the long neck and long tail are not suited for inflicting damage. Instead, the beast prefers to bash the target with the forward section of its sternum.

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

Bright Light Aversion (Ex): Lochnars are afraid of bright light. The following spells or effects will cause the giant to flee to the depths of its lake: dancing lights, light, continual light, wall of fire, fireball, and lightning bolt (the last two cast at the creature).

Hold Breath (Ex): A Lochnar can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical tylosaurus, this equals 310 rounds, or a little over 51 minutes.

Skills: A lochnar gains a +8 racial bonus to any swim check. It may always 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. *A lochnar has a +12 racial bonus on Hide checks in water.
Traianus Decius Aureus

09-18-05, 10:02 PM
Archer Bush
B3 26, DMR2 11, MMC
Small Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft. (3 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-5
Attack: Thornspray +4 ranged (1d4)
Full Attack: Thornspray +4 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Infection
Special Qualities: Low-light vision, plant traits, tremorsense
Saves: Fort +4, Ref +2, Will -4
Abilities: Str 7, Dex 15, Con 13, Int -, Wis 2, Cha 1
Skills: ---
Feats: ---
Environment: Temperate plains and forests
Organization: Solitary, Pair, Colony (5-20), or Field (60+)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Archer bushes have sickly green and brown leaves, stunted trunks, and thorny brown branches. They resemble common wild bramble bushes. Archer bushes are commonly found in woodlands, scrub areas, and occasionally in mountains.
The archer bush can uproot itself and move toward stricken prey. The trunk of an archer bush appears to be buried within a 3 ft high pile of leaves and twigs. This debris actually conceals a huge mouth filled with hard thorns that are used to devour disabled prey. The mouth is never used in combat.
Archer bushes sense targets by ground vibrations; thus, they can fire at invisible or othervise camouflaged victims. Only creatures that approach in flight are spared an attack. For this reason, druids occasionally grow archer bushes and train them to guard holy sites.

Combat
Archer bushes are carnivorous. They attack by shooting a spray of small thorns at a victim, inflicting 1d4 hit points of damage per spray. The range of the spray is 20 feet. Each bush can fire up to three such sprays per day.
Clumps of archer bushes commonly fire in concert, as if cooperating in a primitive way, but this cooperation is based on instinct alone. Encountering a single archer bush is rarely a great threat, but large groups of archer bushes, however, can be deadly.

Infection (Ex): Any creature that is not wearing armor or has a natural AC bonus of +2 or less must make a fortitude save vs DC 15 (Con based, +3 racial bonus) or have the thorn damage become infected. Infected creatures suffer a -2 circumstance penalty to all attack rolls and skill checks due to swelling and itching. In addition, any character attempting to cast a spell while infected must succeed on a DC 15 Concentration check or the spell fails. The effects of multiple infections are cumulative.
The infection can be cured by a cure disease spell or similar ability. Any damage from an archer bush that becomes infected does not heal naturally- healing magic must be used to restore those hitpoints.

Tremorsense (Ex): An archer bush is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

09-19-05, 09:59 PM
Baric
B3 26
Small Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d4)
Full Attack: 2 Claws +4 melee (1d4) and bite +2 melee (1d6)
Space/Reach: 5 ft. /0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 11, Dex 13, Con 15, Int 2, Wis 12, Cha 12
Skills: Climb +1, Hide +6, Jump +1, Listen +4, Move Silently +2, Spot +4, Survival +3
Feats: Alertness, Multiattack, Track (B)
Environment: Any land
Organization: Solitary, Pair, Gang (2-5), or Pack (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: -

This rat-like creature has 6 legs, black fur, and eyes that glow white just before it attacks. Instead of a normal rat-like face, the baric has a duck-like bill. The bill is filled with many rows of small, needle sharp teeth. This tough scavenger has been known to defeat a small pack of wild dogs by itself, and is considered an excellent hunter.
Barics do not form family units, but they can be seen in packs running wild in woods not frequented by humans or human-kind. The strongest baric is the leader of the pack, and their social system resembles that of wild wolves.
Barics are sometimes used for hunting or for pursuing escaped prisoners or slaves. However, due to their unpredictable nature, training and handling a baric is very dangerous. Many have turned on their trainers and killed them before they could be saved.
Barics are approximately 3 feet long and weigh about 40 to 50 pounds. Some males have been known to reach a length of 7 feet and weigh nearly 150 pounds. Females usually give birth to between 2 and 5 pups two or three times a year. Twenty percent of these do not live to adulthood as the males tend to eat them when the females are not around to protect the young.

Combat
Barics primarily attack with their claws, followed by a nasty bite. While they are tough scrappers, they will flee if overmatched. They are adept trackers, and may track the party for some time before deciding to attack.

Scent (Ex): This special quality allows a baric to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Hugin

09-19-05, 10:42 PM
...allows a flame baric to detect...
:confused: error, or do you know something I don't? :)

It's good to see some of these more common and lowly creatures too. Keep up the excellent work!
Traianus Decius Aureus

09-20-05, 08:52 AM
:confused: error, or do you know something I don't? :)

It's good to see some of these more common and lowly creatures too. Keep up the excellent work!

Ooops! The only time a baric and flame should go together is when one is being roasted for a wholesome campfire meal (uggghhhh). It has been corrected!
Traianus Decius Aureus

09-20-05, 11:08 PM
Bubble
B3 26
Medium Ooze
Hit Dice: 1/2d10+2 (4 hp)
Initiative: -5 (-5 Dex)
Speed: swim 20 ft. (4 squares)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: 0/0
Attack: Touch +0 touch (1d4+ Paralysis)
Full Attack: Touch +0 touch (1d4 + Paralysis)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Engulf foe, paralysis
Special Qualities: Dessication vulnerability, ooze traits, two from one
Saves: Fort +4, Ref -5, Will -5
Abilities: Str 10, Dex 1, Con 19, Int -, Wis 1, Cha 1
Skills: Hide +7, Listen -3, Spot -3
Feats: Alertness
Environment: Any aquatic
Organization: Solitary, Team (2-5), or Swarm (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Medium); 3-4 HD (Large)
Level Adjustment: -

Bubbles are giant air pockets that have been given life and intelligence by countless unsuccessful magical potion experiments that were discarded into the water where they were formed. After years of this thoughtless dumping, the potions mixed together to create these bubble monsters.
Bubbles are usually encountered near wizard towers and enclaves, due to the circumstances of their creation; however occassionally they may be found in other aquatic environments (having worked their way into the natural water systems).

Combat
Bubbles will often surprise their targets, attempting to quickly paralyze, engulf and drag their foes under water.

Engulf Foe (Ex): A bubble may engulf any foe its size or smaller that is paralyzed and located in or next to the bubble's water. This is a standard action. The engulfed foe automatically takes 1d4 damage each round it is engulfed. Once engulfed, the victim is pulled into the water by the bubble and the victim will drown in 2-5 rounds. The victim is released if the bubble is killed before the victim drowns, otherwise the bubble will release the victim's body when the victim has died.

Paralysis (Ex): Any creature hit by the bubble's touch attack must make a fortitude save vs DC 13 (Con based) or be paralyzed for 5-20 rounds.

Dessication Vulnerability (Ex): If a bubble is hit with any attack or spell that causes dessication (such as Horrid Wilting), it is immediately and permanently destroyed.

Two from One (Ex): If a bubble is killed, it will reform into two new bubbles (with the same HD) in 6 hours. The only permanent way to kill a bubble is through dessication damage or by draining the water it inhabits onto an open flat area and then drying or absorbing it into something such as cloth, earth, etc.

Skills: A bubble has a +12 racial bonus to all hide checks.

Ooze Traits: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits or flanking; Oozes eat and breathe, but do not sleep.
Traianus Decius Aureus

09-21-05, 10:49 PM
Diger
B3 27
Large Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), fly 30 ft. (clumsy), swim 40 ft. (8 squares)
Armor Class: 11 (-1 size, +1 Dex, +1 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/+5
Attack: None
Full Attack: None
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic secretions, paralysis
Special Qualities: Darkvision 60ft., morphing form
Saves: Fort +2, Ref +1, Will +5
Abilities: Str 10, Dex 13, Con 15, Int 15, Wis 14, Cha 13
Skills: Disguise +5, Hide +7, Listen +4, Move Silently +3, Search +4, Spot +4, Survival +4, Swim +4
Feats: Stealthy
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

This unique creature can only be found in remote abandoned ruins where it seeks stone areas in order to disguise itself as a marble pool. It is capable of flying short distances by expanding its rubbery body with natural helium. It expels the helium in short puffs from one of four openings on its body. These openings aid the diger in movement. The diger is only able to fly for 80 minutes before it must land and rest for 4 hours. When swimming the diger simply expels the helium as with flying, but glides farther and need only rest after swimming for 3 hours. Its favorite mode of travel is to enter a large river or stream, glide out to a strong current and float along the surface. When moving in this fashion, the diger need not rest except to sleep.

Combat
The diger has no method of attack except to paralyze whatever may happen to come in contact with the paralyzing liquid it secretes as part of its camouflage. The acidic secretions look like water.

Acidic Secretions (Ex): Any paralyzed foe that falls into a pool of the diger's secretions takes 1d6 acid damage each round. The victim and all carried items are digested by the diger in 8 hours (completely destroyed).

Paralysis (Ex): Any creature that comes in contact with a diger's secretions must make a fortitude save vs DC 15 (Con based, +2 racial bonus) or be paralyzed for 1d6x10 minutes. If the secretions are imbibed, there is no save. A paralyzed character must succeed in a DC 20 Balance check each round it is paralyzed or fall into the diger's acidic secretions.

Morphing Form (Ex): The diger possesses the ability to morph its body into a variety of shapes to mimic inanimate objects (often marble pools). It may make Disguise checks to sucessfully mimic these objects to gain surprise.
When morphed into a pool-like shape, it acts as a vessel to contain its acidic secretions. It can hold one large creature, 4 medium creatures, 16 small creatures and 64 tiny or smaller creatures.

Skills: A diger has a +8 racial bonus to all Disguise and Hide skill checks.
Culture20

09-22-05, 12:22 AM
Diger: Natural Helium? Does it naturally fuse hydrogen into helium (without the nasty release of energy), or did you mean hydrogen?
Traianus Decius Aureus

09-22-05, 10:13 AM
Diger: Natural Helium? Does it naturally fuse hydrogen into helium (without the nasty release of energy), or did you mean hydrogen?
I can't claim any hand in the original design of this creature, as was a monster found in B3 Palace of the Silver Princess. Helium is indeed the gas indicated in the original description (and between the diger and the bubble, I have given up on trying to find a logic to the monsters of this module). I think they intended the diger to be a really big and mean helium balloon. :D
Traianus Decius Aureus

09-23-05, 09:55 PM
Giant Marble Snake
B3 27
Large Animal
Hit Dice: 3d8 (13 hp)
Initiative: +4 (+4 Dex)
Speed: 50 ft. (10 squares), burrow 5 ft. (1 square), climb 20 ft. (4 squares)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Bite +5 melee (1d6)
Full Attack: Bite +5 melee (1d6)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Whistling charm
Special Qualities: Low-light vision
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 11, Dex 19, Con 11, Int 2, Wis 12, Cha 8
Skills: Balance +13, Climb +13, Hide +5, Listen +8, Move Silently +5, Spot +8
Feats: Alertness, Weapon Finesse
Environment: Temperate,Warm lands
Organization: Solitary, or Family (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

This giant milk-white snake has gold facial hair around his head much like a lion’s mane. Two very long fangs are set in a large mouth. Its eyes are multi-faceted, and in bright light, colors seem to swirl in tiny pools of each facet. Its skin is transparent in some places, allowing thin blood veins to show through.

The name Marble Snake comes from the snake's appearance- the blood vessels showing through the transparent patches of skin.
This reptile prefers high, sunny altitudes, and will search for weeks for a place to make its nest. Often it will elect to live in a ruined fortress or similar structures, burrowing through loose stones and dirt to make a tunnel. When not in its nest or having lain it eggs (giant marble snakes lay 1-10 eggs) it will seek higher ground or ledges so that it can observe without being observed.
If two or more snakes are found together, they are probably a family unit. This family unit is often only temporary, as the female snake will search for a place to lay her eggs in solitude. The female will often leave the eggs after they hatch, though when some females find a suitable place to make their lair and they may decide to stay, but this is rare.

Combat
Giant marble snakes are lazy creatures, preferring to have their dinner come to them instead of hunting for themselves. They have a special whistling sound that can charm an intended victim. The whistling sounds will draw the victim to a snake, which will kill it after toying with it for awhile. The snake’s bite is not poisonous.

Whistling Charm (Su): A giant marble snake can make a whistling sound that acts as a charm. Any creature within 150' of the giant marble snake that can hear the whistle must make a Will save vs DC 14 (Cha based, +4 racial bonus) or be charmed (as the spell) and be drawn to the giant marble snake's location. The effect is dispelled the instant the creature is attacked by the snake.

Skills: Giant marble snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A marble snake can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Traianus Decius Aureus

09-24-05, 09:15 PM
Jupiter Blood Sucker
B3 28
Large Plant
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares, leaves only)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+11
Attack: Leaves +6 melee (1d6 +5)
Full Attack: Leaves +6 melee (1d6 +5)
Space/Reach: 10 ft. /5 ft. (15ft for leaves)
Special Attacks: Blood drain, improved grab, smothering
Special Qualities: Low-light vision, plant traits
Saves: Fort +6, Ref +2, Will -3
Abilities: Str 21, Dex 13, Con 16, Int -, Wis 9, Cha 8
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, Cluster (2-5), or Colony (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

The leaves of this plant are dark green with red veins, the stems are transparent, and the blood drained from a feeding can be seen flowing down the stem.

This horrible plant is sometimes referred to as a vampire plant. It has small hollow thorns on the underside of its giant leaves that it uses to drain unwary victims of their blood. The blood-sensing leaves will move towards their prey silently and stealthily, sometimes to the point of uprooting the plant.
The Jupiter blood sucker fears fire, and will move away from it if possible. The only way to permanently destroy this horrid plant is to burn it completely to the ground and then pull or dig up the roots and burn them also.

Combat
The Jupiter blood sucker prefers to place one leaf over a victim’s face smothering it to death while consuming its blood. Other leaves encircle the victim to hold it in place.

Blood Drain (Ex): A Jupiter blood sucker can suck blood from a living victim grabbed by its leaves. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Jupiter blood sucker gains 5 temporary hit points.

Improved Grab (Ex): If the Jupiter blood sucker hits a medium or smaller target with its leaves, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round, the Jupiter blood sucker may smother and blood drain its victim.

Smothering (Ex): Any victim held by the jupiter blood sucker's leaves may be smothered. Each round the victim is pinned by the Jupiter blood sucker, it must make a fortitude save vs DC16 (Str based) or suffer 2d6 non-lethal damage.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

09-25-05, 09:28 PM
Monkey, Giant Marmoset
B3 28
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares), climb 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Claw +5 melee (1d6)
Full Attack: 2 Claws +5 melee (1d6) and bite +0 melee (1d8) and tail +0 melee (1d4) or thrown stones +3 ranged (1d3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 11, Dex 17, Con 14, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +15, Hide +4, Listen +2, Spot +2
Feats: Multiattack, Weapon Finesse
Environment: Warm forests
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

Giant marmoset monkeys travel in large family groups; the males outnumber the females and every female will have at least 1 young with her. If a young marmoset monkey can be caught and trained, it will make an excellent guard. Some monkeys grow large enough for a halfling to comfortably ride, and some halflings living in jungles have been seen riding them into battle.

Combat
These ferocious monkeys roam the jungles freely and unopposed, for they are fierce and cunning fighters. Though their natural weapons cause a great deal of damage, they often prefer to throw large stones from the side of a cliff down onto their prey. If fighting on the ground, they will also use their furry tail spike in battle, but if in the trees, they will hang from their tails and use their bite and claws instead.

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Carrying Capacity: A giant marmoset monkey can carry 57lbs as a light load, 58 to 116lbs as a medium load and 117 to 171lbs as a heavy load.
Traianus Decius Aureus

09-26-05, 10:27 PM
Protector
B3 28
Medium Humanoid (Extraplanar)
Hit Dice: 7d8+7 (38 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 70 ft. (14 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d4 +2)
Full Attack: Slam +7 melee (1d4 +2) or by weapon +7 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Telepathy
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 14, Dex 17, Con 12, Int 19, Wis 17, Cha 17
Skills: Balance +6, Concentration +7, Diplomacy +6, Gather Information +9, Heal +9, Hide +6, Listen +11, Move Silently +6, Search +10, Sense Motive +9, Spot +11, Survival +6, Tumble +6
Feats: Alertness, Dodge, Improved Initiative
Environment: Any land
Organization: Solitary, Company (2-5), or Squad (5-20)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Advancement: by character class
Level Adjustment: +4

These translucent green beings are a gentle folk, protecting all lawful creatures that may enter the place they are guarding. They wear long flowing robes that appear to move in the breeze even though there may be no air movements at all. Most Protectors are bald men, though some may appear as women with long flowing hair. Their bodies are slender, giving them the appearance of being much taller than they are, and they float 6 to 10 inches above the ground (this movement is statistically like walking). They do not speak aloud, as their race is capable of telepathy, and they know instantly the alignment of the being or creature entering their protected area.
As superior beings, they overlook the mistakes of other lawfuls and help lawfuls gain a better understanding of how to live properly. To them this means protecting lawful things and eliminating the chaotic things to make a better world.

Combat
Protectors will attack anything or anyone who is not lawful (except for normal animals). They will never attack a lawful creature even if it is attacking them. The Protectors know that lawful beings would not attack them if they understood the Protectors’ purpose.
Although they rarely employ them, Protectors are proficient with simple weapons.

Telepathy (Su): A protector can communicate telepathically with any other creature within 100 feet that has a language. A protector may address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Protectors as Characters
Protectors have any class as a favored class (like humans). Protector clerics may choose two of the following domains: Knowledge, Law, and Protection.
Traianus Decius Aureus

09-27-05, 10:10 PM
Purple Moss
B3 28

(CR 3): This plant is a distance cousin of yellow mold. It emits a heavy sweet smell that causes any character adjacent to it or walking through it to make a Fortitude save vs DC 12 or fall unconscious. Once the victim has fallen unconscious, the moss will quickly cover the body, beginning with the face so that it will suffocate its victim (please see the DMG for rules on suffocation). A Medium–size body is covered in 4 rounds. If the victim is smaller than Medium–size, subtract 1 round per size category difference. Larger victims add 2 rounds to the time needed to cover per size category difference. Once the victim is dead, it will devour all soft material on the body (organs, skin, clothes, etc.) in less than 1 hour. Wood, cloth and other organic matter take 1 hp damage per round, ignoring any hardness.

Purple moss cannot be harmed or destroyed except by normal and/or magical fire, or by any spell or poison that affects plant life.. A 5’x5’ patch of purple moss is destroyed after it takes 8 hp of fire damage. Magical fire deals damage as per the spell or item that produced the fire.Torches deal 1d4 points of damage at the first touch. Normal fire has a 25% chance of igniting the moss. Once alight, the purple moss will take 2 hp of damage per round until it is all gone.
Valentinus

09-28-05, 06:41 PM
Wow, Traianus, your work is impressive.

My mystara campaign totally crashed, because of a serious fight between me and my friends... it kinda got out of hand and we almost stopped talking altogether. My motivation to return and manage this post was really low.
Anyway, i'll try and update the index as soon as I can.
Hugin

09-28-05, 07:06 PM
Wow, Traianus, your work is impressive.
True!!! So, So, True! :)

My mystara campaign totally crashed, because of a serious fight between me and my friends... it kinda got out of hand and we almost stopped talking altogether. My motivation to return and manage this post was really low.
Anyway, i'll try and update the index as soon as I can.
Sorry to hear about the fight, but it's good to see back. (Did you see that we surpassed Ravenloft? Yep, gone by them. Done did more posts. Yep. Beat the Mists. Turned those undead we did. Yep... :cool: ;) )
Traianus Decius Aureus

09-28-05, 11:13 PM
Glad to see you back Valentinus! Sorry to hear about your group though-hopefully in time things will get back to normal.

Now onto the conversion...

Ubue
B3 29
Large Giant
Hit Dice: 3d8+6 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft. (4 squares) in hide armor; base speed 30 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +2/+12
Attack: by weapon +7 melee (by weapon +6)
Full Attack: 3 by weapon +7 melee (by weapon +6) or 3 slams +7 melee (1d6 +6)
Space/Reach: 10 ft. /10 ft.
Special Attacks: ---
Special Qualities: Argumentative Personality, Low-light vision, Superior Multi-weapon fighting
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 8, Cha 9
Skills: Concentration +3, Listen +6, Search +2, Spot +6
Feats: Alertness, Power Attack
Environment: Cold forests, hills, mountains
Organization: Solitary, Gang (2-5), Squad (5-20), or Troop (20-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: +4

The creature before you looks like a large human, except for the 3 heads of course.

Ubues have pale flesh, and in all features appear as a human. They wear animal skins, and use bones as hair decorations and jewelry. These beings vaguely resemble humans, but have three heads, three arms and three legs. One of the three heads will always be of a different sex from the other two and it will always be in the middle. The sex of the ubue is determined by how many heads it has of one sex. Two male heads indicates it will be male and vice versa. Due to this division of heads, there is a great deal of argument between the heads from time to time. Sometimes these arguments are untimely, as in the middle of a battle.

Combat
Ubues are not very bright, and prone to arguments at the worst possible times. They do not form cunning strategies, either. But they are capable warriors and can hold their own in a straight-up fight. They are proficient in simple and martial weapons, as well as light and medium armor (but they typically use primitive weaponry unless they take more advanced weapons and armor from dead foes).

Argumentative Personality (Ex): A character may attempt to provoke an argument between the ubue's heads by attempting a Bluff or Diplomacy check opposed by the Concentration check by the ubue. If in battle, an ubue must make a DC 5 Concentration check each round or stop fighting for 1d4 rounds to argue amongst its heads.

Superior Multi-weapon Fighting (Ex):An ubue fights with a weapon in each hand. Because each of its heads controls an arm, the ubue does not take a penalty on attack or damage rolls for attacking with three weapons.
Skills: An ubue’s three heads give it a +3 racial bonus on Listen, Spot, and Search checks.

Society
The social system of the ubues is simple. The strongest male ubue is the tribal chief. A male ubue can at any time challenge the chief for the right to be the new ruler. If the challenger loses, he is forced to leave the tribe for a period of 4 seasons. His family, if he has one, is often exiled with him. If the chief loses, he simply becomes one of the village elders and will always have voice in the council.
Female ubues generally give birth to only one child at a time. If more than one babe is born, the tribe’s shaman will kill one of the babies. If one of the babes is female and the other male, it will be the female that dies; otherwise the shaman cast sticks onto the floor searching for signs from the gods as to which child to slay.

Ubue Characters
An ubue’s favored class is barbarian. Ubue clerics may choose two of the following domains: Animal, Chaos, Nature, or Plant.
Traianus Decius Aureus

09-29-05, 10:39 PM
Giant Swamp Eel
CM9
Huge Animal (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: swim 40 ft. (8 squares)
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+18
Attack: Bite +9 melee (2d8 +6)
Full Attack: Bite +9 melee (2d8 +6)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, tremorsense
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 23, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Skills: Hide +4, Jump +8, Listen +4, Move Silently +12, Spot +5, Survival +3, Swim +15
Feats: Improved Initiative, Stealthy, Weapon Focus (Bite)
Environment: Any marshes
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
Level Adjustment: -

About 20 feet long, giant swamp eels are black on their upper side and grayish green on the lower. They live in the rivers and open water of freshwater swamp.
Although basically only vicious predators, they possess a certain amount of animal cunning. They are the same breed as the common swamp eels, but they have lived long enough to grow gigantic, and have gained wisdom in the process.
Although they have no treasure, a giant eel provides a lot of valuable meat, though connoisseurs of eel meat feel that the meat loses delicacy as the animal that bears it gets larger. When pickled or smoked for the luxury trade, a typical giant eel is worth 2,000 gp.

Combat
They prefer to lurk unseen in thick water weeds, then leap upon their prey; they have been known to tail a boat for hours until one of the boatmen looked careless. When attacking, they attempt to bite their prey. If successful, they thrash- a convulsive movement that drags the prey underwater, where it begins to drown as the eel swims away.

Improved Grab (Ex): If a giant swamp eel hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant swamp eel may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to drag the creature underwater in the following round. The victim will drown if unable to breathe in water (please refer to the DMG or Stormwrack for further rules on drowning.)

Tremorsense (Ex): A giant swamp eel is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in contact with the water within 60ft.

Skills: A giant swamp eel has a +8 bonus to any Hide or Move Silently check. A giant swamp eel also 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.
Traianus Decius Aureus

09-30-05, 11:15 PM
Slug, Giant Freshwater
CM9
Large Vermin
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d8 +3)
Full Attack: Bite +4 melee (1d8 +3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Capsizing ram
Special Qualities: Darkvision 60ft., hold breath
Saves: Fort +5, Ref +3, Will -1
Abilities: Str 17, Dex 14, Con 15, Int 0, Wis 6, Cha 5
Skills: Hide -2*, Listen +2, Spot +2, Swim +7
Feats: Improved Bull Rush, Power Attack
Environment: Any marshes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

This slimy grey scavenger lives in swamps and fens, where it fills an important ecological niche by eating everything too disgusting for any other creature to eat. It is approxiamately 15ft long and 5ft wide, weighing close to 1500 lbs. Although it needs air to breathe, it slides along underwater for long periods while it scrapes its meals off stream bottoms with its mouthful of sharp, inward-pointing teeth. Although it never attacks unless provoked, it does have an extremely dangerous habit. Whenever it needs to breathe, it rises straight up out of the water without bothering to look first to see if there are any boats in the way.
If a giant slug is killed and cut open, there is a 10% chance that its stomach contains a gem, gold item, or 2d6+1 gold coins. All other metals dissolve in the slug’s corrosive stomach juices.

Combat
Giant freshwater slugs are not normally aggressive creatures, but will attack with its bite if provoked. Although they can sometimes accidentally capsize a small boat, they can attempt to intentionally capsize boats as well. Usually this is done when it is attacked from a boat.

Capsizing Ram (Ex): As a full round action, the giant freshwater slug may ram a boat. If the target boat is smaller than 10ft in length, the captain must make a Profession (sailor) check vs DC 25 (Str based) or the boat is capsized. The DC for a boat between 10ft and 20ft in length is DC 20 (Str based) to avoid capsizing; boats between 30ft and 40ft in length have a DC 15 (Str based) to avoid capsizing.
Boats over 40ft are knocked about, but are not endanger of capsizing. Any characters aboard must make a Balance check vs DC 20 to move or take any action that round.

Hold Breath (Ex): A giant freshwater slug can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical giant freshwater slug, this equals 150 rounds, or 20 minutes.

Skills: *A giant freshwater slug has a +12 racial bonus to all hide checks when it is underwater.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

10-01-05, 10:11 PM
Turtle, Giant Swamp Snapping
CM9
Huge Animal
Hit Dice: 20d8+120 (210 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares), swim 30 ft. (6 squares)
Armor Class: 25* (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25 (* If the turtle's head is retracted into its shell, it gains an additional +4 natural armor class bonus)
Base Attack/Grapple: +15/+34
Attack: Bite +25 melee (3d6 +13)
Full Attack: Bite +25 melee (3d6 +13)
Space/Reach: 15 ft. /10 ft. (Neck can reach up to 30 ft)
Special Attacks: Improved grab, swallow whole
Special Qualities: Hold breath, low-light vision
Saves: Fort +18, Ref +11, Will +8
Abilities: Str 32, Dex 8, Con 22, Int 2, Wis 14, Cha 4
Skills: Hide -3*, Listen +7, Move Silently +2, Spot +7, Survival +5, Swim +20
Feats: Alertness, Cleave ,Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus(Bite), Weapon Specialization (Bite)
Environment: Any marshes
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: -

This ornery swamp creature can be mistaken for a dragon turtle at a glance, though it is smaller and actually has few dragon traits. Among other things, it does not collect treasure nor does it breathe anything.

Combat
The main tactic of the giant snapping turtle is to wait by a main waterway, looking like a hummock of ground. As a boat passes, it snaps its head out of the shell and reaches as much as 30’ for one of the occupants of the boat. Once it has either taken a bite out of a victim or swallowed him whole, its head snaps back into the shell and it depends on its armored back for protection.

Improved Grab (Ex): If a giant swamp snapping turtle hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant swamp snapping turtle may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): A giant swamp snapping turtle can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+5 points of bludgeoning damage and 1d6 points of acid damage per round from the giant swamp snapping turtle's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A huge giant swamp snapping turtle's gizzard can hold 2 medium, 8 small, 32 tiny, 128 diminuative or 512 fine or smaller opponents.

Hold Breath (Ex): A giant swamp snapping turtle can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical tylosaurus, this equals 220 rounds, or a little over 36 minutes.

Skills: A giant swamp snapping turtle gains a +4 racial bonus to any swim check. *A giant swamp snapping turtle has a +12 racial bonus to all hide checks when it is in water.
Traianus Decius Aureus

10-01-05, 10:18 PM
Auratus
M4 39
Colossal Animal (Extraplanar)
Hit Dice: 100d8+1000 (1450 hp)
Initiative: +0
Speed: fly 120 ft. (average)
Armor Class: 10 (-8 size, +8 natural), touch 2, flat-footed 10
Base Attack/Grapple: +49/+80
Attack: Nil
Full Attack: Nil
Space/Reach: 100 ft.+/20 ft.+
Special Attacks: -
Special Qualities: Fire resistance 10, Low-light vision, massive transport, passivity, volatility
Saves: Fort +69, Ref +59, Will +32
Abilities: Str 40, Dex 11, Con 30, Int 1, Wis 4, Cha 4
Skills: Balance +21, Concentration +32, Hide -16, Listen +19, Spot +19, Survival +13
Feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Run
Environment: Eloysia
Organization: Solitary, Family (2-5), or Pack (5-20)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 101-600 HD (Colossal)
Level Adjustment: -

This gigantic animal, among the largest mortal creatures known, is found only in the Plane of Eloysia. It resembles a Chinese goldfish with protruding black eyes; scales of white, black and orange; and flowing, transparent fins. Males have a spiny, brightly colored upper fin that the females lack.
Adult specimens are typically 600ft long, with some males growing up to 800ft long. At their widest portions, they are usually between 100 and 150 ft wide. They are not quite as intelligent as horses, but will form strong attachments and loyaties to particular handlers.
These creatures are usually docile, completely harmless and are used as transport animals in Eloysia. Only during their mating rituals, which occur every five years or so, do males display an aggressive nature. Though fairly long-lived (usually over a century), aurati reproduce slowly, and are thus highly prized.
During the mating ritual, all aurati of breeding age migrate to the center of the Eloysian system, to within a few miles of the sun’s surface. There, they pair off, mate over the next three weeks and the males return to their normal life. The females swim slowly out to the plenum boundary of the system. By the time their pilgrimage is over (months later), they are ready to give birth to their young, which are always born singly. The new parents and their offspring then swim back near the system's center, after which the young are weaned and ready to live on their own.
The aurati have no natural enemies. They feed at irregular intervals (every month or so) on vast quantities of porous rock found throughout the inner shell. This rock, when combined with the water of Eloysia’s perpetual rainstorms, generates hydrogen gas (which the fish store in their abdomens) and nitrogen. Aurati propel themselves through the air by expelling the nitrogen through gill-like vents behind the abdominal storage areas.
Because they gain their buoyancy from hydrogen, aurati can be somewhat explosive by nature. The creatures instinctively fear flame, except during the mating rituals above the sun’s surface. Their hides are extremely fireproof, though, and their human owners also take precautions to prevent fiery mishaps.

Combat
An auratus never fights- to kill it is as simple hacking away at it for hours until it is dead.

Massive Transport (Ex): Aurati can be controlled as a living transport by finding a sensitive patch on their backs. To find the patch, a character must either be instructed by someone who knows the location or succeed on a DC 25 Handle Animal check. A character can control the Auratus like a mount by succeeding on a DC 20 Handle Animal check.

Passivity (Ex): An Auratus simply is not bothered by anything smaller than it. It will never attack or fight, even in self defense. It will not take attacks of opportunity.

Volatility (Ex): Any attack on an Auratus that deals fire or electrical damage has a 10% chance of causing the auratus to explode. An exploding auratus has the following effects:
• The auratus is instantly killed
• Everything within 100 ft of the auratus suffers 100d6 fire damage and 20d6 bludgeoning damage (No Save)
• Everything within 500ft suffers 50d6 fire damage (Fortitude save vs DC25 for half damage)
• Everything within 1000ft suffers 20d6 fire damage (Reflex save vs DC 15 for half damage)
Traianus Decius Aureus

10-02-05, 11:28 PM
Normal Dusker
M5 42
Small Construct (Extraplanar)
Hit Dice: 2d10+10 (21 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: By weapon +5 melee (by weapon +2)
Full Attack: By weapon +5 melee (by weapon +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze
Special Qualities: Construct traits, damage reduction 5/magic, darkvision 60ft., low-light vision, spell immunity
Saves: Fort +0, Ref +0, Will -1
Abilities: Str 15, Dex 11, Con -, Int -, Wis 8, Cha 12
Skills: ---
Feats: Power Attack (B), Weapon Focus (By weapon)
Environment: Chasm and Isle of Night
Organization: Solitary, or Company (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Small)
Level Adjustment: -

Duskers are goblin-like constructs created by the Immortal Hierarch of Entropy, Nyx, to guard the maze entrance from the Tower of Night on the world of Chasm into the Isle of Night.
When destroyed, duskers disappear with a popping sound.

Combat
Duskers always will start combat by using its gaze attack on the character that appears to be the greatest threat. They willl then close into melee combat. Duskers are always proficient with the weapon they are created with (and will have Weapon Focus with it as well).

Gaze (Su): Once per day, a dusker can use special gaze attack on one target within 30 ft. The target must make a Fortitude save vs DC 12 (Cha based) or suffer the effects of a baleful polymorph spell.

Damage Reduction (Su): A normal dusker has damage reduction 5/magic.

Spell Immunity (Ex): A normal dusker is immune to all first and second level spells.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Brute Dusker
M5 42
Medium Construct (Extraplanar)
Hit Dice: 4d10+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: By weapon +8 melee (by weapon +4)
Full Attack: By weapon +8 melee (by weapon +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Gaze
Special Qualities: Construct traits, Damage reduction 5/magic, darkvision 60ft., low-light vision, spell immunity
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 19, Dex 11, Con -, Int -, Wis 8, Cha 14
Skills: ---
Feats: Power Attack, Weapon Focus (By weapon)
Environment: Chasm and Isle of Night
Organization: Solitary, or Company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium)
Level Adjustment: -

Duskers are goblin-like constructs created by the Immortal Hierarch of Entropy, Nyx, to guard the maze entrance from the Tower of Night on the world of Chasm into the Isle of Night. Brute duskers are larger and more powerful versions of the normal dusker.
When destroyed, duskers disappear with a popping sound.

Combat
Duskers always will start combat by using its gaze attack on the character that appears to be the greatest threat. They willl then close into melee combat. Duskers are always proficient with the weapon they are created with (and will have Weapon Focus with it as well).

Gaze (Su): Once per day, a brute dusker can use special gaze attack on one target within 30 ft. The target must make a Fortitude save vs DC 14 (Cha based) or suffer the effects of a baleful polymorph spell.

Damage Reduction (Su): A brute dusker has damage reduction 5/magic.

Spell Immunity (Ex): A brute dusker is immune to all first and second level spells.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-03-05, 09:55 PM
Giant Dusker
M5 42
Large Construct (Extraplanar)
Hit Dice: 8d10+30 (74 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: By weapon +14 melee (by weapon +8)
Full Attack: By weapon +14/+9 melee (by weapon +8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Gaze
Special Qualities: Construct traits, Damage reduction 10/magic, darkvision 60ft., low-light vision, spell immunity
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 27, Dex 11, Con -, Int -, Wis 10, Cha 16
Skills: ---
Feats: Cleave, Power Attack, Weapon Focus (By weapon)
Environment: Chasm and Isle of Night
Organization: Solitary, or Company (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Duskers are goblin-like constructs created by the Immortal Hierarch of Entropy, Nyx, to guard the maze entrance from the Tower of Night on the world of Chasm into the Isle of Night. Giant duskers are largest and most powerful version of the normal dusker. They are usually about the size of an ogre.
When destroyed, duskers disappear with a popping sound.

Combat
Duskers always will start combat by using its gaze attack on the character that appears to be the greatest threat. They willl then close into melee combat. Duskers are always proficient with the weapon they are created with (and will have Weapon Focus with it as well).

Gaze (Su): Once per day, a giant dusker can use special gaze attack on one target within 30 ft. The target must make a Fortitude save vs DC 17 (Cha based) or suffer the effects of a baleful polymorph spell.

Damage Reduction (Su): A giant dusker has damage reduction 10/magic.
Spell Immunity (Ex): A giant dusker is immune to all first and second level spells.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-03-05, 10:14 PM
Spitting Beetle
Quest for the Silver Sword 16
Tiny Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple: 0/-9
Attack: Bite +6 melee (1d4 -1)
Full Attack: Bite +6 melee (1d4 -1) or spit +6 ranged (1d4 acid + 1d2 Cha damage)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Ability damage
Special Qualities: Darkvision 60ft.
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 8, Dex 19, Con 15, Int 0, Wis 10, Cha 9
Skills: Listen +4, Spot +4
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary, or Brood (2-5)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -
The spitting beetle is about 1 ft long and dark grey. It has two eyes that glow pale yellow in the dark.

Combat
The spitting beetle will attack with its relatively powerful pincer bite. It may also spit acid at a foe up to 10 ft away.

Ability Damage (Ex): The acidic spit of a spitting beetle causes 1d2 Charisma damage in addition to the normal acid damage.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

10-04-05, 11:35 PM
Armor Golem
Quest for the Silver Sword 16
Medium Construct
Hit Dice: 4d10+20 (42 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares) (can't run)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d6 +5)
Full Attack: 2 Slam +8 melee (1d6 +5)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60ft., low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 21, Dex 11, Con -, Int -, Wis 11, Cha 1
Skills: ---
Feats: Improved Initiative, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

Armor golems are magically animated suits of full or half-plate armor. They are often used by wizards as guardians.

Combat
Armor golems attack with two strong slams. Some have been known to been created to use swords and/or shields.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-05-05, 10:33 PM
Ratling
Quest for the Silver Sword 16
1st level Warrior
Small Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: By weapon +2 melee (by weapon)
Full Attack: By weapon +2 melee (by weapon) and bite -4 melee (1d4) or 1 bite +1 (1d4) melee and 2 claw -4 melee (1d3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ----
Special Qualities: Darkvision 60ft., scent
Saves: Fort +3, Ref +2, Will -1
Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +9, Listen +2, Move Silently +5, Spot +2
Feats: Weapon Focus (By weapon)
Environment: Any underground
Organization: Solitary, Pair, Gang (2-5 + 25% chance of 1 wererat), or Swarm (5-20+ 1 wererat)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +0

Ratlings are small, vile monstrous humanoids with fur and the facial features of rats. Ratlings are close to 4ft tall and weigh between 40 and 50 lbs. They can often be found in the service wererats.
The ratling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Ratlings prefer to ambush and swarm their foes in combat, quickly engaging in melee using a weapon as the primary attack and a bite as a secondary attack (and 1 claw as a secondary attack if offhand is free) or by using its bite and 2 claw attacks.
Ratlings usually prefer to use simple weapons, and rarely wear armor, although they posess whatever weapon and armor proficiencies granted by their character levels.

Scent (Ex): This special quality allows a ratling to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Ratlings have +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

Ratlings as Characters
Ratling characters possess the following racial traits:
- +4 Dexterity, –2 Strength, -2 Charisma.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A ratling’s base land speed is 40 feet.
- +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
- Scent Special Quality.
- Darkvision out to 60ft.
- Natural Attacks: 1 bite (1d4) and 2 claws (1d3)
- Automatic Languages: Common. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
- Favored Class: Rogue.
- Level Adjustment: +0
Traianus Decius Aureus

10-06-05, 11:50 PM
White Widow Spider
Quest for the Silver Sword 16
Medium Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d8 +2 and cryotoxin)
Full Attack: Bite +5 melee (1d8 +2 and cryotoxin)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Cryotoxin, singing web
Special Qualities: Darkvision 60ft., tremorsense 60ft.
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 17, Con 12, Int 0, Wis 10, Cha 2
Skills: Climb +12, Hide +9, Listen +2, Move Silently +9, Spot +6, Survival +2
Feats: Dodge, Weapon Finesse
Environment: Cold forests, hills, mountains
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

The white widow is a horrible spider that lives in the arctic and alpine regions of the world. It is roughly 6ft in diameter (including legs) and stands about 3 1/2 ft tall.
The white widow's web doesn't entrap foes like a normal spider web. The web looks like sparkling, frozen strings of water, and it creates an eerie, ethereal song when the wind blows through it.

Combat
The white widow prefers to ambush those foolhardy enough to investigate the source of the windsong created by its web. It will leave its frozen victims alive until it is ready to feed upon them.

Cryotoxin (Ex): A white widow's bite delivers a special poison the freezes the victim solid. A fortitude save is allowed vs DC 12 (Con based) to avoid the effect.
A frozen victim is alive, but cannot move or take any actions and looks dead. The frozen state is permanent unless the victim is thawed out (exposed to a heat source for at least 1/2 hour) or a neutralize poison or heal spell is cast upon the victim.

Singing Web (Su): A white widow's web creates a song when the wind whistles through it. Anyone who hears the song (all within 120 ft) must make a Will save vs DC 12 (Cha based, +5 racial bonus) or be lulled into a state of lethargy. In this state, the victim suffers a -2 penalty to attack rolls and skill checks, and moves at half speed. This saving throw must be made each round the characters can hear the song (either until the save is failed or the web is destroyed).
Any character succumbing to the song suffers the penalties until the web is destroyed. The web is AC10 and will be destroyed when it takes 4 hp of damage. This is a sonic, mind-affecting special attack.

Tremorsense (Ex): A white widow can detect and pinpoint any creature or object within 60 feet in contact with the ground.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: White Widows have a +4 racial bonus on Hide, Move Silently and Spot checks and a +8 racial bonus on Climb checks. A White Widow can always choose to take 10 on Climb checks, even if rushed or threatened.
Traianus Decius Aureus

10-07-05, 11:17 PM
Galumph
Assault on Raven’s Ruin 16
Large Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), swim 40 ft. (8 squares)
Armor Class: 12 (-1 size, +2 Dex, +1 natural), touch 11, flat-footed 10
Base Attack/Grapple: +2/+13
Attack: Tongue +8 melee (No Damage)
Full Attack: Tongue +8 melee (No Damage)
Space/Reach: 10 ft. /5 ft. (tongue can reach up to 30 ft.)
Special Attacks: Digestion, Droning Song, "Galumph" Attack, Improved Grab
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will +0
Abilities: Str 25, Dex 15, Con 20, Int 2, Wis 8, Cha 15
Skills: Hide -1*, Jump +12, Listen +2, Spot +2, Swim +12
Feats: Alertness, Improved Initiative
Environment: Any marshes
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

Galumphs resemble large frogs somewhat, having large, flat bodies and long, muscular legs with flipper-feet. On the upper side of a galumph’s body is its head, with two nostrils, protruding frog-like eyes, and a wide, frowning mouth. This is usually all of the galumph that one will see.
The underside of a galumph is actually its mouth and stomach, where it pulls food to digest it. The galumph has a long tongue attached to the underside of its body.
These weird creatures inhabit desolate swamps where they can wallow in large pools of mud or brackish water. They prefer living prey, but will eat carrion as well.

Combat
A galumph will rely on its droning song to disable most of its opponents. It will then draw those disabled by the song to its stomach with its tongue. If the target begins to stuggle, or do not succumb to the droning song, it will use the "galumph" attack to pin and drown and/or digest the foe.

Digestion (Ex): Any creature pinned beneath a galumph suffers 1d6 acid damage per round as it is digested by the creature's stomach.

Droning Song (Su): Any creature within 60ft hearing the galumph's droning song must make a will save vs DC 13 (Cha based) or become completely depressed and lethargic. In this state, the victim will dive into the mud and water and peacefully attempt to float (A swim check vs DC 10). The galumph's tongue attack can automatically grapple any victim in this state. A new will save is allowed each round.
This is a sonic, mind-affecting ability and it functions continuously.

"Galumph" Attack (Ex): As a full round action, a galumph may leap up to 30ft onto a target. A normal attack roll is made, and if successful, the target takes 1d6 points of damage and the galumph may immediately make a grappling attempt (See improved grab below). A galumph receives a +4 bonus to the attack if its target is under the effect of the droning song.

Improved Grab (Ex): If a galumph hits with its tongue attack or its "galumph" attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
If the grapple succeeds with the tongue, the galumph may drag the victim towards its stomach at a rate 5ft per round. Once at the stomach, the galumph may attempt to pin the victim underneath it.
If the grapple succeeds with the "galumph" attack, the victim is automatically pinned.
Any character pinned underneath the galumph in an aquatic or marshy environment is at risk of drowning unless they can breath underwater (please see the DMG or Stormwrack for rules on drowning).

Skills: A galumph has a +4 racial bonus to all Jump and Swim checks. *A galumph gains a +8 racial bonus to all hide checks made when it is marshy water.
Traianus Decius Aureus

10-08-05, 11:24 PM
Newt
The Knight of Newts 14
1st Level Warrior
Medium Humanoid
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 10 ft. (2 squares)in hide armor; base speed 20 ft.
Armor Class: 15 (+2 natural, +3 hide armor), touch 10, flat-footed 15
Base Attack/Grapple: 0/+2
Attack: By weapon +3 melee (by weapon +2)
Full Attack: By weapon +3 melee (by weapon +2) and bite -3 melee (1d4 +1) or 1 bite +2 melee (1d4 +2) and 2 claws -3 melee (1d2 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping attack
Special Qualities: Damage Reduction 5/slashing and piercing, metallic armor distain, newt weapon and armor proficiency, poor eyesight
Saves: Fort +5, Ref +0, Will -2
Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 7, Cha 8
Skills: Hide +3, Jump +4, Listen -2, Move Silently +1, Spot -4, Swim +2
Feats: Weapon Focus (By weapon)
Environment: Temperate and Warm aquatic, marshes
Organization: Solitary, Pair, Company (2-5 plus one 3rd level sergeant), Patrol (5-20 plus two 3rd level sergeants and one 5th level lieutenant), or Platoon (20-40 plus four 3rd level sergeants, two 5th level lieutenants, and one 9th level captain). If encountering a family or tribal group add 100-200% non-combatants.
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral evil
Advancement: by character level
Level Adjustment: +1

The newts are a race of bipedal, frog-like amphibians that inhabit swamps, moors, and other dank places. They are covered with smooth, mottled, olive green hide. They can vary from smaller than the average human to about seven feet tall. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. They do not wear clothing, but will use non-metallic, non-heavy armor, and shields. Newts speak their own language, and a limited form of common.
The newt warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Newts always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, they will use their leaping attack. They have outstanding camouflage abilities, and are excellent at setting up ambushes.
Newts are proficient with and favor harpoons, halbards, and tridents as weapons. They are also proficient with shields and any non-metallic, non-heavy armor. Newts will not use bludgeoning weapons.

Leaping Attack (Ex): As a full round action, a newt may make a leaping attack against one foe within 30ft horizontally or 15ft vertically of it. If the newt is using a piercing weapon, the newt gains a +2 bonus to its attack roll and if the attack hits, it causes double damage. In order to use this ability, the newt must be able to leap at least 5ft horizontally or vertically to gain the necessary momentum. It may not be used underwater.

Damage Reduction (Su): A newt has damage reduction of 5/slashing or piercing.

Metallic Armor Distain (Ex): Newts find metallic and/or heavy armors to be painful and extremely hot to wear. Any newt wearing metallic or heavy armor of any type suffers a -4 penalty to all attack and damage rolls, -4 penalty to all skill checks, and may not use its leaping attack.

Newt Weapon and Armor Proficiency (Ex): Newts are proficient with halbards, harpoons and tridents, shields and any non-heavy, non-metallic armor.

Poor Eyesight (Ex): Newts cannot attack any target beyond 100ft with a ranged weapon. They also suffer a -2 penalty to all Spot checks.

Skills: Newts receive a +4 racial bonus to Hide, Jump, Move Silently and Swim checks.

Society
Newts tend to disrupt ecosystems rather than fill a niche. They do not have the intelligence to harvest their food supplies sensibly and will fish and hunt in an area unitl its resources are exhausted, and then move on to a new territory. They hate men, elves, dwarves and other humans and will attack them on sight. Fortunately, they prefer to dwell in isolated regions far from humanoid settlements. A few newts have surpassed the race's general tendencies and have sucessfully integrated themselves with humans. These rare "New" newts are cast out of the tribal society as "human lovers." These newts are hunted, slaughtered, and fed to the crocodiles for their demented behavior.
Newts generally do not adventure to gain treasure. When found outside the extended family foundation, newts are either hunting or looking for a place for a family group to live; extended families are divided whenever the population outgrows its current location

Newts as Characters
Most newt leaders are fighters or barbarians. A newt cleric has access to two of the following domains: Animal, Nature, War or Water.

Newt characters possess the following racial traits:
• +2 Strength, +4 Constitution, –2 Intelligence, -2 Wisdom.
• Medium size
• A newt’s base land speed is 20 feet.
• +2 natural armor class bonus.
• +4 racial bonus on Hide, Jump, Move Silently, and Swim checks.
• Leaping Attack (Ex)
• Damage Reduction (Su): 5/slashing or piercing.
• Metallic Armor Distain (Ex)
• Newt Weapon and Armor Proficiency (Ex)
• Poor Eyesight (Ex)
• Natural Attacks: 1 bite (1d4) and 2 claws (1d2)
• Automatic Languages: Newt, Common. Bonus Languages: Draconic, Sylven.
• Favored Class: Fighter.
• Level Adjustment: +1
Traianus Decius Aureus

10-09-05, 10:25 PM
Ebon Tiger
Rage of the Rakasta 16, MMC 113
Large Magical Beast (Extraplanar, Incorporeal)
Hit Dice: 6d10+36 (69 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 Deflection), touch 15, flat-footed 12
Base Attack/Grapple: +6/+10
Attack: Bite +8 melee (1d8)
Full Attack: Bite +8 melee (1d8 + Blindness) and 2 claw +3 melee (1d4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Blindness
Special Qualities: Darkvision 60ft., low-light vision, manifestation, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str -, Dex 17, Con 23, Int 2, Wis 14, Cha 16
Skills: Hide +9*, Jump +1, Listen +4, Spot +4, Survival +4
Feats: Dodge, Improved Initiative, Track (B) Weapon Finesse
Environment: Prime, Ethereal, and Inner Planes
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -
These fearsome magical creatures look like great cats wholly composed of black fire. Physically, an ebon tiger resembles a normal tiger, except that its body is unifody black with no snipes. Lighter patches of darkness mark the creature's eyes, teeth, and whiskers. These areas sometimes faintly sparkle with magical energies, especially when the ebon tiger is anm or excited.
Ebon tigers are solitary hunters that roam the Prime Material, Ethereal, and other inner planes. Ebon tigers prefer thickly overgrown places where trees and shrubs provide shadowy conditions even during daylight.

Ebon tigers by reputation are very territorial, bad tempered, and ruthlessly vicious. This reputation is not entirely deserved. Wild ebon tigers tend to be shy and reclusive, attacking only when hungry or threatened. Being shy, however, they are quite likely to regard any intrusion as a threat.
It is not clear where ebon tigers originated. It is possible that they first came from a gloomy Deep Ethereal demiplane; it is equally possible that they owe their existence to ancient magical experiments made by an unknown priest or wizard. Rakasta priests often use ebon tigers as guards to protect important places or treasures. Their stealth and utter fearlessness as guard beasts has gone a long way toward establishing the ebon tiger's reputation as a heartless killer.

Ebon tigers do not appear to require water or sleep. They spend their lives endlessly prowling. They require freshly killed meat from time to time but can go for months without eating. They prefer to kill their food themselves and consume every last scrap, but they will accept fresh meat from their keepers. Ebon tigers fed in this manner need food about every six weeks.

In spite of their possibly artificial origins, ebon tigers are a viable species. Their annual mating season is about six weeks long. During this time, they ignore their normal hunting territories as males and female's seek each other out After a brief mating, the pair splits and the female gives birth to ld3 cubs 10 to 12 weeks later. The mother protects the cubs for two years while they grow to about half their adult size and learn to stalk and hunt. At this time the cubs go and seek out their own territory.

Combat
Ebon tigers are masters of stealth. Their senses extend into the Ethereal Plane and they can attack (and be attacked by) ethereal and out-of-phase creatures at all times when on the Prime plane.
Areas guarded by ebon tigers frequently are lit by flickering torches or oil lamps that create many shadows. Intruders who venture into these areas often suffer a nasty shock when the ebon tiger leaps to the attack. Ebon tigers attack with their claws and teeth. An ebon tiger's bite can cause blindness in addition to normal damage.

Blindness (Su): A victim bitten by an ebon tiger must make a fortitude saving throw vs DC 16 (Cha based) or go blind in 1d4 rounds.

Scent (Ex): This special quality allows an ebon tiger to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Manifestation (Su): An ebon tiger dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an ebon tiger manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested ebon tiger can pass through solid objects at will. A manifested ebon tiger remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ebon tiger can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ebon tiger’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Skills: Ebon tigers receive a +8 racial bonus to all Hide checks. *This bonus increases to +12 in shadowy, darkened or nightime conditions.
Traianus Decius Aureus

10-09-05, 10:26 PM
Bamboo Warrior
Rage of the Rakasta 16
Medium Construct
Hit Dice: 3d10+20 (36 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares) (can't run)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +2/+5
Attack: By weapon +6 melee (by weapon +3)
Full Attack: By weapon +6 melee (by weapon +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Construct traits, darkvision 60ft., low-light vision
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 17, Dex 15, Con -, Int -, Wis 11, Cha 1
Skills: ---
Feats: Power Attack, Weapon Focus (By weapon)
Environment: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

This golem looks like feline humanoid with a suit of an odd, foreign looking armor made of bamboo.

Bamboo warriors are a type of golem created by rakasta wizards. They appear as rakastas wearing oriental-style armor. They are constucted to guard special areas.

Combat
Bamboo warrior golems fight with the weapon they are created with, usually a type of sword. They do not use any special tactics other than going toe-to-toe in melee.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
havard

10-10-05, 09:42 AM
Newts as Characters
Most newt leaders are fighters or barbarians. A newt cleric has access to two of the following domains: Animal, Nature, War or Water.

Newt characters possess the following racial traits:
• +2 Strength, +4 Constitution, –2 Intelligence, -2 Wisdom.
• Medium size
• A newt’s base land speed is 20 feet.
• +2 natural armor class bonus.
• +4 racial bonus on Hide, Jump, Move Silently, and Swim checks.
• Leaping Attack (Ex)
• Damage Reduction (Su): 5/slashing or piercing.
• Metallic Armor Distain (Ex)
• Newt Weapon and Armor Proficiency (Ex)
• Poor Eyesight (Ex)
• Natural Attacks: 1 bite (1d4) and 2 claws (1d2)
• Automatic Languages: Newt, Common. Bonus Languages: Draconic, Sylven.
• Favored Class: Fighter.
• Level Adjustment: +2

I'm happy to see all of thes TR monsters making it into this thread! :)

I am surprised to see the CR 1 monster of Newts becoming an LA+2 race though. Are the high stat bonus really neccesary? That said, I suppose the DR alone is enough for at least an LA+1. Perhaps an alternative more PC friendly variant of the race could be devised?

I am also thinking about the armor restrictions. What bothered me with Knight of Newts was that every single Newt illustration in the module had a newt with chain mail on it. This in spite of the severe restriction on Newts wearing armor. For the TR Gaz, I am thinking about creating a Feat for Newts, especially the "Human Lover" renegades allowing them to overcome their unease with armor, producing real Newt Knights.

Thoughts?

Keep it up!

Håvard
Traianus Decius Aureus

10-10-05, 10:43 AM
I am surprised to see the CR 1 monster of Newts becoming an LA+2 race though. Are the high stat bonus really neccesary? That said, I suppose the DR alone is enough for at least an LA+1. Perhaps an alternative more PC friendly variant of the race could be devised?

If you reduced the Con bonus to +2 rather than +4, I could see it being a +1 LA. Newts have some drawbacks to them, so I was right on the border of +1 or +2 as it was. What pushed me to a +2 LA was the Leaping Attack ability- it is a powerful ability that acts much like a charge without needing the space for a charge.

I am also thinking about the armor restrictions. What bothered me with Knight of Newts was that every single Newt illustration in the module had a newt with chain mail on it. This in spite of the severe restriction on Newts wearing armor. For the TR Gaz, I am thinking about creating a Feat for Newts, especially the "Human Lover" renegades allowing them to overcome their unease with armor, producing real Newt Knights.

What bothered me most about the illustrations is they don't really match the physical description of the newt, which seems much more frog-like facially. I like the idea of a feat to allow newts to wear metal armor. Another route would be for "Human Lover" newts to develope a special armor addition (with the aid of human armorsmiths) that would keep them cool and prevent chaffing :) I think the restriction of losing the leaping attack should remain, or at least force a jump check to succeed if in metallic/heavy armor.
havard

10-10-05, 11:04 AM
If you reduced the Con bonus to +2 rather than +4, I could see it being a +1 LA. Newts have some drawbacks to them, so I was right on the border of +1 or +2 as it was. What pushed me to a +2 LA was the Leaping Attack ability- it is a powerful ability that acts much like a charge without needing the space for a charge.

I like the leaping ability. It sets them apart from other Lizard folk type races.

What bothered me most about the illustrations is they don't really match the physical description of the newt, which seems much more frog-like facially. I like the idea of a feat to allow newts to wear metal armor. Another route would be for "Human Lover" newts to develope a special armor addition (with the aid of human armorsmiths) that would keep them cool and prevent chaffing :) I think the restriction of losing the leaping attack should remain, or at least force a jump check to succeed if in metallic/heavy armor.


They look cool in the pics though, even though they look wrong :)
A modified type of armor is perhaps even more interesting than a new feat. I agree that losing the leaping ability should remain in force.

Perhaps the armor could be something like this:
Newt Chainmail
This modified chainmail is created to accomodate the newt's special disdain for heavy and warm armor. It is lighter and allows for more air to help keep the Newt cool, even in combat situations. When worn, the Newt does not suffer his normal -4 penalty for wearing armor, but still loses his Leap Ability.

Perhaps combined with this feat:

New Feat: Newt Knight
Requirement: Newt, must have become accustomed to living among humans, wis 13+
You are a true Knight of Newts. You are able to overcome your disdain for armor. A Newt Knight does not suffer the normal -4 penalty for wearing metallic armor. If wearing special Newt Chainmail, he can even retain his Leap Ability.
Normal: Newts suffer a -4 penalty to combat rolls while wearing metallic armor, and lose their Leap Ability.

Håvard
Traianus Decius Aureus

10-10-05, 11:49 AM
Perhaps the armor could be something like this:
Newt Chainmail
This modified chainmail is created to accomodate the newt's special disdain for heavy and warm armor. It is lighter and allows for more air to help keep the Newt cool, even in combat situations. When worn, the Newt does not suffer his normal -4 penalty for wearing armor, but still loses his Leap Ability.

Perhaps combined with this feat:

New Feat: Newt Knight
Requirement: Newt, must have become accustomed to living among humans, wis 13+
You are a true Knight of Newts. You are able to overcome your disdain for armor. A Newt Knight does not suffer the normal -4 penalty for wearing metallic armor. If wearing special Newt Chainmail, he can even retain his Leap Ability.
Normal: Newts suffer a -4 penalty to combat rolls while wearing metallic armor, and lose their Leap Ability.

Håvard
These look good to me.

Upon further review of the LA, I have reduced it to +1 and left the ability scores as is. I usually decide to err on the side of caution with LA's, but I looked at the bugbear and gnoll (also +1 LA) and decided the newt wasn't really more powerful than those creatures. It has been updated above.
havard

10-10-05, 12:02 PM
These look good to me.

Upon further review of the LA, I have reduced it to +1 and left the ability scores as is. I usually decide to err on the side of caution with LA's, but I looked at the bugbear and gnoll (also +1 LA) and decided the newt wasn't really more powerful than those creatures. It has been updated above.

Cool! While I agree that having a too low LA is a bad thing, reducing the LA does make the race more appealing to players. I think I would have loved to play a Newt in a TR campaign!

Btw, will you be converting the Rakasta and Rakasta Ninja as well?

Håvard
Traianus Decius Aureus

10-10-05, 12:35 PM
The rakasta is going to be tricky. I have intentionally avoided converting major races up until this point because they are more involved than the typical monster. I also want to look over existing conversions of the rakasta, and the existing source material. Most likely there will be two rakasta subraces: Nomadic (Isle of Dread) and Civilized (TR, SC). The rakasta ninja will simply be a civilized rakasta with rogue (or ninja) levels. But they will be on hold until the monsters are finished and I can start working on player races.
Traianus Decius Aureus

10-10-05, 10:50 PM
Portal Monster
In the Phantom’s Wake 13
Large Aberration (Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+15
Attack: Tentacle +11 melee (1d4 +5)
Full Attack: 8 Tentacles +11 melee (1d4 +5)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Constrict (2d6), improved grab
Special Qualities: Darkvision 60ft.
Saves: Fort +4, Ref +3, Will +9
Abilities: Str 20, Dex 12, Con 15, Int 7, Wis 17, Cha 17
Skills: Hide -3, Listen +9, Spot +9, Survival +6
Feats: Alertness, Improved Initiative, Weapon Focus (Tentacle)
Environment: Unknown Pocket Dimension
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This horrible creature exists in an unknown pocket dimension accessible from the ghostship Hollandes. It is not known if there are other paths to its dimension or if this abberation can leave its dimension. It appears as a seething mass of tentacles, each of which are covered with hundreds of tiny mouths.

Combat
The portal monster will attempt to kill any intruder into its dimension. Its favored tactic is to grab and squeeze the life out of its foes.

Constrict (Ex): A portal monster can constrict any victims held by its tentacles for 2d6 bludgeoning damage.

Improved Grab (Ex): If the portal monster hits a medium or smaller target with a tentacle, it may start a grapple as a free action, without suffering an attack of opportunity.
Traianus Decius Aureus

10-11-05, 10:34 PM
Frog, Killer
DA2 13
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), swim 40 ft. (8 squares)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: 0/-2
Attack: Bite +2 melee (1d6 +1)
Full Attack: Bite +2 melee (1d6 +1) and kick -3 melee (1d4)
Space/Reach: 5 ft. / 0 ft.
Special Attacks: ---
Special Qualities: Amphibious, low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 12, Dex 19, Con 15, Int 2, Wis 14, Cha 6
Skills: Hide +9, Jump +6, Listen +5, Move Silently +4, Spot +9
Feats: Alertness
Environment: Any aquatic, marshes
Organization: Solitary, Pair, Covey (2-5), Colony (5-20), or Flotillia (20-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Killer frogs are two to three feet long, and have the same general characteristics as their smaller brethren. That is to say, they are cold-blooded water-dwellers who lay eggs. However, their thick, mottled green skins offers increased protection, and their heavy hind legs can propel them as much as 10 feet into the air and can deliver a lethal kick. They also have acute vision, being able to see in the dark almost as well as in daylight. Their visual acuity makes them wary of bright sunlight; they prefer cool, dark caves, deep ponds, and sheltered swamps. But their most unusual feature is a mouthful of sharp teeth. They are carnivorous and have been conditioned to be man-eaters. Though unintelligent, the killer frogs are the pride and joy of the Keepers of the Frogs since they were the first successful species to be developed.

Combat
Killer frogs have a vicious bite and a devastating kick. They do not run away from combat often and will attack most humans and humanoids on sight.

Amphibious (Ex): A killer frog can breathe while in air and while submerged in water.

Skills: A killer frog has a +4 racial bonus to all Jump and Spot skill checks.
Traianus Decius Aureus

10-12-05, 11:17 PM
Frogfolk
DA2 13
1st level Warrior
Medium Monstrous Humanoid (Augmented Human)
Hit Dice: (1d8+2) + (1d8+2) (13 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), swim 40ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: By weapon +5 melee (by weapon +2) or 1 kick +4 melee (1d6 +2)
Full Attack: By weapon +5 melee (by weapon +2) and bite -1 melee (1d4 +1) and 1 kick -1 melee (1d6 +1) or 1 kick +4 melee (1d6+2) and 1 bite -1 (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ----
Special Qualities: Amphibious, Darkvision 60ft.
Saves: Fort +4, Ref +3, Will -1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 5, Cha 6
Skills: Hide +3, Intimidation +2, Listen -1, Jump +7, Move Silently +1, Spot +3, Swim +7
Feats: Weapon Focus (By weapon)
Environment: Any marsh
Organization: Solitary, Pair, Gang (2-5), or Nest (5-20)
Challenge Rating: 1-1/2
Treasure: Standard
Alignment: Always neutral evil
Advancement: by character class
Level Adjustment: +1

The frog folk were developed at the direct order of Saint Stephen, using some of the “magic” that he brought to the temple. Unlike the keepers’ beloved killer frogs, which are magically mutated representatives of their species, the frogfolk derive from humanoid stock and are the result of genetic surgery performed on the order’s captives. As a consequence, they are a warm-blooded, intelligent, upright, bi-pedal, species, with fully articulated hands and opposable thumbs. But they also have gills, webbed hands and feet, thick, mottled green skins, bulging eyes, exceptionally muscular legs, and long, sticky forked tonges. Like frogs, they lay eggs.
Though they dwell on land, the frog folk are equally at home in the water, and can stay submerged indefinitely.
Mutating a humanoid into one of the frogfolk is a lengthy and complex process involving an injection into the humanoid system of a controlled virus that stimulates growth in desired directions.

The frogfolk presented here was a 1st level human warrior and had the following ability scores before the template adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Frogfolk are usually armed with weapons, but can supplement them with its natural attacks. They fanatically obey the orders of Saint Stephen and the Order of the Frog.

Amphibious (Ex): A frogfolk may breathe underwater, as well as in the air.

Skills: A frogfolk receives a +4 racial bonus to all Intimidation, Jump, Spot, and Swim checks.

**************************************** ***************
Creating a Frogfolk
Frogfolk is an acquired template that can be added to any large, medium or small corporeal humanoid or monstrous humanoid.
Creatures acquiring this template go through an incubation period of three monthes after being infected by the virus. During this three month period, the base creature begins to transform physically into the frogfolk. During this incubation period, a cleric or paladin may cure this disease with a cure disease spell or similar effect/ability. At the end of three months, the transformation is permanent and the following template is applied.

Size and Type: The creature’s type changes to monstrous humanoid. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does gain the augmented subtype. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Its size remains the same. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: The base creature gains one racial Hit Die of Monstrous Humanoid.

Speed: The base creature gains a swim speed of 40ft.

Armor Class: Natural armor bonus increases by +3 (this stacks with any natural AC bonus possessed). A frogfolk may use any armor and shields it is proficient with from other racial HD or class levels.

Base Attack: A Frogfolk gains a +1 BAB from its additional monstrous humanoid level.

Attack: A frogfolk loses all of the base creature’s natural attacks. A frogfolk gains the following natural attacks: 1 bite and 1 kick. If the base creature could use weapons, the frog-folk retains that ability and if it could not use weapons, it gains proficiency with simple weapons. A frogfolk fighting without weapons uses a kick when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A frogfolk fighting without weapons uses its kick and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite and kick as natural secondary attacks

Damage: Damage for the frogfolk’s natural attacks is as follows:
Size Bite Damage Kick Damage
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8

Special Attacks: A frogfolk keeps any special attacks of the base creature.

Special Qualities: A frogfolk retains the special qualities of the base creature. A frogfolk gains the following special qualities.

Amphibious (Ex): A frogfolk may breathe underwater, as well as in the air.

Darkvision 60ft: A frogfolk gains darkvision 60ft unless the base creature has darkvision (use whatever range is greater).

Saves: A frogfolk gains a bonus to its saves based on its new monstrous humanoid HD. For a creature that gained its first HD of monstrous humanoid, this would be +2 Reflex and +2 Will. If the creature already has monstrous humanoid HD, calculate the save bonus based on the new monstrous HD total.

Abilities: A frogfolk has the following ability adjustments: +2 Strength, +2 Dexterity, +2 Constitution, -4 Wisdom, and -2 Charisma.

Skills: A frogfolk receives (2+ Int bonus) skill points for its new monstrous humanoid HD. It receives a +4 racial bonus to all intimidation, jump, spot, and swim checks.

Challenge Rating: Base creature +1
Alignment: A frogfolk’s alignment becomes neutral evil.
Level Adjustment: +1.
Traianus Decius Aureus

10-13-05, 11:04 PM
Camarilla
DA3 36
Large Magical Beast (Fire)
Hit Dice: 6d10+18 (51 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural, +1 Dex), touch 10, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Bite +12 melee (1d10 +6)
Full Attack: Bite +12 melee (1d10 +6)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., desert dweller, low-light vision
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 22, Dex 13, Con 16, Int 2, Wis 14, Cha 8
Skills: Hide -3, Listen +5, Spot +5, Survival +5
Feats: Improved Critical (Bite), Power Attack, Weapon Focus (Bite)
Environment: Warm deserts
Organization: Solitary, Pair, or Team (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

A camarilla is a 12-foot-long, six-legged, desert-dwelling lizard-like carnivore. Its tough yellow ochre hide is usudly mottled on back and flanks with brown and orange. Camarillas are well adapted to their desert environment and can live for weeks without water.

Camarillas normally hunt in packs of up to half a dozen. Particularly strong packs may prowl the fringes of the desert, preying on human and demi-human settlements. The sandfoIk often domesticate camarillas and use them as mounts.

Combat
Camarillas have exceptionally strong jaws and large, razor-sharp teeth. They attack either by biting or by breathing fire. Their favored mode of attack is to breath first and then close to bite.

Breath Weapon (Su): A camarilla's breath weapon attack usually deals 3d6 fire damage in a 30' cone. Targets are allowed a Reflex save for half damage (DC 16 Con based). Using a breath weapon is a standard action. Once a camarilla breathes, it can’t breathe again until 1d4 rounds later.

Desert Dweller (Ex): A camarilla is immune to all normal environmental effects associated with desert climates (heat, exhaustion, dehydration etc...)

Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Carrying Capacity: A camarilla can carry 519lbs as a light load, 520 to 1038lbs as a medium load and 1038 to 1560lbs as a heavy load.
Cthulhudrew

10-14-05, 12:06 AM
Camarilla

Just a note, since I noticed you are on the DA series of monsters- many of the "new" monsters in those modules are just renamed monsters from the Creature Catalog. The Camarilla, for example, is actually the same monster as the Xytar, just with a different name and (possibly) different description.
Gazza555

10-14-05, 07:59 AM
Hi guys,

I think this questions fits into this thread. ;)

Before I finally get round to statting out the werehawk, I need to find any Mystaran references. They're mentioned in PC4 but are they mentioned anywhere else?

Regards,
Gary
havard

10-14-05, 08:53 AM
Hi guys,

I think this questions fits into this thread. ;)

Before I finally get round to statting out the werehawk, I need to find any Mystaran references. They're mentioned in PC4 but are they mentioned anywhere else?

Only other reference I can think of is in WotI which basically only repeats the info from PC4...

BTW: are there Werehawks preserved in the Hollow World?

Håvard
Gazza555

10-14-05, 09:04 AM
Only other reference I can think of is in WotI which basically only repeats the info from PC4...
Thanks. :)

BTW: are there Werehawks preserved in the Hollow World?
There will be!!! :D I need some reason to actually stat them out; other than have a PC party travel back in time. Actually that could be a way of bringing werehawks back, party travels back in time, member of party is infected, travel back to modern day.

PC4 (IIRC) just says they were wiped out, whether this means in Hollow World as well as the Outer World is open to debate - but I don't see why a least a pair couldn't have been saved in Hollow World.

Regards,
Gary
havard

10-14-05, 09:13 AM
PC4 (IIRC) just says they were wiped out, whether this means in Hollow World as well as the Outer World is open to debate - but I don't see why a least a pair couldn't have been saved in Hollow World.


Sounds like something Ka would be interested in, regardless how how nasty those guys might have been....

Håvard
Traianus Decius Aureus

10-14-05, 09:31 AM
Just a note, since I noticed you are on the DA series of monsters- many of the "new" monsters in those modules are just renamed monsters from the Creature Catalog. The Camarilla, for example, is actually the same monster as the Xytar, just with a different name and (possibly) different description.

Thanks for that tip, I just checked and they are almost identical- Xytars have different HD and are refered to as Dragon-kin. I will do a separate conversion for the Xytar to reflect those changes, and people can choose which one they prefer. Any others off the top of your head that are duplicated? I know the garl has appeared in several different locations.
Cthulhudrew

10-14-05, 09:49 AM
Any others off the top of your head that are duplicated? I know the garl has appeared in several different locations.

I'll check real quick-

The Quargs are basically Winter Wolves (or whatever they're called in the Creature Catalog; can't think of the name offhand- Frost Wolves, maybe).

Looks like that's it in the DA modules. Just those two. I seem to recall there were some similarities between the Sand Folk and the Sis'thik (at least mechanically), but the descriptive differences are certainly pronounced enough that they would be two very different races.
Cthulhudrew

10-14-05, 09:52 AM
PC4 (IIRC) just says they were wiped out, whether this means in Hollow World as well as the Outer World is open to debate - but I don't see why a least a pair couldn't have been saved in Hollow World.

I always thought it was kind of odd that the one lycanthropic race that had been hunted to extinction is the one that should most easily be able to escape predators (especially an elf).

Then again, I was going to have a secret enclave of them still hiding out atop the Atruaghin Plateau, so I guess I'm just sort of biased in really liking the concept of a werehawk. :)

[EDIT] Then again, the sheer difficulty of wiping out a race that can fly away from you would probably be an important part of attaining Immortality. Really shows a degree of dedication and ability. Seems a bit Entropic, mind (genocide), but certainly a task set to make one Immortal.
Traianus Decius Aureus

10-15-05, 12:08 AM
Cyborg
Class III Terminator
DA3 36
Medium Construct
Hit Dice: 20d10+20 (130 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares) (can't run)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +15/+23
Attack: by weapon +24 melee (by weapon +8)
Full Attack: By weapon +24/+19/+14 melee (by weapon +8) and Slam +18 melee (2d6 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Construct traits, Damage reduction 5/magic, darkvision 60ft., Living Breathing Creature, low-light vision
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 27, Dex 17, Con -, Int 9, Wis 17, Cha 7
Skills: Gather Information +2, Hide +3, Intimidate +1, Listen +9, Sense Motive +7, Spot +9, Survival +7
Feats: Alertness, Cleave, Dodge, Improved Critical (by weapon), Improved Initiative, Power Attack, Weapon Focus (by weapon)
Environment: Any land
Organization: Solitary, or Company (2-5)
Challenge Rating: 13
Treasure: 1d4 Alien Devices
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Cyborgs are alien machines built to perform difficult (often suicidal) tasks that are best performed by a human. They appear to be exceptionally tall and well-built male humans, indistinguishable from normal human beings. But their flesh was grown over a durasteel skeleton in big biotanks. And, while all of their organs, except for some sense organs, are tank-grown from cell clones, most have special electrical or computer augmentation (a tiny pacesetter that can be used to push the heart to extreme exertion, for example).

A set of computer chips in the brain accept programming beamed to the cyborg via any standard communications device. This allows them to be reprogrammed for a variety of tasks (even completely altering the cyborg's feat and skill set). Thanks to a special hardware feature, cyborgs will even accept self-destruct programming that stops their heart. All programming must be in a special code. Like the aliens who made them, cyborgs have a mastoid implant that allows them to use the alien communications network at any time.

Combat
Cyborg programming normally prevents them from harming humans or humanoids (including aliens). However, there exist illegal programs that can circumvent the safeguards built into the cyborgs at the factory. Using these, it is possible to modify an existing cyborg so that it becomes a cyborg terminator, a superlative killing machine feared throughout the galaxy.

Terminator programming gives cyborg proficiency with all simple and martial weapons. It prefers to use weapons, and when it does so and has a free hand, it may make a slam attack as a natural secondary attack. A terminator is usually armed with alien weaponry.

Damage Reduction (Su): A Class III cyborg has damage reduction of 5/magic.

Living, Breathing Creature (Ex): A Class III cyborg looks, acts, and feels like a normal human due to its flesh and enhanced organs (although these are not needed for the cyborg to function). Opponents need to succeed on a DC 25 Spot check to determine it is not a human. The DC decreases by 10 if the cyborg has been seen fighting in combat. Its true nature is also revealed if the cyborg receives more than 25% of its total hp in damage. Unlike normal constructs, cure spells may repair 25% of damage inflicted upon a cyborg.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
havard

10-15-05, 12:27 PM
I always thought it was kind of odd that the one lycanthropic race that had been hunted to extinction is the one that should most easily be able to escape predators (especially an elf).

Then again, I was going to have a secret enclave of them still hiding out atop the Atruaghin Plateau, so I guess I'm just sort of biased in really liking the concept of a werehawk. :)

I always *hated* the name Giant Werehawk, but as long as we are referring to them as Werehakws, everything is good. Would having the ones back on the Plateau mean Rudhari (spl?) would lose his immortality status if they were ever discovered? ;)

[EDIT] Then again, the sheer difficulty of wiping out a race that can fly away from you would probably be an important part of attaining Immortality. Really shows a degree of dedication and ability. Seems a bit Entropic, mind (genocide), but certainly a task set to make one Immortal.


I see your point, but ofcourse it depends on how he destroyed the race. Perhaps he cured rather than killed most of the Werehawks?

Håvard
Traianus Decius Aureus

10-15-05, 09:30 PM
Class IV Terminator
DA3 36
Medium Construct
Hit Dice: 22d10+20 (141 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares) (can't run)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +16/+25
Attack: By weapon +26 melee (by weapon +9)
Full Attack: By weapon +26/+21/+16 melee (by weapon +9) and slam +20 melee (2d6 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Living Breathing Creature, construct traits, Damage reduction 15/magic, darkvision 240ft., extraordinary senses, living, low-light vision, scent
Saves: Fort +7, Ref +11, Will +11
Abilities: Str 29, Dex 19, Con -, Int 10, Wis 19, Cha 9
Skills: Climb +10, Disguise +4, Escape Artist +5, Gather Information +4, Hide +5, Intimidate +5, Jump +10, Listen +20, Search +14, Sense Motive +10, Spot +20, Survival +10, Swim +10
Feats: Alertness, Cleave, Combat Expertise, Improved Critical (by weapon), Improved Initiative, Power Attack, Track(B), Weapon Focus (By weapon),Weapon Specialization (by weapon)
Environment: Any land
Organization: Solitary, or Company (2-5)
Challenge Rating: 15
Treasure: 1d4 Alien Devices
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

A Class IV cyborg is an improved version of the Class III cyborg. It boasts improved senses, improved body construction and massively improved programming. Unlike the Class III model, which was intended for many non-combat tasks, the Class IV was designed with the terminator programming in mind.

Combat
A Class IV cyborg terminator is a superlative killing machine feared throughout the galaxy. Terminator programming gives the cyborg proficiency with all simple, martial and exotic weapons. It has proficiency with all armors and shields as well, though it prefers not to use armor and shields. It prefers to use weapons, and when it does so and has a free hand, it may make a slam attack as a natural secondary attack. A terminator is usually armed with alien weaponry.

Living, Breathing Creature (Ex): A Class IV cyborg looks, acts, and feels like a normal human due to its flesh and enhanced organs (although these are not needed for the cyborg to function). Opponents need to succeed on a DC 25 Spot check to determine it is not a human. The DC decreases by 10 if the cyborg has been seen fighting in combat. Its true nature is also revealed if the cyborg receives more than 25% of its total hp in damage. Unlike normal constructs, cure spells may repair 25% of damage inflicted upon a cyborg.

Damage Reduction (Su): A Class IV cyborg has damage reduction of 15/magic.

Extraordinary Senses (Ex): A Class IV cyborg has enhanced senses that allow the cyborg to see, smell, and hear things up to four times the distance a normal human could. As a result, the cyborg gains a +8 racial bonus to all Listen, Search and Spot checks.

Scent (Ex): This special quality allows a Class IV cyborg to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-16-05, 10:43 PM
Gakarak (Forest Brooder)
DA3 36, DMR2 44
Huge Plant
Hit Dice: 16d8+96 (168 hp)
Initiative: -1 (-1 Dex)
Speed: 45 ft. (9 squares)
Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +12/+30
Attack: Slam +21 melee (2d6 +10)
Full Attack: 2 Slam +21 melee (2d6 +10) or 4 thorn darts +11 ranged (1d8 +10) or 1 greatclub +20/+15/+10 melee (3d6 + 15 +Entangle)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Animate trees, entangle, plant growth, teleport through vegetation
Special Qualities: Damage reduction 15/slashing and piercing, electrical immunity, fast healing 3, low-light vision, plant traits, wooden weapon immunity
Saves: Fort +16, Ref +4, Will +9
Abilities: Str 31, Dex 9, Con 23, Int 10, Wis 15, Cha 10
Skills: Concentration +10, Hide -9, Intimidate +5, Knowledge (nature) +8, Listen +8, Search +4, Sense Motive +6, Spot +8, Survival +7
Feats: Alertness, Cleave, Improved Sunder, Iron Will, Power Attack, Weapon Focus (Slam)
Environment: Any forests
Organization: Solitary, or Brood (2-5)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: +7

A gakarak is a large, 18-foot-tall bipedal entity that is often mistaken for a treant, although it is much darker in color and is usually shrouded in ancient, blackening mossesand lichens.
Gakaraks are some of the oldest living creatures on the Prime Plane. They dwell deep in the heart of ancient forests, where they brood on their eons-old hatred of humans and demi-humans, all of whom they consider to be hateful tree-slayers. They resent incursions into their forests and will do their utmost to deter anyone from entering. Those foolish enough to penetrate deep into a gakarak's forest rarely return. The long-nurtured anger of a gakarak pervades the entire forest with an atmosphere of impending doom.
Gakaraks speak their own language (an ancient form of treant), plus Sylvan. Most also can manage a smattering of common and just about all other humanoid tongues—at least enough to say "Get away from my trees!"

Combat
Gakaraks prefer to avoid all contact with humans and other trespassers in their forests. Thus they will make liberal use of their plant growth ability to redirect intruders. Should they have to fight, they will first animate trees and fire thorn darts at a distance. Should it be engaged in melee, it can either make two slam attacks, or weild a massive greatclub that may entangle its opponents.

Animate Trees (Sp): A gakarak can animate trees within 180 feet at will, controlling up to six trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a gakarak in all respects. Animated trees lose their ability to move if the gakarak that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 16th).

Entangle (Sp): Any creature hit by the gakarak's greatclub must make a Reflex save vs DC 20 (Wis based) or become entangled by the grasses, weeds and vines that grow around him for 60 minutes. An entangled creature can take no other action, except for trying to break free. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed that round.

Plant Growth (Sp): 3/day, a gakarak can use the plant growth ability. This ability is identical to the druid spell of the same name (caster level 16th) with the following exception: The affected area is a 360ft radius circle, a 540ft radius semicircle or 720ft radius quarter circle.

Teleport Through Vegetation (Sp): A gakarak may, at will, teleport without error to any location within its home forest simply by touching a plant within the forest.

Damage Reduction (Su): A gakarak has damage reduction of 15/slashing and piercing.

Electrical Immunity (Ex): A gakarak has 100% immunity to electrical damage.

Fast Healing (Ex): A gakarak has a fast healing rate of 3 hp per round.

Wooden Weapon Immunity (Ex): A gakarak cannot be damaged by wooden weapons (clubs, staves and other weapons composed entirely of wood).

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

10-17-05, 10:37 PM
Grazer
DA3 37
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (1d8 +8)
Full Attack: Gore +13 melee (1d8 +8) and bite +8 melee (1d8 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 27, Dex 10, Con 20, Int 2, Wis 12, Cha 6
Skills: Hide -4, Intimidate +1, Listen +7, Spot +7
Feats: Alertness, Endurance, Run
Environment: Any plains
Organization: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 5
Treasure: Hide worth 300+ gp
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

The grazer is a large herbivore that looks very much like a bison except that it has a single, central horn and a broad, flat tail. Grazers are 15 feet long and stand eight feet tall. The value of their tough hides is so great that they have been hunted almost to extinction in some parts of the world. Some groups of steppe horseman maintain herds of more or less domesticated grazers, and the beast plays a significant role in their economy and religious life.

Combat
Grazers are differ from most herbivores in that they tend to attack when they are surprised or when they think that they are being threatened. Their terrible temper is legendary, and they are considered among the most dangerous big game found on the open steppe.

Trample (Ex): A grazer can trample large-size or smaller creatures for 2d8+12 points of damage. Opponents who do not make attacks of opportunity against the grazer can attempt a Reflex save (DC 22, Str based) to halve the damage.
havard

10-18-05, 10:27 AM
Gakarak (Forest Brooder)

I'm glad you converted the Gakarak! I had forgotten that they were in the DA series. I am planning to use them for the Thunder Rift project though, an especially dangerous Gakarak Druid lives in the Grakken Forest. With a name like that, it just sounded too much like a Gakarak home. That particular Gakarak is not particularly happy with the Protector of the Brichtwoods though, another Druid, and this one a Unicorn....

Any suggestions for modelling a Gakarak Druid?

Håvard
Traianus Decius Aureus

10-18-05, 11:55 AM
I'm glad you converted the Gakarak! I had forgotten that they were in the DA series. I am planning to use them for the Thunder Rift project though, an especially dangerous Gakarak Druid lives in the Grakken Forest. With a name like that, it just sounded too much like a Gakarak home. That particular Gakarak is not particularly happy with the Protector of the Brichtwoods though, another Druid, and this one a Unicorn....

Any suggestions for modelling a Gakarak Druid?

Håvard

I like that idea for Thunder Rift, Håvard! A couple of thoughts for you:
The Gakarak ability score adjustments are +20 Str, -2 Dex, +12 Con, +4 Wis so I would roll up the ability scores normally and assign better scores to Cha, Wis and maybe Int.

For an animal companion, I would suggest an eagle or hawk (or if you want to give the Gakarak a more NE bent, a raven or crow). The gakarak doesn't need any combat help, but a long range scout that is unimpeded by forest growth and the gakarak's entangle and plant growth abilities seems a great match.

As for alignment, I've shown the typical creature as Always neutral, but I think they could very easily be considered Neutral Evil, particularly in this case.

I don't know what you had in mind for a druid level, but I wouldn't make it more than level 5. Couple of reasons: it is already very combat proficient, and I don't know if wild shape does the gakarak that much good. Ranger levels could make for a very interesting gakarak (make human its favored enemy :) ) If level is not a concern, maybe a few levels of a prestige class like Verdant Lord (needs update from Masters of the Wild) might be a good path to pursue.

Hope that helps!
Traianus Decius Aureus

10-18-05, 10:19 PM
Man, Hide Hunter
DA3 38
4th Level Human Fighter
Medium-size Humanoid (Human)
Hit Dice: 4d10+4 (26 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares) in hide armor; base speed 30 ft.
Armor Class: 15 (+1 Dex, +3 hide armor, +1 light wooden shield), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Long sword +5 melee (1d8 +1)
Full Attack: Long sword +5 melee (1d8 +1) or composite shortbow +5 ranged (1d6 +1) or lance +5 melee (1d8 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 13, Dex 12, Con 12, Int 10, Wis 9, Cha 8
Skills: Handle Animal +6, Intimidate +5, Ride +9
Feats: Cleave, Mounted archery, Mounted combat, Point blank shot, Power Attack
Environment: Any plains
Organization: Solitary (+ light warhorse), Team (2-5 + light warhorses), or Ride (5-20 + light warhorses)
Challenge Rating: 1
Treasure: Grazer hides and meat
Alignment: Often neutral
Advancement: by character class
Level Adjustment: -

Hide Hunters are humans that specialize in hunting grazer herds. There are only a small number of hide hunters left, and they are exceptionally tough horse warriors. They wear gaudily painted hide armor and carry wooden shields. Every hide hunter rides a light warhorse and they only dismount their horses to sleep. Like most steppe warriors, they are wary of strangers but usually are not immediately hostile.
The fighter presented above has base stats of Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 and added its bonus ability point to Dex.

Combat
Hide Hunters use their lances only to bring down grazers. In other instances they will shoot arrows at their foes to weaken them, and then will draw their swords and charge into melee. They will almost always fight while on horseback.
Gazza555

10-19-05, 06:32 AM
OK I've checked PC and found three references to the extinction of werehawks (there may be others). The empasis are mine.

DM's Guide
Yet I can find no records of werehawk sightings since 582, when a "hero" known as the Silver Hunter purged a tiny island in the Sea of Dread of its resident hawkman. I can only assume this Silver Hunter extinguished the last of these magnificent were-birds, removing hawk lycanthropy from the world.

593 AC: Ruaidhri kills the last of the werehawks.

For more than a century, the elf pursued rumors or werehawks to every corner of the Known World on his epic quest to rid the world of all werehawks. Ruaidhri slew the last werehawk in 593 AC.

So we have a get-out :), assuming Ruaidhri slew the last of the werehawks in the Known World during 593 AC then werehawks from others parts of Brun, Davinia etc have had 400+ years to repopulate the Known World.

Also with words like 'kill' and 'slew' it doesn't look like Ruaidhri was going round curing the werehawks. ;)

Regards,
Gary
havard

10-19-05, 07:03 AM
So we have a get-out :), assuming Ruaidhri slew the last of the werehawks in the Known World during 593 AC then werehawks from others parts of Brun, Davinia etc have had 400+ years to repopulate the Known World.

If it was only the KW werehawks he killed, would that really be enough for Ruaidhri to achieve immortality though? Killing all the Werehawks in the world sounds a bit more impressive.

Also with words like 'kill' and 'slew' it doesn't look like Ruaidhri was going round curing the werehawks. ;)

True. That was more of an attempt to justify a non-evil alignment. OTOH, Lycantrophes are usually pretty nasty creatures. Perhaps he offered curing them, but they refused? ;)

Håvard
Gazza555

10-19-05, 07:16 AM
If it was only the KW werehawks he killed, would that really be enough for Ruaidhri to achieve immortality though? Killing all the Werehawks in the world sounds a bit more impressive.
Yes, very impressive, killing all the werehawks on Brun, Davinia and Skothar plus all the islands and even in Hollow World would certainly be worthy of Immortality. I would assume at the very least Ruaidhri must have had some way of flying considering the distances involved and the previously mentioned fact that of course werehawks can fly. :D

Regards,
Gary
havard

10-19-05, 07:20 AM
Yes, very impressive, killing all the werehawks on Brun, Davinia and Skothar plus all the islands and even in Hollow World would certainly be worthy of Immortality. I would assume at the very least Ruaidhri must have had some way of flying considering the distances involved and the previously mentioned fact that of course werehawks can fly. :D

Perhaps he had to transform himself into a Werehawk, and then cured himself once he had slain the last one? ;)

Håvard
Traianus Decius Aureus

10-19-05, 10:55 PM
Robot, DBOT
DA3 39
Medium Construct
Hit Dice: 24d10+20 (152 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 120 ft. (poor) (can't run)
Armor Class: 21 (+1 Dex, +10 natural), touch 11, flat-footed 20
Base Attack/Grapple: +18/+23
Attack: By alien weapons +19 ranged (by weapon)
Full Attack: By alien weapon +17/+12/+7 ranged (by weapon) and By alien weapon +17 ranged (by weapon)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 20/magic, darkvision 60ft., low-light vision
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 20, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: Dodge, Improved Critical (by weapon), Improved Initiative, Multiweapon Fighting, Point Blank Shot, Precise Shot, Track, Weapon Focus(By alien weapons),Weapon Specialization (By alien weapon)
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 16
Treasure: Grenades (Alien Technology)
Alignment: Always neutral
Advancement: 25-48 HD (Medium)
Level Adjustment: -

A Dbot is a Defense Robot and is colored black. The FSS Beagle has almost 200 defense robots designed to protect the vessel and its crew from external threats. To the uninitiated, Dbots look like sbots except for their coIor, but they are much more powerful. Dbots only heed programming in alien battle language.

Combat
The dbot's arsenal of built-in weaponry includes a needler, a heavy blaster, a hand blaster, and a grenade launcher with three light grenades, three smoke grenades, six gamma grenades, six sonic grenades, three neuron grenades, and three tangler grenades. Most dbots have a primary weapon they use predominately (and will have complimentary feats for). They may use up to two of their weapons per round.
Dbot actions depend on their programming, and they are sometimes unpredictable. Generally, though, dbots on guard duty in or around the City of the Gods negotiate before attacking, warning characters to stay-away from restricted areas instead of just shooting them. Dbots outside of the City of the Gods automatically attack anything but the aliens and their servants.

Damage Reduction (Su): A dbot has damage reduction of 20/magic.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-20-05, 10:58 PM
EBOT
DA3 39
Medium Construct
Hit Dice: 12d10+20 (86 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Needler +10 ranged (1d2 + Paralysis)
Full Attack: Needler +10/+5 ranged (1d2 + Paralysis)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Airwalking, construct traits, darkvision 60ft., damage reduction 10/magic, low-light vision
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 16, Dex 10, Con -, Int -, Wis 14, Cha 4
Skills: ---
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Needler)
Environment: Any land
Organization: Solitary, or Team (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Medium)
Level Adjustment: -

An Ebot is an Ecology Robot and is green in color. The Beagle carries over 300 specialized robots designed for use in capturing, subduing and caring for specimens. All ebots are identical. They look exactly like ubots, except for there color, but they are sheathed in light-gauge duralloy armor and have special shock-cushioning to protect their components from damage. Like ubots, they use a plenum chamber and airscrew arrangement to move. Ebots can extrude a variety of small tools from their torso, including medica1 sensors and needlers loaded with different types of powerful sleep-inducing drugs. They heed programming in Galactica or computer language.

Combat
Ebots never try to harm specimens; they are programmed only to subdue them. If they come up against a specimen too tough for them, they flee. Ebots don't try to capture aliens. However, they have discretionary circuits that cause them to try automaticalIy to capture any representatives of other species within their assigned patrol area. Ebots are often found on patrol in wilderness areas.

Airwalking (Ex): Ebots can constantly make use of the Air Walk spell as if cast by a cleric with a caster level equal to the Ebot's Hit Dice. An Ebot cannot use this ability to move anymore than 1 ft off the ground. This ability cannot be negated.

Damage Reduction (Su): An ebot has damage reduction of 10/magic.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-21-05, 11:15 PM
SBOT
DA3 39
Medium Construct
Hit Dice: 20d10+20 (130 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) (can't run)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +15/+20
Attack: By alien weapon +20 melee (by weapon +5) or by alien weapon +16 ranged (by weapon)
Full Attack: By alien weapon +20/+15/+10 melee (by weapon +5) or By alien weapon +16/+11/+6 ranged (by weapon)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 20/magic, darkvision 60ft., low-light vision
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 20, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: Dodge, Improved Critical (by weapon), Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (by alien weapon), Weapon Specialization (by alien weapon)
Environment: Any land
Organization: Solitary, or Team (2-5)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Medium)
Level Adjustment: -

Sbot's are Security Robots are are recognized by their blue color. When it embarked on its mission, Beagle had hundreds of security robots designed to keep internal order during emergencies. Most sbots were destroyed during the mutiny, but about 80 remain. All are identical. They look like powerful, seven-foot tall metal-armored men, but their blued metal surface is actually a thick sheath of duralloy armor stretched over a sturdy duralloy frame. Its interior is tightly packed with shock-cushioned components. Sbots are generally found only within the City of the Gods. They only heed programming in alien battle language.

Combat
All sbots have an arsenal of built-in weapons, including a hand blaster, a riot stick, and a needler. Unless they are attacked with weapons capable of doing them damage, sbots do not normally try to kill. Instead, they use their riot sticks to get their opponent to obey instructions. Most sbots will have weapon related feats for the riot stick. If an opponent fails to heed the riot stick, they use their needlers. Only if their own existence is threatened or they have special programming will they use their blasters.

Damage Reduction (Su): A sbot has damage reduction of 20/magic.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Hugin

10-22-05, 09:38 PM
Here's a quick creature-question that I didn't feel deserved its own thread: What is a Horlagh? The PCs IMC are travelling through the Shires on their way home to Karameikos and so I've been reading the Five Shires gaz. It's the newest one that I've purchased and haven't read it all before (still flipping through actually).

Anyway, I've come across this 'horlagh' a couple of times but don't know what it is. Even after working on the OD&D creature reference index I've still never heard of it. I'm thinking it is likely a hin name for another creature and just haven't read the right text yet. Help?!
Traianus Decius Aureus

10-22-05, 10:56 PM
UBOT
DA3 39
Medium Construct
Hit Dice: 6d10+23 (56 hp)
Initiative: +0
Speed: 10 ft. (2 squares) (can't run)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+11
Attack: Slam +7 melee (1d4 +3)
Full Attack: Slam +7 melee (1d4 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Airwalking, construct traits, Damage reduction 10/magic, darkvision 60ft., low-light vision
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 16, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: Improved grapple (B), Iron Will, Lightning Reflexes, Toughness
Environment: Any land
Organization: Solitary, or Crew (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: -

An Ubot is a Utility Robot and is orange in color. This is the most common robot design, with over 1,000 models covering dozens of specialized tasks. All use the same chassis and have the same characteristics. They look like four foot tall metal drums dotted with small protusions and flashing lights. They use a type of plenum chamber arrangement to travel a foot above the ground (like a hovercraft) and use samll directional airscrews for propulsion. Ubots can extend a variety of tools from their torso. If kept from performing an assignment, the cease all activity while attempting to contact a computer or human to get a program clarification. Ubots heed programming in Galactica or computer language.

Combat
An Ubot usually will avoid combat. If attacked, it can make a slam attack with some of its tools, but it will almost always attempt to grapple its foe with its grabber tools instead. It will hold its opponent until something comes to help it or it receives programming to tell it what to do with the foe.

Airwalking (Ex): Ubots can constantly make use of the Air Walk spell as if cast by a cleric with a caster level equal to the Ubot's Hit Dice. An Ubot cannot use this ability to move anymore than 1 ft off the ground. This ability cannot be negated.

Damage Reduction (Su): An ubot has damage reduction of 10/magic.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Cthulhudrew

10-23-05, 04:09 AM
Here's a quick creature-question that I didn't feel deserved its own thread: What is a Horlagh? The PCs IMC are travelling through the Shires on their way home to Karameikos and so I've been reading the Five Shires gaz. It's the newest one that I've purchased and haven't read it all before (still flipping through actually).

Do you have a page reference to it? I don't recall reading about that one either.
Traianus Decius Aureus

10-23-05, 11:33 PM
Sand Folk
DA3 40
Medium Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Greatsword +7 melee (2d6 +4)
Full Attack: 1 Greatsword +3 melee (2d6 +4) and 1 Greatsword +3 melee (2d6 +4) or 4 slam +7 melee (1d4 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 16, Dex 11, Con 15, Int 11, Wis 14, Cha 10
Skills: Bluff +5, Diplomacy +1, Hide +1*, Intimidate +1, Knowledge (local) +3, Listen +4, Move Silently +1, Ride +2, Spot +5*, Survival +5
Feats: Cleave, Multiweapon Fighting, Power Attack
Environment: Temperate, Warm deserts
Organization: Solitary, Pair, Squad (5-20 + 1 3rd level warchief), or Tribe (60+ and 4 3rd level warchiefs, 1 5th level warlord, 50% non-combatants)
Challenge Rating: 3
Treasure: Standard
Alignment: Often neutral
Advancement: by character class
Level Adjustment: +2

The sand folk are a silicon-based, humanoid species. In youth, their thick, leathery skin is smooth and green, but it darkens to slate gray or black with age. As they age, the sand folk have glandular secretions which cause their hides to gradually become encrusted with hard silicon crystals. This gives a young sand folk a natural AC of +2. This increases to +3 or +4 for middle aged sand folk. Elders may have a bonus of +5, and the oldest sand folk have a +6 natural AC bonus. At full size, a sand folk stands about seven feet tall and weighs about 225 lbs. All sand folk have four arms, but otherwise conform to a generally humanoid appearance.
The sand folk tend to be desert-dwelling nomads who live by plunder or by acting as caravan guards. They are organized into tribes based on blood ties. All sand folk are alternately male and female- each summer the sand folk's sex changes unless it is a pregnant female. All sandfolk are trained warriors and they are governed by a very strict code of honor that places a premium on martial prowess.
Sand folk pride themselves on being good liars, though they are scrupulously honest when dealing with their own tribal members. Outsiders are considered fit prey unless they are under the protection of an elder. Sand folk consider manual labor and commerce demeaning and believe that fighting is the only decent activity for a warrior. They are practical though, and will trade for what they cannot take by force or cunning.
Sand folk are governed by a council of elders that administer justice and select their military leaders. Their laws are draconian, and the only recognized punishment is decapitation. Any activity that would not warrant a decapitation is usually not considered a criminal activity. Disputes are often settled by trial by combat, and that is always to the death. Sand folk speak their own language, and a broken form of common.

Combat
Most sand folk carry two greatswords, one for each pair of hands. They prefer to use these to all other weapons even though they are proficient with all simple and martial weapons. Ranged weapons are beneath the dignity of a sand folk warrior, as are shields and armor. War chiefs will also carry a highly decorated glaive. There is a 50% chance that any encountered sand folk will be riding a camarilla.
Sand folk are excellent ambushers and will use this tactic frequently. They are also very good at sniffing out ambushes set by others.

Skills: A sand folk has a +4 racial bonus to all Bluff checks. *Sand folk also have a +8 racial bonus to all Hide and Spot checks made while in desert terrain.

Sand Folk as Characters
Most sand folk are fighters, rangers, or barbarians. A sand folk cleric has access to two of the following domains: Fire, Glory, Sand and War.
Cthulhudrew

10-24-05, 03:02 AM
Combat
Most sand folk carry two greatswords, one for each pair of hands. They prefer to use these to all other weapons even though they are proficient with all simple and martial weapons. Ranged weapons are beneath the dignity of a sand folk warrior, as are shields and armor. War chiefs will also carry a highly decorated glaive.

Just one note here- many of the Sand Folk in DA3 use hand/heavy blasters and grenades and at least one (Da-Nel) wears a suit of Federation Battle Armor. Could be that they are a radical group, though- they certainly seem unique in the sense that they have actual relations with Riesling.

Sand folk are excellent ambushers and will use this tactic frequently. They are also very good at sniffing out ambushes set by others.

This may have been covered by the racial skill bonuses to Hide and Spot (and may have been similar to a suggestion I made to Havard once when we were doing a conversion of these guys- it was so long ago, though, I can't recall).

I always kind of thought it would be cool to do something else, though, to account for their incredible ambush ability, and was wondering if you had any thoughts? Maybe something like a special ability- Ambush (Ex): When working together to lay an ambush, each Sandfolk grants a +1 bonus to their leader's Hide checks in opposed rolls to detect them? (Worded less awkwardly, of course).

Probably not quite that- that would mean that, absurdly, an army of sandfolk would have better chances of remaining unobserved in an ambush than a small group. But something along those lines. Then again, maybe skill bonuses are better. Or a circumstantial bonus to Hide for opposed Spot checks?
Traianus Decius Aureus

10-24-05, 09:59 AM
Just one note here- many of the Sand Folk in DA3 use hand/heavy blasters and grenades and at least one (Da-Nel) wears a suit of Federation Battle Armor. Could be that they are a radical group, though- they certainly seem unique in the sense that they have actual relations with Riesling.

This was a quandry to me- the monster entry clearly indicated they used swords (bastard swords as two-handed weapons) yet the adventure had them using technology. I decided to convert it based on the monster entry and make the technology using sandfolk an aberration within the normal cultural life of the sandfolk (perhaps they are outcasts).

This may have been covered by the racial skill bonuses to Hide and Spot (and may have been similar to a suggestion I made to Havard once when we were doing a conversion of these guys- it was so long ago, though, I can't recall).

I always kind of thought it would be cool to do something else, though, to account for their incredible ambush ability, and was wondering if you had any thoughts? Maybe something like a special ability- Ambush (Ex): When working together to lay an ambush, each Sandfolk grants a +1 bonus to their leader's Hide checks in opposed rolls to detect them? (Worded less awkwardly, of course).

Probably not quite that- that would mean that, absurdly, an army of sandfolk would have better chances of remaining unobserved in an ambush than a small group. But something along those lines. Then again, maybe skill bonuses are better. Or a circumstantial bonus to Hide for opposed Spot checks?

I went with the skill bonus to Hide and Spot checks because there didn't seem to be a particular reason for their skill other than they were just good at it. I limited the bonus to the desert under the logic it was from their affinity with their desert surroundings that helped them out in ambushes. I am open to any other suggestions on the ambushing ability in order to spice it up.
havard

10-24-05, 10:08 AM
This was a quandry to me- the monster entry clearly indicated they used swords (bastard swords as two-handed weapons) yet the adventure had them using technology. I decided to convert it based on the monster entry and make the technology using sandfolk an aberration within the normal cultural life of the sandfolk (perhaps they are outcasts).

I think it was SB Wilson who suggested that the Sand Folk were brought to Mystara by the FSS Beagle, who had picked them up on MMars. The Sand Folk using technology were probably the ones trained by the Beagle Crew. Others may have escaped into the wilderness and picked up local weapons or forged their own of a lower technological level.

Check out more of the work done on the Sand Folk/Ungolwaith by SB Wilson at
http://pandius.com/swilson.html and click at the relevant entries. I found them quite useful. :)

Håvard
Traianus Decius Aureus

10-25-05, 12:14 AM
This is a small diversion from my normal monster conversions. Since several of the converted Blackmoor monsters use technology, I'm going to take a couple of days to convert Blackmoor technology. I will be editing this post as I add in more items...

Grenade Launcher 600gp - by grenade type - 60ft 5 lb By grenade type
Grenade, Gamma 200gp - 8d6 x2 20ft 2 lb Radiation, 30ft radius. Fort. Save vs DC 12 negates
Grenade, Yellow 200gp - Special - 20ft 2 lb Blindness for 1 rd, 30ft radius; Fort. Save vs DC 12 negates.
Grenade, Opacity 200gp - Special - 20ft 2 lb Darkness for 10minutes, 60ft radius.
Grenade, Sonic 200gp - 4d12 + Paralyze x2 20ft 2 lb Sonic + Paralyzed for 60 min, 5ft radius. Fort Save vs DC 12 negates. All unattended objects within blast are affected.
Grenade, Neuron 200gp - 1d4 + Paralyze - 20ft 2 lb Gas: 1d4 + Paralyzed for 60 min, 15ft radius. Fort Save vs DC 12 negates.
Grenade, Tangler 200gp - 1d4 + Entangle - 20ft 2 lb Slashing + Entangled, 10ft radius. Reflex Save vs DC12 negates. Entangled victims cannot move. Struggling causes an additional 1d4 slashing damage per round. Web has 3d6 hp. Victims freed when web is destroyed

Note: Some of the followings weapons are technology weapons from Blackmoor. Normally, characters will not be able use them unless they are taught to use them or they succeed on a Wisdom check vs DC 20. Non-Proficiency penalties may still apply.

Grenade (Death Egg) (Martial, Ranged, Blackmoor )
This item is a smooth, heavy, egg-shaped ball, no more than an inch thick at its widest end. There is a small seam in the middle of the ball. The ball comes in six colors: red, yellow, black, blue, green, and gray.
Each grenade can be thrown (Range increment 20 feet) or fired from a grenade launcher. However, if the grenade is inactive (its normal state), it can be thrown or fired all day, and nothing will happen. Before it will cxplode, it must first be active (or live, as the aliens say). To makc a grenade active, it is necessary to twist the two ends in opposite directions until there is a click. The grenade then explodes five seconds later. When thrown or launched, a successful hit indicates the grenade hit the target. If it misses, locate where it lands as you would an errant catapult shot- it explodes at that location. The effect of the explosion depends on the grenade’s type. The different colors indicate different types.
These include:

Gamma (Red): This type emits a powerful blast of radiation; all entities within 30 feet must make a Fort. Save vs. DC 12. Those who fail their saving throw sustain 8-48 points of damage. Those who make their saving throw sustain no damage. Gamma grenades do no darnage to the surrounding area.

Light (Yellow): This type creates a globe of light 60 feet across. It is similar that created by the spell continual Iight, but it Iasts only one round. Those who are looking directly at the grenade when it first explodes must make a Fort. Save vs. DC 12. Those who fail their save are blinded for one round. It has no effect on those who make their save.
Opacity (Black): This type creates a 60ft diameter globe of darkness for 10 minutes. It cannot be used to blind opponents.

Sonic (Blue): This type emits a destructive, but focused, blast of sound. Each character within a 5ft radius must make a fort save vs DC 12 or suffer 4d12 sonic damage and be paralyzed for 60 minutes. A successful save negates all damage. Any unattended objects within the blast area, also suffer 4d12 damage.

Neuron (Green): This grenade releases a mild nerve gas in a 15ft radius that causes 1d4 damage and paralysis for 60 minutes. A fort save vs DC12 is allowed to negate all affects.

Tangler (Grey): This type emits a dense monofilament web that twists itself around whatever it encounters. All entities within 10ft of the blast must make a reflex save vs DC12. Those that fail sustain 1d4 slashing damage and are entangled in the web. They cannot move or take any action until they are cut free. Those that make their save are unaffected.
The web has 3d6 hp and has damage reduction 5/magic. The web responds to resistance by tightening around its source, inflicting an additional 1d4 slashing damage per round to the struggling character.

Grenade Launcher (Wand of Death Eggs) (Martial, Ranged, Blackmoor )
This dark gray, foot-long, inch thick tube is open at one cnd and closed at the other. There is a red bump on one side.
The closed end holds a standard power pack, a propellant pack, and all of the microcircuits needed to fire the grenade launcher. The cap can be removed by simply unscrewing it. The red bump is a firing button. To usc the launcher, drop a live grenade in it; aim it where you want the grenade to go, and prerss the firing button. With a soft plop, the grenade flies toward the aiming point. It takes one round to arm the grenade, load, and fire. The launcher has a maximum range of 300 feet. Each new propellant and power pack inserted in the launcher is good for 24 uses. Those packs already inside a launcher when it is discovered by the characters are good for 2-24 uses. If the device is triggered while it contains more than one grenade, it explodes, doing 3-18 points of damage to the user plus any damage done by the grenades (which also explode).
Ivid

10-25-05, 06:35 AM
:mymy: Amazing material that you present here! :bump: Let's look if I can contribute to it in some way! :)
Hugin

10-25-05, 10:25 AM
What is a Horlagh?Do you have a page reference to it? I don't recall reading about that one either.
Well, after searching for literally over a half-hour, I finally found one of the references (IIRC there are a couple). OK, Five Shires Gaz, DM's book, page 24 middle column and about halfway down; "...and hin still speak of the time a horlagh charged a hin party riding on woodland trails..."

The curiousity is killing me!
Traianus Decius Aureus

10-25-05, 10:52 PM
Hand Blaster6 800gp - 3d6 + 3d6 fire x3 50 ft 2 lb Bludgeoning and Fire
Heavy Blaster6 1600gp - 4d6 + 4d6 fire x3 80ft 6 lb Bludgeoning and Fire
Light Saber6 600gp 1d6+ 4 fire 1d8 +4 fire 18–20/x3 - 2 lb Slashing and Fire; +4 bonus to attack rolls.

Hand Blaster (Wand of Sunflame) (Martial, Ranged, Blackmoor)
This dark gray, L-shaped device is made from some smooth, dense substance and is molded to fit a human hand. The part that fits most comfortably in the palm is studded with tiny buttons and protrusions. The other part ends in a thin tube. As a result, it may be used one-handed.
This small, easily concealed weapon works by shooting a bolt of plasma whenever a small stud in the front of the pistol grip is pressed. This bolt does 3d6 bludgeoning and 3d6 fire damage. The weapon has a standard power pack in the grip. Moving a slide on the grip causes the weapon to eject its power pack; it can then be reloaded by simply sliding a fresh power pack into the bottom of the grip. Thumbing open a panel in the back of the grip exposes a vertical gauge whose red indicator line shows how many charges are Ieft. The pane1 snaps shut when released. Each new power pack insertcd in the weapon is good for 24 uses. The power pack already in a weapon when it is discovered by the characters is good for 5-20 uses.

Heavy Blaster (Staff of Sunflame) (Martial, Ranged, Blackmoor )
This device actuaIly looks more like an unwieldy cIub than a staff. The smooth, dense, dark gray substance from which it is manufactured is studded with arcane bumps and bulges and it is broader and heavier at one end, tapering to a thin tube at the other.
This shoulder-fired weapon works is the size of a crossbow (but is much lighter and is shaped like a rifle). It works exactly like a hand blaster, but does 4d8 bludgeoning and 4d8 fire damage whenever a small stud in the underside of the stock is pressed). The weapon has a standard power pack in the stock. Moving a slide on the stock causes the weapon to eject the power pack; it can then be reloaded by simply sliding a fresh power pack into the butt-end of the stock. Thumbing open a panel in the top of the stock exposes a vertical gauge whose red indicator line shows how many charges are left. The panel snaps shut when released. Each new power pack inserted in the weapon is good for 24 uses. The power pack already in a weapon when it is discovered by the characters is good for 5-20 uses.

Light Saber (Sword of Light) (Martial, One-Handed Melee, Blackmoor )
This item is a six-inch long, one inch diameter gray metal tube with a red lens of some sort at one end. The tube is banded with ridges of metal and contains a small plate near the lens. The plate is inset with a variety of studs and small flashing lights.
This is a light saber, a weapon designed for deep-space combat where it is desirable that pressurized hulls not be damaged by casual blaster fire. The end with the lens emits a three-foot long by one-inch diameter controlled beam of light bent to form a lethal blade. It has a +4 bonus to attack rolls and causes an additional +4 fire damage per hit. It is activated by pressing one of studs in the control plate by the lens. The other studs are used to regulate the blade’s length and width. The flashing lights are used to monitor its status and are for diagnostic purposes, only. The light saber is powered by standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube’s ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 12 minutes (120 rounds) of continuous operation.
Traianus Decius Aureus

10-26-05, 11:28 PM
Riot Stick6 200 gp - Varies: None up to 1d4+14 x2 — 4 lbs Touch attack. ½ damage is electrical, ½ damage is non-lethal
Needler6 400gp - 1d2 + Paralysis x3 15 ft. 2 lb. Piercing + Paralysis for 60 mins. Fort Save vs DC 12 negates paralysis.
Ammo Pack (24)7 100gp — — — — —
Propellant Pack (24)7 100gp — — — — —

Needler (Wand of Poisoned Dreams) (Martial, Ranged, Blackmoor)
This dark gray, L-shaped device is made from some smooth, dense substance and is molded to fit a human hand. The part that fits most comfortably in the palm has a stud and several tiny protrusions. The other part ends in a thin tube. As a result, it may be used one-handed.
This small, easily concealed weapon fires small hollow steel needles containing a paralyzing drug feet whenever the stud in the front of the pistol grip is pressed. Entities hit by the tiny needles must make a Fort. Save vs DC12. Those who fail their saving- throw suffer 1-2 points of damage and are paralyzed for one hour. Those who make their saving throw suffer 1-2 points of damage, but are not paralyzed. The weapon has a standard power pack and a tiny ammo pack (the same size as the power pack) in the grip. Moving a slide on the grip causes the weapon to eject these packs; the weapon can then be reloaded by simply sliding fresh packs into the bottom of the grip. Each new power pack inserted in a needler has 24 charges (uses}, and each ammo pack contains 24 needles. The packs already in a needler when it is discovered by the PCs are good for 5-20 uses. Thumbing open a panel in the back of the grip exposes a vertical gauge whose red indicator line shows how many charges art left. The panel snaps shut when released.
If a character succeeds in a DC 25 Craft (weaponmaking), he may drain the standard poison from the needle ammo and substitute another poison. Failure indicates the ammo pack is destroyed.

Riot Stick (Wand of Pain) (Simple, One-Handed Melee)
This item is a 24-inch long, one-inch diameter, smooth white stick with a grip at one end. The butt of the grip can be twisted. Attached to the center of the butt end by a strap is a pair of odd, shiny black gauntlets.
This so-called riot stick is designed for use in controlling shipboard mutinies. Twisting the butt of the grip clockwise sends electrical current through the stick (but not the grip, which is insulated). The further clockwise the butt is twisted, the more current charges the stick. Small alien numerals along the grip show the 10 possible settings. At the lowest setting, an unprotected individual touched by the stick gets a minor jolt of electricity that does no damage, but does startle the individual. At the next lowest setting, the stick does 1-2 points of electrical damage (1/2 is non-lethal). At the third setting, it does 1-4 points of electrical damage (1/2 is non-lethal). At each setting above the third (4-10), it does two additional points of electrical damage (for a maximum of 15-19 points at the tenth setting, half of which is non-lethal). The device is powered by a standard power pack inside the grip. The pack can be removed or replaced by twisting the grip counterclockwise from the off position, causing the butt of the grip to pop free and revealing the location of the power pack. The butt can be closed by twisting it clockwise. Each new power pack inserted in this item is good for 24 uses. Packs already in the item when it is discovered by the PCs have 5-20 charges (uses).
This weapon only requires a touch attack to damage an opponent. It may be used as a normal club, but will not cause any electrical damage if used in that manner.

Battle Armor5 1,200 gp +9 (deflection) — 0 0% 30 ft. 20 ft. 5 lb
Pressure Suit5 2,000 gp +9 (deflection) & special +8 0 5% 30 ft. 20 ft. 10 lb.

Battle Armor (Godsuit) (Light Armor, Blackmoor)
This item looks like a smooth, wondrously light and thin stocking but one that has been knit with arms and legs to cover the entire body. Woven into the stocking's neck is a small oblong box.
All aliens and Soldiers of the Frog wear this tough battle armor, a type of form-fitting, light-weight acrylic mesh. A sensor in the "oblong box" tells the suit when it is being worn and causes it to emit a repulsion field that gives the wearer +9 deflection bonuis to AC without adding to his encumbrance. The “oblong box" contains a standard power pack. Squeezing the box in the palm of the hand causes it to eject its power pack. A new pack can then be slid into the box. Each new pack powers the armor for 4 months. Power packs already in suits discovered by the PCs are good for 1-4 months.
The deflection bonus of this suit overlaps, but does not stack with, other deflection bonuses. In addition, it will not function if other armor is worn over it, however it will work with magical bracers.

Pressure Suit (Suit of Lights) (Light Armor, Blackmoor)
When inactive, this item looks like battle armor with a hood and a slightly larger box woven into the neck. When it is active, it gives the wearer a multicolored aura.
A pressure suit has the same characteristics as battle armor, but it also creates an atmospheric envelope around the wearer. Characters wearing a pressure suit are immune to the effects of heat, cold, gas attacks and lack of atmosphere. The suit needs a new power pack after every 12 hours of use.
The deflection bonus of this suit overlaps, but does not stack with, other deflection bonuses. In addition, it will not function if other armor is worn over it, however it will work with magical bracers.
Ivid

10-27-05, 03:17 AM
Have you all here ever thought of compiling the info here into a netbook and put it on Havard's site or the Vault?

- I mean, this is like *DM's Guide to Mystara* in a condensed version! ;)
Traianus Decius Aureus

10-27-05, 10:29 AM
Have you all here ever thought of compiling the info here into a netbook and put it on Havard's site or the Vault?

- I mean, this is like *DM's Guide to Mystara* in a condensed version! ;)

Funny you should say that... I am in the process of creating "World of Mystara Sourcebook" and "Bestiae Mystarae" for our currently on hiatus campaign. They basically cover Mystara 3.5E, the first covers classes, races, equipment, spells, skills, feats, regions, immortals, some rule conversions-pretty much everything. It covers converted OD&D material as well as notes what existing things from 3.5E books are appropriate for Mystara campaigns. The second covers monsters- it tells where to find already converted OD&D monsters, newly converted OD&D monsters, a few new monsters, other appropriate, previously published monsters and lastly the Monstrous Atlas from this board. There is a campaign specific third volume (think gazetteer) that just covers campaign specifics (a few of which make an addition in the layout of Mystara).

Unfortunately, this has taken a ton of time, but it is fun :)
Ivid

10-27-05, 01:31 PM
Funny you should say that... I am in the process of creating "World of Mystara Sourcebook" and "Bestiae Mystarae" for our currently on hiatus campaign. They basically cover Mystara 3.5E, the first covers classes, races, equipment, spells, skills, feats, regions, immortals, some rule conversions-pretty much everything. It covers converted OD&D material as well as notes what existing things from 3.5E books are appropriate for Mystara campaigns. The second covers monsters- it tells where to find already converted OD&D monsters, newly converted OD&D monsters, a few new monsters, other appropriate, previously published monsters and lastly the Monstrous Atlas from this board. There is a campaign specific third volume (think gazetteer) that just covers campaign specifics (a few of which make an addition in the layout of Mystara).

Unfortunately, this has taken a ton of time, but it is fun :)

That'll be a mammoth project, if I understand you right, but certainly one of the most ambitioned things from oldschool fans for a long time! Especially the Bestiary would come in very handy - to c/p every intersting entry from the boards to a doc. file gets really ennerving with the time... :)
Hugin

10-27-05, 04:55 PM
...the Monstrous Atlas from this board.
My PC is dead, but I still have the most recent version of my monster database on disk, thankfully! For the time being I can't post anymore regions due to lack of accessability to the files on this PC (no new spell lists at the moment either for that matter, but again all is saftely on disks).

This sucks! :raincloud

But on a much happier note, I think the stuff you're doing is fantastic. Keep it up!
Traianus Decius Aureus

10-27-05, 11:36 PM
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb

Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end.
This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches.
A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations).
As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item.

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length.
The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation.
When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone.

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank.
When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless.
In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary).
As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item.

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle.

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance.
This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them.

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear.
This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months).
As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation.
Traianus Decius Aureus

10-29-05, 11:12 PM
Lesser Night Dragon
CoM
Night Dragons are chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy. They are sometimes sent to the Prime Material Plane on missions for their masters. For example, after the destruction of Oceania, Synn (a greater dragon) was allowed to remain and guard an ancient secret in her lair.

Night dragons look like the shadow of a dragon, totally black, except for two eyes that glow slightly. Very faint dark blue or purple shimmers reveal some of the dragon's physical features, such as scales and muscles. Night dragons are solid on the Prime Material Plane.

Night dragons are masters of guile and treachery. They feed on the sorrow they inflict upon their victim. They torment a foe rather than destroy it. Physical combat is not viewed as a means of achieving their goals; lies are far better.

A dragon choosing to become a lesser night dragon is often the choice of a quick and easy path to power. The naïve and foolish among dragons are seduced by the immediate power gained, but often fail to see that through patience, they have more to gain by continuing to age as dragon, or that by biding their time, they could transform into a greater night dragon.

The consequences for the dragon choosing this path are significant. Firstly, it will never grow beyond its size at the time of its turn to entropy. Secondly, it becomes very vulnerable to light and subject to turning by clerics. Lastly, they become cutoff from all draconic society- even the most evil of dragons cannot fathom a dragon making this choice. As a result, the new night dragon is an outcast, a betrayer of dragonkind and will be treated as an enemy of dragonkind. The Draconic Immortals agree on few things, but one thing they do agree on is that Night Dragons are an abomination of nature.

Creating a Lesser Night Dragon

Lesser Night Dragon is an acquired template that can be added to any Dragon of Adult or Mature Adult age (referred to hereafter as the base creature).
A lesser Night Dragon uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The dragon’s type changes to Undead (Entropy, Extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +6.

Attack: A lesser night dragon maintains all of the attacks it possessed as a normal dragon.

Full Attack: A lesser night dragon maintains all of the attacks it possessed as a normal dragon.

Damage: Lesser Night Dragons inflict damage with their attacks as a dragon of their original size and type.

Special Attacks: A Lesser night dragon retains all the special attacks of the base dragon and gains those described below. Saves have a DC of 10 + 1/2 lesser night dragon’s HD + lesser night dragon’s Cha modifier unless noted otherwise.

Breath Weapon (Su): A lesser night dragon may breathe (every 1d4 rounds) a billowing cone of absolute darkness, the range is based on the lesser night dragon’s size. Any creature caught within the cone must make a fortitude save or fall unconscious for 10-60 rounds. The absolute darkness thoroughly blocks all light and vision (including darkvision) and any light source within it is snuffed out. The darkness dissipates in 10-60 minutes. A lesser night dragon is unaffected by the darkness created by its breath weapon. The save DC is Charisma based.

Paralysis (Ex): Any creature hit by the lesser night dragon’s bite or claw attacks must make a fortitude save or be paralyzed for 1d8+1 rounds. Elves have immunity to this paralysis.

Spells: The lesser night dragon retains the spellcasting abilities of the base dragon.

Special Qualities: A lesser night dragon retains all the special qualities of the base dragon and gains those described below.

Cover of Darkness (Su): A lesser night dragon, as a standard action, may enter the Plane of Entropy through any spot of absolute darkness. It may return to the Prime Plane through any spot of absolute darkness as well.

Damage Reduction (Su): A lesser night dragon’s damage reduction changes to X/magic and good, where X equals the dragon's original damage reduction amount. A lesser night dragon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Light Vulnerability (Ex): A lesser night dragon is very vulnerable to light. If it is ever exposed to the full light of the sun, it is immediately and irrevocably destroyed. Any light spell cast directly at a lesser night dragon causes 1d10 damage per level of spell to the night dragon if the doesn’t already have have an affect upon undead.

Turn Resistance (Ex): A lesser night dragon cannot be turned by a cleric if it is within 10 miles of its lair or it is on the Plane of Entropy.

Abilities: Increase from the base dragon as follows: Str +4, Dex +4, Int +4, Wis +2, and Cha +6. As an undead creature, a lesser night dragon has no Constitution score.

Skills: Lesser Night Dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. It receives a +4 racial bonus to disguise checks. Otherwise, skills are the same as the base dragon.

Feats: Lesser night dragons have the same feats as the base creature.

Environment: Plane of Entropy, Any Land on Prime

Organization: Solitary

Challenge Rating: Same as the base creature +2.

Treasure: Triple standard.

Alignment: Changes to Chaotic Evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +7.

Sample Lesser Night Dragon (former Mature Adult Black Dragon)
Huge Undead (Entropy, Extraplanar)
Hit Dice: 22d12 (143 hp)
Initiative: +1
Speed: 60 ft. (12 squares), Fly 150 ft (Poor) (30 squares), Swim 60ft. (12 squares)
Armor Class: 36 (–2 size, +1 Dex, +27 natural), touch 9, flat-footed 35
Base Attack/Grapple: +22/+38
Attack: Bite +32 melee (2d8 + 10 + Paralysis)
Full Attack: Bite +32 melee (2d8 +10 + Paralysis) and 2 Claws +3o melee (2d6 +5 + Paralysis) and 2 wings +30 melee (1d8 +5) and 1 tail slap +30 melee (2d6 +5)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Breath Weapon, Crush, Frightful Presence
Special Qualities: Blindsense, Corrupt Water, Cover of Darkness, Spell Resistance 21, Damage Reduction 10/magic and good, Darkvision 120ft., Immunity to Acid, Keen Senses, Light Vulnerability, Low-light vision, Spells, Spell-Like Abilities, Turn Resistance, Undead Traits, Water Breathing
Saves: Fort +13, Ref +14, Will +16
Abilities: Str 31, Dex 12, Con -, Int 18, Wis 17, Cha 20
Skills: Bluff +29, Concentration +14, Disguise +23, Diplomacy +19, Gather Information +20, Intimidate +19, Hide +15, Knowledge (Arcana) +18, Knowledge (Planes) +18, Listen +27, Move Silently +9, Search +26, Sense Motive +26, Spot +25, Survival +17, Swim +10
Feats: Alertness, Combat Casting, Fly-By Attack, Hover, Multiattack, Power Attack, Snatch, Spell Penetration
Environment: Plane of Entropy
Organization: Solitary
Challenge Rating: 16
Treasure: Triple Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: +7

This thoroughly corrupt creature was once a black dragon. In exchange for increased power, it has become a lesser night dragon and a servant of entropy.

Combat
Although a punishing melee combatant, the lesser night dragon will often toy with and torment their foes for a great length of time before ever physically fighting them. Once in combat, the lesser night dragon will quickly identify the greatest threats, and then shroud the battlefield in absolute darkness. It will strike hard and fast against the biggest threats. If the battle is prolonged, it will breathe and slip into the Plane of Entropy to heal, and then reappear in the same absolute darkness that it departed from.

Blindsense (Ex): Night dragons can pinpoint creatures within a distance of 60 feet. Opponents the night dragon can’t actually see still have total concealment against the night dragon.

Breath Weapon (Su): A lesser night dragon may breathe (every 1d4 rounds) a billowing cone of absolute darkness, the range is based on the lesser night dragon’s size. Any creature caught within the cone must make a fortitude save vs DC 26 (Cha based) or fall unconscious for 10-60 rounds. The absolute darkness thoroughly blocks all light and vision (including darkvision) and any light source within it is snuffed out. The darkness dissipates in 10-60 minutes. A lesser night dragon is unaffected by the darkness created by its breath weapon.

Corrupt Water (Sp): Once per day this lesser night dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 26) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to 210 ft.

Cover of Darkness (Su): A lesser night dragon, as a standard action, may enter the Plane of Entropy through any spot of absolute darkness. It may return to the Prime Plane through any spot of absolute darkness as well.

Crush (Ex): This special attack allows a flying or jumping night dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the night dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 26 (Cha based) or be pinned, automatically taking 2d8 +15 bludgeoning damage during the next round unless the dragon moves off them. If the night dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Damage Reduction (Su): This lesser night dragon has DR10/magic and good. A lesser night dragon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Frightful Presence (Ex): A lesser night dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 ft are subject to the effect if they have fewer than 22HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to that night dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Night dragons ignore the frightful presence of other dragons.

Immunity to Acid (Ex): This lesser night dragon has 100% immunity to acid damage.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Light Vulnerability (Ex): A lesser night dragon is very vulnerable to light. If it is ever exposed to the full light of the sun, it is immediately and irrevocably destroyed. Any light spell cast directly at a lesser night dragon causes 1d10 damage per level of spell to the night dragon if the doesn’t already have have an affect upon undead.

Paralysis (Ex): Any creature hit by the lesser night dragon’s bite or claw attacks must make a fortitude save or be paralyzed for 1d8+1 rounds (DC 26, Cha based). Elves have immunity to this paralysis.

Spells: This lesser night dragon can cast spells as a 5th level sorcerer. It may cast 6/8/5 spells per day and knows 6/4/2 spells.

Spell-Like Abilities: 3/day—darkness (radius 70 feet).

Turn Resistance (Ex): A lesser night dragon cannot be turned by a cleric if it is within 10 miles of its lair or it is on the Plane of Entropy.

Water Breathing (Ex): This lesser night dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: Lesser Night Dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. It receives a +4 racial bonus to disguise checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
havard

10-30-05, 01:00 PM
Lesser Night Dragon
CoM
Night Dragons are chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy. They are sometimes sent to the Prime Material Plane on missions for their masters. For example, after the destruction of Oceania, Synn (a greater dragon) was allowed to remain and guard an ancient secret in her lair.

Nice work! I like how you made these into a template. That fits so much better with 3E. I also always felt that in OD&D they should have 3 sizes rather than 2 like Aquatic Dragons do. Should they be templates as well?

Will be see the Night Dragon template applied to an example dragon?

Håvard
Traianus Decius Aureus

10-30-05, 03:11 PM
Nice work! I like how you made these into a template. That fits so much better with 3E. I also always felt that in OD&D they should have 3 sizes rather than 2 like Aquatic Dragons do. Should they be templates as well?

Will be see the Night Dragon template applied to an example dragon?

Håvard

Check the bottom of the post and you'll see a sample lesser night dragon made from a Mature Adult Black Dragon. Later tonight I'll post the greater night dragon template, which can be applied to Mature Adult and older dragons- based on my preliminary set-up, the example is going to be a beast :)
JoeNotCharles

10-30-05, 06:21 PM
Size and Type: The dragon’s type changes to Undead (Entropy, Extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Does this mean they're no longer vulnerable to weapons with a bonus against dragons?
Traianus Decius Aureus

10-30-05, 07:01 PM
Does this mean they're no longer vulnerable to weapons with a bonus against dragons?
As I understand 3.5 rules, it is no longer vulnerable to things that specifically target dragons, but are vulnerable to things that target undead. This could easily be fixed with a special quality if desired.
Traianus Decius Aureus

10-31-05, 12:26 AM
Greater Night Dragon
CoM 92
Night Dragons are chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy. They are sometimes sent to the Prime Material Plane on missions for their masters. For example, after the destruction of Oceania, Synn (a greater dragon) was allowed to remain and guard an ancient secret in her lair.
Night dragons look like the shadow of a dragon, totally black, except for two eyes that glow slightly. Very faint dark blue or purple shimmers reveal some of the dragon's physical features, such as scales and muscles. Night dragons are solid on the Prime Material Plane.
Night dragons are masters of guile and treachery. They feed on the sorrow they inflict upon their victim. They torment a foe rather than destroy it. Physical combat is not viewed as a means of achieving their goals; lies are far better.
A dragon choosing to become a greater night dragon often is very aware of the cost of selling its soul to Entropy for power. Often this choice is made as a way to gain immortality if challenging the dragon rulers has failed. The power gained by becoming a greater night dragon makes the dragon a fearsome adversary, even for its entropic creators.
The consequences for the dragon choosing this path are significant. Firstly, it will never grow beyond its size at the time of its turn to entropy. Secondly, it becomes very vulnerable to light and subject to turning by clerics. Lastly, they become cutoff from all draconic society- even the most evil of dragons cannot fathom a dragon making this choice. As a result, the new night dragon is an outcast, a betrayer of dragonkind and will be treated as an enemy of dragonkind. The Draconic Immortals agree on few things, but one thing they do agree on is that Night Dragons are an abomination of nature.

Creating a Greater Night Dragon
Greater Night Dragon is an acquired template that can be added to any Dragon of Mature Adult age or older (referred to hereafter as the base creature).
A greater Night Dragon uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The dragon’s type changes to Undead (Entropy, Extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +11.
Attack: A greater night dragon maintains all of the attacks it possessed as a normal dragon.

Full Attack: A greater night dragon maintains all of the attacks it possessed as a normal dragon.

Damage: Greater Night Dragons inflict damage with their attacks as a dragon of their original size and type.

Special Attacks: A Greater night dragon retains all the special attacks of the base dragon and gains those described below. Saves have a DC of 10 + 1/2 greater night dragon’s HD + greater night dragon’s Cha modifier unless noted otherwise.

Breath Weapon (Su): A greater night dragon may breathe (every 1d4 rounds) a billowing cone of absolute darkness, the range is based on the lesser night dragon’s size. Any creature caught within the cone must make a fortitude save or fall unconscious for 10-60 rounds. The absolute darkness thoroughly blocks all light and vision (including darkvision) and any light source within it is snuffed out. The darkness dissipates in 10-60 minutes. A greater night dragon is unaffected by the darkness created by its breath weapon. The save DC is Charisma based.

Night’s Domination (Sp): A greater night dragon may envelope an unconscious victim with its wings and force the victim to make a will save. If the save is failed, the victim becomes a fanatic follower of the night dragon and will perform even suicidal tasks for it. The save DC is Charisma based.
The greater night dragon can maintain a telepathic link with its dominated minions, seeing and hearing what they do. There is no limit to the number of victims the greater night dragon may have at one time.

Paralysis (Ex): Any creature hit by the greater night dragon’s bite or claw attacks must make a fortitude save or be paralyzed for 1d8+1 rounds. Elves have immunity to this paralysis.

Spells: The greater night dragon casts arcane spells as a sorcerer with a caster level equal to ½ its HD. It retains any known spells and special spell selection of the base dragon.

Special Qualities: A greater night dragon retains all the special qualities of the base dragon and gains those described below.

Cover of Darkness (Su): A greater night dragon, as a standard action, may enter the Plane of Entropy through any spot of absolute darkness. It may return to the Prime Plane through any spot of absolute darkness as well.

Damage Reduction (Su): A greater night dragon’s damage reduction changes to X/epic, where X is equal to the dragon's original amount of damage reduction. A greater night dragon’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Light Vulnerability (Ex): A greater night dragon is very vulnerable to light. If it is ever exposed to the full light of the sun, it is immediately and irrevocably destroyed. Any light spell cast directly at a greater night dragon causes 1d10 damage per level of spell to the night dragon if the doesn’t already have have an affect upon undead.

Turn Resistance (Ex): A greater night dragon cannot be turned by a cleric if it is within 10 miles of its lair or it is on the Plane of Entropy.

Abilities: Increase from the base dragon as follows: Str +8, Dex +6, Int +6, Wis +4, and Cha +10. As an undead creature, a greater night dragon has no Constitution score.

Skills: Greater Night Dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. It receives a +4 racial bonus to disguise checks. Otherwise, skills are the same as the base dragon.

Feats: Greater night dragons have the same feats as the base creature.

Environment: Plane of Entropy, Any Land on Prime
Organization: Solitary
Challenge Rating: Same as the base creature +3.
Treasure: Triple standard.
Alignment: Changes to Chaotic Evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +7.

Sample Greater Night Dragon (former Ancient Red Dragon)
Gargantuan Undead (Fire, Entropy, Extraplanar)
Hit Dice: 34d12 (221 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 200 ft (Clumsy) (40 squares)
Armor Class: 53 (–4 size, +3 Dex, +44 natural), touch 9, flat-footed 50
Base Attack/Grapple: +34/+64
Attack: Bite +52 melee (4d6 + 18 + Paralysis)
Full Attack: Bite +52 melee (4d6 +18 + Paralysis) and 2 Claws +5o melee (2d8 +9 + Paralysis) and 2 wings +50 melee (2d6 +9) and 1 tail slap +50 melee (2d8 +5)
Space/Reach: 20 ft. /15 ft. (20 ft. with bite)
Special Attacks: Breath Weapon, Crush, Frightful Presence, Night’s Domination, Tail Sweep
Special Qualities: Blindsense, Cover of Darkness, Spell Resistance 28, Damage Reduction 15/epic, Darkvision 120ft., Fire Subtype, Keen Senses, Light Vulnerability, Locate Object, Low-light vision, Spells, Spell-Like Abilities, Turn Resistance, Undead Traits
Saves: Fort +14, Ref +22, Will +28
Abilities: Str 47, Dex 16, Con -, Int 30, Wis 29, Cha 34
Skills: Appraise +40, Bluff +51, Concentration +28, Disguise +44, Diplomacy +40, Gather Information +40, Intimidate +40, Hide +27, Jump +46, Knowledge (Arcana) +38, Knowledge (Planes) +38, Listen +47, Move Silently +39, Search +46, Sense Motive +45, Spot +47, Survival +37
Feats: Alertness, Combat Casting, Empower Spell, Extend Spell, Fly-By Attack, Greater Spell Penetration, Hover, Multiattack, Power Attack, Quicken Spell, Snatch, Spell Penetration
Environment: Plane of Entropy
Organization: Solitary
Challenge Rating: 26
Treasure: Triple Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: +7

This thoroughly corrupt creature was once a red dragon. In exchange for increased power and the immortality of undeath after failing its challenge of the Moon Dragon, it has become a greater night dragon and a servant of entropy.

Combat
Although a punishing melee combatant, the greater night dragon will often toy with and torment their foes for a great length of time before ever physically fighting them. Once in combat, the greater night dragon will quickly identify the greatest threats, and then shroud the battlefield in absolute darkness. It will strike hard and fast against the biggest threats. If the battle is prolonged, it will breathe and slip into the Plane of Entropy to heal, and then reappear in the same absolute darkness that it departed from.

Blindsense (Ex): Night dragons can pinpoint creatures within a distance of 60 feet. Opponents the night dragon can’t actually see still have total concealment against the night dragon.

Breath Weapon (Su): A greater night dragon may breathe (every 1d4 rounds) a billowing cone of absolute darkness, the range is based on the greater night dragon’s size (in this case a 60 ft cone). Any creature caught within the cone must make a fortitude save vs DC 39 (Cha based) or fall unconscious for 10-60 rounds. The absolute darkness thoroughly blocks all light and vision (including darkvision) and any light source within it is snuffed out. The darkness dissipates in 10-60 minutes. A greater night dragon is unaffected by the darkness created by its breath weapon.

Cover of Darkness (Su): A greater night dragon, as a standard action, may enter the Plane of Entropy through any spot of absolute darkness. It may return to the Prime Plane through any spot of absolute darkness as well.

Crush (Ex): This special attack allows a flying or jumping night dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the night dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 39 (Cha based) or be pinned, automatically taking 4d6 +27 bludgeoning damage during the next round unless the dragon moves off them. If the night dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Damage Reduction (Su): This greater night dragon has DR15/epic. A greater night dragon’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Frightful Presence (Ex): A greater night dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 300 ft are subject to the effect if they have fewer than 34 HD. A potentially affected creature that succeeds on a Will save (DC 39) remains immune to that night dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Night dragons ignore the frightful presence of other dragons.

Keen Senses (Ex): A greater night dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Light Vulnerability (Ex): A greater night dragon is very vulnerable to light. If it is ever exposed to the full light of the sun, it is immediately and irrevocably destroyed. Any light spell cast directly at a greater night dragon causes 1d10 damage per level of spell to the night dragon if the doesn’t already have have an affect upon undead.

Locate Object (Sp): This greater night dragon can use this ability as the spell of the same name, up to 10 times per day.

Night’s Domination (Sp): A greater night dragon may envelope an unconscious victim with its wings and force the victim to make a will save (DC 39). If the save is failed, the victim becomes a fanatic follower of the night dragon and will perform even suicidal tasks for it. The save DC is Charisma based.
The greater night dragon can maintain a telepathic link with its dominated minions, seeing and hearing what they do. There is no limit to the number of victims the greater night dragon may have at one time.

Paralysis (Ex): Any creature hit by the greater night dragon’s bite or claw attacks must make a fortitude save or be paralyzed for 1d8+1 rounds (DC 39, Cha based). Elves have immunity to this paralysis.

Spells: This greater night dragon can cast spells as a 17th level sorcerer. It may cast 6/9/9/9/9/8/8/8/6 spells per day and knows 9/5/5/4/4/4/3/3/2 spells. This greater night dragon can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.

Spell-Like Abilities: 3/day—suggestion; 1/day—find the path

Tail Sweep (Ex): This special attack allows this greater night dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep automatically deals 2d6 +27 damage. Affected creatures can attempt Reflex saves to take half damage (DC 39).

Turn Resistance (Ex): A greater night dragon cannot be turned by a cleric if it is within 10 miles of its lair or it is on the Plane of Entropy.

Skills: Greater Night Dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. It receives a +4 racial bonus to disguise checks.

Fire Subtype: This greater night dragon has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
JoeNotCharles

10-31-05, 11:18 AM
Cover of Darkness (Su): A lesser night dragon, as a standard action, may enter the Plane of Entropy

Wait, the what?
Traianus Decius Aureus

10-31-05, 02:37 PM
Wait, the what?

There are two types of Night Dragons, a lesser and greater. The greater has additional spells, an additional special attack, better AC and overall is much more powerful than the lesser variety.
Cthulhudrew

10-31-05, 05:52 PM
I think he was referring to the "Plane of Entropy" reference, as there is not supposed to be any such plane in the standard Mystara cosmology (although that has even been a muddled issue at times).

I'd suggest it either refers to a) the Negative Energy Plane (if such exists in your cosmology), for which the Plane of Entropy could simply be another name for it, or b) a particular Outer Plane of your choosing (such as Limbo).
JoeNotCharles

10-31-05, 06:26 PM
I think he was referring to the "Plane of Entropy" reference, as there is not supposed to be any such plane in the standard Mystara cosmology (although that has even been a muddled issue at times).

I'd suggest it either refers to a) the Negative Energy Plane (if such exists in your cosmology), for which the Plane of Entropy could simply be another name for it, or b) a particular Outer Plane of your choosing (such as Limbo).

Yeah, that's what I meant. I was thinking that, if the Night Dragons bargained with a specific Entropic Immortal, they get a "home plane" (same as their benefactor) - so like you said, a specific Outer Plane, but a different one for each dragon.
Traianus Decius Aureus

10-31-05, 08:26 PM
Champions of Mystara refers specifically to the Plane of Entropy in the Night Dragon entry, which is why I have continued to reference it in the entry. For simplicity, I would equate it with the Negative Energy Plane.
Traianus Decius Aureus

10-31-05, 10:13 PM
Cestian Gobbler
CoM 91
Large Plant
Hit Dice: 3d8+12 (25 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 0 ft. (0 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +2/+12
Attack: Tentacle +7 melee (Paralysis)
Full Attack: 3 Tentacle +7 melee (Paralysis) and tendril cluster +2 melee (1d6 +3)
Space/Reach: 10 ft. /10 ft. (Tentacles have a reach of 21ft)
Special Attacks: Blood drain, improved grab, paralysis
Special Qualities: Low-light vision, plant traits, tremorsense 30ft
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 22, Dex 10, Con 19, Int 1, Wis 14, Cha 5
Skills: Hide +8, Listen +5, Spot +5
Feats: Alertness, Improved Initiative
Environment: Warm forests, marshes
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: -

The Cestian gobbler is a tropical, graybrown plant with a hollow trunk, 3 tentacles spaced evenly around a sphincter mouth, and a cluster of small tendrils that can protrude from the mouth. Dead victims are swallowed whole into the gobbler's trunk, where it is eventually digested. Various treasures belonging to previous victims may be found at the bottom of the hollow, fluid-filled trunk.
A gobbler reproduces once a year by shooting 2-4 spores from its mouth. Spores are hurled 30-300' away. Each spore has a 25% chance of landing in good soil and sprouting; it then needs six months to grow into a 3 HD gobbler. Gobblers never grow within 60' of each other.

Combat
Cestian gobblers have a very simple plan of attack- grab opponents with their tentacles and draw them to their tendril cluster to finish them off by draining them of blood. They often gain surprise on their targets.

Blood Drain (Su): A cestian gobbler drains the blood of any creature held in its tendril cluster. Each round, the victim takes 1d4 Con damage from blood loss.

Improved Grab (Ex): If the cestian gobbler hits a medium or smaller target with a tentacle, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round, the cestian gobbler grabs the held creature with its tendril cluster if its next grapple check succeeds. The cestian gobbler may then attack other beings with its tentacle. Each round the victim is held by the tendril cluster, it automatically takes damage from the cluster and suffers from blood drain.

Paralysis (Ex): Any creature hit by the cestian gobbler's tentacle must make a fortitude save vs DC 15 (Con based) or be paralyzed for 1d6 rounds.

Tremorsense (Ex): A cestian gobbler is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

Skills: The cestian gobbler receives a +8 racial bonus to all hide checks.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Cestian Gobbler Advancement
For each additional HD a cestian gobbler possesses, it gains an additional tentacle attack (ie a 6HD cestian gobbler will have 6 tentacle attacks). Each tentacle gains +3 ft reach for each additional HD as well.
Cestian gobblers of 6 HD have a 10% chance of developing an Intelligence score of 2d6 + 1. These creatures may use bait to attract their prey (paralyzed animals, treasures, fluttering rags, etc.).
Traianus Decius Aureus

11-02-05, 12:20 AM
Guardian Tree (Karwana Mulumba)
CoM 56
Colossal Plant
Hit Dice: 25d8+250 (362 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 0 ft. (0 squares)
Armor Class: 17 (-8 size, +15 natural), touch 2, flat-footed 17
Base Attack/Grapple: +18/+52
Attack: Branch +32 melee (3d6 +18)
Full Attack: 15 Branches +32 melee (3d6 +18) and 15 roots +30 melee (2d6 +9) and 15 vines +30 melee (1d10 +9)
Space/Reach: 50 ft. /100 ft.
Special Attacks: Branch deflection, plant growth, improved grab, root delay, strangulation
Special Qualities: fast healing 1, hearty plant, low-light vision, plant traits
Saves: Fort +24, Ref +8, Will +12
Abilities: Str 46, Dex 11, Con 31, Int 6, Wis 15, Cha 14
Skills: Concentration +13, Diplomacy +7, Knowledge (nature) +3, Listen +9, Sense Motive +6, Spot +9
Feats: Alertness, Cleave, Die Hard, Endurance, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack
Environment: Warm forests
Organization: Special
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 26-50 HD (Colossal)
Level Adjustment: -

Guardian trees are huge, ancient trees magically enhanced to guard Karimari territory. They grow in a rough circle around Shani Kiliji (Karimari's "marvellous village"), surrounding an area nearly 100 miles in diameter. Each tree stands about 200' tall and has a trunk diameter of 50' and a 100' radius canopy. Each tree is spaced about 200' from its neighbors. The canopies of Uiimjwengu's 8,000 guardian trees form an unbroken ring 300 miles in circumference.
Guardian trees understand and obey orders given by any Karimari and they know that orders given by the Karimari queen supersede all others. They are polite (but firm in their duties) when spoken to with speak with plants spells.

Combat
Guardian trees will attack each opponent with one branch, root and vine but only if attacked first, or if the opponent attempt to penetrate its line.

Branches, roots and vines may be targeted individually in combat. Branches and roots are AC 14 and have 10hp. Vines are AC 12 and can be severed with 5 hp of damage. Damage done to branches, roots, and vines do not count against the 25 hit dice of the trunk itself. Guardian trees can only be killed by massive damage to their trunk, or by the severing of all branches, roots, and vines (in which case the tree dies within a month if not restored by magic). Severing five adjacent branches, five roots, and five vines clears a 10' x 10' area into which the guardian tree cannot reach to attack.

Branch Deflection (Ex): Each round as a free action, a guardian tree may deflect up to three attacks on each of its branches. Deflected attacks deal no damage to the tree.

Plant Growth (Sp): A guardian tree can use the plant growth ability at will. This ability is identical to the druid spell of the same name (caster level 12th.)

Improved Grab (Ex): If a guardian tree hits with its vine attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Root Delay (Ex): Each target hit by a root attack must make a reflex save vs DC 40 (Str based) or automatically lose initiative next round (the victim acts last in the round).

Strangulation (Ex): Any character pinned by a guardian tree's vine must make a fortitude save vs DC 15 each round it is pinned or be strangled. Strangled characters take 3d6 non-lethal damage per round automatically as long as the pin is maintained. A victim rescued before death, is still paralyzed for 2d6 rounds.

Fast Healing (Ex): A guardian tree regains hitpoints at the rate of 1 hitpoint per round.

Hearty Plant (Ex): A guardian tree receives a +5 racial bonus to any saving throw made against a spell or effect that specifically targets plants.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Spellweaver

11-02-05, 04:48 AM
This is a great thread but is there any chance that the index in the first post could be updated anytime soon? I am loosing track of what has been converted allready :)

:-) Jesper
Gazza555

11-02-05, 05:03 AM
This is a great thread but is there any chance that the index in the first post could be updated anytime soon? I am loosing track of what has been converted allready :)

:-) Jesper
Yup. me too ;)

Problem is that I haven't seen Valentinus around for awhile, so it would need somebody that has the permissions to modify other people's posts. IE. a moderator or possibly Stanles.

Another, inelegant, solution would be to have a seperate index thread.

Regards,
Gary
Gazza555

11-02-05, 05:33 AM
Damage Reduction (Su): A greater night dragon’s damage reduction increases by 10/magic over the base dragon’s DR. A greater night dragon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

...

Damage Reduction (Su): This greater night dragon has DR25/magic. A lesser night dragon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Traianus,

In 3.5 Damage Reduction tops out at 20/magic etc, so you may want to think about giving the Greater Night Dragon Damage Reduction 20/Epic or you could add 'and Good' so the Black Dragon in your example would have Damage Reduction 15/magic and good

I assume the lesser is just a copy n paste error. ;)

Regards,
Gary
Traianus Decius Aureus

11-02-05, 08:33 AM
Traianus,

In 3.5 Damage Reduction tops out at 20/magic etc, so you may want to think about giving the Greater Night Dragon Damage Reduction 20/Epic or you could add 'and Good' so the Black Dragon in your example would have Damage Reduction 15/magic and good

I assume the lesser is just a copy n paste error. ;)

Regards,
Gary

I didn't realize they capped it...you learn something new every day. For the lesser night dragon I'll go with the and good added to the existing DR. The greater night dragon's DR will become epic. I'll modify the posts accordingly.
Gazza555

11-02-05, 08:45 AM
I didn't realize they capped it...you learn something new every day. For the lesser night dragon I'll go with the and good added to the existing DR. The greater night dragon's DR will become epic. I'll modify the posts accordingly.

Yeah, I'm not sure if it's mentioned in any of the books but it's explained, sort of, below (warning a little long) -it's taken from the 3.5 update booklet.

Regards,
Gary

BEHIND THE CURTAIN: - DAMAGE REDUCTION
The damage reduction system changed significantly in the revised core rulebooks. The obvious change is in the new variety of methods to bypass a creature’s damage reduction: special materials, magic or aligned weapons, and types of weapons (slashing or bludgeoning) can all be the key to successfully getting past damage reduction.
The less obvious change is that it’s generally easier to break through a creature’s damage reduction even without the proper key. Most monsters subtract 5, 10, or 15 points of damage from most attacks, where prior to the revision this number might be as high as 40. A number like 40 tells players, “don’t even try it if you don’t have the right weapon.” A number like 15 sends the message, “You can try, but it’s going to be a lot harder.”
This booklet includes revised damage reduction entries for every monster in Deities and Demigods, Epic Level Handbook, Fiend Folio, Manual of the Planes, and Monster Manual II. If you’re converting
other monsters that don’t appear in those books, follow these general guidelines:
• Make the damage reduction amount (the number before the slash) 5, 10, or 15. As a general rule, use 5 for weaker monsters, up to CR 4 or 5. Use 15 for strong monsters, CR 13 or higher. Use 10 for everything in between.
• Special Materials: If a monster had damage reduction bypassed by silver before, keep it silver unless a different material is more appropriate. Also use silver for baatezu devils, guardinals, and a selection of other creatures from the outer planes, particularly the lawful plane of the Nine Hells of Baator. In a few cases, you might combine this with good or evil (see Combinations, below). Use adamantine to bypass damage reduction in cases where a creature’s damage reduction is almost like hardness: for most constructs, creatures whose bodies are made of inorganic material, and for spell effects like iron body and stoneskin. Use cold iron for fey (often, even when they did not have damage reduction before), for the fey-like eladrins, for tanar’ri demons, and select other creatures from the outer planes, particularly the chaotic planes. It’s not a good idea to create new special materials except in unique circumstances: most adventurers have no reason to carry mithral weapons, for example.
• Weapon Types: If a monster took half damage from certain weapon types, replace this with damage reduction 5/other weapon types. For example, skeletons took half damage from slashing and piercing weapons; now they have damage reduction 5/bludgeoning. Rarely use weapon types as a bypass for damage reduction.
• Alignment: Allow aligned weapons to bypass the damage reduction of outsiders of the opposite alignment. Demons and devils have damage reduction #/good, celestials have damage reduction #/evil, slaadi have damage reduction #/lawful, and inevitables (despite being constructs) have damage reduction #/chaotic. Generally, fiends and celestials associate more strongly with evil and good, respectively, than with law and chaos. The differences between lawful and chaotic fiends and celestials showcase in their racial vulnerabilities to special materials rather than aligned weapons (see Combinations, below).
• Magic and Epic: If nothing else fits, allow magic weapons to bypass a creature’s damage reduction. For monsters at very high CRs (minimum 20), consider using epic weapons instead.
• Combinations: You can use combinations of factors to distinguish monsters from each other based on CR and overall power. Many outsiders have damage reduction that combines special materials and alignments. For example, very weak tanar’ri demons have easy-to-bypass damage reduction: a good weapon or a cold iron weapon strikes unhindered. Moderately powerful tanar’ri benefit from damage reduction that is somewhat more difficult to bypass: you need a good weapon; a cold iron weapon won’t do. The most powerful tanar’ri have damage reduction that is even more difficult to bypass: you need a weapon that is both cold iron and good. As a rule of thumb, use “or” combinations for monsters of CR 3 or lower, and use “and” combinations for monsters of CR 16 or higher.
Also consider combinations of magic with either special materials or weapon types. A lich’s skeletal body is vulnerable to bludgeoning weapons, like a skeleton’s, but only if they are magic. A night hag is vulnerable to cold iron weapons, but only magic ones. In general, requiring two conditions (“and” combinations) makes a monster’s damage reduction more difficult to bypass, and is most appropriate for powerful monsters.
Traianus Decius Aureus

11-02-05, 10:14 PM
Mugumba Mud-Dwellers
CoM 57
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 13 (-1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4 +1)
Full Attack: 2 Claw +3 melee (1d4 +1) or by weapon +3 melee (by weapon +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., hold breath
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 13, Dex 9, Con 12, Int 12, Wis 10, Cha 8
Skills: Heal +7, Hide +1, Knowledge (engineering) +8, Listen +2, Move Silently +1, Spot +2, Survival +3, Swim +7
Feats: Self-Sufficient
Environment: Temperate aquatic, marshes
Organization: Solitary, Family (2-5), or Colony (5-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: by character class
Level Adjustment: +1

The mugumbas are humanoids adapted to living in wetlands. They have webbed hands and feet, sleek fur covering their bodies, and whiskered muzzles.
Mugumbas are omnivorous; their diet includes fish, snakes, eels, and many plants (roots, fruits, berries, and nuts) they can find in the swamp or in surrounding woodlands.
Scholars who encounter or hear about the mugumbas argue over whether they evolved naturally from indigenous beaver-like creatures, or whether they are the product of magical experimentation.

Combat
Mugumbas are relatively peaceful creatures, but will fight to protect family and home. Their blunt claws are ideal for scooping mud but also capable of slashing unprotected flesh. When angered or frightened, they may pick up a stick to use as a club. Mugumbas bearing metal weapons such as swords and knives have been encountered, though it's thought that they found the weapons rather than fashioned them on their own. They sometimes drape themselves in weeds and algae as a form of camouflage.

Hold Breath (Ex): A mugumba can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical mugumba, this equals 120 rounds, or 20 minutes.

Skills: Mugumba mud-dwellers have a +4 racial bonus to all Hide, Knowledge (engineering), and Swim checks.

Society
Mugumba society is primitive. They live in extended families of sisters, their mates, and their children. Mugumbas pnctice simple engineering skills to alter streams and ponds to their liking. This usually involves damming the stream with intricately woven branches and reeds. They break and rebuild their dams as needed to regulate water level and prevent stagnation. Ambitious mugumba families dredge muck out of swampy areas to increase the depth and freshness of the water flowitlg through their homes. Mugumbas build houses similar to beaver lodges. These large domed structures are woven from sticks and reeds, just like their dams. The underwater entrance leads up a tunnel to an inner chamber, which is above the water level and remains dry. Most mugumba lodges have a single central communal room. At night and during bad weather the entire mugumba family huddles together in the lodge to sleep.

Mugumba Mud-Dwellers as Characters
Most mugumba are experts. A mugumba cleric has access to two of the following domains: Family, Knowledge, Nature, and Water.
Traianus Decius Aureus

11-03-05, 10:52 PM
Giant Boa Constrictor
CoM 58
Huge Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+20
Attack: Bite +10 melee (1d8 +9)
Full Attack: Bite +10 melee (1d8 +9)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Constrict 2d4 +13, improved grab
Special Qualities: Low-light vision
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 29, Dex 17, Con 15, Int 2, Wis 12, Cha 2
Skills: Balance +13, Climb +18, Hide +3*, Listen +8, Spot +8, Swim +18
Feats: Alertness, Skill Focus (Hide)
Environment: Warm forests, marshes
Organization: Solitary, or Brood (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: -

Giant boas are lime green with black and yellow diamond patches. They are roughly 30' long. When lying motionless amid hanging vines, they are nearly invisible. Their favorite hunting grounds are vine-festooned trees along game trails and paths.

Combat
Giant boas attempt to ambush victims as they pass through the vines they inhabit. They will always attempt to squeeze the life out of their victims.

Constrict (Ex): On a successful grapple check, a giant boa constrictor deals 2d4+13 points of damage.

Improved Grab (Ex): To use this ability, a giant boa constrictor must hit with its bite 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.

Skills: Giant Boas have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A giant boa can always choose to take 10 on a Climb check, even if rushed or threatened. Giant boas use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A giant boa 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. *A giant boa receives an addtional +8 racial bonus to hide checks when it is in a forested environment.
Gazza555

11-04-05, 04:39 AM
Hi guys,

On the Enworld boards we've just completed the Faedorne (http://www.enworld.org/forums/showpost.php?p=2662944&postcount=100) and the Silver Warrior (http://www.enworld.org/forums/showpost.php?p=2697532&postcount=102)

Regards,
Gary
Traianus Decius Aureus

11-04-05, 10:30 PM
Giant Anaconda
CoM 58
Huge Animal
Hit Dice: 5d8+18 (40 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 30 ft. (6 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+20
Attack: Bite +10 melee (1d8 +9)
Full Attack: Bite +10 melee (1d8 +9)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Constrict 2d4+13, improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 29, Dex 15, Con 17, Int 2, Wis 12, Cha 2
Skills: Balance +11, Climb +18, Hide 0*, Listen +8, Spot +8, Swim +19
Feats: Alertness, Toughness
Environment: Warm aquatic, marshes
Organization: Solitary, or Brood (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: -

Giant anacondas are dark green with black oval spots. They are roughly 30ft long. They prefer to hide in water along riverbanks and other shallow areas of water.

Combat
Giant anacondas prefer to ambush their prey, and quickly wrap them up to kill them. If the anaconda is in water, it will try to drag its prey underwater. Grappled prey pulled underwater is in danger of drowning.

Constrict (Ex): On a successful grapple check, a giant anaconda deals 2d4+13 points of damage.

Improved Grab (Ex): To use this ability, a giant anaconda must hit with its bite 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.

Hold Breath (Ex): A giant anaconda can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical giant anaconda, this equals 170 rounds, or a little over 28 minutes.

Skills: Giant anacondas have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A giant anaconda can always choose to take 10 on a Climb check, even if rushed or threatened. Giant boas use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A giant anaconda 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. *A giant anaconda receives an addtional +12 racial bonus to hide checks when it is in water.
Traianus Decius Aureus

11-05-05, 04:50 PM
Tik Polonga
CoM 58
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +4 (+4 Dex)
Speed: 25 ft. (5 squares), climb 20 ft. (4 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/0
Attack: Bite +5 melee (1d6 -1 +poison)
Full Attack: Bite +5 melee (1d6 -1 +poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 12, Cha 2
Skills: Balance +8, Climb +12, Hide +4*, Listen +6, Spot +6, Swim +7
Feats: Weapon Finesse
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

A tik polonga 5' long viper is sand-colored with reddish brown spots outlined in black and ringed with white. Tik polongas are dangerous both because they're abundant and because thelr venom is deadly. They strlke without warning at anyone who disturbs them. Tik Polongas are native to the Great Waste, although they are less frequently found in other desert-like environments.

Combat
Tik polongas do not usually attack aything larger than a human unless provoked. Anything smaller, however, should steer clear as the tik polonga strikes quickly and without warning with its bite.

Poison (Ex): A tik polonga has a poisonous bite that deals initial and secondary damage of 1d6 Con if the victim fails a DC 12 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a tik polonga to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Tik polongas receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A tik polonga can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A tik polonga 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. * Tik polongas receive an additional +4 racial bonus to Hide checks when they are in rocky deserts or broken lands.
Traianus Decius Aureus

11-05-05, 09:41 PM
Black Cobra
CoM 58
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: 0/-6
Attack: Bite +4 melee (1d4 -2 + poison)
Full Attack: Bite +4 melee (1d4 -2 + poison)
Space/Reach: 5 ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +12, Listen +6, Spot +6, Swim +6
Feats: Weapon Finesse
Environment: Warm deserts, plains, forests
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

The black cobra is a greenish-black snake that is roughly 4ft long. Cobras are common in Sind and the Great Waste, although they may be found in a variety of tropical and desert climates. They rear up and flare their hoods as a warning to those that disturb them.

Combat
Black cobras will attack with their venomous bite. While they will warn anything that is irritating it, they will strike quickly if the warning isn't heeded.

Poison (Ex): A cobra has a poisonous bite that deals initial and secondary damage of 1d6 Con if the victim fails a DC 10 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a cobra to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Cobras receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A cobra can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A cobra 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.
Traianus Decius Aureus

11-07-05, 10:31 PM
Rainbow Viper (Musoke Fitina)
CoM 58
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 25 ft. (5 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: 0 /-6
Attack: Bite +4 melee (1d4 -2 + poison)
Full Attack: Bite +4 melee (1d4 -2 + poison)
Space/Reach: 5 ft./0 ft.
Special Attacks: Hypnotic patterns, poison
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 12, Cha 14
Skills: Balance +11, Climb +12, Hide +12*, Listen +5, Spot +6, Swim +7
Feats: Weapon Finesse
Environment: Warm forests, marshes
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

The Serpent Peninsula has only one venomous snake that poses any serious danger to travelers. This is the musoke fitina, or rainbow viper. While native to the Serpent Peninsula, it has been found in other warm climates. Measuring 4' long, the musoke fitina is green and gray with dazzling patterns of black, blue, red, purple, and yellow along its back. The musoke fitina is usually encountered on the edge of a river or stream.

Combat
The rainbow viper is not overly aggressive unless it is provoked or startled. It will ignore hypnotized victims until other threats are dealt with first.

Hypnotic Patterns (Su): Whenever a creature first spots a rainbow viper, it must make a Will save vs DC 12 or become hypnotized by the snake’s coloration for 1d6 rounds. A hypnotized character will simply stare into space, taking no actions- the character is considered flat-footed, he will not move, and will not actively defend itself.

Poison (Ex): A rainbow viper has a poisonous bite that deals initial and secondary damage of 2d4 Con if the victim fails a DC 10 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a rainbow viper to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rainbow vipers receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A rainbow viper can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A rainbow viper 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. *The rainbow viper receives an additional +8 racial bonus to all hide checks made when the rainbow viper is located along a shoreline or within a shallow stream or pool of water.
Traianus Decius Aureus

11-08-05, 10:46 PM
Ash Crawler
DMR2 12
Small Magical Beast (Fire)
Hit Dice: 3d10+3 (19 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), burrow 20 ft. (4 squares, ash only)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/ +0
Attack: Tail +7 melee (1d2 +1)
Full Attack: Tail +7 melee (1d2 +1) and Bite +2 melee (1d4 +0)
Space/Reach: 5 ft./0 ft.
Special Attacks: Improved grab, rake (1d4 +1/1d4+1)
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +4, Ref +6, Will +0
Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 8, Cha 5
Skills: Hide +9*, Listen +2, Move Silently +5, Spot +2
Feats: Alertness, Improved trip (B), Weapon Finesse
Environment: Warm Mountains, underground
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: -

This peculiar creature always dwells near a permanent source of fire, where it may lie nearly buried in the ash, awaiting the unwary visitor. Its sooty gray skin flakes and sheds weekly in ashlike sheets. Its body measures about 2 feet long from its hog-nosed snout to its rear, followed by a naked tail that is 4 feet long and prehensile.
Ash crawlers favor warm areas with an existing fire source. They dwell in caverns, deserts, and mountains near places of volcanic activity, or even in human ruins, provided there is a ready source of fire. They always protect the source of fire and attack any invaders.
Ash crawlers feed most commonly on rodents, birds and other small creatures that pass near or fall into the ash. Feasting occurs in the colder months, when many creatures are drawn to the ash crawler's warm lair for shelter.
Ash crawler lairs are carpeted with 2 to 4 feet of fine ash and shed skin through which the creatures can burrow rapidly. Often the lair smells of seared flesh and wood smoke, and the air is hot and difficult to breathe. These creatures dislike water and curl over their fire source to prevent it from being extinguished.

Combat
Ash crawlers have two favored tactics. The first tactic is to attempt to trip a foe with its tail attack. It will attack any tripped foe with its bite attack, attempting to latch onto them and rake the victim with its back claws.

Improved Grab (Ex): If an ash crawler hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the ash crawler may hold the victim and inflict bite damage automatically each round. After the hold is established, it may rake the creature in any following round with its back claws.

Rake (Ex): An ash crawler that has sucessfully grappled a foe with its bite attack may rake the opponent with its two back claws, causing 1d4+1 damage each.

Fire Subtype: An ash crawler has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: *An ash crawler recieves a +8 racial bonus to all hide checks made while it is burrowed in ash.

Ash Crawler Hides:
Any character with Craft (Leatherworking) may attempt to use ash crawler hides to create fire resistant leather armor. The character must succeeds on a DC 20 skill check, or the the hide peels away and crumbles to useless ash whenever it is first exposed to flame, or within ld4 weeks at most. A successful check creates a suit of leather armor that grants Fire Resistance 5 and reduces the armor check penalty by one. Four hides are required to create a suit of leather armor for a small-sized creature, and eight are required for a medium-sized creature.
Traianus Decius Aureus

11-09-05, 11:20 PM
Baldandar
DMR2 12, MMC
Medium Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Bite +7 melee (1d6 + poison)
Full Attack: Bite +7 melee (1d6 + poison) and 2 claw +2 melee (1d8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Illusion, Spell-like abilities
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 11, Dex 17, Con 10, Int 16, Wis 15, Cha 16
Skills: Bluff +10, Concentration +14, Diplomacy +6, Disguise +17, Gather Information +5, Knowledge (arcana) +8, Listen +6, Sense Motive +6, Spot +6
Feats: Combat Casting, Improved Initiative, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: Double Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +3

In their true form, baldandars are tall, thin humanoids with large heads and glowing, yellow saucer-shaped eyes. However, few adventurers ever see this form, for haldandars are masters of illusion and deception.
Baldandars are lonely, wicked creatures. Their illusions are subtle, even brilliant, and show a careful attention to detail. However, while they can mimic an amiable being‘s manner, just below that exterior lurks their own vicious and antisocial disposition.
A few baldandars join the company of other humanoids, such as orcs or hill giants. Such a baldandar assumes the appearance of its companions. Using its superior intelligence and magical skills, the baldandar may even achieve leadership among the humanoids and, perhaps what it values most, fearful admiration. Still, owing to its hidden nature, the leader never forms deep bonds with these "friends."
The baldander is a carnivore. Its ability to project illusions is a great asset when it comes to hunting animals for food. Animals may, by sight and sound and smell, be driven toward the place where the hungry baldander lies in wait.
In the lands of humans and other humanoid creatures, baldanders may operate differently. They often have private goals and ambitions, and will use their abilities to gain positions of influence and power. If some tasty human delicacy stumbles into their plots, so much the better, for baldanders go to great lengths in devising illusions to deal with human prey.
Baldandars desire and collect valuables of all kinds, especially magic. They employ their magical items to further their own ends whenever possible.
These intelligent creatures can learn the language of many other races. They always speak Common, as well as their own tongue (which is incomprehensible to others).

Combat
A baldander will always use its illusion abilities to mask its true identity and to turn the surrounding area to its advantage. A baldander will usually appear as a human wizard and try to put its victims at ease. If a more threatening image is required, it will appear as a dragon. If cornered and forced to fight, the baldander will fight with its bite and claws.

Illusion (Ex): A baldander, at will and as a standard action, may duplicate the effects of the Veil, Mirage Arcana, and Persistant Image spells. The illusions last as long as the baldandar concentrates, and for 10 minutes after it stops concentrating. In all other respects, they are treated as if cast by a 15th level sorceror.

Poison (Ex): Any creature bitten by a baldander must make a fortitude save vs DC 13 (Con based) or fall unconscious for 10-40 minutes.

Spell-like Abilities (Sp): At will: Invisible, Fly; 1/day: Polymorph, Magic Jar, and Confusion. A baldander's caster level is 15th (Cha based).

Skills: A baldander has a +4 racial bonus to all Bluff and Disguise skill checks.

Baldanders as Characters:
A baldander's favored class is wizard and most of them will specialize in the illusion school. They rarely take levels in any other class.
Traianus Decius Aureus

11-10-05, 11:31 PM
Bargda
DMR2 14
Large Monstrous Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Greatclub +12 melee (3d6 +7/x2)
Full Attack: Greatclub +12/+7 melee (3d6 +9/x2) and bite +6 melee (1d8 +3 plus Bargda's Curse)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Bargda's curse, frightful presence
Special Qualities: Darkvision 60ft.
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 22, Dex 8, Con 11, Int 8, Wis 8, Cha 7
Skills: Hide -5, Intimidate +5, Listen +5, Search +5, Spot +5
Feats: Cleave, Power Attack, Weapon Focus (Greatclub)
Environment: Any plains, forests, hills, mountains, underground
Organization: Solitary, or Gang (2-5 plus 90% chance 2d12 ogres, trolls and hill giants)
Challenge Rating: 4
Treasure: Double Standard
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +2

Though the link is weak, bargdas are related to minotaurs. Bargdas are stronger but are far more disgusting, however, for they have been cursed with a horrible putrefying disease. Their bent and twisted bodies stand an impressive 9 feet tall, and they have distorted ram heads with sickly green eyes.
Bargdas live in dark, dismal caves emerging only to raid isolated settlements. They dwell either singly or in small groups, which include either a mated pair or a family. Very few bargda children survive until adulthood due to the toll of their disease.
Bargdas hate all living creatures except ogres, trolls and hill giants, which they dominate and force to do their bidding. Often, bargdas lead these creatures on raids against human and demihuman settlements. Any encounter with bargdas in settled lands is likely to include 2d12 ogres, trolls and hill giants (The DM can select one of the three at random, or make the raiding party a mix of them all).
Treasure is valued by the bargdas, and hoarded avariciously. They not only regard it as a symbol of prestige and power (it shows how many successful raids a bargda has led), but they also recognize its value in swaying other intelligent creatures. If a bargda is threatened in its lair, and the battle seems hopeless, it may bargain with its treasure to escape with its life. Bargdas are smart enough to hide their treasure well.
These creatures are omnivores, eating anything from fungi to furry mammals. They cannot digest most food in its natural state, however. Whether plant or animal, the food must first be infected with a special enzyme. It is no coincidence that this enzyme is produced by the very microorganism causing the disease bargdas pass on to their victims.
In short, bargdas infect a would-be dinner with this microbe much like a cook marinading a tough cut of meat. If they kill a foe but fail to pass on the disease during battle, bargdas bite and lick the dead corpse to cover it with the germ. Then the body is set aside, allowing the germ to multiply. Later, the bargdas feast. This habit fills the bargda’s lair with putrescent, "ripening" food. On a less disgusting note, bargdas may lick decaying plant stocks when the larder of corpses runs low, also setting the plants aside to ripen.
While bargdas may speak Giant and Common, the words are often so slurred and garbled that only other bargdas can understand them clearly.

Combat
Bargdas are dangerous foes, wreaking havoc with their greatclubs and bites. If they can infect their foes with the Bargda's Curse disease, they may delay further combat until the disease takes hold. If overmatched, they will attempt to negotiate for its life.

Bargda's Curse (Su):Supernatural disease—bite, Fortitude DC 16 (includes +3 racial bonus), incubation period 1 minute; damage 1d6 Dex. The save DC is Con-based.
Unlike normal diseases, Bargda's Curse continues until the victim reaches Dexterity 3 or is cured as described below.
Bargda's Curse is an unnatural curse, not a natural disease. To eliminate Bargda's Curse, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), the Bargda's Curse can be magically cured as any normal disease.

Frightful Presence (Ex): A bargda can unsettle foes with its mere presence. The ability takes effect automatically whenever the bargda is first spotted. Creatures within a radius of 120 feet are subject to the effect. A potentially affected creature that succeeds on a Will save (DC 15, +4 racial bonus, Cha based) remains immune to that bargda’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. Bargdas ignore the frightful presence of other bargdas.

Skills: Bargdas have a +4 racial bonus on Intimidate, Search, Spot, and Listen checks.

Bargdas as Characters:
A bargda's favored class is barbarian. Bargdas favor brute force and are naturally drawn to the barabrian and fighter classes. They have no use for stealth, and no aptitude for magic.
Hugin

11-11-05, 03:20 PM
Traianus, I thought I'd slip in a quick word to encourage you. Fantastic work! It's great to see the DMR2 Creature Catalogue getting worked over!
Traianus Decius Aureus

11-12-05, 10:39 PM
Bhut (Mystaran)
X4 29, DMR2 15
Medium Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+8
Attack: Claw +8 melee (1d4 +1)
Full Attack: 2 Claw +8 melee (1d4 +1) and bite +6 melee (1d6 + Numbing Bite)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Numbing bite
Special Qualities: Bhut aura, bhut immunities, bless vulnerability, damage reduction 10/magic, darkvision 60ft., human form
Saves: Fort +4, Ref +5, Will +7
Abilities: Str 13, Dex 11, Con 14, Int 12, Wis 15, Cha 12
Skills: Diplomacy +4, Disguise +4, Gather Information +3, Hide +5, Listen +8, Move Silently +17, Search +3, Spot +8, Survival +4
Feats: Alertness, Multiattack, Power Attack
Environment: Any land
Organization: Solitary, Pair, or Clan (5-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: by character class
Level Adjustment: +3

Legend says that bhuts came into being long ago when an angry Immortal cursed a town that had defiled her temple. The town was destroyed, and the scattered blasphemers became bhuts. Their chilling bite is a reminder of the Immortal‘s cold rage.
During the day, bhuts look like normal humans. At night, their skin grows scaly, their hair becomes wild, their fingers become claws, and their teeth turn into fangs. Then they set out to feast on humans and demihumans. Would-be scholars sometimes classify bhuts as undead or lycanthropes. However, bhuts cannot be turned, and they cannot pass on their shape-changing condition as werebeasts do.
A bhut clan likes to prey upon victims that are alone and vulnerable- especially a lone traveller or wandering drunk. Such deaths are the least likely to arouse suspicions among the locals. Rarely do people inquire about the fate of a strange traveler (who may, after all, have moved on), and it is often assummed that the town drunk has found a sad and lonely demise (perhaps dying in a ditch somewhere).
Humans are the staple of bhuts’ diets. Perhaps for this reason they consider demihumans, whose societies are harder to infiltrate, especially tasty.
Bhuts speak Common and their own language.

Combat
Bhuts are extremely cunning and often use deception and trickery to obtain their meals. A bhut usually attacks with its claws and bite. The wound inflicted by its bite is freezing to the touch. While in human form bhuts may use simple weapons.

Numbing Bite (Ex): Any creature bitten by a bhut must make a fortitude save vs DC 15 (Con based). If the save is failed, the victim is numbed for 1d4 rounds. A numbed character automatically loses initiative and suffers a -2 penalty to all attack rolls and skill checks.

Bhut Aura (Ex): A bhut is surrounded by an aura that disrupts any attempt to determine the bhut's alignment or true nature (detect evil, detect law, etc...) The result of those attempts will usually result in the caster believing the bhut is a lawful good human.

Bhut Immunities (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Bless Vulnerability (Ex): A bhut hit by a blessed weapon is instantly killed.

Human Form (Su): During daylight hours, a bhut appears in all respects as a normal human. While in human form, the bhut does not have access to its claw and bite attacks, and its natural armor bonus is reduced to +1.

Skills: A bhut receives a +12 bonus to all Move Silently checks.

Bhut Society
Bhuts live near human settlements, preying on the inhabitants. Often the creatures work together. Normally they assume some innocent cover (monks, traveling gypsies, a family on the edge of town, etc.) to lessen suspicion. They interact with human society-at least enough to appear "normal" but only during the daylight hours.
Clans are the social organization of bhuts. A clan may have an innocuous cover for human society, while in fact it is the bhuts’ cooperative means of getting food. Each clan is ruled by an elder, male or female. The elder makes important decisions for the group, including how to divide food and treasure. Fear and loyalty keep others in line. The elder is usually the patriarch or matriarch; all other clan members are related to the elder by blood or marriage.
The elder also decides when the clan should move to a new place. Timing is important. Only so many disappeances can occur before someone investigates. The bhut's natural aura provides a modicum of protection against magical inquiries, but eventually they will be discovered. The elder not only determines when they will move, but where they will move and the identities they will assume.
Bhuts can reproduce within the clan. However, female bhuts can breed with human males (usually with the aid of some deception). The offspring are always bhuts.
Traianus Decius Aureus

11-13-05, 10:27 PM
Magpie, Common
DMR2 74
Tiny Animal
Hit Dice: 1/4d8 (1 hp)
Initiative: +3 (+3 Dex)
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: Beak +5 melee (1d2 -4)
Full Attack: Beak +5 melee (1d2 -4)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 3, Dex 17, Con 10, Int 2, Wis 14, Cha 7
Skills: Hide +10, Listen +3, Sleight of Hand +9, Spot +9
Feats: Weapon Finesse
Environment: Temperate land
Organization: Solitary, or Coven (2-5)
Challenge Rating: 1/8
Treasure: 30% 1d6 coins, 3% 1d2 gems
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The common magpie is 14 to 18 inches long from its head to the tip of its tail. The body and tail are mostly black (often shot with metallic blue, green and lavender), and the shoulders and belly are white.
Magpies have a well-deserved reputation as thieves, and may attempt to steal any shiny or brightly colored object that's unsecured. A common magpie can steal objects weighing up to 3 or 4 ounces (for example, a coin, gem or ring). A common tactic is for the magpie swoop down to grab an object that attracts its attention.
The magpie's nest is woven of sticks, straw, and mud pies often weave thorny twigs into the roof of the nest to keep predators from attacking the abode. The nest is fairly large and round, with only one entrance. A nest may contain treasure, as well as 5-6 greenish blue or yellowish eggs.
Magpies prefer to live in cool or temperate habitats, making their homes in woodlands, agricultural fields, and even towns. Magpies eat insects and grain. Those dwelling in settled areas often make their nests near granaries, which offer plentiful meals of spilled grain.
According to folklore and common superstition, the number of magpies on sees at one time can help foretell the future. Seven magpies are a great portent of evil.

Combat
Common magpies fight aggressively if provoked, pecking viciously with its beak. Since they are able flyers though, it is usually easier for them to escape danger.

Skills: A common magpie has a +4 racial bonus to Sleight of Hand and Spot checks. It may always take 10 on a Sleight of Hand check, even if distracted or endangered.

Giant Magpie
DMR2 74
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: 0/-5
Attack: Beak +4 melee (1d4 -1)
Full Attack: Beak +4 melee (1d4 -1)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 12, Int 2, Wis 14, Cha 9
Skills: Hide +7, Listen +3, Sleight of Hand +9, Spot +8
Feats: Weapon Finesse
Environment: Temperate land
Organization: Solitary, or Coven (2-5)
Challenge Rating: 1/4
Treasure: 30% 1d6 coins, 3% 1d2 gems, 3% 1 jewelry/art, 1% 1 small magic item
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Giant magpies are much larger versions of the common magpie- The giant magpie sports similar colors, but measures 3 to 5 feet from beak to tail. Accordingly, they may pickup larger objects- the giant magpie can manage objects up to 2 pounds (for example, a piece of jewelry, a dagger, a wand, or a potion bottle).

Combat
Giant magpies fight aggressively if provoked, pecking viciously with its beak. They are less likely to flee from a fight than their smaller brethren.

Skills: A giant magpie has a +4 racial bonus to Sleight of Hand and Spot checks. It may always take 10 on a Sleight of Hand check, even if distracted or endangered.
Ivid

11-14-05, 03:27 AM
****OFF-TOPIC****

Ivid calling Havard - Ivid calling Havard - Ivid calling Havard

****CHECK YOUR PM, PLEASE****

:w00t:
havard

11-14-05, 09:18 AM
****OFF-TOPIC****

Ivid calling Havard - Ivid calling Havard - Ivid calling Havard

****CHECK YOUR PM, PLEASE****

:w00t:

Ooops,
I'll contact you ASAP Ivid. :)

To get back to this thread, I've been enjoying the last writeups as well, especially the Bargha and Bhuts, two races that have appeared with unusual frequency in my own campaigns. What immortal is responsible for creating the Bhuts?

Håvard
Traianus Decius Aureus

11-14-05, 09:44 AM
Ooops,
What immortal is responsible for creating the Bhuts?

Håvard

Good question! I've got a few suspects...

Nyx- she is interested in creating new types of undead (and even though bhuts are not undead, they are very similar), a bhut's form is controlled by the day/night cycle, and her cult is a logical target for suppression.

Tarastia- she advocates justice, even revenge for wrongs. If a town fell into wickedness and destroyed her shrine, she would no doubt unleash a powerful smackdown.

Hel- for many of the same reasons as Nyx.

I'd personally go with Nyx...
Ivid

11-14-05, 09:45 AM
Ooops,
I'll contact you ASAP Ivid. :)


:) Great!
havard

11-14-05, 10:22 AM
Good question! I've got a few suspects...

Nyx- she is interested in creating new types of undead (and even though bhuts are not undead, they are very similar), a bhut's form is controlled by the day/night cycle, and her cult is a logical target for suppression.

Tarastia- she advocates justice, even revenge for wrongs. If a town fell into wickedness and destroyed her shrine, she would no doubt unleash a powerful smackdown.

Hel- for many of the same reasons as Nyx.

I'd personally go with Nyx...

Perhaps the Bhut curse is a general one, used by several immortals on occation? This would help explain why there are many Bhut settlements all over the world, which if it is true would make the Bhut a more useful monster than if it is just something that exists near Sind.

Håvard
Traianus Decius Aureus

11-14-05, 11:03 PM
Greater Piranha Bird
X6 29, DMR2 84
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: fly 40 ft. (perfect)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +5 melee (1d6)
Full Attack: Bite +5 melee (1d6)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Frenzied Blood Rage
Special Qualities: Low-light vision
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills: Hide +7, Listen +3, Spot +8
Feats: Hover (B), Track (B), Weapon Finesse
Environment: Warm forests, marshes
Organization: Solitary, or Flock (5-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Greater piranha birds are very similar to their lesser cousins, but far more dangerous. They are about 2 1/2' long and their whistle is lower and more melodic than the lesser piranha bird's whistle.

Combat
Greater piranha birds do not need to rely on the group tactics of the lesser piranha bird- their attacks are more deadly and they are much tougher. They often get worked into a frenzy in combat. Greater piranha birds also have the ability to track prey down.

Frenzied Blood Rage (Ex): When a greater piranha bird has taken more than 50% of its hp in damage, or over half of its flock has been killed, the bird will enter into a frenzied blood rage. The greater piranha bird temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but it takes a –2 penalty to Armor Class. The increase in Constitution increases the greater piranha bird’s hit points by 2 points per HD, but these hit points go away at the end of the rage when its Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the bird’s (newly improved) Constitution modifier. There is no limit to the number of times a greater piranha bird can enter this rage (although it can only enter it once per encounter).

Skills: The greater piranha bird has a +4 racial modifier to all spot checks.

Lesser Piranha Bird
X6 29, DMR2 84
Tiny Animal
Hit Dice: 1/4d8+1 (3 hp)
Initiative: +3 (+3 Dex)
Speed: fly 40 ft. (perfect)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: Bite +5 melee (1d2 -4)
Full Attack: Bite +5 melee (1d2 -4)
Space/Reach: 2-1/2 ft. / 0 ft.
Special Attacks: Birds of a feather
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 3, Dex 17, Con 12, Int 2, Wis 12, Cha 5
Skills: Hide +11, Listen +3, Spot +4
Feats: Hover (B), Weapon Finesse
Environment: Warm forests, marshes
Organization: Solitary, Wing (2-5), or Flock (5-20)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Piranha birds are garishly colored. Individual birds may have green, blue, red, brown, black, or occasionally purple feathers-the entire spectrum of colors is usually displayed in a single flock. Lesser piranha birds grow to a maximum of 1 foot long. The whistles of lesser piranha birds are higher and less melodic than those of greater piranha birds.
Piranha birds have gaping mouths full of slashing teeth. These are razorsharp, so that the bird can easily bite into flesh and rip away a mouthful while on the wing. These creatures can fly with hummingbirdlike maneuverability. They can make sudden changes in direction, or even hover in midair. When one catches sight of a potential meal, it utters a high-pitched whistle, alerting the whole flock. These birds only attack warm-blooded creatures.
Piranha birds do not like bright sunlight, but may he found in warm climates, except areas barren of any shade. They live in regions of dense forest. Underground varieties have been reported. At night or on overcast or foggy days, piranha birds may fly far from their nests in search of prey.
Piranha birds reproduce every spring. Each female lays 2 to 5 eggs. She warms them until hatching, and then rejoins the hunt to feed the young. Piranha birds are especially voracious at this time- first the males, which must bring back enough food to the nests to feed the females; then male and female alike, as they strive to feed their offspring. A flock of piranha birds has no leader as such, but does have a pecking order that dictates which bird gets first pick of fallen prey for itself, its mate and its young.

Combat
This vicious creature gathers in flocks that rapidly tear apart prey, much like the fish after which the piranha bird is named.

Birds of a Feather (Ex): Up to 6 lesser piranha birds may occupy a 5'x5' square at the same time. They coordinate their attacks and each piranha bird gains a +2 bonus to all attack and damage rolls. This wing of piranha birds may move into an opponent's square, and if it does so, the attack bonus increases to +4 (but the damage bonus remains at +2). Larger groups of lesser piranha birds form multiple wings of 6 birds.
Traianus Decius Aureus

11-15-05, 11:58 PM
Coltpixy
DMR2 22, PC1
Large Fey
Hit Dice: 3d6+3 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 250 ft. (50 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+7
Attack: Hoof +2 melee (1d6 +2)
Full Attack: 2 Hooves +2 melee (1d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Alter size, Change color, invisibility to mortals, low-light vision, resistance to sleep and charm, unimpeded movement
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 14, Dex 17, Con 13, Int 7, Wis 14, Cha 14
Skills: Balance +7, Hide +3, Jump +6, Listen +6, Spot +6, Survival +6
Feats: Endurance, Run
Environment: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic neutral
Advancement: -
Level Adjustment: -

The coltpixy is an enchanted pony or horse, distantly related to the unicorn. Adventurers who spy this rare creature usually find it in the service of important fairies (brownies, leprechauns, pixies, sprites, and other "wee folk").
To accommodate the size of their riders, coltpixies can alter their own size from that of the largest horse to but a single hand high. They also can change their coloration, and frequently have gaudy manes and tails that complement their riders' attire.
The wee fok of Mystara domesticated coltpixies in years before memory. The coltpixies' magical ability to alter their size makes them perfect steeds, and their ability to change color delights the whimsy of fairies. All of the most important fairies ride coltpixies, regarding these intelligent creatures as friends and companions. In turn, coltpixies reward their masters with steadfast loyalty and obedience.
Wild coltpixies, which are always chaotic neutral in alignment, delight in leading normal horses astray in the bedevilment of their mortal riders; but like their domesticated cousins, they are generally shy and gentle. If explicitly commanded by its fey master to do so, a coltpixy will carry a normal human or demihuman, but never for too long a period of time.
No one is quite sure how coltpixies came into being. Sages speculate that they may once have been normal horses or ponies, but long exposure to the fey magic turned them into more wondrous creatures. Or perhaps the reverse is true, and common horses are descended from their faerie counterparts.
Coltpixies do not have a language of their own, but they can communicate in the language of horses.

Combat
Although they loathe fighting, coltpixies boast sturdy hooves that can cause serious harm in combat. Given the choice of escape or battle, wild coltpixies will flee and coltpixy mounts will do the bidding of its rider.

Alter Size (Su): A coltpixy may, at will, change its size to tiny, small, medium or large in order to accomodate a variety of different fey riders. The coltpixy gains all the bonuses and suffers any penalties associated with its new size. The size change takes one full round.

Change Color (Su): At will, a coltpixy may change its color to any it desires. The coltpixy may use this ability to better blend in with its surrounding environment, granting it a +8 bonus to Hide checks.

Invisibility to Mortals (Su): At will, a coltpixy may become invisible. The coltpixy is only invisible to mortals- fairies, other coltpixies, and mortals with Second Sight are unaffected by the invisibilty and may still see the coltpixy.

Resistance to Sleep and Charm (Ex): Coltpixies receive a +5 racial bonus to all saving throws made to resist all sleep, charm and dominate effects.

Unimpeded Movement (Ex): A coltpixy suffers no movement penalties for moving through brush, rough terrain, bogs or water.

Carrying Capacity: A coltpixy (while large size) can carry 174lbs as a light load, 175 to 348lbs as a medium load and 349 to 525lbs as a heavy load.
JoeNotCharles

11-16-05, 12:22 AM
Perhaps the Bhut curse is a general one, used by several immortals on occation? This would help explain why there are many Bhut settlements all over the world, which if it is true would make the Bhut a more useful monster than if it is just something that exists near Sind.


I prefer to keep them to Sind, culturally - it gives both them and Sind more atmosphere than if they were just another monster that can be found anywhere.
Gazza555

11-16-05, 06:38 AM
I thought that it would be useful if I put links to all the Enworld Mystaran conversions.

3.0 Conversions
Archer Bush (http://www.enworld.org/cc/converted/plant/archer_bush.htm)
Baric (http://www.enworld.org/cc/converted/beast/baric.htm)
Cave Fisher (http://www.enworld.org/cc/converted/view_c.php?CreatureID=407)
Cave Locust (http://www.enworld.org/cc/converted/view_c.php?CreatureID=407)
Decapus (http://www.enworld.org/cc/converted/aberration/decapus.htm)
DIger (http://www.enworld.org/cc/converted/ooze/diger.htm)
Dusanu (http://www.enworld.org/cc/converted/plant/dusanu.htm)
Giant Annelid (http://www.enworld.org/cc/converted/view_c.php?CreatureID=496)
Jupiter Bloodsucker (http://www.enworld.org/cc/converted/plant/jupiter_bloodsucker.htm)
Oil Beetle (http://www.enworld.org/cc/converted/view_c.php?CreatureID=403)
Pegataur (http://www.enworld.org/cc/converted/view_c.php?CreatureID=682)
Thoul (http://www.enworld.org/cc/converted/view_c.php?CreatureID=689)
Vampire Rose (http://www.enworld.org/cc/converted/plant/vampire_rose.htm)


3.5 Conversions
Actaeon (http://www.enworld.org/cc/converted/view_c.php?CreatureID=873)
Chevall (http://www.enworld.org/cc/converted/view_c.php?CreatureID=838)
Dusanu (http://www.enworld.org/cc/converted/view_c.php?CreatureID=754)
Flitterling (http://www.enworld.org/cc/converted/view_c.php?CreatureID=814)
Giant Oil Beetle (http://www.enworld.org/cc/converted/view_c.php?CreatureID=878)
Phanaton (http://www.enworld.org/cc/converted/view_c.php?CreatureID=812)
Rakasta (http://www.enworld.org/cc/converted/view_c.php?CreatureID=776)
Somnastis Plant (http://www.enworld.org/cc/converted/view_c.php?CreatureID=856)
Thoul (http://www.enworld.org/cc/converted/view_c.php?CreatureID=884)

Regards
Gary
Traianus Decius Aureus

11-16-05, 11:27 PM
Crone of Chaos
DMR2 23
Medium Monstrous Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+6
Attack: Claw +7 melee (1d6)
Full Attack: 2 Claw +7 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Animal control, daggers of sorcery
Special Qualities: Darkvision 60ft., spell-like abilities
Saves: Fort +2, Ref +6, Will +6
Abilities: Str 10, Dex 13, Con 11, Int 14, Wis 12, Cha 15
Skills: Bluff +6, Disguise +6, Gather Information +6, Intimidate +6, Listen +11, Search +5, Sense Motive +5, Spot +11
Feats: Alertness, Quicken Spell-like Ability (Alter Self), Weapon Focus (Claw)
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium) or by character class
Level Adjustment: +2

A crone of chaos is a very intelligent, evil-natured creature who uses deception to cause pain and suffering. A relative of hags, she is always female. Unless she is taken by surprise, the crone is always veiled by illusion, assuming the guise of a beautiful maiden. In her true form, a crone has wrinkled, leathery skin; sparse, wiry hair; long, crooked arms; sharp tartar-encrusted fangs; and large hands with clawlike fingers. Dried blood of past victims is caked beneath her sharp nails. Her hair often stands on end or at strange angles. The odor of the creature is foul, for she despises contact with water and therefore never bathes.
A crone of chaos normally lives alone in a dark forest or desolate wilderness, often in a cave. She may be found in any climate, from the steaming tropics to the cold fringes of arctic tundra.
The crone speaks Common. She may also speak any language befitting the form she most often assumes.

Combat
Crones of Chaos usually try to avoid combat. They choose to disguise themselves as beautiful, young maidens to avoid bringing suspicion upon themselves. If no other option exists, the crone will first try to control any near-by animals to help protect her, followed by the summoning of her Daggers of Sorcery. She will only fight with her claws as a last resort.

Animal Control (Sp): The crone can control ld6 normal or giant animals automatically (no saving throw). Exceptionally intelligent animals (over 3 Int) receive will saving throws vs. DC 15 (Cha based), while those with special loyalties (a paladin's warhorse or a wizard's familiar) or of a magical nature (a shapechanged druid) are unaffected.

Daggers of Sorcery (Su): This attack creates ld6 ghostly white daggers that appear in midair and attack. Each dagger attacks a different target and fights until either the dagger is destroyed or the victim is killed. The crone controls the movement of the daggers and can make each one follow the target as it moves.
The daggers can be attacked as if they were living creatures: AC18; 1 hp;
Attack: 1 dagger +6 melee (ld4). Any hit on a dagger destroys it. As each dagger is destroyed, all characters that fought that dagger must make a Will saving throw vs. DC 15 (Cha based). Those failing their saving throw become shaken for 6 rounds; these penalties are not cumulative. Those who make successful saving throws are unaffected.

Spell-like Abilities (Sp): At will: Alter Self. The caster level is 6th.

Skills: A crone of chaos has a +2 racial bonus to all Listen and Spot checks.

Society
A crone of chaos lives alone, avoiding the company of humans and even other crones. She may live with tamed animals, however.
A crone of chaos can mate with any humanoid species, but she prefers humans. She uses her alter self ability to ensnare her victim. When she is done with him, she kills him and feasts on his corpse.
Crones abandon their female offspring and devour males. No one knows whether a male crone-child could survive otherwise; none has ever been seen.
To the kind folk who adopt an abandoned crone-child, the infant appears to be member of the father's species. However, she later seems to age rapidly; by late adolescence her skin is winkled and discolored, her joints gnarled, and her hair thin. Simultaneously, she develops the magical powers of a crone of chaos, which help hide the truth of her changing nature. In time, the young crone will be overwhelmed with contempt for the race with which she lives; or, as the years pass, her alien nature may be suspected. In any case, she soon forsakes the company of those who reared her and adopts the life of a hermit, embracing the wicked ways of a crone of chaos.
Traianus Decius Aureus

11-17-05, 11:25 PM
Deep Glaurant
DMR2 27, GAZ8
Medium Monstrous Humanoid
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 30 ft. (clumsy), swim 30 ft. (6 squares), burrow 10 ft. (2 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+11
Attack: Claw +11 melee (2d4 +4) or by weapon +11 melee (by weapon +4)
Full Attack: 2 Claw +11 melee (2d4 +4) and bite +9 melee (1d4 +2) or by weapon +7/+2 melee (by weapon +4) and by offhand weapon +7 melee (by weapon +4) and 1 bite +9 (1d4 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, rake 2d4+2/2d4+2
Special Qualities: Darkness, Darkvision 60ft.
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 18, Dex 11, Con 16, Int 6, Wis 13, Cha 12
Skills: Climb +8, Hide +6, Listen +5, Move Silently +6, Spot +5, Survival +3, Swim +12
Feats: Alertness, Multiattack, Two-Weapon Fighting
Environment: Any underground
Organization: Solitary, or Pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

These rare, evil predators inhabit caverns deep beneath the world’s surface. Deep glaurants are named for their strange gulping call, which they make deep in their throats when excited. If alone, or when stalking prey, they are eerily silent.
Glaurants are scaly, massively muscled humanoids, ocher to stony gray in color. They stand 8 feet tall, and their four limbs end in iron-strong, sharp-nailed claws which enable them to rake and rend flesh and climb over stones with equal ease. They are capable diggers and have little wings protruding from their shoulders. These wings can be folded flat or sculled with great skill, and are used as aids in swimming, climbing, and turning falls into glides, in addition to granting some modest flight. Glaurants have small, flexible horns on their heads which fold over their ears to protect against dust and to help them feel along crevices.
Deep glaurants have disdain for nearly all treasure except magical items. They especially favor weapons and other items with obvious practical applications, and they never keep magical items they cannot wield.
In the caverns where glaurants roam, they are feared by all sentient beings. In some subterranean cultures, they are the basis for stories meant to scare their young into obedience.

Combat
Glaurants are intelligent enough to arrange rockfall traps and deadly ambushes. They often use magic gained from caches, tombs, and victims as weapons against foes, or trade such items when caught at a disadvantage. A favorite attack of a glaurant is to glide onto prey from above in silence and darkness.
In melee the deep glaurant prefers to primarily use two one-handed weapons and its bite as a secondary attack. An unarmed glaraunt attacks with two claws as its primary attack and uses its bite as a secondary attack. In this case it will grab an opponent hit with both claws in order to rake the target. Deep Glaraunts are proficient with all simple and martial weapons. They dislike ranged and two-handed weapons.
A glaurant hunts anything and everything it sees. It fights until seriously wounded or threatened with death, or until its opponent is slain (whereupon it immediately feeds).

Darkness (Sp): Once every three rounds, a deep glaurant may shroud itself in darkness (affects a 20ft radius) as a swift action. The darkness lasts for one round. A deep glaurant’s effective caster level for this ability is 14th.

Improved Grab (Ex): If a deep glaurant hits with both of its claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the deep glaurant may hold the victim and may make two rake attacks with its rear claws.

Rake (Ex): A deep glaurant that gets a hold can make two rake attacks (+11 melee) with its rear claws for 2d4+4 damage each.

Skills: The deep glaurant has a +4 bonus to all Climb, Hide and Move Silently skill checks. It also has a +8 racial bonus to any swim check. It may always 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.
Traianus Decius Aureus

11-18-05, 10:34 PM
White Dragonfly
DMR2 34
Small Magical Beast (Cold)
Hit Dice: 3d10+6 (22 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Bite +9 melee (1d6)
Full Attack: Bite +9 melee (1d6)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 11, Dex 21, Con 15, Int 2, Wis 12, Cha 12
Skills: Hide +11, Listen +3, Spot +3
Feats: Hover, Weapon Finesse
Environment: Any plains, forests, hills, marshes
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

These dragonflies range farther north than others, inhabiting conifer forests and the southern fringes of arctic tundra.
Their life cycle is the shortest of the dragonfly species, limited by the brief yet intense summers of their homes. Adults emerge from their old nymph bodies in the springtime, and have but one summmer to grow fat on artic insects (especially mosquitoes, small rodents and tiny migratory birds that have journeyed to feast on the many insects that buzz under the midnight sun.
In late summer, white dragonflies lay eggs in northem lakes, slow streams, and bogs. When the frost amves, the adult dragonflies die (which is why they never grow beyond 3 Hit Dice). The eggs, however, as well as the nymphs, adapt to the cold; they can survive being frozen through the long, dark winter. Come spring, they hatch and begin the life cycle anew.

Combat
White dragonflies are quick melee combatants, constantly darting about and lunging at their foes. Their favored tactic is to isolate their foes and group attack. They are able to breath and bite a foe in the same round. They don't fear a fight, but will retreat if sufficiently overmatched.

Breath Weapon (Su): A white dragonfly may breathe a blast of cold at one adjacent target once per round as a swift action. The breath inflicts 3 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Reflex save for half damage (DC 13 Con based).

Cold Subtype: A white dragonfly has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

11-19-05, 09:48 PM
Side Note: Does anyone have the stats and writeup of the Gold Dragonfly from Dungeon #6? I need that info to convert it. Thanks! No back to our regularly scheduled programming...


Black
DMR2 34
Small Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +3/ +0
Attack: Bite +9 melee (1d6 +1)
Full Attack: Bite +9 melee (1d6 +1)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 12, Dex 21, Con 17, Int 2, Wis 12, Cha 12
Skills: Hide +11, Listen +3, Spot +3
Feats: Hover, Weapon Finesse
Environment: Temperate and Warm forests, marshes
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The black dragonfly lives in dank swamps and temperate bogs. It enjoys climates from the tropics to middle latitudes.
Black dragonfiies do not grow very large because there are so many of them; individuals compete intensely to survive within their crowded habitat.
The black dragonfly's breath weapon is a stream of caustic acid, distilled from unpleasant chemicals natural to the insect's decomposing home.

Combat
Black dragonflies are quick melee combatants, constantly darting about and lunging at their foes. Their favored tactic is to isolate their foes and group attack. They are able to breath and bite a foe in the same round. They don't fear a fight, but will retreat if sufficiently overmatched.

Breath Weapon (Su): A black dragonfly may breathe a line of caustic acid at one adjacent target once per round as a swift action. The breath inflicts 3 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Reflex save for half damage (DC 14 Con based).


Blue
DMR2 34
Small Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 22 (+1 size, +5 Dex, +6 natural), touch 16, flat-footed 17
Base Attack/Grapple: +4/+2
Attack: Bite +10 melee (1d6 +2)
Full Attack: Bite +10 melee (1d6 +2)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +8, Ref +9, Will +2
Abilities: Str 14, Dex 21, Con 19, Int 2, Wis 12, Cha 12
Skills: Hide +11, Listen +4, Spot +3
Feats: Hover, Weapon Finesse
Environment: Temperate and Warm plains
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small)
Level Adjustment: -

The blue dragonfly is a creature of the plains, roving over wide landscapes and devouring many small mammals and birds, from thrushes to prairie dogs. It rarely eats insects, except of the giant variety, as they do not satisfy its hunger.
The blue dragonfly lays its eggs in ponds and small lakes that dot the prairies, and in the eddies of slow-moving rivers.
Farmers keep a careful eye out for blue dragonflies during the hot months, when grass fires may easily be sparked by the creature's lightning breath attack.

Combat
Blue dragonflies fight much like their other cousins, but they are much more dangerous and they fear little. As with their brethren, they can breathe and bite during the same round.

Breath Weapon (Su): A blue dragonfly may breathe a line of lightning at one adjacent target once per round as a swift action. The breath inflicts 4 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Reflex save for half damage (DC 16 Con based).


Green
DMR2 34
Small Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16
Base Attack/Grapple: +4/+1
Attack: Bite +10 melee (1d6 +1)
Full Attack: Bite +10 melee (1d6 +1)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 13, Dex 21, Con 17, Int 2, Wis 12, Cha 12
Skills: Hide +11, Listen +4, Spot +3
Feats: Hover, Weapon Finesse
Environment: Temperate and Warm forests, marshes
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The green dragonfly shares the climate range of the black, from tropical to temperate, but it prefers forested areas. Its breeding is done in lakes and slow rivers more frequently than bogs, though green and black dragonfiies do occasionally compete for territory.
The green dragonfly's breath weapon takes the form of a small cloud of dense green chlorine gas. The dragonfly's body processes the chlorine from plain salt (sodium chloride) found in its environment.

Combat
Green dragonflies are quick melee combatants, constantly darting about and lunging at their foes. Their favored tactic is to isolate their foes and group attack. They are able to breath and bite a foe in the same round. They don't fear a fight, but will retreat if sufficiently overmatched.

Breath Weapon (Su): A green dragonfly may breathe a 5'x5' cloud of dense green chlorine gas at one adjacent target once per round as a swift action. The breath inflicts 4 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Fortitude save for half damage (DC 15 Con based).


Red
DMR2 34
Small Magical Beast (Fire)
Hit Dice: 5d10+20 (47 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 23 (+1 size, +5 Dex, +7 natural), touch 16, flat-footed 18
Base Attack/Grapple: +5/+3
Attack: Bite +11 melee (1d6 +2)
Full Attack: Bite +11 melee (1d6 +2)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +8, Ref +9, Will +2
Abilities: Str 15, Dex 21, Con 19, Int 2, Wis 12, Cha 12
Skills: Hide +11, Listen +4, Spot +4
Feats: Hover, Weapon Finesse
Environment: Temperate and Warm lands
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: -

Most powerful of the dragonflies, the red can grow to 5 feet in length. It inhabits virtually any terrain in temperate and warmer climates, and is known to migrate from one place to another in search of food. Hills and moors often yield the best pickings.
Stories are told of red dragonflies that have carried off young lambs; certainly, rabbits are not unusual prey. The red dragonfly is extraordinarily vicious, and will attack even others of its own kind to satisfy its hunger.
The breath attack of the red dragonfly is a small column of searing fire. It is the most feared dragonfly attack.

Combat
Red dragonflies fight much like their other cousins, but they are much more dangerous and they fear virtually nothing smaller than man-sized. As with their brethren, they can breathe and bite during the same round.

Breath Weapon (Su): A red dragonfly may breathe a line of fire at one adjacent target once per round as a swift action. The breath inflicts 5 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Reflex save for half damage (DC 16 Con based).

Fire Subtype: A red dragonfly has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

11-20-05, 10:18 PM
Nymph
MMC 33
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +3 (+3 Dex)
Speed: 15 ft. (3 squares), swim 20 ft. (4 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/-9
Attack: Bite +6 melee (1d4 -2) or Acidic Spit +6 touch (1 acid)
Full Attack: Bite +6 melee (1d4 -2) and Acidic Spit +6 touch (1 acid)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Acidic spit
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +3, Ref +5, Will -1
Abilities: Str 7, Dex 17, Con 13, Int 1, Wis 8, Cha 8
Skills: Hide +11, Listen +1, Spot +1
Feats: Weapon Finesse
Environment: Temperate and Warm aquatic
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: -

The young dragonfly, or nymph, looks quite different from the creature that it will grow to be. Nymphs are long-legged and wingless. A chitinous carapace protects their flat body. Their coloration is dark brown or black. There is no consistent relation between the various nymph hues and adult coloration: it is impossible to tell what kind of dragonfly a nymph will become based on its color. Nymphs grow rapidly. Two to three weeks after hatching, a nymph is about 1 foot long and has 1 HD. After a year of growth, it becomes a 2 HD monster, 2 to 3 feet in length.
Nymphs live by instinct, not intelligence. Each is simply intersted in eating voraciously. Their preferred prey includes insects, tender plants, and small amphibians. The first nymphs to hatch in a group usually make their siblings their first meal.
A nymph's life cycle is two years long. During warm months, the nymph eats as much as possible; when weather turns colder, it enters a static state like hibernation. The second winter, the nymph undergoes a metamorphosis within its shell. What emerges in the spring is a completely different creature- an adult dragonfly- that crawls out of the husk that held the nymph.

Combat
All dragonfly nymphs, regardless of species, have an acidic breath weapon. This is a thin jet of greenish liquid that the nymph spits against a single target up to 3 feet away. Nymphs can spit and bite in the same round, but generally do not do so unless agitated. Larger nymphs are more aggressive and will attack anything it thinks it can eat, including man-sized opponents. It will only stop attacking if it is apparent the target is inedible.

Acidic Spit (Ex): A dragonfly nymph may spit acid at any adjacent target as a touch attack. If the target is hit, it suffers 1 hp of acid damage (1 per HD). The target must also make a Reflex save vs DC 11 (Con based). If the save is failed, either the target's armor, shield or weilded weapon(s) (determined randomly) takes 1 hp of acid damage (1 per HD) as well.
havard

11-21-05, 04:12 AM
One question: What do Dragonflies actually look like? I've seen some illustrations where they look like dragons with insect-like wings and then there are the ones from the MC where they resemble large colored version of actual dragonflies... :confused:

Håvard
Cthulhudrew

11-21-05, 05:45 AM
One question: What do Dragonflies actually look like? I've seen some illustrations where they look like dragons with insect-like wings and then there are the ones from the MC where they resemble large colored version of actual dragonflies...

XL-1 (where they first appeared) describes and shows them as looking like colored dragonflies, but 3-4 feet long, and that's presumably where the MC got it. The Creature Catalog shows them that way, too.
stanles

11-21-05, 02:08 PM
Side Note: Does anyone have the stats and writeup of the Gold Dragonfly from Dungeon #6? I need that info to convert it. Thanks! No back to our regularly scheduled programming...

AC -3
HD 5+2
Move 60'(20') fly fly 240'(80')
#At 1 bite/1gas or fire breath
Dmg 1-5/5
Save F5
ML 9
AL N
Traianus Decius Aureus

11-21-05, 02:38 PM
Thanks! That conversion should be up later tonight...
Traianus Decius Aureus

11-22-05, 12:14 AM
Gold Dragonfly
Dungeon #6 62
Small Magical Beast (Fire)
Hit Dice: 5d10+25 (52 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 24 (+1 size, +5 Dex, +8 natural), touch 16, flat-footed 19
Base Attack/Grapple: +5/+4
Attack: Bite +11 melee (1d6 +3)
Full Attack: Bite +11 melee (1d6 +3)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +9, Ref +9, Will +3
Abilities: Str 16, Dex 21, Con 21, Int 2, Wis 14, Cha 14
Skills: Hide +11, Listen +5, Spot +5
Feats: Hover, Weapon Finesse
Environment: Temperate, Warm land
Organization: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: -

Scholars have debated the existance of this particular dragonfly for years. Adventurers have rarely encountered these creatures, but some evidence of their presence exists. If this creature truely exists, it would be more powerful than the well-known red dragonfly. Specimens most commonly reported indicate they are roughly 3 ft in length, although reports have indicated larger individuals, often close to 6 ft.
Gold dragonflies inhabit many of the same areas as red dragonflies- virtually any terrain in temperate and warmer climates. They often compete for the same food supplies and, on more than one occassion, both species have feasted on the young of the other.
Unlike the red dragonfly, the gold dragonfly tends to mind its own business and is not overly aggressive. However, gold dragonflies will attack red dragonflies on sight.
Rural folklore says that the sighting of gold dragonflies is a lucky portent, as they keep away the more vicious and aggressive red dragonflies away. This has lead to the rural populace to try to devise ways to attract gold dragonflies to their communities.
The breath attacks of the gold dragonfly are a small column of searing fire or a dense green cloud of chlorine gas. It is the most feared dragonfly attack.

Combat
Probably the least aggressive of the various dragonfly species, the gold dragonfly will usually not attack creatures unless directly threatened. This should not be mistaken for weakness, as the gold dragonfly is just as powerful as a red dragonfly. It may breathe once per round- choosing between two types of breath weapons- and can bite the target in the same round it breathes.

Breath Weapon (Su): A gold dragonfly has two breath weapons. It may breathe a line of fire at one adjacent target once per round as a swift action. The breath inflicts 5 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Reflex save for half damage (DC 17 Con based).
As its second breath weapon, a gold dragonfly may breathe a 5'x5' cloud of dense green chlorine gas at one adjacent target once per round as a swift action. The breath inflicts 5 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Fortitude save for half damage (DC 17 Con based).

Fire Subtype: A gold dragonfly has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

11-23-05, 11:24 PM
Airdrake
MA, RC 173
Large Fey (Air, Extraplanar, Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 10 ft. (poor)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d3 +4)
Full Attack: 2 Claw +6 melee (1d3 +4) and bite +1 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/Cold Iron, drake traits, Fey Traits, low-light vision, spell resistance 16
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 12, Int 11, Wis 9, Cha 10
Skills: Bluff +9, Diplomacy +4, Hide +2, Listen +8, Sleight of Hand +12, Spot +8, Use Magic Device +11
Feats: Hover, Improved Initiative, Power Attack
Environment: Plane of Air or Any land
Organization: Solitary, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Air Drakes are native to the Elemental Plane of Air, and are very rare on the Prime Plane. They cannot normally travel between the planes, but may "ride" along with an elemental or other creature, either to or from their plane of origin. On the Prime Plane, airdrakes can take the form of young cloud giants (1-4 feet shorter than normal). They are sometimes found amidst similar real giants, acting for their own purposes. The nature of these purposes is elusive, but most seem content to observe what goes on.
On their home plane, airdrakes cannot change into their giant form; instead, they assume the form of a small air elemental.
Airdrakes are omnivores. Like other drakes, their diet closely matches that of the humanoids they can resemble. In addition, these drakes are nourished by frequent contact with their native element. Given they take the form of a cloud giant, arranging such contact is not a difficulty nor is something that would attract attention. An airdrake deprived of contact with its native element will, over the course of days, become weakened (not to mention irritable). Of course, this differs little from the effects of food and water deprivation on humans.

Combat
In their true form, airdrakes appear similar to dragons, but they are rarely encountered in this form. They are usually encountered in their cloud giant form (when on the Prime) or as an air elemental (on the Plane of Air). They generally try to avoid fighting at all costs, and will flee if an opportunity presents itself.

Damage Reduction (Su): An airdrake has damage reduction of 10/ Cold Iron.

Drake Traits (Ex):
•Fly (Ex): Drakes have small wings enabling them to fly at 10 ft (Poor) per round.

•Spell-like abilities: (3/day) – Invisibility, detect invisibility

•Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.

•Change Shape (Su): A drake has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The exact form(s) it can take depend on the subtype. It can not take the form of a specific individual, and the form is the same every time. Changing shape results in the following changes to the creature:
 The creature retains the type and subtype of its original form. It gains the size of its new form.
 The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
 The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
 The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
 The creature retains the ability scores of its original form.
 The creature retains its hit points and saves.
 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
 The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Note: An airdrake can assume the form of a cloud giant on the Prime plane and the form of an air elemental on the Plane of air.

•Divine Disfavor: Drakes are unaffected by beneficial divine spells such as healing spells. Druidic spells affect them normally.
•Vulnerability to Holy Water: Holy Water does damage to Drakes like it would against an undead creature.
•Vulnerability to Iron: Drakes cannot use items made from iron, even in their alternate forms.

Spell Resistance (Ex): An airdrake has a spell resistance of 16.

Skills: Airdrakes have +2 to Sleight of Hand and +2 to Use Magic Item.


Earthdrake
MA, RC 173
Large Fey (Earth, Extraplanar, Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 10 ft. (poor), burrow 10ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d3 +4)
Full Attack: 2 Claw +6 melee (1d3 +4) and bite +1 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/Cold Iron, drake traits, Fey Traits, Low-light vision, spell resistance 16
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 12, Int 11, Wis 9, Cha 10
Skills: Bluff +9, Diplomacy +4, Hide +2, Listen +8, Sleight of Hand +12, Spot +8, Use Magic Device +11
Feats: Hover, Improved Initiative, Power Attack
Environment: Plane of Earth or Any land
Organization: Solitary, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Earthdrakes are native to the Elemental Plane of Earth, and are very rare on the Prime Plane. They cannot normally travel between the planes, but may "ride" along with an elemental or other creature, either to or from their plane of origin. On the Prime Plane, earthdrakes can take the form of young stone giants (1-4 feet shorter than normal). They are sometimes found amidst similar real giants, acting for their own purposes. The nature of these purposes is elusive, but most seem content to observe what goes on.
On their home plane, earthdrakes cannot change into their giant form; instead, they assume the form of a small earth elemental.
Earthdrakes are omnivores. Like other drakes, their diet closely matches that of the humanoids they can resemble. In addition, these drakes are nourished by frequent contact with their native element. Given they take the form of a stone giant, arranging such contact is not a difficulty nor is something that would attract attention. An earthdrake deprived of contact with its native element will, over the course of days, become weakened (not to mention irritable). Of course, this differs little from the effects of food and water deprivation on humans.

Combat
In their true form, earthdrakes appear similar to dragons, but they are rarely encountered in this form. They are usually encountered in their stone giant form (when on the Prime) or as an earth elemental (on the Plane of Earth). They generally try to avoid fighting at all costs, and will flee if an opportunity presents itself.

Damage Reduction (Su): An earthdrake has damage reduction of 10/ Cold Iron.

Drake Traits (Ex):
•Fly (Ex): Drakes have small wings enabling them to fly at 10 ft (Poor) per round.

•Spell-like abilities: (3/day) – Invisibility, detect invisibility

•Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.

•Change Shape (Su): A drake has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The exact form(s) it can take depend on the subtype. It can not take the form of a specific individual, and the form is the same every time. Changing shape results in the following changes to the creature:
 The creature retains the type and subtype of its original form. It gains the size of its new form.
 The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
 The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
 The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
 The creature retains the ability scores of its original form.
 The creature retains its hit points and saves.
 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
 The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Note: An earthdrake can assume the form of a stone giant on the Prime plane and the form of an earth elemental on the Plane of Earth.

•Divine Disfavor: Drakes are unaffected by beneficial divine spells such as healing spells. Druidic spells affect them normally.

•Vulnerability to Holy Water: Holy Water does damage to Drakes like it would against an undead creature.

•Vulnerability to Iron: Drakes cannot use items made from iron, even in their alternate forms.

Spell Resistance (Ex): An earthdrake has a spell resistance of 16.

Skills: Earthdrakes have +2 to Sleight of Hand and +2 to Use Magic Item.


Flamedrake
MA, RC 173
Large Fey (Fire, Extraplanar, Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 10 ft. (poor)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d3 +4)
Full Attack: 2 Claw +6 melee (1d3 +4) and bite +1 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/Cold Iron, drake traits, Fey Traits, Low-light vision, spell resistance 16
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 12, Int 11, Wis 9, Cha 10
Skills: Bluff +9, Diplomacy +4, Hide +2, Listen +8, Sleight of Hand +12, Spot +8, Use Magic Device +11
Feats: Hover, Improved Initiative, Power Attack
Environment: Plane of Fire or Any land
Organization: Solitary, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Flamedrakes are native to the Elemental Plane of Fire, and are very rare on the Prime Plane. They cannot normally travel between the planes, but may "ride" along with an elemental or other creature, either to or from their plane of origin. On the Prime Plane, flamedrakes can take the form of young fire giants (1-4 feet shorter than normal). They are sometimes found amidst similar real giants, acting for their own purposes. The nature of these purposes is elusive, but most seem content to observe what goes on.
On their home plane, flamedrakes cannot change into their giant form; instead, they assume the form of a small fire elemental.
Flamedrakes are omnivores. Like other drakes, their diet closely matches that of the humanoids they can resemble. In addition, these drakes are nourished by frequent contact with their native element. Given they take the form of a fire giant, arranging such contact is not a difficulty nor is something that would attract attention. An flamedrake deprived of contact with its native element will, over the course of days, become weakened (not to mention irritable). Of course, this differs little from the effects of food and water deprivation on humans.

Combat
In their true form, flamedrakes appear similar to dragons, but they are rarely encountered in this form. They are usually encountered in their fire giant form (when on the Prime) or as a fire elemental (on the Plane of Fire). They generally try to avoid fighting at all costs, and will flee if an opportunity presents itself.

Damage Reduction (Su): A flamedrake has damage reduction of 10/ Cold Iron.

Drake Traits (Ex):
•Fly (Ex): Drakes have small wings enabling them to fly at 10 ft (Poor) per round.

•Spell-like abilities: (3/day) – Invisibility, detect invisibility

•Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.

•Change Shape (Su): A drake has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The exact form(s) it can take depend on the subtype. It can not take the form of a specific individual, and the form is the same every time. Changing shape results in the following changes to the creature:
 The creature retains the type and subtype of its original form. It gains the size of its new form.
 The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
 The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
 The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
 The creature retains the ability scores of its original form.
 The creature retains its hit points and saves.
 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
 The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Note: A flamedrake can assume the form of a fire giant on the Prime plane and the form of a fire elemental on the Plane of Fire.

•Divine Disfavor: Drakes are unaffected by beneficial divine spells such as healing spells. Druidic spells affect them normally.

•Vulnerability to Holy Water: Holy Water does damage to Drakes like it would against an undead creature.

•Vulnerability to Iron: Drakes cannot use items made from iron, even in their alternate forms.

Spell Resistance (Ex): A flamedrake has a spell resistance of 16.

Fire Subtype: A flamedrake has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: Flamedrakes have +2 to Sleight of Hand and +2 to Use Magic Item.


Waterdrake
MA, RC 173
Large Fey (Water, Extraplanar, Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 10 ft. (poor), swim 20ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d3 +4)
Full Attack: 2 Claw +6 melee (1d3 +4) and bite +1 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/Cold Iron, drake traits, Fey Traits, Low-light vision, spell resistance 16
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 12, Int 11, Wis 9, Cha 10
Skills: Bluff +9, Diplomacy +4, Hide +2, Listen +8, Sleight of Hand +12, Spot +8, Swim +12, Use Magic Device +11
Feats: Hover, Improved Initiative, Power Attack
Environment: Plane of Earth or Any land
Organization: Solitary, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Waterdrakes are native to the Elemental Plane of Water, and are very rare on the Prime Plane. They cannot normally travel between the planes, but may "ride" along with an elemental or other creature, either to or from their plane of origin. On the Prime Plane, waterdrakes can take the form of young storm giants (1-4 feet shorter than normal). They are sometimes found amidst similar real giants, acting for their own purposes. The nature of these purposes is elusive, but most seem content to observe what goes on.
On their home plane, stormdrakes cannot change into their giant form; instead, they assume the form of a small water elemental.
Waterdrakes are omnivores. Like other drakes, their diet closely matches that of the humanoids they can resemble. In addition, these drakes are nourished by frequent contact with their native element. Given they take the form of a storm giant, arranging such contact is not a difficulty nor is something that would attract attention. A waterdrake deprived of contact with its native element will, over the course of days, become weakened (not to mention irritable). Of course, this differs little from the effects of food and water deprivation on humans.

Combat
In their true form, stormdrakes appear similar to dragons, but they are rarely encountered in this form. They are usually encountered in their storm giant form (when on the Prime) or as a water elemental (on the Plane of Water). They generally try to avoid fighting at all costs, and will flee if an opportunity presents itself.

Damage Reduction (Su): A waterdrake has damage reduction of 10/ Cold Iron.

Drake Traits (Ex):
•Fly (Ex): Drakes have small wings enabling them to fly at 10 ft (Poor) per round.

•Spell-like abilities: (3/day) – Invisibility, detect invisibility

•Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.

•Change Shape (Su): A drake has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The exact form(s) it can take depend on the subtype. It can not take the form of a specific individual, and the form is the same every time. Changing shape results in the following changes to the creature:
 The creature retains the type and subtype of its original form. It gains the size of its new form.
 The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
 The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
 The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
 The creature retains the ability scores of its original form.
 The creature retains its hit points and saves.
 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
 The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Note: A waterdrake can assume the form of a storm giant on the Prime plane and the form of a water elemental on the Plane of Water.

•Divine Disfavor: Drakes are unaffected by beneficial divine spells such as healing spells. Druidic spells affect them normally.

•Vulnerability to Holy Water: Holy Water does damage to Drakes like it would against an undead creature.

•Vulnerability to Iron: Drakes cannot use items made from iron, even in their alternate forms.

Spell Resistance (Ex): A waterdrake has a spell resistance of 16.

Skills: Waterdrakes have +2 to Sleight of Hand and +2 to Use Magic Item. A waterdrake gains a +8 racial bonus to any swim check. It may always 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.
havard

11-24-05, 09:56 AM
Good work on the Drakes! Did you use my conversion attempts as a basis for some of these? I see some similar decisions when it comes to Drake abilities etc.

In would have provided descriptions of drakes in both of their forms.

Also, I've currently come to the conclusion that Drakes are better off as Dragons than Fey, but other than that your conversions look fine! :)

Håvard
Traianus Decius Aureus

11-25-05, 08:38 PM
Hi havard! Yes I did reference your conversions of the woodrake/mandrake/coldrake. It made sense to me to try to tie them together. When I work my way to PC1, I'm going to go back through the elemental drakes and try to tidy them up (I'm not completely happy with them yet), so at some point their alternate forms will probably appear at least as abbreviated stats. I may look at your conversions again too, if you don't mind.

The great debate between dragon and fey lives...I wouldn't mind them as dragons, but two things kept me from doing it- 1) The MMC specifically refers to them as fey and 2) they are so different from 3.5E drakes (which are draconic) that being fey makes them uniquely Mystaran. YMMV.

Anyway, thanks for the comments! I'm at the in-laws for Thanksgiving so it may be another day or two before the conversions start back up. To all my fellow Americans-Happy Thanksgiving! To all of our international friends- Have a great weekend!
havard

11-26-05, 02:01 PM
Hi havard! Yes I did reference your conversions of the woodrake/mandrake/coldrake. It made sense to me to try to tie them together. When I work my way to PC1, I'm going to go back through the elemental drakes and try to tidy them up (I'm not completely happy with them yet), so at some point their alternate forms will probably appear at least as abbreviated stats. I may look at your conversions again too, if you don't mind.

Go right ahead! I was never able to complete the conversions myself, since there were quite a few problems that I couldnt decide on, but I'm glad what I did can be of some use. :)

The great debate between dragon and fey lives...I wouldn't mind them as dragons, but two things kept me from doing it- 1) The MMC specifically refers to them as fey and 2) they are so different from 3.5E drakes (which are draconic) that being fey makes them uniquely Mystaran. YMMV.

My problem was that it seemed as if the Lesser Drakes were Fey and the Greater Drakes were elementals. Making them all Dragons with Elemental and/or shifter subtypes made more sense to me. If they were officially converted to 3E I would expect them to be given a new name, either Mystaran Drakes or maybe Shifter Drakes?

Anyway, thanks for the comments! I'm at the in-laws for Thanksgiving so it may be another day or two before the conversions start back up. To all my fellow Americans-Happy Thanksgiving! To all of our international friends- Have a great weekend!


Post Facto Happy thanksgiving to you all as well!

Håvard
Traianus Decius Aureus

11-27-05, 11:16 PM
Homunculus (Familiar)
Aryth (Thought/Good)
MMC 41
Tiny Humanoid (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6 (+6 Dex)
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: +2/-8
Attack: Tail +10 melee (1d4 -2 plus poison)
Full Attack: Tail +10 melee (1d4 -2 plus poison)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60', Damage reduction 10/magic, polymorph, fast healing 1, cold resistance 15, fire resistance 15, spell-like abilities
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 7, Dex 23, Con 12, Int 13, Wis 10, Cha 16
Skills: Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +5, Search +4, Sense Motive +4, Spot +5
Feats: Alertness, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always good
Advancement: 4-6 HD (Tiny)
Level Adjustment: -

Although the unique familiars of Mystara, including the aryth, look like tiny humanoid creatures, these are actually the normal forms Immortals create when they need an agent to visit the Prime Material Plane on special missions. Scholars have incorrectly assumed the aryth and its cousins "are" immortals, rather than an immortal creation. In most cases, their special missions involve them becoming a familiar to a wizard.
While on the Prime Material Plane, aryths need rest, food, and drink to survive, just like non-magical creatures. Aryths can speak, but rarely choose to communicate with anyone except their masters, if they have one.
Aryths have the most unassuming appearance of any familiar. These tiny humanoids (1 foot tall) have bright green eyes and translucent skin the color of black pearl. The aryth’s long tail and delicate wings seem thin almost to the point of invisibllity.

Combat
An aryth fights using its barbed tail. They tend to avoid combat and will flee at the first opportunity when in danger. If they have a master, they will not abandon the master, but will try to stay out of harm's way.

Poison (Ex): An opponent hit by the aryth's tail attack must make a fortitude save vs DC 12 (Con based) or fall asleep for 2d4 rounds.

Damage Reduction (Su): An aryth has damage reduction of 10/magic.

Polymorph (Sp): At will, an aryth can polymorph into a sparrow or spider monkey. Treat as a polymorph spell cast by a 20th level sorceror.

Resistance to Energy (Ex): An aryth has resistance of 15 to fire and cold.

Spell-like Abilities (Sp): At will: invisibility, detect evil, detect magic, detect thoughts; 3/day: magic circle against evil; 1/week: Commune. Caster level is 20th.

Skills: An aryth has a +2 racial bonus to all Sense Motive skill checks.

Aryths as Familiars
An aryth may be summoned as a familiar by any good wizard or sorcerer of 7th level with the Improved Familiar feat. As a familiar, it grants its master a +3 bonus to all Sense Motive checks and fast healing 1, and it may telepathically communicate with its master. Unlike other familiars, an aryth may end its service if its master acts in a manner inconsistent with its alignment or the goals of its immortal creator.
Traianus Decius Aureus

11-28-05, 10:56 PM
Bogan (Entropy/Evil)
MMC 41
Tiny Humanoid (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6 (+6 Dex)
Speed: 40 ft. (8 squares), fly 75 ft. (perfect)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: +2/-7
Attack: Bite +10 melee (1d4 -1 plus poison)
Full Attack: Bite +10 melee (1d4 -1 plus poison) and tail +5 melee (1d3 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., Damage reduction 10/magic, fast healing 1, polymorph, fire resistance 15, cold resistance 15, immunity to poison, spell-like abilities
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 8, Dex 23, Con 12, Int 11, Wis 10, Cha 17
Skills: Bluff +7, Diplomacy +6, Gather Information +4, Hide +14, Knowledge (the planes) +2, Listen +4, Spot +4, Survival +2
Feats: Alertness, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil
Advancement: 4-6 HD (Tiny)
Level Adjustment: -

The bogan, like the aryth, is a creation of an immortal sent to the Prime plane for a special purpose. Bogans are associated with entropy and evil.
The tiny bogan has sharp, humanoid features. Its skin and four petite wings bear the mottled blue-green hue of the dragonfly, while its short, scaly tail is either bright blue or green. Its eyes, large and blue, help make this creature remarkably attractive. In fact, many mortals have met their doom after becoming infatuated with-then betrayed by-one of these beauties.
They will talk to anyone they feel they can manipulate or hurt, occasionally even allowing themselves to be bound to non-evil wizards in the hopes of eventually bringing about their masters' downfall.

Combat
A bogan prefers deception and corruption to combat. They will go to great lengths to avoid fighting, but are more than capable of defending themselves with their bite and tail attacks.

Poison (Ex): An opponent hit by the bogan's bite attack must make a fortitude save vs DC 12 (Con based) or fall begin trembling for 1d4 rounds. A trembling character suffers a -2 penalty to all attack rolls and skill checks.

Damage Reduction (Su): A bogan has damage reduction of 10/magic.

Polymorph (Sp): At will, a bogan can polymorph into a garter snake or macaw. Treat as a polymorph spell cast by a 20th level sorceror.

Resistance to Energy (Ex): A bogan has resistance of 15 to fire and cold.

Spell-like Abilities (Sp): At will: invisibility, detect evil, detect magic; 3/day: charm person; 1/week: Commune. Caster level is 20th.

Skills: A bogan has a +2 racial bonus to all Bluff and Diplomacy skill checks.

Bogans as Familiars
A bogan may be summoned as a familiar by any evil wizard or sorcerer of 7th level with the Improved Familiar feat. As a familiar, it grants its master a +3 bonus to all Bluff checks and fast healing 1, and it may telepathically communicate with its master. Unlike other familiars, a bogan may end its service if its master acts in a manner inconsistent with its alignment or the goals of its immortal creator.
Traianus Decius Aureus

11-29-05, 11:16 PM
Fylgar (Matter/Law)
DMR2 56
Tiny Humanoid (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +10 (+6 Dex, +4 Imp. Init.)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: +2/-7
Attack: Tail +14 melee (1d4 -1)
Full Attack: Bite +10 melee (1d4 -1) and tail +9 melee (1d4 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Whip-like tail
Special Qualities: Darkvision 60 ft., Damage reduction 10/magic, fast healing 1, polymorph, fire resistance 15, cold resistance 15, spell-like abilities
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 8, Dex 23, Con 12, Int 11, Wis 10, Cha 17
Skills: Diplomacy +7, Balance +8, Hide +14, Knowledge (arcana) +2, Knowledge (the planes) +2, Listen +5, Spot +5, Tumble +8
Feats: Alertness, Improved initiative (B), Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always lawful, usually good
Advancement: 4-6 HD (Tiny)
Level Adjustment: -

Fylgars, the most attractive familiars, have large, brightly colored wings and rounded, childlike features framed by curly hair. Their long catlike tails bear a coat of pastel, soft, feathery fur. Even in harsh conditions, they wear light, gauzy garments.
Fylgars despair over the vicious acts of the ulzaqs (and bogans as well) and attempt to send such creatures back to their home plane whenever possible.

Combat
Fylgars are surprisingly quick and agile combatants. They prefer to negotiate rather than fight, but in combat, they are particularly accurate with their tail attacks.

Whip-like Tail (Ex): A fylgar is incredibly proficient with the use of its whip-like tail. It gains a +4 racial bonus to attacks with its tail (included in the above stats.)

Damage Reduction (Su): A fylgar has damage reduction of 10/magic.

Polymorph (Sp): At will, a fylgar can polymorph into a black cat or hawk. Treat as a polymorph spell cast by a 20th level sorceror.

Resistance to Energy (Ex): A fylgar has resistance of 15 to fire and cold.

Spell-like Abilities (Sp): At will: invisibility, detect evil, detect magic, invisibility purge; 3/day: invisibility sphere; 1/week: Commune. Caster level is 20th.

Skills: A fylgar has a +2 racial bonus to all Balance, Diplomacy and Tumble skill checks.

Fylgars as Familiars
A Fylgar may be summoned as a familiar by any lawful wizard or sorcerer of 7th level with the Improved Familiar feat. As a familiar, it grants its master a +3 bonus to all Diplomacy checks and fast healing 1, and it may telepathically communicate with its master. Unlike other familiars, a fylgar will immediately end its service if its master acts in a manner inconsistent with its alignment or the goals of its immortal creator.
Traianus Decius Aureus

11-30-05, 11:35 PM
Gretch (Time/Neutral)
DMR2 56
Tiny Humanoid (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6 (+6 Dex)
Speed: 35 ft. (7 squares), fly 45 ft. (average)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: +2/-7
Attack: Tail +10 melee (1d4 -1 plus poison)
Full Attack: Tail +10 melee (1d4 -1 plus poison) and bite +5 melee (1d4 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., Damage reduction 10/magic, fast healing 1, immunity to mind-affecting spells, fire resistance 15, cold resistance 15, polymorph, spell-like abilities
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 8, Dex 23, Con 12, Int 12, Wis 10, Cha 15
Skills: Bluff +7, Diplomacy +5, Hide +14, Knowledge (the planes) +4, Listen +5, Sleight of Hand +11, Spot +5
Feats: Alertness, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Tiny)
Level Adjustment: -

The lumpy, grayish gretch bears small, pointed horns, oversized hands, and a barbed tail. Its short but powerful leathery wings, though functional, do not permit it to fly well.
These familiars feel less choosy about the alignment of their masters than the other Immortal familiars do. Although they prefer to serve one of neutral alignment, a gretch will serve any master it thinks will make the fewest demands of it.
Gretches enjoy practical jokes, so any wizard who demands too much of the gretch's service is well advised to keep alert, lest one of the familiar‘s jokes “accidentally” harms (or kills) the master.

Combat
Gretches, when motivated to fight, will do so with its tail. Usually though, they will do just about anything to avoid combat out of sheer laziness.

Poison (Ex): An opponent hit by the gretch's tail attack must make a fortitude save vs DC 12 (Con based) or suffer 1 point of temporary dexterity loss as primary and secondary damage. Dexterity damage inflicted heals at the rate of one point per 10 minutes.

Damage Reduction (Su): A gretch has damage reduction of 10/magic.

Immunity to Mind-Affecting Spells (Ex): A gretch is immune to all mind-affecting spells.

Polymorph (Sp): At will, a gretch can polymorph into a raven or giant rat. Treat as a polymorph spell cast by a 20th level sorceror.

Resistance to Energy (Ex): A gretch has resistance of 15 to fire and cold.

Spell-like Abilities (Sp): At will: invisibility, detect evil, detect magic; 1/day: slow; 1/week: Commune. Caster level is 20th.

Skills: A gretch has a +2 racial bonus to all Bluff and Sleight of Hand skill checks.

Gretches as Familiars
A Gretch may be summoned as a familiar by any wizard or sorcerer of 7th level with the Improved Familiar feat. As a familiar, it grants its master a +2 bonus to saving throws made against mind-affecting spells and fast healing 1, and it may telepathically communicate with its master. Unlike other familiars, a gretch may end its service if its master acts in a manner inconsistent with the goals of its immortal creator.
Traianus Decius Aureus

12-01-05, 10:33 PM
Ulzaq (Energy/Chaos)
DMR2 56
Tiny Humanoid (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +6 (+6 Dex)
Speed: 15 ft. (3 squares)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: +2/-6
Attack: Bite +10 melee (1d4 plus poison)
Full Attack: Bite +10 melee (1d4 plus poison) and 2 claw +5 melee (1d2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., Damage reduction 10/magic, fast healing 1, polymorph, fire resistance 15, cold resistance 15, electrical resistance 15, spell-like abilities
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 10, Dex 23, Con 15, Int 6, Wis 10, Cha 15
Skills: Bluff +4, Hide +16, Listen +4, Move Silently +8, Spot +4
Feats: Alertness, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: 4-6 HD (Tiny)
Level Adjustment: -

By far the ugliest of the familiars, ulzaqs possess hideous, misshapen features, scaly yellow-brown skin, and gnarled horns sprouting from their tiny heads. Their vestigial leathery wings do not permit them to fly.
Ulzaqs perpetually cover themselves in mud and filth, as one of their main pastimes is diving into dirt, trash, and other forms of refuse. Petty and venal creatures, ulzaqs wallow in the misery of others. Many search out weak masters, who often fall prey to their manipulation and end up doing the familiar’s sinister bidding. Ulzaqs love to torture or plague a target for weeks before causing this victim’s disgrace and violent death.
Ulzaqs hate fylgars as much as fylgars detest them. An ulzaq attacks this enemy on sight, taking the time to torture the fylgar, if possible; the vicious creatures especially like to pluck the feathers from the wings of a fylgar captive. In general, they destroy the beauty in anything they see.

Combat
Ulzaqs have no fear of fighting, and are often underestimated as foes. They slash with their claws and viciously bite their foes. They are chaotic, wild, and unpredicable fighters and after toying with an opponent, will cause as much chaos and destruction as possible during combat.

Poison (Ex): An opponent hit by the ulzaq's bite attack must make a fortitude save vs DC 13 (Con based) or suffer 1 point of temporary strength loss as primary and secondary damage. Strength damage inflicted heals at the rate of one point per 10 minutes.

Damage Reduction (Su): An ulzaq has damage reduction of 10/magic.

Polymorph (Sp): At will, an ulzaq can polymorph into a bat or frog. Treat as a polymorph spell cast by a 20th level sorceror.

Resistance to Energy (Ex): An ulzaq has resistance of 15 to fire, electricity, and cold.

Spell-like Abilities (Sp): At will: invisibility, detect evil, detect magic; 1/day: confusion; 1/week: Commune. Caster level is 20th.

Skills: An ulzaq has a +2 racial bonus to all Hide and Move Silently skill checks.

Ulzaqs as Familiars
An ulzaq may be summoned as a familiar by any chaotic wizard or sorcerer of 7th level with the Improved Familiar feat. As a familiar, it grants its master a +2 bonus to Hide skill checks and fast healing 1, and it may telepathically communicate with its master. Unlike other familiars, an ulzaq may end its service if its master acts in a manner inconsistent with the goals of its immortal creator.
Traianus Decius Aureus

12-02-05, 11:01 PM
Crab, Ice
MMC 43
Small Vermin (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft. (3 squares), swim 20ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Claw +4 melee (1d4 + Icy Pinch)
Full Attack: 2 Claw +4 melee (1d4 + Icy Pinch)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Icy pinch
Special Qualities: Amphibious, Darkvision 60ft.
Saves: Fort +4, Ref +2, Will -3
Abilities: Str 11, Dex 15, Con 13, Int -, Wis 10, Cha 5
Skills: Hide +6*, Listen +7, Spot +7
Feats: Weapon Finesse
Environment: Cold aquatic and coastal
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 1
Treasure: Standard (Gems Only)
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Ice crabs, sometimes found with a frost salamanders, always stay in freezing areas too, especially icy pools. Ice crabs look much like normal crabs, but have two claws and only four legs; their white shells have pale blue edges.

Combat
Ice crabs are very adept at ambushing their victims, prefering that tactic to all others. They will attack almost anything, but will flee when it is apparent their quarry is not an easy kill.

Icy Pinch (Ex): Any target hit by an ice crab's claw attack takes 1d3 cold damage in addition to normal damage.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: Ice crabs have a +2 bonus to all Listen and Spot skill checks. * While in water, snow or ice, the ice crab has a +8 bonus to all Hide skill checks.
Traianus Decius Aureus

12-03-05, 10:50 PM
Among the least powerful creatures inhabiting the elemental planes are the fundamentals. Each of these creatures resembles a pair of batlike wings without a head or body. Fundamentals never cease their flying, not even to land or rest a moment.
Just how or why Fundamentals come to reside on the Prime Material Plane is unknown. Some theorize that these rather weak elementals find themselves inadvertently drawn into the Prime Material Plane when a more powerful elemental intentionally crosses over or is summoned from its home. Possibly, the more powerful elementals send these creatures to the Prime Material Plane for their own unknown purposes.

Air Fundemental
X8 27, DMR2 42
Tiny Elemental (Air)
Hit Dice: 1d8+1 (5 hp)
Initiative: +6 (+6 Dex)
Speed: fly 60 ft. (perfect)
Armor Class: 18 (+2 size, +6 Dex), touch 18, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Slam +8 melee (1d6 -2)
Full Attack: Slam +8 melee (1d6 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind-affecting spells
Saves: Fort +1, Ref +8, Will +0
Abilities: Str 6, Dex 23, Con 12, Int 3, Wis 10, Cha 5
Skills: Hide +18, Listen +2, Move Silently +10, Spot +2
Feats: Weapon Finesse
Environment: Any mountains
Organization: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Air fundamentals have a wingspan of approximately 1 foot. Their extraordinarily thin wings look transparent, while the creatures’ color nearer their middle ranges from translucent, pearly white to pale blue. The only sound these elementals make is a whispery hum created by the minute vibrations of their tissue-thin wings.
Air fundamentals usually appear on the Prime Material Plane in particularly windy locations, such as the top of jagged mountains. Characters almost always encounter them in flocks, and they occasionally accompany more powerful elemental creatures to the Prime Material Plane.

Combat
In combat, air fundamentals flock together and swoop down on their target.
A fundamental’s only attack is a raming dive in which the creature strikes its target with its own body. Air fundementals are not especially aggressive, and are likely to flee if seriously harmed.

Damage Reduction (Su): An air fundemental has damage reduction of 5/magic.

Immunity to Mind-Affecting Spells (Ex): An air fundemental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Skills: Air fundementals have a +4 racial bonus to all Hide and Move Silently checks.
Traianus Decius Aureus

12-04-05, 09:23 PM
Earth Fundemental
X8 27, DMR2 42
Small Elemental (Earth)
Hit Dice: 1d8+2 (6 hp)
Initiative: +5 (+5 Dex)
Speed: fly 25 ft. (good)
Armor Class: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16
Base Attack/Grapple: 0/-4
Attack: Slam +6 melee (1d6)
Full Attack: Slam +6 melee (1d6)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Earthen hammer
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind-affecting spells
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 21, Con 15, Int 3, Wis 10, Cha 5
Skills: Hide +11*, Listen +2, Move Silently +7, Spot +2
Feats: Improved Overrun (B), Weapon Finesse
Environment: Any underground
Organization: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Earth fundamentals, larger than the other fundementals, have a wingspan of up to 2 1/2 feet. These very solid, dense creatures boast thick wings of deep brown and black.
Flocks of earth fundementals gather on the Prime Material Plane in places where the element of earth is particularly concentrated, such as tar pits and deep caverns. Earth fundamentals consume earth, gems, and metal. They occasionally dine on the remains of an unfortunate adventuring party’s armor.

Combat
Earth fundementals attack with the same swooping aerial attack that other fundementals use. However, their tactics often involve sweeping very low along the ground and attempting to knock over its foes.

Earthen Hammer (Ex): An earth fundemental is treated as one size category larger when using the improved overrun feat (thus a small earth fundemental counts as a medium creature). In addition, it gains a +4 racial bonus to all improved overrun checks.

Damage Reduction (Su): An earth fundemental has damage reduction of 5/magic.

Immunity to Mind-Affecting Spells (Ex): An earth fundemental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Skills: Earth fundementals have a +2 racial bonus to all Hide and Move Silently checks. *An earth fundemental receives an additional +4 racial bonus to Hide checks when they are in natural caves or tunnels.
tjedge1

12-04-05, 10:18 PM
Good to see this thread is still rolling along. :D
Traianus Decius Aureus

12-05-05, 09:31 PM
Fire Fundemental
X8 27, DMR2 42
Tiny Elemental (Fire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +6 (+6 Dex)
Speed: fly 45 ft. (good)
Armor Class: 19 (+2 size, +6 Dex, +1 natural), touch 18, flat-footed 13
Base Attack/Grapple: 0/-10
Attack: Slam +8 melee (1d6 -2)
Full Attack: Slam +8 melee (1d6 -2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind-affecting spells
Saves: Fort +1, Ref +8, Will +0
Abilities: Str 6, Dex 23, Con 13, Int 3, Wis 10, Cha 5
Skills: Hide +14, Listen +2, Move Silently +6, Spot +2
Feats: Weapon Finesse, Wingover (B)
Environment: Warm land
Organization: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

This deep bluish-black creature appears constantly enshrouded in flames. Fire fundamentals have 2-foot wingspans and occasionally cause small fires when they brush by particularly flammable objects, such as dry leaves or paper.
Fire fundamentals usually appear on the Prime Material Plane in spots such as volcanoes or places where natural gas commonly burns. They always move in flocks and often accompany more powerful elemental creatures to the Prime Material Plane.

Combat
In combat, fire fundamentals flock together and swoop around their opponents in a kinetic whirlwind of activity. A fundamental's only attack is a ramming dive in which the creature strikes its target with its own body. This attack does no damage to the fundamental itself.

Damage Reduction (Su): A fire fundemental has damage reduction of 5/magic.

Immunity to Mind-Affecting Spells (Ex): A fire fundemental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Fire Subtype: A fire fundemental has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

12-06-05, 11:07 PM
Water Fundemental
X8 27, DMR2 42
Tiny Elemental (Water)
Hit Dice: 1d8+1 (5 hp)
Initiative: +6 (+6 Dex)
Speed: fly 30 ft. (good), swim 30 ft. (6 squares)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: 0/-10
Attack: Slam +8 melee (1d6 -2)
Full Attack: Slam +8 melee (1d6 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind affecting spells
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 6, Dex 23, Con 13, Int 3, Wis 10, Cha 5
Skills: Hide +18*, Listen +2, Move Silently +10, Spot +2
Feats: Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Water fundamentals bear translucent wings spanning 1 to 2 feet. Tiny droplets of water continually spray from these wet, glistening wings. In bright sunlight, they appear as fanstically beautiful, rainbow-colored creatures; casting pools of colored light over the surface of the water as they skim above.
Water fundementals are often seen flying above, and diving into, large bodies of water. They prefer oceans and deep lakes, but have been found anywhere water is found. Not only do they need water as sustenance, but they must immerse themselves in it for at least one hour per day.

Combat
Water fundamentals attack with the same swooping dives as their fiery brethren. Tactically, these water-based creatures tend to charge a target straight on, en masse.

Damage Reduction (Su): A water fundemental has damage reduction of 5/magic.

Immunity to Mind Affecting Spells (Ex): A water fundemental is immune to all mind-affecting spells.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning; Not subject to critical hits or flanking; Elementals do not eat, sleep, or breathe.

Water Subtype: A water fundemental can move in water without making Swim checks. A water fundemental can breathe underwater and can breathe air as well.

Skills: Water fundementals have a +4 racial bonus to all Hide and Move Silently checks. *A water fundemental receives an additional +8 racial bonus to Hide checks when they are underwater.
ripvanwormer

12-07-05, 02:32 AM
Nagpa
Medium Monstrous Humanoid

Hit Dice: 1d8-1 (3 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 8, flat-footed 18
Base Attack/Grapple: +1/-1
Attack: Staff -1 melee (1d8-1) or bite -1 melee (1d8-1)
Full Attack: Staff -2 melee (1d8-2) or bite -1 melee (1d8-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Sense gossip, kariwa, reincarnation, darkvision 60 feet
Saves: Fort -1 Ref +1 Will +4
Abilities: Str 8, Dex 8, Con 8, Int 16, Wis 14, Cha 8
Skills: Knowledge (Arcana) +12, Knowledge (History) +12, Knowledge (Local) +7, Knowledge (the Planes) +6, Disguise +1, Forgery +5
Feats: Deceitful
Environment: Nonarctic desert, ruins
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +3

A man-sized creature like a dried, withered, stooped humanoid with the head of a vulture shuffles toward you. It is dressed in heavy robes and carries a staff. Its skin is brownish and seems almost mummified; its joints seem gnarled with age. A strange odor of bird droppings, mustiness, dust, and old chemicals surrounds it.

Nagpas are an old, magical race, the result of a forgotten curse upon the nation of Varellya in what is now called the Vulture Peninsula. At the climax of a civil war, one of two princes conjured the avatar of an immortal (most likely Zugzul) to destroy his rival. The immortal turned on its summoner and obliterated the entire land, cursing all the inhabitants to be eternally reborn as nagpas, twisted and unloved, unable to laugh, cry, reproduce, or permanently die.

Since that time (more than four centuries ago) the nagpas have learned much of the arcane, and the majority of them are wizards of 9th to 12th level (many even greater).

Nagpas speak the Common tongue as well as their own language called Nag (pronounced NAWG). Nag is a language of squawks, caws, and shrieks closely related to Old Varellyan, and is definitely not a language suited for whispering or polite conversation.

COMBAT

Sense Gossip (Su): As part of their curse, nagpas instinctively know if they are being talked about anywhere within a 100 mile radius. They can track such gossipers as long as the speakers remain in range. A nagpa's ears suffer a burning sensation that grows hotter as the nagpa gets closer to the individual who spoke about the race. This ability is divination magic cast as if by a sorcerer of a level equal to the nagpa's hit dice. It is always active and cannot be turned off. Those being sensed may make a Will save (DC 12 + the nagpa's intelligence bonus) to avoid detection, or use anti-divination magic.

Kariwa (Ex): Kariwa is a period of meditation where nagpas recall scenes from past lives. This is extremely important. Nagpa must spend at least half an hour in this reverie each afternoon. If this is not done, the Nagpa must make a Will save (DC 12) at dawn the following day. On a failure, the nagpa falls into a deep slumber for 1d4 hours and cannot be awoken. If the save is made, and no kariwa is had the next day either, the DC for the save increases by +2 every day the nagpa continues to skip kariwa, and the nagpa must sleep an extra hour on a failure. There is also a 5% chance every day without kariwa that the nagpa develops some form of insanity - extreme claustrophobia, fear of the dark, paranoia, etc.

Reincarnation (Ex): If a nagpa dies it is reborn in the Vulture Penninsula, its ancestral home, emerging from a black cocoon in 5-8 months as an adult nagpa much the same as it was before, though its memories are somewhat fragmented and take much kariwa to recover. This cycle of rebirth cannot end until the curse on the nagpa people is lifted. The reborn nagpa will have its old class abilities, but may take time to recollect all its old grudges and plots.

Spell-like Abilities: Nagpas have the following spell-like abilities, each usable three times per day, cast as if by a sorcerer of a level equal to the nagpa's hit dice.

* Produce Flame
* Ghoul Touch
* Corruption causes one small, nonliving object within 60 feet of the nagpa to make a Will save (DC 12) or decay or rot into an unusable condition at the end of 1 round,
* Darkness
* Minor Image

Skills: Nagpa get a racial +5 bonus to Knowledge (Arcana) and Knowledge (History)

NAGPA SOCIETY

Nagpas are cold, cynical creatures. Even those who are not actually evil are manipulative and have a strong sense of their own superiority. They seek to dominate those around them. Nagpas revere knowledge, the more arcane and obscure, the better. For this reason, they collect books and manuscripts avidly, building libraries in which to hoard their acquired lore. Nagpas dwell, in most cases, in gloomy subterranean crypts and mauseleums. They often design them themselves, and have them built in many cases by slaves or undead. They enjoy the atmosphere of corruption and death and are careful to keep their homes very dry, for fear of damaging the books.

Nagpas are usually solitary; they don't care for one another, and other races care for them even less. They are incapable of mating or reproducing in the usual way, and they would likely have little desire to even if they could.

Every year for centuries, however, thousands of nagpas gather in the Vulture Peninsula at the site of the ancient conjuration and sacrifice jewels, precious metals, magical items, books, knowledge, food, anything that may have any value to them, seeking atonement and an end to their wretchedness. The ghosts of those nagpas who have perished in the previous year fight their wars all over again, then materialize as embryos inside black cocoons. Nagpas are not required to make this yearly pilgrimage, but some are desperate enough to do so.

Nagpas often eat carrion, and tend to leave even the finest foods out to "ripen."

Some evil mages use the skin of nagpas as parchment for scrolls of certain powerful necromantic spells.

NAGPA AS CHARACTERS

Nagpas are usually chaotic, and they are evil almost as often as they're neutral. Long centuries as bitter recluses have made them selfish, antisocial, and hardly ever good. They favor the wizard class and are often necromancers. If they are clerics (and this is rare among the cynical nagpas) they most commonly look to Zugzul as their patron.

Nagpas posess the following racial traits

* -2 Strength, -2 Dexterity, -2 Constitution, +6 Intelligence, +4 Wisdom, -2 Charisma
* A nagpa's base land speed is 30 feet.
* Sense Gossip (Sp): As part of their curse, nagpas instinctively know if they are being talked about anywhere within a 100 mile radius. They can track such gossipers as long as the speakers remain in range. A nagpa's ears suffer a burning sensation that grows hotter as the nagpa gets closer to the individual who spoke about the race. This ability is divination magic cast as if by a sorcerer of a level equal to the nagpa's hit dice. It is always active and cannot be turned off. Those being sensed may make a Will save (DC 12 + the nagpa's intelligence bonus) to avoid detection, or use anti-divination magic.
* Kariwa (Ex): Kariwa is a period of meditation where nagpas recall scenes from past lives. This is extremely important. Nagpa must spend at least half an hour in this reverie each afternoon. If this is not done, the Nagpa must make a Will save (DC 12) at dawn the following day. On a failure, the nagpa falls into a deep slumber for 1d4 hours and cannot be awoken. If the save is made, and no kariwa is had the next day either, the DC for the save increases by +2 every day the nagpa continues to skip kariwa, and the nagpa must sleep an extra hour on a failure. There is also a 5% chance every day without kariwa that the nagpa develops some form of insanity - extreme claustrophobia, fear of the dark, paranoia, etc.
* Reincarnation (Su): If a nagpa dies it is reborn in the Vulture Penninsula, its ancestral home, emerging from a black cocoon in 5-8 months as an adult nagpa much the same as it was before, though its memories are somewhat fragmented and take much kariwa to recover. This cycle of rebirth cannot end until the curse on the nagpa people is lifted. The reborn nagpa will have its old class abilities, but may take time to recollect all its old grudges and plots.
* Spell-like Abilities: Nagpas have the following spell-like abilities, each usable three times per day, cast as if by a sorcerer of a level equal to the nagpa's hit dice.
* Produce Flame
* Ghoul Touch
* Corruption causes one small, nonliving object within 60 feet of the nagpa to make a Will save (DC 12) or decay or rot into an unusable condition at the end of 1 round,
* Darkness
* Minor Image
* Natural Weapon: Beak (1d8)
* +5 racial bonus to Knowledge (Arcana) and Knowledge (History)
* Darkvision
* Automatic Languages: Common and Nag. Bonus languages: Abyssal, Draconic, Auran, Ignan, Alphatian, Infernal, Tabi, Gremlin
* Favored Class: Wizard
* Level Adjustment: +3

SOURCES

Top Ballista by Carl Sargent
Mystara Monstrous Compendium Appendix by John Nephew, Teeuwynn Woodruff, John Terra, and Skip Williams
Dragon Magazine #157. "The Voyage of the Princess Ark," by Bruce A. Heard
ripvanwormer

12-07-05, 03:13 AM
Nagpa, 9th-Level Wizard
Medium Monstrous Humanoid

Hit Dice: 9d4-9 (9 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 8, flat-footed 18
Base Attack/Grapple: +4/+3
Attack: Staff +4 melee (1d8-1) or bite +4 melee (1d8-1)
Full Attack: Staff +4 melee (1d8-1) or bite +4 melee (1d8-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Spell-like abilities, Wand of Charm Person
Special Qualities: Sense gossip, kariwa, reincarnation, darkvision 60 feet
Saves: Fort +2 Ref +4 Will +10
Abilities: Str 8, Dex 8, Con 8, Int 18, Wis 14, Cha 8
Skills: Knowledge (Arcana) +16, Knowledge (History) +13, Knowledge (Local) +8, Knowledge (Architecture) +6, Knowledge (the Planes) +16, Bluff +11, Disguise +1, Forgery +6, Concentration +7, Spellcraft +16, Decipher Script +12
Feats: Deceitful, Scribe Scroll, Craft Wand, Spell Mastery, Advanced Familiar
Environment: Nonarctic desert, ruins
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +3

A man-sized creature like a dried, withered, stooped humanoid with the head of a vulture shuffles toward you. It is dressed in heavy robes of rich fabric and carries a staff in one hand, a twisted wooden wand in the other. Its skin is brownish and seems almost mummified; its joints seem gnarled with age. A strange odor of bird droppings, mustiness, dust, and old chemicals surrounds it.

Nagpas speak the Common tongue as well as their own language called Nag (pronounced NAWG). Nag is a language of squawks, caws, and shrieks closely related to Old Varellyan, and is definitely not a language suited for whispering or polite conversation.

COMBAT

Spells: 5/5/5/4/2/1

Sense Gossip (Su): As part of their curse, nagpas instinctively know if they are being talked about anywhere within a 100 mile radius. They can track such gossipers as long as the speakers remain in range. A nagpa's ears suffer a burning sensation that grows hotter as the nagpa gets closer to the individual who spoke about the race. This ability is divination magic cast as if by a sorcerer of a level equal to the nagpa's hit dice. It is always active and cannot be turned off. Those being sensed may make a Will save (DC 12 + the nagpa's intelligence bonus) to avoid detection, or use anti-divination magic.

Kariwa (Ex): Kariwa is a period of meditation where nagpas recall scenes from past lives. This is extremely important. Nagpa must spend at least half an hour in this reverie each afternoon. If this is not done, the Nagpa must make a Will save (DC 12) at dawn the following day. On a failure, the nagpa falls into a deep slumber for 1d4 hours and cannot be awoken. If the save is made, and no kariwa is had the next day either, the DC for the save increases by +2 every day the nagpa continues to skip kariwa, and the nagpa must sleep an extra hour on a failure. There is also a 5% chance every day without kariwa that the nagpa develops some form of insanity - extreme claustrophobia, fear of the dark, paranoia, etc.

Reincarnation (Ex): If a nagpa dies it is reborn in the Vulture Penninsula, its ancestral home, emerging from a black cocoon in 5-8 months as an adult nagpa much the same as it was before, though its memories are somewhat fragmented and take much kariwa to recover. This cycle of rebirth cannot end until the curse on the nagpa people is lifted. The reborn nagpa will have its old class abilities, but may take time to recollect all its old grudges and plots.

Spell-like Abilities: Nagpas have the following spell-like abilities, each usable three times per day, cast as if by a sorcerer of a level equal to the nagpa's hit dice.

* Produce Flame
* Ghoul Touch
* Corruption causes one small, nonliving object within 60 feet of the nagpa to make a Will save (DC 12) or decay or rot into an unusable condition at the end of 1 round,
* Darkness
* Minor Image

Skills: Nagpas get a racial +5 bonus to Knowledge (Arcana) and Knowledge (History)
Cthulhudrew

12-07-05, 06:00 AM
Interesting choice, going with a level progression rather than a straightforward monster HD conversion option. I've gone back and forth on the idea myself, and have never quite settled on anything.

Just one note, off the top of my head, though-

Nagpa, 9th-Level Wizard
Medium Monstrous Humanoid

Hit Dice: 9d8-9 (27 hp)

If you're adding character levels, his HD should be 1d8 + 9d4 (1d8 for his Monstrous Humanoid level, and 9d4 for his 9 wizard levels)- his other stats should be adjusted to reflect this.

Any thoughts on making a monster class progression for this guy? It might not actually be an ideal choice, given it only has 1 HD, but I'd be curious to see one.
Gazza555

12-07-05, 06:45 AM
If you're adding character levels, his HD should be 1d8 + 9d4 (1d8 for his Monstrous Humanoid level, and 9d4 for his 9 wizard levels)- his other stats should be adjusted to reflect this.
Nearly right, if it's a 1 HD creature, though, you 'lose' the racial hit die (look at goblins, orcs etc) so it should just be 9d4 for the wizard levels. :)

Regards,
Gary
Traianus Decius Aureus

12-07-05, 09:12 AM
Interesting conversion, Rip! Since some others already picked up on the HD, I won't add anything to that.

The nice thing about doing a 1 HD Nagpa is it is immediately useable for a PC- the alternate approach would be a multi-HD base Nagpa and working out a monstrous progression. I'm not sure which approach is better for the nagpa, but how you have handled its abilities and SA/SQ are spot on.

Good Job!
ripvanwormer

12-07-05, 12:17 PM
I fixed the hit dice and added a feat he was missing, too. I also fixed his saves, spells, and skills, which I had miscalculated.

The Mystara MC said they had 9 hit dice and cast spells as (at least) a 9th level wizard; it seemed like the simplest solution to say they got their hit dice from their class levels, but then I was also still thinking racial levels, I guess, so I forgot to change the d8 to d4. Anyway, fixed.
Cthulhudrew

12-07-05, 03:55 PM
Nearly right, if it's a 1 HD creature, though, you 'lose' the racial hit die (look at goblins, orcs etc) so it should just be 9d4 for the wizard levels. :)

I thought about that, but (and I'm not near my books to check atm), doesn't that only apply to 1 HD monsters that have no level adjustments? Or am I misremembering?
Traianus Decius Aureus

12-07-05, 05:18 PM
I thought about that, but (and I'm not near my books to check atm), doesn't that only apply to 1 HD monsters that have no level adjustments? Or am I misremembering?

I believe it applies to all 1 HD monsters regardless of LA. A 1HD monster that advances "by character level" is treated as a 1st level warrior in its statblock (usually)- look at how the various races are treated in the SRD.

Edit: After checking the SRD and some other sources, it appears that it may only apply to Humanoids, not monstrous humanoids.

From SRD
Humanoids and Class Levels: Creatures with 1 or less HD replace their monster levels with their character levels. The monster loses the attack bonus, saving throw bonuses, skills, and feats granted by its 1 monster HD and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level character of the appropriate class.
Characters with more than 1 Hit Die because of their race do not get a feat for their first class level as members of the common races do, and they do not multiply the skill points for their first class level by four. Instead, they have already received a feat for their first Hit Die because of race, and they have already multiplied their racial skill points for their first Hit Die by four.

It is a bit ambiguous on the subject. It later states that a monster with 1 HD adds it Hit Die, LA and class levels to determine needed XP. Very confusing, I think.
ripvanwormer

12-07-05, 06:02 PM
When statting the nagpa, I used the kenku in the Monster Manual III as a reference since it's a similar birdlike humanoid creature. The kenku, a monstrous humanoid with one hit die, works the same way the nagpa above did, entirely replacing its monstrous humanoid level with class levels. The MMIII stats out both a kenku warrior with 1d8 hit die and a kenku rogue with 1d6 hit die.

I don't think its contradictory that monsters add their hit dice to their level adjustment to their hit dice to determine their effective character level. The 1st level nagpa above is a 4th level character for purposes of advancement; the 9th level nagpa wizard is a 12th level character.
Cthulhudrew

12-07-05, 07:51 PM
When statting the nagpa, I used the kenku in the Monster Manual III as a reference since it's a similar birdlike humanoid creature. The kenku, a monstrous humanoid with one hit die, works the same way the nagpa above did, entirely replacing its monstrous humanoid level with class levels. The MMIII stats out both a kenku warrior with 1d8 hit die and a kenku rogue with 1d6 hit die.

Yeah- just got around to checking my books, and the Pixie (a Fey) works the same way, despite having a level adjustment. So I was wrong. :eek:
Traianus Decius Aureus

12-07-05, 11:01 PM
Rock Golem
DMR2 49
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: –2
Speed: 15 ft. (3 squares) (can't run)
Armor Class: 25 (-1 size, -2 Dex, +18 natural), touch 7, flat-footed 25
Base Attack/Grapple: +12/+25
Attack: Slam +20 melee (2d10 +9)
Full Attack: 2 Slam +20 melee (2d10 +9)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Sundering defense
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 29, Dex 7, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Level Adjustment: –

Until activated, these constructs usually resemble irregular rock formations. Rock golems in the form of large human statues when carved with exceptional skill, occasionally can be mistaken for stone golems or caryatid columns- different forms of magical constructs. They are between 8'-10' tall and weigh about 4,000 lbs.
These automatons operate under the direct control of their creators- they have no society, no friends, and no relationships. They have no naive habitat, either, and can exist anywhere their creator might have reason to put them. Obeying simple commands nearly exhausts their limited mental capacities. They are used almost exclusively as guardians, watching over great treasures or places of importance.

Combat
Despite their slow pace, rock golems are fierce opponents. These golems use no other form of attack other than slams, but remain absolutely relentless and tireless in battle, following their master‘s instructions explicitly and mindlessly.
Rock golems are the bane of weapons- between their hardness and irregular, rough-shaping, they can snap even the strongest blades.

Sundering Defense (Ex): Any weapon that sucessfully hits a rock golem sustains sundering damage. Magical or adamantine (or harder material) slashing and/or piercing weapons suffer 2d6 hp in sundering damage. Magical or adamantine (or harder material) bludgeoning weapons suffer no sundering damage. All other weapons suffer 3d6 hp of sundering damage when they sucessfully strike a rock golem.

Damage Reduction (Su): A rock golem has damage reduction of 15/adamantine.

Immunity to magic (Ex): The rock golem is immune to all effect and spells that allows a spell resistance. Besides, certain spells and effects function differently on this creature, as noted below.
• A shatter spell affects the rock golem as a crystalline creature, but doing only 1 point of damage per caster level (6 point maximum). A rock golem gets no save against this effect.
• A stone shape spell causes 3d6 points of damage to the rock golem, and allows no save.
• A stone shatter* spell destroys the golem immediately if it fails a Fortitude saving throw.
* Spell from "Magic of Faerun".

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
The body of a rock golem must be carved from a large single piece of granite or equally hard rock, worth at least 6,000 gp. The rare oils and admixtures consumed in the process costs an additional 500 gp. The carving of the golem’s body requires a DC 15 Craft (stoneworking) or Craft (sculpting) check.
CL 14th; Craft Construct, limited wish, geas/quest, move earth, stoneskin, caster must be at least 14th level; Price 100,000 gp; Cost 56,500 + 4,040 XP.
Traianus Decius Aureus

12-10-05, 12:20 AM
Silver Golem
DMR2 49
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +14 (+6 Dex, +8 racial bonus)
Speed: 75 ft. (15 squares) (can't run)
Armor Class: 25 (-1 size, +6 Dex, +10 natural), touch 15, flat-footed 19
Base Attack/Grapple: +9/+17
Attack: 2 Slam +12 melee (1d8 +4)
Full Attack: 4 Slam +12 melee (1d8 +4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Quicksilver speed
Special Qualities: Construct traits, Damage reduction 10/magic, darkvision 60ft., fire growth, immunity to magic, low-light vision, shriveling cold
Saves: Fort +4, Ref +10, Will +6
Abilities: Str 18, Dex 23, Con -, Int -, Wis 14, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, Pair, or Team (2-5)
Challenge Rating: 11
Treasure: 1,000 gp of salvaged silver
Alignment: Always neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

A silver golem is composed of a silver outer body filled with quicksilver (mercury) to grant the golem its great speed. The silver skin of these tall and lanky humanoids has such flexibility, it appears almost liquid in nature. The constructs usually possess quicksilver eyes as their only features. Silver golems are about 8' tall and only weigh about 200 lbs.

Combat
A silver golem is the quickest of the known golems. It may attack twice with each fist each round. A silver golem is a relentless attacker, and its speed often unsettles its foes. The silver golem is only limited by the commands and instructions of its creator.

Quicksilver Speed (Su): A silver golem is so quick and speedy it receives a +8 racial bonus to initiative checks. A silver golem may attack twice with each slam attack (for four total attacks as a full round attack), and even when making a standard attack, it may make two slam attacks.

Damage Reduction (Su): A rock golem has damage reduction of 10/magic.

Fire Growth (Su): Whenever a silver golem is hit by a fire based spell, it temporarily grows 1' larger and gains 5 temporary hp. These temporary hp stack. Should this push the silver golem into the next size category, the silver golem gains all of the benefits/penalties of being the larger size. Damage inflicted to the silver golem is deducted from the temporary hp first. Any remaining temporary hp are lost at the rate of five per 10 minutes.

Immunity to Magic (Ex): The silver golem is immune to all effect and spells that allows a spell resistance. Besides, certain spells and effects function differently on this creature, as noted under the Fire Growth and Shriveling Cold qualities. Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.

Shriveling Cold (Su): Every time a silver golem is hit by a cold-based spell, it temporarily shrinks by 1' (to a minimum of 3' tall). Should this cause the silver golem to shrink into a smaller size category, the silver golem gains all the benefits/penalties of the new size. The silver golem slowly regains its size at the rate of 1' per 10 minutes.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
The body of a silver golem must be crafted from 50lbs of quicksilver and 100lbs of pure silver (costing 6,000gp). The rare oils and admixtures consumed in the process costs an additional 500 gp. The forming of the golem’s body requires a DC 15 Craft (sculpting) check.
CL 14th; Craft Construct, limited wish, haste, lightning bolt, domination, major creation, caster must be at least 14th level; Price 200,000 gp; Cost 106,500 + 8,040 XP.
Traianus Decius Aureus

12-10-05, 09:40 PM
Warrior
DMR2 50
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft. (5 squares) (can't run)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Bastard sword +7 melee (1d10 +4)
Full Attack: Bastard sword +7/+2 melee (1d10 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 10/bludgeoning, darkvision 60ft., guardian immunities, low-light vision, one with guardian horses
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 19, Dex 12, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, Pair, Company (2-5), or Squad (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral, true neutral, or chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: -

The guardian warrior and horse are ceramic constructs created to serve as protectors and bodyguards. Only those who discover the correct magic formula can animate these creatures.
Guardians are often a dull red in color. Their equipment and accouterments almost always reflect the fashions of a previous age. Their ceramic eyes and faces seem curiously expressionless, and the figures never bear intricate carvings or beautiful sculpture work. Whenever such guardians move along stone or marble floonng, both warriors and horses alike make eerie, hollow, clopping sounds.
Originally ceramic statues, they were animated by long, lost rituals, forgotten by the current ages. Guardians usually serve as bodyguards or protectors of great treasures, temples, havens, etc.

Combat
Guardian warriors are capable of following simple instructions, but cannot follow complex commands or attack plans. If a guardian horse is available, it will be mounted. They attack with their bastard swords, using them one-handed while mounted and two-handed if on foot.
Lawful neutral warriors will always attack chaotic creatures, and chaotic neutral will always attack lawful creatures. Otherwise they will faithfully execute their original directives.

Damage Reduction (Su): A guardian warrior has damage reduction of 10/bludgeoning.

Guardian Immunities (Ex): Guardian warriors are 100% immune to
acid, fire and any spells that affect vision, such as darkness and blindness.

One with Guardian Horses (Ex): Guardian warriors may ride guardian horses. When mounted on a guardian horse, they are treated as having the following feats: Mounted Combat and Ride-by Attack. The guardian warrior's effective Ride skill is +9.

Shatter Vulnerability (Ex): Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Horse
DMR2 50
Large Construct
Hit Dice: 5d10+30 (57 hp)
Initiative: +1 (+1 Dex)
Speed: 50 ft. (10 squares) (can't run)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d4 +7)
Full Attack: Bite +9 melee (1d4 +7) and 2 hooves +4 melee (1d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 10/bludgeoning, darkvision 60ft., guardian immunities, low-light vision, shatter vulnerability
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 25, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, Pair, Company (2-5), or Squad (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -

Guardian horses have the same basic immunitles as guardian warriors and become animated by the same magics that animate the warriors. Usually the number of these steeds, which serve as mounts for guardian warriors, equals the number of warriors at any one site. A guardian horse will usually not allow a non-guardian warrior to ride it, unless its animator allows it to do so.

Combat
In battle, these steeds utilize their powerful, ceramic front hooves and wicked bite if not being ridden. Otherwise they follow the commands of their rider.

Damage Reduction (Su): A guardian horse has damage reduction of 10/bludgeoning.

Guardian Immunities (Ex): Guardian horses are 100% immune to acid, fire and any spells that affect vision, such as darkness and blindness.

Shatter Vulnerability (Ex): Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

12-11-05, 06:37 PM
The gargantua of Mystara are extremely large and powerful specimens of other monstrous species. Such creatures horrify characters chancing upon them due to both their size and their ferocity.
Gargantua strongly resemble normal specimens of a particular monster, differing only in their extreme size. For example, a gargantuan troll is green and waay with a long skinny body and grimy claws, just like a regular troll. It also happens to stand approximately 20 feet tall.
The first of these creatures were the extraordinary creations of the wizard Gargantua. Such monsters have appeared across the various lands of Mystara for the past 100 years and more. It is unknown whether Gargantua still lives in some hidden location, creating even larger and stranger beings. It is also unknown whether his gargantuan "children" can reproduce on their own, although many of the most learned wizards and sages fear that this is the case.
Gargantua are solitary, though they may come together for mating purposes.
Gargantua consume the same type of food as do their smaller counterparts, but they require vast numbers of calories to keep their immense bodies functioning. Their tremendous size also means they rarely live anywhere but in the most isolated regions, only occasionally venturing into more civilized lands.
Most gargantua have trouble adjusting to their vast sizes. As a result, they tend to fight and behave in the same manner they would have as a smaller creature. Older gargantua are less awkward in this regard. Additionally, although their physical bodies are much larger, from a mental standpoint, they have not advanced beyong their species norms- thus they gain no new feats and skill ranks for their increased HD (though they will get the benefits /penalties of their new ability scores and size).

Creating a Gargantua Creature
Gargantua is an acquired template that can be added to any non-humanoid creature (referred to hereafter as the base creature).
A Gargantua uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Creature’s type remains the same. It grows four times larger, effectively gaining two size categories.
Hit Dice: Multiply the base creatures HD by 4.
Speed: Double the base creature’s movement rates. If the creature can fly, its manuverablity drops by one category.
Armor Class: Armor class is adjusted by the creature’s new size and Dex modifier. Natural AC bonus is increased by +2.
Base Attack/Grapple: Recalculate based on new HD, abilitity modifiers and size.
Attack: A gargantua maintains all of the attacks it possessed as a normal creature.
Full Attack: A gargantua maintains all of the attacks it possessed as a normal creature.
Damage: Increase dice damage from a Gargantua’s natural attacks by 4 steps (ie. a 1d4 attack becomes a 3d6 attack).
Special Attacks: A Gargantua maintains all of the special attacks it possessed as a normal creature, with the following adjustments:
• Ranges and area of effects for any special attacks double in size.
• Damage from special attacks is increased by 4 steps, if appropriate (ie. a 1d4 attack becomes a 3d6 attack).
• Swallow Whole: Gargantua of Huge or larger size with a bite attack gain the Swallow Whole Extarordinary ability.
• Improved Grab: Gargantua of Huge or larger size gain the Improved Grab Extarordinary ability for use with their bite attack.
Special Qualities: A Gargantua’s special qualities are indentical to the base creature’s, except that regeneration and fast healing rates are doubled.
Saves: Calculate based on creature’s new HD.
Abilities: Adjust the base creature’s ability scores as follows:
Old Size New Size Str Dex Con
Fine Tiny +2 -4 Same
Diminutive Small +6 -4 Same
Tiny Medium +8 -4 +2
Small Large +12 -4 +6
Medium Huge +16 -4 +8
Large Gargantuan +16 –2 +8
Huge Colossal +16 Same +8
Gargantuan Colossal+ +16 Same +8
Colossal Colossal+ +16 Same +8

Skills: Gargantua have the same skill ranks as the base creature. They gain no new skill points from their increased HD.
Feats: Gargantua have the same feats as the base creature. They gain no new feats from their increased HD.
Environment: Same as base creature
Organization: Solitary
Challenge Rating: 4x the base creature’s rating.
Treasure: 2x base creature’s treasure.
Alignment: Same as base creature.
Advancement: None
Level Adjustment: ---

Gargantua Troll
CO, X7 29, RC 177
Gargantuan Giant
Hit Dice: 24d8+240 (348 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 14 (-4 size, +1 Dex, +7 natural), touch 7, flat-footed 13
Base Attack/Grapple: +18/+44
Attack: Claw +28 melee (4d6 +14)
Full Attack: 2 Claws +28 melee (4d6 +14) and bite +23 melee (4d6 +7)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rend 6d6+21, swallow whole
Special Qualities: Darkvision 90ft, low-light vision, regeneration 10, scent
Saves: Fort +24, Ref +9, Will +9
Abilities: Str 39, Dex 12, Con 31, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold Mountains
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Usually chaotic evil
Advancement: ---
Level Adjustment: ---

The gargantuan troll remains one of the more terrifying creatures on Mystara. It is not known whether more than one of these horrifying monsters exists. Sages fervently hope that the wizard Gargantua had wisdom enough to create only one such being, as a race of gargantuan trolls might prove powerful enough to destroy the entire world's civilization.

Combat
Gargantua trolls like to rip apart their foes with their claws. They are especially fond of swallowing smaller opponents whole, as their appetites are almost insatiable.

Improved Grab (Ex): If a Gargantua troll hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua troll may attempt to swallow the victim whole in the next round. A Gargantua troll may only grab an opponent that is Large size or smaller.

Rend (Ex): If a Gargantua troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d6+21 points of damage.

Swallow Whole (Ex): A Gargantua troll can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+14 points of bludgeoning damage and 10 points of acid damage per round from the Gargantua troll's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua troll's gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or smaller opponents.

Regeneration (Ex): Fire and acid deal normal damage to a Gargantua troll. If a Gargantua troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scent (Ex): This special quality allows a Gargantua troll to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Traianus Decius Aureus

12-11-05, 10:29 PM
Gargantua Basilisk
M3 11
Huge Magical Beast
Hit Dice: 24d10+144 (276 hp)
Initiative: -3 (-3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, -3 Dex, +9 natural), touch 5, flat-footed 14
Base Attack/Grapple: +24/+42
Attack: Bite +32 melee (5d6 +10)
Full Attack: Bite +32 melee (5d6 +10)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved Grab, Petrifying gaze, Swallow Whole
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +22, Ref +11, Will +9
Abilities: Str 31, Dex 4, Con 23, Int 2, Wis 12, Cha 11
Skills: Hide -10*, Listen +7, Spot +7
Feats: Alertness, Blind Fighting, Great Fortitude
Environment: The Black Realm, Warm deserts
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

A Gargantua basilisk is a reptilian monster that petrifies living creatures with a mere gaze. Like its normal cousin, a gargantua basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. A gargantua basilisk’s body grows to about 24 feet long, not including its tail, which can reach an additional length of 20 to 28 feet. The creature weighs about 4800 pounds.
The only known Gargantua basilisk was found in a pocket dimension known as the Black Realm. How it found its way there is a mystery.

Combat
Despite its great size, a Gargantua basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a Gargantua basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures like to spend most of their time lying in wait for prey, which includes just about anything smaller than itself. Usually though, it must hunt some to find enough of the food it requires.

Improved Grab (Ex): If a Gargantua basilisk hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua basilisk may attempt to swallow the victim whole in the next round. A Gargantua basilisk may only grab an opponent that is Medium size or smaller.

Petrifying Gaze (Su): Turn to stone permanently, range 60 feet; Fortitude DC 22 negates. The save DC is Charisma-based.

Swallow Whole (Ex): A Gargantua basilisk can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+10 points of bludgeoning damage and 6 points of acid damage per round from the Gargantua basilisk's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua basilisk's gizzard can hold 2 medium, 8 small, 32 tiny, 128 diminuative or smaller opponents.

Skills: *The Gargantua basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.


Gargantua Treant
M3 8
Colossal Plant
Hit Dice: 28d8+252 (378 hp)
Initiative: -1 (-1 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 16 (-8 size, -1 Dex, +15 natural), touch 5, flat-footed 20
Base Attack/Grapple: +21/+50
Attack: Slam +30 melee (6d6 +17)
Full Attack: 2 Slam +30 melee (6d6 +17)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Animate trees, double damage against objects, trample 6d6+25
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +25, Ref +8, Will +14
Abilities: Str 45, Dex 8, Con 29, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide -13*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: The Green Realm, Temperate forests
Organization: Solitary, Grove (4-7)
Challenge Rating: 26
Treasure: None
Alignment: Usually neutral good
Advancement: ---
Level Adjustment: ---

A Gargantua treant looks much like a normal treant- its leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A Gargantua treant’s legs fit together when closed to look like the trunk of a tree. A motionless Gargantua treant is nearly indistinguishable from a tree, albeit an exceptionally large tree.
A treant is about 120 feet tall, with a “trunk” about 8 feet in diameter. It weighs about 72,000 pounds. Gargantua treants speak Treant, plus Common and Sylvan.
These are easily the most intelligent of the various Gargantua species, and are probably the rarest. It is also of note that Gargantua treants are the only Gargantua species found in groups, not just singly. The only known examples are found in the Green Realm, a small pocket dimension.

Combat
Gargantua treants prefer to watch potential foes before attacking, but they are much less cautious than their normal cousins. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements, but this is a rare occurance.

Animate trees (Sp): A Gargantua treant can animate trees within 360 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a normal treant in all respects. Animated trees lose their ability to move if the Gargantua treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex): A Gargantua treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex): 6d6+25 damage; Reflex DC 41 half. The save DC is Strength-based.

Damage Reduction (Su): A Gargantua Treant has damage reduction of 10/slashing.

Vulnerability to Fire (Ex): Gargantua Treants take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: *Gargantua Treants have a +16 racial bonus on Hide checks made in forested areas.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Gazza555

12-12-05, 04:55 AM
Finally found out what Mystara related stuff is in Dragon 339.

From Mystara, we have Dusanu, an undead-like plant, the Nagpa template, and the Phanaton, which seems to be the union of a raccoon and a flying monkey.

The Nagpa seems an unlikely candidate for a template. :confused:

Regards
Gary
Ivid

12-12-05, 07:17 AM
Congrats to the Gargantuan critters! :) I'll use them in my game very soon!
Traianus Decius Aureus

12-12-05, 09:08 AM
The Nagpa seems an unlikely candidate for a template. :confused:

Regards
Gary
That is absolutely bizarre... I can't imagine what they were thinking with that.
Traianus Decius Aureus

12-12-05, 09:10 AM
Congrats to the Gargantuan critters! :) I'll use them in my game very soon!

Thanks! There are two more canon ones on the way: Gargoyle and Carrion Crawler.
Hugin

12-12-05, 04:35 PM
As per usual, Traianus, great work!

Nagpa template? That has to be a mistake. :uh-huh:
Ivid

12-12-05, 04:59 PM
Thanks! There are two more canon ones on the way: Gargoyle and Carrion Crawler.

:w00t: I am looking forward to them - in fact, I think of printing all the stuff you converted and binding it to an additional MM. :)
Traianus Decius Aureus

12-12-05, 10:05 PM
Gargantua Gargoyle
CO, X7 29, RC 177
Huge Monstrous Humanoid (Earth)
Hit Dice: 16d8+131 (203 hp)
Initiative: +0
Speed: 80 ft. (16 squares), fly 120 ft. (poor)
Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +16/+34
Attack: Claw +24 melee (3d6 +10)
Full Attack: 2 Claws +24 melee (3d6 +10) and bite +22 melee (4d6 +5) and gore +22 melee (4d6 +5)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Damage reduction 10/magic, darkvision 60ft., freeze
Saves: Fort +13, Ref +10, Will +10
Abilities: Str 31, Dex 10, Con 26, Int 6, Wis 11, Cha 7
Skills: Hide -3*, Listen +4, Spot +4
Feats: Multiattack, Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Double Standard
Alignment: Usually chaotic evil
Advancement: ---
Level Adjustment: ---

Gargantua gargoyles often appear to be enormous winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. They speak Common and Terran.

Combat
Gargantua gargoyles either remain still, then suddenly attack, or dive onto their prey. Typically their size draws attention, so the Freeze ability is critical to the Gargantua gargoyle's tactics. They are very fond of swallowing their foes, slowly torturing them within their gullet.

Improved Grab (Ex): If a Gargantua gargoyle hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua gargoyle may attempt to swallow the victim whole in the next round. A Gargantua gargoyle may only grab an opponent that is Medium size or smaller.

Swallow Whole (Ex): A Gargantua gargoyle can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+10 points of bludgeoning damage and 8 points of acid damage per round from the Gargantua gargoyle's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua gargoyle's gizzard can hold 2 medium, 8 small, 32 tiny, 128 diminuative or smaller opponents.

Damage Reduction (Su): A Gargantua gargoyle has damage reduction of 10/magic.

Freeze (Ex): A Gargantua gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Skills: Gargantua gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.
Cthulhudrew

12-12-05, 10:59 PM
Nagpa template? That has to be a mistake.

That is absolutely bizarre... I can't imagine what they were thinking with that.

I suspect (having not yet seen the issue) that the reasoning is that, since the Nagpa were created by a curse (albeit an Immortal curse) that it should be an acquired template. That reasoning doesn't seem entirely thought out to me- since though a curse, it completely and permanently altered the nature/species/race/physiology of the inflicted and created something completely new- but I suspect that's what the rationale of the author is.

In any case, given the makeup of the three Mystaran monsters- Dusanu, Phanaton, and Nagpa- they don't seem to have anything in common, so I suspect my hopes of a "ecology of" sort of article is out, and we'll just get stats.

I'll wait until actually seeing the issue to cast final judgement, but right now I'm torn between buying it out of a sense of Mystara completeness and not buying it as a way of voting my disapproval with my dollars. It would have made much more sense to have a thematic grouping of monsters, IMO- such as "Mystara planar monsters" or "Mystara scaled ones" or something.

Back to work on a Mystara adventure it is, then. :)
ripvanwormer

12-13-05, 12:22 AM
I suspect (having not yet seen the issue) that the reasoning is that, since the Nagpa were created by a curse (albeit an Immortal curse) that it should be an acquired template.

I strongly suspect they're going to use the Mystara Monstrous Compendium origin for nagpas - that they're wizards cursed by the Immortals - rather than Bruce Heard's beautiful "endlessly-reincarnating-race-cursed-by-an-Immortal" origin.

This is unfortunate.
Gazza555

12-13-05, 04:40 AM
In any case, given the makeup of the three Mystaran monsters- Dusanu, Phanaton, and Nagpa- they don't seem to have anything in common, so I suspect my hopes of a "ecology of" sort of article is out, and we'll just get stats.
It's my understanding (again I haven't seen the article) that yes it is just a collection of stats for unrelated creatures. :( Being the 'Classic Campaigns' issue it features conversions of old monsters. There will apparently be a Creature Catalog V in Dragon 343(?) that may or may not contain conversions of old creatures - most likely a combination of old and new. maybe Mike McArtor could comment?

Regards
Gary
Gazza555

12-13-05, 07:53 AM
Corrected saves for the two skywyrms. (I hope). :D

Regards
Gary
Traianus Decius Aureus

12-13-05, 10:25 PM
Gargantua Carrion Crawler
CO, X7 29, RC 177
Gargantuan Aberration
Hit Dice: 12d8+72 (126 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft. (12 squares), climb 30 ft. (6 squares)
Armor Class: 15 (-4 size, +1 Dex, +8 natural), touch 7, flat-footed 14
Base Attack/Grapple: +9/+31
Attack: Tentacle +15 melee (1d4 +10 plus paralysis)
Full Attack: 8 Tentacle +15 melee (1d4 +10 plus paralysis) and bite +10 melee (3d6 +5)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Improved Grab, Paralysis, Swallow Whole
Special Qualities: Darkvision 60ft., scent
Saves: Fort +11, Ref +6, Will +12
Abilities: Str 30, Dex 13, Con 22, Int 11, Wis 15, Cha 6
Skills: Climb +20, Hide -11, Listen +6, Spot +6
Feats: Alertness (B), Combat Reflexes, Track
Environment: Any underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This creature is a dungeoneer's worst nightmare- 40 ft long body with 8 ft long tentacles and a voracious appetite that doesn't ever cease. It will hunt down anything it thinks it can eat, which is to say anything smaller than it. A Gargantua carrion crawler weighs 8,000 lbs.

Combat
Gargantua carrion crawlers fight like their smaller brethren with two exceptions- the first is the tentacles slam its opponents so hard, they cause damage. Secondly, they often will try to swallow whole medium or smaller foes, even if they are not paralyzed first. Otherwise, they are relentless attackers, and will paralyze as many foes as possible to minimize threats. They eat everything they paralyze and kill.

Improved Grab (Ex): If a Gargantua carrion crawler hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua carrion crawler may attempt to swallow the victim whole in the next round. A Gargantua carrion crawler may only grab an opponent that is Large size or smaller.

Paralysis (Ex): Those hit by a carrion crawler's tentacle must make a Fortitude save vs DC 22 (Con based) or be paralyzed for 2d4 rounds.

Scent (Ex): This special quality allows a Gargantua carrion crawler to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Swallow Whole (Ex): A Gargantua carrion crawler can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+10 points of bludgeoning damage and 6 points of acid damage per round from the Gargantua carrion crawler's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua carrion crawler's gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or smaller opponents.

Skills: A Gargantua carrion crawler has a +8 racial bonus to all climb checks. It may always take 10 on climb checks, even if rushed or threatened.
Traianus Decius Aureus

12-15-05, 10:35 PM
Herex, Adult
DA3 37, DMR2 53
Huge Vermin
Hit Dice: 13d8+39 (97 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +9/+25
Attack: Bite +15 melee (1d10 +8 plus acidic bite)
Full Attack: Bite +15 melee (1d10 +8 plus acidic bite) and sting +10 melee (1d6 +4 plus paralysis)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Acidic bite, paralysis
Special Qualities: Darkvision 60ft., scent
Saves: Fort +11, Ref +5, Will +5
Abilities: Str 26, Dex 13, Con 17, Int -, Wis 13, Cha 5
Skills: Hide -1, Listen +12, Spot +12, Survival +9
Feats: Alertness, Flyby Attack, Hover, Power Attack, Track
Environment: Any land
Organization: Solitary, or Clutch (2-5)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: -

When mature, a herex has a body very similar to its larval form but with a smaller head and mandibles, four thin wings (like those of a dragonfly), and a 5-foot-long stinger at the end of its abdomen.
Herex live solely to perpetuate their species. Lacking any quantifiable intelligence, they mindlessly go about their limited activities.
Unlike some insects, herex do not maintain any form of hive or group home. Although they often remain with others of their clutch, they are not particularly social creatures. An adult herex flies about search for both food and a mate. The male dies shortly after mating, while the female burrows into a deep cavern or dungeon to lay 1d6 eggs before dying. In four months, the cycle begins again when the new eggs hatch.

Combat
An adult herex always attacks from the air, sweeping down on its opponents from above. It lands only when it has rendered its foe immoblle or dead. An adult also can attack with its tall stinger.

Acidic Bite (Ex): The herex bite is very acidic. The metal armor of a bitten character loses 2 points of its armor bonus with each hit by the bite. When the armor bonus is reduced to +0, the armor is destroyed. The armor may be repaired normally at any point before it is reduced to +0 armor bonus. An unarmored character suffers an additional 1d10 acid damage with each hit by the herex's bite.

Paralysis (Ex): Any creature hit by the sting of a herex must immediately make a Fortitude save vs DC 19 (Con based) or be paralyzed for 4d8 rounds.

Scent (Ex): This special quality allows a herex to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.


Herex Larva
MMC
Large Vermin
Hit Dice: 6d8+12 (39 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d8 +4 plus acidic bite)
Full Attack: Bite +7 melee (2d8 +4 plus acidic bite)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acidic bite
Special Qualities: Darkvision 60ft., scent
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 18, Dex 13, Con 15, Int -, Wis 13, Cha 5
Skills: Hide +1, Listen +8, Spot +8, Survival +5
Feats: Alertness, Power Attack, Track
Environment: Any underground
Organization: Solitary, or Clutch (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: -

The larval form of a herex resembles a flattened, wingless beetle with an elongated, flexible abdomen, large head, and powerful mandibles. The mottled, dun-colored creature moves swiftly on its six short legs. Larvae range from 10 to 20 feet in length.
Once they burst from their eggs, the larvae spend all their energy hunting, growing, and molting. When a larva reaches approximately 20 feet in length, it leaves its subterranean birthplace and digs its way to the surface, using its mandibles and saliva to tunnel through solid rock if need be. Once outside, the herex sheds its carapace a final time, emerging in adult form.

Combat
A herex larva seems continually ravenous, roaming the underground passages and caverns of its birthplace in search of prey. The larva uses its bite as its main attack.

Acidic Bite (Ex): The herex larva's bite is very acidic. The metal armor of a bitten character loses 2 points of its armor bonus with each hit by the bite. When the armor bonus is reduced to +0, the armor is destroyed. The armor may be repaired normally at any point before it is reduced to +0 armor bonus. An unarmored character suffers an additional 1d10 acid damage with each hit by the larva's bite.

Scent (Ex): This special quality allows a larval herex to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Gazza555

12-16-05, 04:22 AM
<snip>
Abilities: Str 18, Dex 13, Con 15, Int 0, Wis 13, Cha 5
<snip>
Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Traianus

Just thought that I'd point out that no Intelligence and Int 0 are two different things - A creature with no Intelligence also doesn't have a Int modifier of -5 whereas a creature with Int 0 does.

You should of put 'Int --' in the Abilities line.

Other than that it's a very nice conversion. :)

Regards
Gary
Traianus Decius Aureus

12-16-05, 09:22 AM
Doohhhhh! Yes, it was meant to be a - and not 0. Everything was calculated as a - though, so it affects nothing else in the conversion.
eldersphinx

12-16-05, 08:33 PM
Something to give credit where credit's due for, and maybe tweak a bit to 3.5e streamlining - Mystaran elemental (http://www.enworld.org/archive/index.php/t-12748.html) writeups from ENWorld. Ran across these recently while working on a kryst NPC writeup for a personal project.
Traianus Decius Aureus

12-18-05, 09:11 PM
For detailed info on Hivebrood society, please look at the MMC- it is well worth looking at if you want to use these creatures.

Broodling
DMR2 54, MMC 59
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6 +1)
Full Attack: Bite +3 melee (1d6 +1) and 2 claw -2 melee (1d4) or by weapon +3 melee (by weapon +1) and bite -2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., fire vulnerability, hivemind powers, immunity to blindness
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 12, Dex 10, Con 13, Int 4, Wis 8, Cha 10
Skills: Listen +3, Spot +4
Feats: Alertness
Environment: Any underground
Organization: Solitary, Pair, Brood (2-5 + 2-5 soldiers and 1 lieutenant), Nest (5-20 + 5-20 soldiers, and 4 lieutenants), Host (40-60 + 40-60 soldiers, 12 lieutenants and 1 controller), or Colony (60+ plus 60+ soldiers, 1 lieutenant per 5 broodlings, 1 controller per 40 broodlings and 1 mother)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

Hivebrood broodlings are the altered humanoid hosts of the parasitic larva of the hivebrood. They look vaguely like their original species, but have now taken on a chitinous skin and insectile features. They will remain in this form for 1d4+1 days before becoming dormany for another 1d4+4 days, after which they are transformed into another hivebrood form (usually a soldier).

Combat
Broodlings do not make the best warriors, since their bodies are still undergoing metamorphosis, but they can attack with their developing bite and claws or with a bite and one weapon (often a spear). They are proficient in simple weapons, and any weapon proficincy send through its hivemind ability.
They are fearless warriors however, and will fight fanatically to defend the hivebrood colony.

Vulnerability to Fire (Ex): Broodlings take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Hivemind Powers (Ex): A Hivebrood broodling can detect and receive chemical scents emitted by a Hivebrood lieutenant or controller. A broodling may store the memory of an unlimited number of scents, but may only use one per round and the scent only remains in its memory for 3 rounds before it disappears. Additionally, a broodling may only have one scent in memory from each controller and lieutenant present. Should it receive a second scent from a controller or lieutenant before using the first, the second replaces the first.
After a scent power has been used, it disappears from the memory of the broodling. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the broodling loses 1 hp.
Typical scents include spells, spell-like abilities, skill ranks, saving throws, feats, weapon proficiencies, and any special attacks not dependant on a specific physiology (such as poison). Please see the additional Hivebrood entries for more information.

Immunity to Blindness (Ex): A broodling does not suffer any ill-
effects from being blinded. If the broodling is the target of a spell or ability that causes deafness while under a blindness effect, the broodling suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Soldier
DMR2 54, MMC 60
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (1d8 +3 plus poison)
Full Attack: Bite +7 melee (1d8 +3 plus poison) and 2 claw +1 melee (1d4 +1) or by weapon +6 melee (by weapon +3) and 1 bite +1 melee (1d8+1 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., hivemind powers, immunity to blindness, vulnerability to fire
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 16, Dex 12, Con 15, Int 7, Wis 8, Cha 10
Skills: Listen +4, Spot +4
Feats: Alertness, Weapon Focus (Bite)
Environment: Any underground
Organization: Solitary, Pair, Brood (2-5 + 2-5 broodlings and 1 lieutenant), Nest (5-20 + 5-20 broodlings, and 4 lieutenants), Host (40-60 + 40-60 broodlings, 12 lieutenants and 1 controller), or Colony (60+ plus 60+ broodlings, 1 lieutenant per 5 soldiers, 1 controller per 40 soldiers and 1 mother)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

Though humanoid in appearance, soldiers have antennae, compound eyes, and tough, chitinous exoskeletons. They develop from the broodlings’ transformation.

Combat
Soldiers are the hivebrood’s real workers. They attack in the same manner as broodlings, but their sticky, saliva-filled bite is poisonous. They are fanatical, and will sacrifice themselves for the good of the colony.
Soldiers do not kill foes they paralyze. Instead they bring them to the colony and use the victim as a host for a parasitic larva to perpetuate the colony.
Soldiers are naturally proficient in the use of simple and martial weapons.

Poison (Ex): Any creature hit by a hivebrood soldier's bite must make a Fortitude save vs DC 13 (Con based) or be paralyzed for 2d8x10 rounds.

Hivemind Powers (Ex): A Hivebrood soldier can detect and receive chemical scents emitted by a Hivebrood lieutenant or controller. A soldier may store the memory of an unlimited number of scents, but may only use one per round and the scent only remains in its memory for 3 rounds before it disappears. Additionally, a soldier may only have one scent in memory from each controller and lieutenant present. Should it receive a second scent from a controller or lieutenant before using the first, the second replaces the first.
After a scent power has been used, it disappears from the memory of the soldier. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the soldier loses 1 hp.
Typical scents include spells, spell-like abilities, skill ranks, saving throws, feats, weapon proficiencies, and any special attacks not dependant on a specific physiology (such as poison). Please see the additional Hivebrood entries for more information.

Immunity to Blindness (Ex): A soldier does not suffer any ill-effects from being blinded. If the soldier is the target of a spell or ability that causes deafness while under a blindness effect, the soldier suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Vulnerability to Fire (Ex): Soldiers take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

12-19-05, 10:36 PM
Hivebrood Lieutenant
DMR2 54, MMC 59
Medium Monstrous Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Bite +10 melee (1d10 +4 plus poison)
Full Attack: Bite +10 melee (1d10 +4plus poison) and 2 claw +4 melee (1d6 +2) or by weapon +9 melee (by weapon +4) and bite +5 melee (1d10 +2 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., immunity to blindness, lieutenant's hivemind powers, vulnerability to fire
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 10
Skills: Concentration +5, Intimidate +2, Listen +5, Spot +5, Survival +3
Feats: Alertness, Weapon Focus (Bite)
Environment: Any underground
Organization: Solitary, Pair, Brood (2-5 + 2-5 broodlings and 1 lieutenant), Nest (5-20 + 5-20 broodlings, and 4 lieutenants), Host (40-60 + 40-60 broodlings, 12 lieutenants and 1 controller), or Colony (60+ plus 60+ broodlings, 1 lieutenant per 5 soldiers, 1 controller per 40 soldiers and 1 mother)
Challenge Rating: 4
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

Hivebrood lieutenants are bigger, stronger, and more intelligent than normal soldiers. From an appearance standpoint, they look very similar to soldiers though.

Combat
Lieutenants command clusters of hivebrood soldiers with military precision. These "officers" of the hive give orders through chemical scent emissions in a 30-foot radius. They coordinate well not only with soldiers and broodlings, but also with other lieutenants.
Hivebrood lieutenants are proficient with all simple and martial weapons.

Poison (Ex): Any creature hit by a hivebrood lieutenant's bite must make a Fortitude save vs DC 15 (Con based) or be paralyzed for 2d8x10 rounds.

Immunity to Blindness (Ex): A hivebrood lieutenant does not suffer any ill-effects from being blinded. If the lieutenant is the target of a spell or ability that causes deafness while under a blindness effect, the lieutenant suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Lieutenant's Hivemind Powers (Ex): A Hivebrood lieutenant can detect and receive chemical scents emitted by a Hivebrood controller. A lieutenant may store the memory of up to five scents, but may only transmit or use one per round. The memory of these five scents does not disappear until used or transmitted.
In addition to using scents to enhance itself, a hivebrood lieutenant may also transmit a scent to all broodlings and soldiers within 30 ft. of it for their use. This is a full round action, and the lieutenant forgets any scent transmitted.
After a scent power has been used or transmitted, it disappears from the memory of the lieutenant. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the lieutenant loses 1 hp only if it is used (and not transmitted).
Typical scents include spells, spell-like abilities, base attack bonuses, skill ranks, saving throws, feats, weapon proficiencies, and any special attacks and qualities not dependant on a specific physiology (such as poison). Please see the additional Hivebrood entries for more information.

Vulnerability to Fire (Ex): Lieutenants take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Spellweaver

12-20-05, 11:18 AM
I ought to be writing this once a week:

Thank you all who contribute to this thread for some excellent conversions that I find very useful and fascinating!! :cheer:

It is a tremedous amount of work you are doing and I am sure, I am not the only one here who is very grateful! :bow:

Keep up the good work! :clap:

:-) Jesper
Ivid

12-20-05, 12:51 PM
I ought to be writing this once a week:

Thank you all who contribute to this thread for some excellent conversions that I find very useful and fascinating!! :cheer:

It is a tremedous amount of work you are doing and I am sure, I am not the only one here who is very grateful! :bow:

Keep up the good work! :clap:

:-) Jesper

Hear, hear! You're indeed doing an amazing job here, Decius!

:)
Hugin

12-20-05, 11:50 PM
I ought to be writing this once a week:

Thank you all who contribute to this thread for some excellent conversions that I find very useful and fascinating!! :cheer:

It is a tremedous amount of work you are doing and I am sure, I am not the only one here who is very grateful! :bow:

Keep up the good work! :clap:

:-) Jesper
It's true! This can not be said enough. But I know it's nice for us to say it sometimes, eh! (Plus it helps us catch Planescape ;) )

AND, I have some great news (from my point of veiw anyhow, YMMV), but I have a replacement computer to use to hopefully get back on track with posting and my projects! :w00t: :dancin:
Traianus Decius Aureus

12-21-05, 01:50 PM
Thanks for the kind words, guys. I'm glad people find these useful/helpful. RW things keep intruding on my conversion time, and probably will continue to do so until after Christmas, but I'll try to squeeze in some monster conversions if I can.
Traianus Decius Aureus

12-23-05, 09:51 AM
Hivebrood Mother
DMR2 54, MMC 59
Large Monstrous Humanoid
Hit Dice: 12d8+72 (126 hp)
Initiative: -3 (-3 Dex)
Speed: 10 ft. (2 squares)
Armor Class: 12 (-1 size, -3 Dex, +6 natural), touch 6, flat-footed 12
Base Attack/Grapple: +12/+18
Attack: Nil
Full Attack: Nil
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poisonous gas cloud
Special Qualities: Darkvision 60ft., immunity to blindness, vulnerability to fire
Saves: Fort +12, Ref +7, Will +12
Abilities: Str 14, Dex 4, Con 22, Int 4, Wis 14, Cha 12
Skills: Concentration +8, Hide -7, Listen +9, Spot +9, Survival +5
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes
Environment: Any underground
Organization: Solitary
Challenge Rating: 6
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

Hivebrood mothers are the spiritual leaders of the hive. She is the progenitor of all the hivebrood larvae, and through her secretions, determines the destiny and role of each larva in the hive.
The mother's true purpose lies within perpetuating the hive, not in combat or any other hive tasks. Therefore she is incredibly tough despite her weakness and lack of mobility, and has some presence as leader despite her lack of intelligence. She relies on the controllers to coordinate the day-to-day activities of the hive.
Although she does not possess, or need, the hivebrood powers of the other hive members, the mother is mystically linked to every member of the hive and knows what is happening to her children and within her realm.

Combat
Hivebrood mothers engage in combat only if the very center of the hive faces a threat. As their only form of attack, mothers emit a cloud of noxious chemicals.

Poisonous Gas Cloud (Ex): As a full round action, a hivebrood mother may emit a 30ft radius cloud of noxious, chemical gas. Each round a creature is in the gas, it must make a Fortitude save vs DC 22 (Con based) or suffer 2d6 Con damage. The hivebrood, creatures immune to poison or that do not breathe, are immune to this gas cloud. The gas cloud lasts 2d6 minutes. A mother may emit this cloud 3/day.

Immunity to Blindness (Ex): A hivebrood mother does not suffer any ill-effects from being blinded. If the mother is the target of a spell or ability that causes deafness while under a blindness effect, the mother suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Vulnerability to Fire (Ex): Mothers take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

12-23-05, 10:30 PM
Controller
DMR2 54, MMC 59
Medium Monstrous Humanoid
Hit Dice: 6d8+36 (63 hp)
Initiative: -2 (-2 Dex)
Speed: 15 ft. (3 squares)
Armor Class: 14 (-2 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d4 +4)
Full Attack: Claw +10 melee (1d4 +4) and bite +5 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Controller hivemind powers, darkvision 60ft., immunity to blindness, vulnerability to fire
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 18, Dex 6, Con 22, Int 16, Wis 12, Cha 16
Skills: Concentration +13, Gather Information +9, Listen +11, Sense Motive +9, Spot +11, Survival +9
Feats: Alertness, Die Hard, Endurance
Environment: Any underground
Organization: Host (1 plus 60+ broodlings, 60+ soldiers, 1 lieutenant per 5 soldiers) or Colony (2-5 plus 60+ broodlings, 60+ soldiers, 1 lieutenant per 5 soldiers, and 1 mother)
Challenge Rating: 5
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

Like the hivebrood mother, the controller is a sac-like creature as well- though somewhat more proficient in combat and much more intelligent.
While the mother may be the progenitor and spiritual leader of the hive, the controllers keep the hive running, expanding, and conquering. They determine which larva will be specially treated to create lieutenants, mothers and controllers rather than soldiers.
Also of great importance to the hive is the controller's decision on whether a captured victim will be turned into a broodling or will be devoured to absorb their abilities. Generally, low-level, non-spellcasting characters, commoners and others that are inferior to a typical hivebrood soldier will be infected with the hive larva. Higher level characters and creatures with powerful abilities are devoured alive by the controller to absorb their abilities.
The controllers’ powers often cause the hive to reflect the cultures surrounding them. For instance, a hive located near a goblin-infested area will share may similarities with the goblins in terms of armament, amount and types of spellcasters, and even battlefield tactics. Hives near human settlements, or settlements of dangerous humanoids, can be very fearsome.

Combat
Although controllers can attack with a soldier’s claws and paralytic bite, their main ability, called hivemind, remains much more fearsome. Their hivemind powers allow a controller to gain all the abilities of the creatures it eats, including any saving throws that improve on its own. It can pass on these abilities to any hivebrood member through airborne chemical emissions.
Controllers are excellent tacticians, and coordinate not only how those under them attack, but which scents are sent through out the hive at which time.

Poison (Ex): Any creature hit by a hivebrood controller's bite must make a Fortitude save vs DC 19 (Con based) or be paralyzed for 2d8x10 rounds.

Controller Hivemind Powers (Ex): A Hivebrood controller gains the abilities and powers of any creature it devours (see above). These are stored as scents in the controller's memory. Typical abilities stored by the controller include spells, spell-like abilities, base attack bonuses, skill ranks, saving throws, feats, weapon proficiencies, and any special attacks and qualities not dependant on a specific physiology (such as poison). The controller may use or transmit these scents as desired. A controller may store the memory of an unlimited number of scents, but may only transmit or use one per round. The memory of these scents do not disappear until used or transmitted.
In addition to using scents to enhance itself, a hivebrood controller may also transmit a scent to all lieutenants, broodlings and soldiers within 180 ft. of it for their use. The scent travels 60ft per round, for three rounds before it disappears. This is a full round action, and the controller forgets any scent transmitted.
After a scent power has been used or transmitted, it disappears from the memory of the controller. The effect of a used scent is good for only one round. If the effect of a scent is a spell, the controller loses 1 hp only if it is used (and not transmitted).

Immunity to Blindness (Ex): A hivebrood controller does not suffer any ill-effects from being blinded. If the lieutenant is the target of a spell or ability that causes deafness while under a blindness effect, the controller suffers a -2 penalty to all attack rolls, damage rolls, and skill checks.

Vulnerability to Fire (Ex): Controllers take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

01-01-06, 10:24 PM
Horde
CO, RC 185
Small Elemental (Earth)
Hit Dice: 3d8 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d6 +1)
Full Attack: Bite +4 melee (1d6 +1)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Collective being, darkvision 60ft., elemental traits, immunity to mind-affecting spells, rebirth, spell-like abilities
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 13, Dex 14, Con 10, Int 13, Wis 14, Cha 5
Skills: Diplomacy +1, Hide +6, Intimidate +1, Listen +7, Spot +7
Feats: Die Hard, Endurance
Environment: Any land
Organization: Patrol (5-20), or Horde (1d100x10)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 4-7 HD (Medium); 8-15 HD (Large); 16-21 HD (Huge)
Level Adjustment: -

Hordes are frightening life forms native to the Elemental Plane of Earth. Each single Horde entity is compromised by hundreds of insect-like bodies connected by a single mind.
The bodies of a particular Horde all look alike, and different Hordes have body types. The bodies of one horde might resemble huge, golden praying mantises, while another horde’s bodies might look like small black beetles with glowing red antennae. The size of the individual bodies within a horde varies: each body’s length corresponds to its Hit Dice (one with 3 HD measures 3 feet long). The above statistics describe individual horde bodies.

Combat
The horde attacks other creatures whenever it finds such an action in its own best interest. Hordes do not consider any other life forms intelligent and have no compunctions against destroying others. Small patrols guard the outer limits of the area the horde claims; typically, all the bodies in a patrol have an equal number of Hit Dice (therefore, the same size).
In battle, the Horde will quite willingly sacrifice as many bodies as necessary to accomplish its goals. Should the Horde loses more than 10% of its members, it will either attempt to negotiate for a peaceful resolution or will call another Horde entity for assistance.
The Horde members bite their foes. They use telekinesis frequently to aid themselves in combat, particularly since they cast it as a swift action.

Collective Being (Ex): The Horde is a collective creature. Any member of the Horde may communicate at will to the other members through telepathy. There is no limit to the number of concurrent conversations the can be held within the Horde's mind.
In addition, through the will of the collective, a Horde member receives a +8 bonus to all Intelligence, Wisdom and Charisma based skill checks.

Immunity to Mind-Affecting Spells (Ex): A Horde member is immune to all mind-affecting spells and effects.

Rebirth (Su): As long as one member of the Horde is alive, it may generate new bodies, or enlarge non-animated bodies, at the rate of 1 HD every 10 minutes.

Spell-like Abilities (Sp): 1/rd: Detect Thoughts, Telekinesis. The Horde can cast these as a swift action. Caster level is equal to its HD.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals do not eat, sleep, or breathe.

Society
A Horde life force can control practically limitless numbers of members, perhaps up to 10,000 members on the Plane of Earth. Fortunately, the largest Horde known on Mystara was only 1,000 bodies strong. Likewise the largest component body found on Mystara is 21 HD, though it is likely larger bodies may be found on the Plane of Earth. The Horde entity has no controlling body, such as a queen of an insect hive; its mind and life force is spread evenly throughout all its bodies. The Horde life force can only control bodies within an area 100 miles across. Bodies taken outside of this area wither and die in 1d10 days.
Each Horde has its own name, and all members of the Horde will respond to that name.
A Horde requires large amounts of space, and frequently will war with whatever is nearby (even other Hordes) in order to take its lands for the Horde. They are particularly hated by Krysts, who have lost much territory to the Hordes.
Traianus Decius Aureus

01-02-06, 09:52 PM
Huptzeen
AC9
Tiny Construct
Hit Dice: 3d10 (16 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: fly 10 ft. (average) (can't run)
Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Base Attack/Grapple: +2/-9
Attack: None
Full Attack: None
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Retributive strike, spells
Special Qualities: Construct traits, Damage reduction 10/magic, darkvision 60ft., low-light vision, shatter vulnerability
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 5, Dex 20, Con -, Int 10, Wis 8, Cha 18
Skills: Hide +13*, Listen +7, Spot +7
Feats: Alertness, Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Fragments worth 1d4x50 gp per HD
Alignment: Always neutral
Advancement: 4-9 HD (Tinyup to Medium)
Level Adjustment: -

Huptzeens are lesser magical constructs animated by a combination of arcane rituals and the cooperation of an inhabitant of the Outer Planes.
Unlike most constructs (such as living statues or golems), a huptzeen has no limbs and bears no physical resemblance to any living creature. Instead, they are crafted in the form of ornaments, pieces of jewelry, or other richly fashioned objects notable for their their breathtaking beauty, fine lines, and exceptional craftsmanship.
Huptzeens are created to protect temples, treasures, and other places or items of importance. A wizard usually has chosen a particular guardian’s form specifically to make it seem innocuous in its setting (a large piece of jewelry in a treasury, an ornate incense burner in a shrine, or a decorative lectern in a wizard’s workshop).
Occasionally, people have been known to use a huptzeen as a bodyguard by wearing the construct (in the form of a large belt buckle, ornate amulet, etc.) or carrying it around (as a runecovered staff, for example). A huptzeen can move independently only via its slow, magical flight. This pace normally poses no problem, since the creature usually can fulfill its role as a guardian without moving much.
Huptzeens, more intelligent than the majority of constructs, require only general instructions from their creators. They understand the common.tongue and can even communicate if they possess a spell such as whispering wind.

Combat
In battle, huptzeens have only one method of attack: casting spells. The set of spells available to any huptzeen is fixed at its creation and can never be altered. The huptzeen’s creator can only select the spells the creature will wield only from among the spells he or she knows. Although the construct normally cannot speak or gesture, it still manages to cast spells that require verbal or somatic components.
Huptzeens are smarter than most constructs; they can hear sounds, respond intelligently to changing circumstances, and plan attacks sensibly. Their use of spells demonstrates their intelligence. Since a huptzeen often looks like a piece of jewelry or a curio, the target of its attack may at first have trouble spotting the assailant. Realizing this, the construct often begins its attack using subtle spells with no obvious origin.

Retributive Strike (Su): When a huptzeen is defeated it releases a blast that inflicts 1d6 + 2 per used spell damage to all creatures within 10ft of it. A sucessful Fortitude save vs DC 13 (Cha based) can reduce the damage in half.

Damage Reduction (Su): A huptzeen has damge reduction of 10/magic.
Spells: A huptzeen may cast spells as a sorceror of a level equal to its HD. Its known spells are established at the time of its creation. The above example may cast 6/6 spells per day and knows 5/3 spells.

Shatter Vulnerability (Ex): Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Skills: *A huptzeen has a +10 racial bonus to all Hide checks as long as it doesn't move or cast spells with an obvious point of origin.

Construction
The body of a huptzeen is sculpted from precoius metals and materials, smelted and anointed with rare tinctures and admixtures costing at least 5,000 gp. Assembling the construct requires a DC 20 Craft (metalworking) check or DC 15 Profession (Jeweler) or Craft (sculpture) check.

CL 10th; Craft Construct, animate objects, geas/quest, limited wish, polymorph any object, plus all spells the huptzeen can cast, caster must be at least 10th level; Price 40,000 gp; Cost 20,000 gp + 900 XP.
Gazza555

01-03-06, 04:52 AM
Here's the Giant Hawk, in preperation for the Werehawk - later this week.

Regards
Gary

Hawk, Giant
Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +4
Speed: 10 ft. (2 squares), Fly 90 ft. (average)
Armor Class: 14 (+4 Dex), flat-footed: 10, touch: 14
Base Attack/Grapple: +2/+4
Attack: Talon +6 melee (1d4+2)
Full Attack: 2 talons +6 melee (1d4+2) and bite +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low=light vision
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 14, Dex 18, Con 13, Int 2, Wis 13, Cha 11
Skills: Listen +4, Move Silently +5, Spot +15
Feats: Alertness, Flyby AttackB Weapon Finesse

Environment: Temperate Forests or Hills
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: -

Skills: Giant hawks have a +8 racial bonus on Spot checks.

A typical giant hawk stands about 5 feet tall, has a wingspan of up to 10 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 150 pounds.
They prefer nesting in tall, rocky crags, but some varieties will also nest in very tall trees.

COMBAT
Giant hawks are hunting birds that glide on the updrafts of the wind, watching the ground for prey. A giant hawk typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
A solitary giant hawk is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.

Plunging Dive (Ex). If a giant hawk succeeds in surprising its opponent, or if that opponent is flat-footed, and successfully hits the opponent whilst diving then the giant hawk inflicts double damage with the successful attack.
Traianus Decius Aureus

01-04-06, 10:29 PM
Imp, Bog
MMC 65
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 25 ft. (5 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Claw +5 melee (1d3 -3)
Full Attack: 2 Claw +5 melee (1d3 -3) or dart +5 ranged (1d2 -3 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, watery snares
Special Qualities: Low-light vision
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 5, Dex 17, Con 13, Int 10, Wis 12, Cha 8
Skills: Craft (trapmaking) +6, Hide +15*, Listen +3, Search +2, Spot +5, Survival +3, Swim +1, Use Rope +7
Feats: Weapon Finesse
Environment: Any marshes
Organization: Solitary, Pair, Gang (2-5), Band (5-20), or Tribe (40-60)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: +1

Bog imps, cousins of the wood imps, live only in the deepest swamps and fens and have adapted well to their wet surroundings. These wizened creatures have dark, gnarled skin, wide mouths, and slightly protruding eyes. Their grasslike hair grows from the top of their matted, greasy heads clear down the backs of their legs. A bog imp has long, dexterous fingers and can sound a cry similar to that of a puppy.
Bog imps make their homes in caves or under hollowed logs in fetid swamps and fens. Their lairs always lie near the stagnant pools of water they use with their snares. They seem less organized than wood imps and have no leaders per se. Instead, the creatures solve internal quarrels by fighting (usually attempting to drown one another) until either they reach a resolution of some sort or a more interesting activity comes along. Bog imps hate other humanoids and love to catch and kill them in their snares.

Combat
As with their woodland cousins, bog imps avoid direct combat. They hide very effectively in their natural environment, curling into small "grass-covered hummocks." They become to spot with the eye (although not with darkvision), but remain vulnerable to trackers that can scent them.
When forced to attack head-on, the creatures tear at their enemies with their sharp claws aiming for very vulnerable areas such as the nose and eyes.
Normally, however, bog imps attack by luring their victims to the edge of a standing pool or fen, beside which they have laid snares. The creatures are adept with these snares and attempt to pull ensnared victims underwater in the hopes of drowning them; they will attempt to trip those caught in these snares, causing them to fall into the water, where more imps wait with weighted ropes and nets to hold them under. Once underwater, victims can drown.

Poison (Ex): Bog imps coat their darts with a special poison. Creatures hit by a dart must make a Fortitude save vs DC 10 or suffer 1d2 Strength damage (both primary and secondary).

Watery Snares (Ex): Bog Imps are very proficient with snare traps and will have numerous snare traps set in order to capture trespassers. Snare traps set by a bog imp receive the following bonuses: +2 to Search check DC, +2 to the Reflex save DC to avoid the trap, and +2 to the Strength check or Escape Artist check DC to break free. In addition, the bog imp may attempt to trip any opponent entangled by snare as if it had the Improved Trip feat and receives a +4 racial bonus to that trip attempt.
A typical bog imp snare requires a DC 22 search check to spot. If triggered, a DC 22 Reflex save is required or the target is entangled by the snare, requiring a DC 22 Strength check or Escape Artist check to break free.
Bog imps with time and proper motivation have been known to create much more dangerous snares.

Skills: Bog imps receive a +4 racial bonus to all Craft (trapmaking) skill checks. *Bog imps receive a +8 racial bonus to all Hide checks made while the bog imp is in swamps, fens or marshes.

Bog Imps as Characters
A bog imp's favored class is rogue. Bog imp shamans may choose two of the following domains: Chaos, Evil, Nature, Trickery or Water.
Traianus Decius Aureus

01-05-06, 11:06 PM
Garden Imp
MMC 65
Small Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 25 ft. (5 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-5
Attack: Bite +4 melee (1d3 -1)
Full Attack: Bite +4 melee (1d3 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Summon Insect Swarm
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 8, Dex 17, Con 14, Int 12, Wis 12, Cha 8
Skills: Craft (trapmaking) +5, Hide +11, Knowledge (nature) +5, Listen +5, Search +5, Spot +5, Survival +5
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: by character class
Level Adjustment: +1

Garden imps, though not quite as nasty as either of their relations, still can prove utterly selfish, dangerous creatures. These mottled, greenish-brown imps usually stand 2-1/2 feet tall and have pointed faces with large brown eyes and elflike ears. Strange, lilylike flowers often grow in a garden imp's soft brown hair in the spring and summer months.
These solitary creatures prefer to live in lush gardens that have been either abandoned or allowed to grow somewhat wild. An imp will keep watch oyer any dwelling attached to its garden. It normally treats the owners of such a home normally fairly, only bothering them if they attempt to drive it out or change its garden.

Combat
Garden imps, as with others of their kind, prefer to attack with guile. Each of these imps knows its particular garden intimately and prepares a variety of traps, pits, and snares to which it can lead annoying visitors. One favorite trick of this monster involves leading the victim to the top of a small rise, under which the imp has hollowed out a pit filled with thorny bushes the imp has placed in the pit beneath the rise. These imps also can attack using swarms of tiny insects that obey their commands. Finally, garden imps can bite opponents.

Summon Insect Swarm (Sp): At will, a garden imp may summon either a locust swarm or spider swarm. The swarm is completely under the garden imp's control. The garden imp may control only one swarm at a time, and the first swarm immediately disipates if the imp calls for a second swarm. If not dimissed earlier, the swarm will remain with the garden imp for 1 minute.

Garden Imps as Characters
A garden imp's favored class is ranger. Garden imp shamans may choose two of the following domains: Chaos, Nature, Plant, or Trickery.
Traianus Decius Aureus

01-07-06, 08:25 PM
Giant Death's Head
MMC 67
Large Vermin
Hit Dice: 6d8+12 (39 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: swim 15 ft. (3 squares)
Armor Class: 13 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +4/+13
Attack: Tentacle +8 melee (1d12 +5 plus poison)
Full Attack: 24 Tentacle +8 melee (1d12 +5 plus poison)
Space/Reach: 10 ft. /5 ft. (up to 100ft with tentacle)
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort +7, Ref +1, Will +4
Abilities: Str 20, Dex 8, Con 14, Int -, Wis 14, Cha 4
Skills: Hide -5, Listen +13, Spot +13, Swim +13
Feats: Alertness, Endurance, Improved Initiative
Environment: Temperate, Warm aquatic
Organization: Solitary, Pair, or School (2-5)
Challenge Rating: 5
Treasure: Half Standard
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Giant Death's Head jellyfish are nearly transparent creatures and possess stinging tentacles up to 100 feet long. The tentacles look like weeds hanging down in the water, but these giant jellyfish can manipulate their tentacles to attack prey.
Giant jellyfish stay afloat by storing air in one or more large bladders, which make up the majority of their bodies. They float on or near the surface of the ocean.
The death's head takes its name from a pattern on its body that resembles a skull. The jellyfish measures 14 feet across and has 24 tentacles, Its body is midnight blue, and the characteristic death's head mark ranges from yellow to fluorescent green.
Many sailors harbor a superstitious fear of the Death's Head. If one is spotted at night, it is believed to be a portent of someone's death.

Combat
This aggressive jellyfish initiates attacks. It can bring ld6 tentacles to bear against an opponent, and can engage up to four opponents. The poison of the death's head is very dangerous.

Poison (Ex): Any creature hit by the giant death's head jellyfish's tentacle must make a DC 15 fortitude save (Con based) or take 1d6 Con damage (both primary and secondary). Even if the save is sucessful, the character still takes -4 penalty to all rolls for the next 10-30 minutes (this penalty is not cumulative).

Vermin Traits: Vermin are mindless - they have no intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: A Giant Death's Head jellyfish gains a +8 racial bonus to any swim check. It may always 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.

Giant Marauder
X7 29, DMR2 60
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: -2 (-2 Dex)
Speed: swim 10 ft. (2 squares)
Armor Class: 11 (-1 size, -2 Dex, +4 natural), touch 7, flat-footed 11
Base Attack/Grapple: +3/+10
Attack: Tentacle +5 melee (1d10 +3 plus paralysis)
Full Attack: 40 Tentacles +5 melee (1d10 +3 plus paralysis)
Space/Reach: 10 ft. / 5 ft. (up to 100' with tentacle)
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft.
Saves: Fort +6, Ref -1, Will +2
Abilities: Str 16, Dex 6, Con 14, Int -, Wis 13, Cha 3
Skills: Hide +10, Listen +7, Move Silently +2, Spot +7, Swim +11
Feats: Alertness, Stealthy
Environment: Temperate, Warm aquatic
Organization: Solitary, Pair, or School (2-10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

Giant Marauder jellyfish are nearly transparent creatures and possess stinging tentacles up to 100 feet long. The tentacles look like weeds hanging down in the water, but these giant jellyfish can manipulate their tentacles to attack prey.
Giant jellyfish stay afloat by storing air in one or more large bladders, which make up the majority of their bodies. They float on or near the surface of the ocean.
The marauder measures 10 feet across and has 40 tentacles. Its body is almost transparent, making it nearly undetectable.

Combat
Giant marauders attack with their paralyzing tentacles. The marauder can use only 1d4 tentacles against each opponent, but it can engage up to 10 opponents at once.
A tentacle can be severed with a single point of cutting damage, but only hits scored on the creature's body count toward its hit point total. Tentacles regenerate in several days.

Paralysis (Ex): Any creature hit by the giant maruader jellyfish's tentacle must make a DC 14 fortitude save (Con based) or be paralyzed for 1d10 rounds. A paralyzed foe is automatically hit by 1d4 tentacles each and is draw 5' closer to the jellyfish each round it is paralyzed. Any creature paralyzed that cannot breath underwater may drown.

Vermin Traits: Vermin are mindless - they have no intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: A Giant Marauder jellyfish gains a +8 racial bonus to any swim check. It may always 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. A Giant Marauder jellyfish also has a +12 racial bonus to all Hide skill checks.
Hugin

01-07-06, 10:42 PM
Every once and a while I have to pop my head in here to say how thankful I am of the work that gets done here! Thanks, Traianus, and everyone else that's contributed! :ayyyy!:
Traianus Decius Aureus

01-09-06, 10:25 PM
Giant Galley Jellyfish
MMC 67
Large Vermin
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: swim 40 ft. (8 squares)
Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Tentacle +6 melee (1d8 +4)
Full Attack: 16 Tentacle +6 melee (1d8 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Shoot venom
Special Qualities: Darkvision 60ft.
Saves: Fort +6, Ref +1, Will +3
Abilities: Str 18, Dex 10, Con 14, Int -, Wis 14, Cha 3
Skills: Hide -4, Listen +12, Spot +12, Swim +12
Feats: Alertness, Endurance
Environment: Temperate, Warm aquatic
Organization: Solitary, Pair, or School (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

Giant Galley jellyfish are nearly transparent creatures and possess stinging tentacles up to 100 feet long. The tentacles look like weeds hanging down in the water, but these giant jellyfish can manipulate their tentacles to attack prey.
Giant jellyfish stay afloat by storing air in one or more large bladders, which make up the majority of their bodies. They float on or near the surface of the ocean.
So named because it is both a fast swimmer and a deadly surface combatant, this multicolored jellyfish measures 12 feet long and is shaped like a flattened oval. It uses the optical sensory organs on its body and its tentacles to detect prey. Galleys instinctively follow ships and often attack objects or creatures tossed overboard.

Combat
The galley jellyfish has 16 tentacles. It can aim four tentacles at a slngle opponent, and can attack up to four targets at once.
The galley's deadliness stems from its poison delivery. Using its sensory organs, this creature can sense the presence of a foe on the surface; using specialized, tubelike tentacles, it shoots a stream of venom up to 20 feet away.

Shoot Venom (Ex): As a full round action, a galley jellyfish may shoot poison at a foe within 20ft. If the jellyfish hits with a ranged touch attack, the victim must make a Fortitude save vs DC 14 (Con based) or be paralyzed for 2d4 rounds. If the save is failed by more than four, the victim is also blinded for 3d4 rounds.

Vermin Traits: Vermin are mindless - they have no intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: A Giant Galley jellyfish gains a +8 racial bonus to any swim check. It may always 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.
Traianus Decius Aureus

01-10-06, 10:17 PM
Lava Lizard
DMR2 68
Medium Magical Beast (Fire)
Hit Dice: 4d10+16 (38 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft. (5 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d6 +1)
Full Attack: Bite +5 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Internal heat
Special Qualities: Darkvision 60ft., low-light vision, weapon melt
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 12, Dex 12, Con 19, Int 2, Wis 12, Cha 3
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A strange reptile, the lava lizard lives in subterranean caverns amid pools of bubbling magma. The creature has a rocklike outer shell that helps maintain the high body temperature it needs to survive.
Most lava lizards have reddish brown bides. Bright red lumps on their outer shells resemble hot coals, and their eyes glow pale yellow. A smokey odor hangs about them.
Although these creatures dwell in hot subterranean caverns, they can wander several miles away from the life-sustaining heat the lava pools produce. They cannot stay away for long, however. Stories tell of lava lizards found frozen like statues, presumably having strayed too far from their heat sources.

Combat
A lava lizard attacks by biting with its quick but relatively weak jaws. They are ill-tempered when their lairs are violated.

Internal Heat (Ex):Any creature hit by the lava lizard's bite must make a fortitude save vs DC 16 (Con based) or suffer an additional 1d6 fire damage.

Weapon Melt (Ex): Any metal weapons that strike the lava lizard have a 50% chance of melting and becoming completely useless. Magical metal weapons are allowed a fortitude save vs DC 10 to avoid melting.

Fire Subtype: A lava lizard has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

01-11-06, 10:30 PM
Rockhome Lizard
DMR2 71, GAZ6
Large Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+11
Attack: Bite +6 melee (1d6 +5)
Full Attack: Bite +6 melee (1d6 +5)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -
Special Qualities: Light vulnerability, low-light vision, Strongback
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 20, Dex 14, Con 20, Int 2, Wis 12, Cha 6
Skills: Hide -2, Listen +4, Spot +4
Feats: Endurance, Run
Environment: Any underground
Organization: Solitary, Pair, or Team (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

The rockhome lizard is a gentle creature commonly found in subterranean colonies of dwarves or gnomes. Possibly an ancestor of the lizard man, it stands on two legs and seems roughly as intelligent as a domesticated dog. All rockhomes can run very fast. They have long forelimbs for catching prey and strong jaws. Coloration varies from pure white to whitish hues of green and blue.
As they thrive in captivity, these reptiles can learn to perform simple tasks. They catch rats, carry riders, pull wagons or carts, and run in large wheels to power machines.
Unfortunately, rockhome lizards do not get along well with horses: The species seem to scare each other.

Combat
Rockhome lizards are fairly docile creatures, hunting only if in need of food. They generally do not attack unless attacked first.

Light Vulnerability (Ex): Rockhome lizards take 1d6 damage every hour they are exposed to sunlight or within the radius of a daylight spell.

Strongback (Ex): Rockhome lizards are hardy pack animals. All carrying capacities are calculated as if the lizard were a quadraped.

Carrying Capacity: A rockhome lizard can carry 400lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.
havard

01-12-06, 05:16 AM
Ah, its nice to see the Rockhome Lizards converted to 3.5E! I have always liked these guys, and they help make the Mystaran dwarves stand apart from those of other settings. I also thought about including a few variants of this creature:

Rockhome Guard Lizard
These lizards are smaller, dogsized versions of the standard Rockhome lizard. They often walk on four legs rather than two. They are often trained as guard animals or used as pets, much as humans use dogs or cats.

Rockhome War lizard, Light
These lizards are similar to standard Rockhome lizards, but have bodies covered with armor-like scales, and horns protude from their foreheads.

Rockhome War lizard, Heavy
These lizards are a tougher version of the light war lizards, but have even thicker scales. They walk on four legs rather than two, and their heads resemble that of a triceratops.

Rockhome Explorer Lizard
These lizards are similar to the standard Rockhome lizards, but have a grayish brown skin. They have developed a resistance to sunlight. This allows Rockhome Dwarves, especially of the Syrklist clan to use them for exploration outside the mountains.

That do you think?

Håvard
Traianus Decius Aureus

01-12-06, 03:09 PM
Håvard, I like those ideas a lot, particularly the two war lizard varieties. It adds a lot of flavor, much like the different horse breeds.
Traianus Decius Aureus

01-16-06, 12:09 PM
Sis'thik (Desert Scourge)
DMR2 95
Medium Humanoid (Reptilian)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: Scimitar +3 melee (1d6 +1) or bite +3 melee (1d3 +1)
Full Attack: Scimitar +3 melee (1d6 +1) and bite -2 melee (1d3 +0) or bite +3 melee (1d3 +1) and 2 claw -2 melee (1d6 +0)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Desert scourge, resistance to fire 5
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 13, Dex 11, Con 15, Int 8, Wis 11, Cha 10
Skills: Hide -1*, Intimidate +2, Jump 0, Listen +3, Move Silently -1, Spot +3, Survival +2
Feats: Alertness, Power Attack
Environment: Temperate, Warm deserts
Organization: Solitary, Pair, Nest (5-20 plus 1 1st level leader and 1 1st level shaman), Tribe (30-180 plus 4-24 children, 2-8 1st level bodyguards, 1d4 1st-5th level shamans and 1 5th level queen)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: -

In burning deserts live nomadic humanoids called Sis’thik, a proud race of reptilian warriors that fear nothing.
Sis’thik have thick, leathery light tan skin that lets them blend in with the arid terrain. Their nostrils can seal out dust, and transparent eye sueens allow them to see in sandstorms.
Sis’thik prey on creatures such as lions, camels, jackals, and wyvems. They savor the taste of dragon flesh (excepting blue dragons), which has resulted in enmity between the two races. These lizardkin also enjoy eating figs, dates, and cacti.

Combat
Female sis’thik use scimitars in combat and sometimes employ shields. These females boast great strength and are fierce warriors. When using a weapon, sis'thik may make a secondary attack with their bite. Males, if forced, attack with daws and bite.
Sis'thik use the desert as their ally when confronting foes, planning ambushes and denying foes water supplies to slowly weaken them before finishing them off.
Sis’thik females are proficient in all simple and martial weapons, as
well as shields.

Desert Scourge (Ex): Sis'thik are well adapted to the desert. They suffer no environmental ill effects or damage (including, but limited to, heat, visibility, and sandstorms) arising from their desert environment.

Resistance to Fire (Ex): A sis'thik has fire resistance of 5.

Skills: *Sis'thik receive a +4 racial bonus to all Hide skill checks while in a desert environment.

Society
Female sis’thik control the tribes and do all the fighting. The males seem slow and stupid, existing only for mating and drudge work. Females do not reproduce often, considering how much other work they have to do. Most lay a clutch of 2d4 eggs every other year.
Each sis’thik tribe follows a queen. The queen is accompanied at all times by 2d4 bodyguards. Each tribe also includes shamans. Some sis’thik tribes breed xytar lizards as mounts; two sis’thik can ride a smgle xytar. In addition, these lizard-kin have been known to cooperate with blue dragons.
Each sis’thik tribe has its own territory. Any who wish to cross it must debase themselves before the queen and shower the tribe with gifts of wine, food, and metal items. Sis’thik sometimes build shelters of mud brick, usually near oases and other resting places. They do not appreciate others using these structures without permission.

Sis’thik as Characters
A sis’thik’s favored class is fighter. Many female sis’thik are also drawn to the barabarian, rogue and ranger classes. Most male sis’thik do not usually gain any class levels. The sis’thik count some druids and clerics among their number, but the arcane classes are extremely rare. Sis’thik clerics may chose two of the following domains: Fire, Reptile (Scalykind), Sand, and War.
Traianus Decius Aureus

01-18-06, 04:02 PM
Manikin (Mandragora)
Gaz3
Diminutive Plant
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square)
Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple: 0/-17
Attack: Slam -1 melee (1 -5)
Full Attack: Slam -1 melee (1 -5)
Space/Reach: 1 ft./0 ft.
Special Attacks: Death shriek
Special Qualities: Low-light vision, melding, plant traits, soil dependance, spiritual tether, bonding
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 1, Dex 20, Con 13, Int 1, Wis 10, Cha 2
Skills: Escape Artist +6, Hide +22, Listen +1, Sleight of Hand +6, Spot +1
Feats: Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Diminutive); 2HD (Tiny)
Level Adjustment: -

The manikin, a tiny humanoid-like plant with gray or brown rubbery skin, smells of freshly turned earth. It does not speak or write. The creature comes from a rare plant called a mandragora. The plant’s 10-inch-long root has a gnarled humanoid shape, with a few leaves growing at the top.
Spellcasters familiar with the mandragora (such as those with the Knowledge (Nature) skill) can use magical methods to turn the root into a manikin.
A spellcaster can enchant as many manikins as he wants, as long as he can find enough mandragora roots, and has no difficulty controlling them all at the same time. The manikin’s creator can read the little creature’s mind as clearly as if it were a book. The creator mentally controls the manikin and often uses it as an assistant when working in his laboratory. When the spellcaster is performing a complex experiment, the creature automatically senses its master’s needs and performs the necessary task, such as fetching tools or handling poisonous substances. Using manikins as help when making potions or other magical items significantly increases the chances of success.
The creator must designate a specific point of his laboratory as the manikin’s spiritual tether (any unmovable item will suffice). This location can never change, and the manikin must remain within 100 feet of this point. Often, the manikin’s tether point is a large pot holding soil.
The manikin must spend at least an hour each day in soil, absorbing the nutrients and water it needs for survival. A manikin denied soil and water will die, at which time it releases its shriek to affect whoever prevented it from gaining the substances required for life.

Combat
The manikin cannot fight effectively, so it avoids combat. The creature seems quite fast for its size. It will hide to the best of its abilities if threatened.
The manikin wreaks vengeance on any who would slay it, emitting a horrible shriek when it dies. The individual who killed it must make a successful saving throw or fall dead, as if affected by a lethal poison.

Death Shriek (Su): Any creature that slays a manikin must make a Fortitude save vs DC12 (Con based) or be instantly killed. This is a necromatic, sonic effect.

Melding (Su): As a full round action, a manikin may meld with wood or stone. It may move through wood at a rate of 10ft per round and may move through stone at a rate of 5ft per round. While melded with wood or stone, the manikin is undetectable except through Truesight.

Soil Dependance (Ex): A manikin must spead at least one hour per day in natural soil. A manikin suffers 1 hp damage per day it does not have access to natural soil. This damage cannot be healed until this hour of soil immersion has occurred.

Spiritual Tether (Ex): A manikin's spirit is tied to a specific location designated at the time of its creation. If the manikin ever strays more than 100ft from its tether point, it immediately dies. Note that a manikin will never willingly leave its area.

Bonding (Su): A manikin is mystically bonded to its creator. The following effects are tied to this binding:
• The creator, as a free action, may read the manakin's mind and control the manikin's actions.
• The manikin can intuitively sense the needs of its master, and without guidance may bring her small objects, components, and items needed, handle poisons and perform other small tasks.
• The creator gains a -1 reduction in the DC to create a magic item for each manikin under his control (limited to a total -4 reduction).
• A manikin dies immediately if its creator dies.
• The creator permanently loses hp equal to the manikin's hp total if the manikin is killed.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: Manikins have a racial bonus of +4 to all Hide checks. This bonus increases to +12 if the manikin is in forested environments or buried in soil.

Creating a Manikin
To create a manikin, one must find a mandragora root. For each hour spent looking for the root, the searcher must make a DC20 Knowledge (Nature) or DC25 Craft (Alchemy) check. If the check was sucessful, one root has been found.
Removal of the root requires a DC12 Fortitude save (Con based). Failure indicates the harvester is instantly killed (see Death Shriek) by the shriek emitted as the root is pulled out.
Once the root has been harvested, it is prepared in a special ritual that requires 1,000gp of special oils and tinctures. The creator must be at least 9th level for the ritual to succeed. The root has the following spells cast upon it during the ritual: Summon Monster I and Permanency (note that the XP requirement for this spell is part of the final XP sacrifice). Finally the caster permanently sacrifices 1000XP to complete the ritual. The total creation time of the ritual requires 8 uninterrupted hours.
Traianus Decius Aureus

01-19-06, 04:00 PM
Mek
MA, RC 192
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 31 (-1 size, +22 natural), touch 9, flat-footed 31
Base Attack/Grapple: +8/+22
Attack: Slam +17 melee (5d6 +10)
Full Attack: 2 Slam +17 melee (5d6 +10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Body slam, breath weapon, improved grab
Special Qualities: Construct traits, motion detection, spell immunity
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 30, Dex 11, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: Awesome Blow (B), Cleave, Improved Bull Rush, Improved Critical (slam) , Power Attack
Environment: Any ruins
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -

Meks (possibly a derivative of the word ‘mechanical”) are huge metallic creations, fabricated by a long-dead race of inhuman, insect-like sorcerers. Most meks resemble their creators, having barrel-like chests; and long, barbed, double-jointed arms and legs. However, meks resembling giants, lizards, and other creatures have been found, too.
Meks usually serve as guardians and only attack beings who intrude into the area they protect. However, characters might encounter one of the few wild meks that wander as marauders.
Meks were created long ago to guard ancient insectoid wizards and their underground strongholds. (A few of thest fortresses lie on the surface, in remote, desolate areas.) Meks encountered within ancient strongholds served a master at time of their entombment. Most of the time, the creature’s final order was to guard a particular chamber, item, or even an entire floor. In rare cases, its master ordered it to kill anyone who entered the stronghold.
Sometimes the elements expose a buried stronghold, and a mek manages to escape and wander the countryside, attacking most creatures it encounters and leveling any structures in its path. Such meks apparently had no master at the time they were sealed up in the stronghold. These masterless creatures, lacking in magical compulsions and safeguards, prove to be very dangerous.
The secret of creating meks has been lost-for now.
These unintelligent creatures do not communicate, but follow the simple, verbal orders their creators gave them long ago. Rumors state that on rare occasions, a powerful individual has learned how to usurp control of a mek-at least for a while.

Combat
Meks are very powerful guardians, and very dangerous if intruders activate its programming. It will pummel offenders mercilessly, using awesome blow frequently when faced by multiple foes, and grabbing and body slamming single or more powerful foes. It breathes whenever outnumbered. Meks fight until its foes, or it, is dead.
Meks do not see or hear, but detect creatures by motion, thus most ways to avoid detection do not work with meks unless the creature remains absolutely still.

Body Slam (Ex): A mek may pickup and throw any medium or smaller sized creature it grapples. The mek may throw the creature up to 1d6 x10 ft, causing 1d6 per 10ft thrown +15 hp in damge.

Breath Weapon (Su): A mek may release a 10ft radius cloud of paralyzing gas once every 10 minutes, as a full round action. Any victim within the cloud must make a Fortitude save vs DC 15 (Con based) or be paralyzed for 10-30 minutes. The gas dissipates in 2d4 rounds in still air, half that if conditions are windy.

Improved Grab (Ex): To use this ability, a mek must hit with both of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the mek maintains a hold on the creature and can inflict slam damage automatically each round. The mek may Body Slam a held medium-size or smaller victim to the ground (see above).

Motion Detection (Ex): Meks can only sense motion and do not see or hear like living creatures. They can sense the presence of any moving creature within 120ft of them.
To avoid detection by a mek, characters may attempt to remain motionless. If a Balance skill check vs DC 20 succeeds, then the character has managed to remain motionless enough to avoid detection by the mek's sensors. The characters must continue to remain motionless as long as mek is in range to avoid detection. After the first motionless round, each additional motionless round requires a DC10 Balance check.

Spell Immunity (Ex): A mek is immune to all effects and spells that allow spell resistance. Besides, certain spells and effects function differently on this creature, as noted below.
• A shatter spell affects the mek as a crystalline creature, but doing only 1d4 point of damage per caster level (10d4 maximum).
• All cold-based spells cause the mek to be slowed for 2d4 rounds (no save), but cause no further damage.
• A mek is affected normally by the spell Rusting Grasp and other rusting attacks.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Gazza555

01-20-06, 07:03 AM
As previously promised, here's the werehawk. I haven't included any Mystaran background mainly so that it will fit into any campaign.

Regards
Gary

Lycanthrope
Lycanthropes are humanoids or giants that can turn themselves into animals. Werehawks are generally encountered far from civilization in primeval woody and hill country.

WEREHAWK
Werehawk, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 (25 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 11 (Dex), flat-footed 10, touch 11
Base Attack/Grapple: +3/+5
Attack: Shortsword +5 melee (1d6+2) or dart +4 ranged (1d4)
Full Attack: Shortsword +5 melee (1d6+2) or dart +4 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Alternate form, hawk empathy
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 14, Dex 12, Con 12, Int 10, Wis 11, Cha 8
Skills: Listen +3, Move Silently +4, Spot +5, Survival +3
Feats: Flyby Attack, Improved Initiative, Iron Will(B), Weapon Finesse
Environment: Temperate Woods and Hills
Organization: Solitary or pair
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: +3

Werehawk, Hawk Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 (25 hp)
Initiative: +9
Speed: 10 ft. (2 squares) fly 90 ft. (average)
Armor Class: 17 (+5 Dex, +2 natural)
Base Attack/Grapple: +3/+5
Attack: Talon +8 melee (1d6+2)
Full Attack: 2 talons +8 melee (1d6+2) and bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, hawk empathy, low-light vision, scent
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 14, Dex 20, Con 14, Int 10, Wis 11, Cha 8
Skills: Listen +3, Move Silently +8, Spot +9, Survival +3
Feats: Flyby Attack, Improved Initiative, Iron Will(B), Weapon Finesse
Environment: Temperate Woods and Hills
Organization: Solitary or pair
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: +3

Werehawk, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 (25 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 60 ft. (poor)
Armor Class: 17 (+5 Dex, +2 natural)
Base Attack/Grapple: +3/+5
Attack: Talon +8 melee (1d6+2)
Full Attack: 2 talons +8 melee (1d6+2) and bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, hawk empathy, low-light vision, scent
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 14, Dex 20, Con 14, Int 10, Wis 11, Cha 8
Skills: Listen +3, Move Silently +8, Spot +5, Survival +3
Feats: Flyby Attack, Improved Initiative, Iron Will(B), Weapon Finesse
Environment: Temperate Woods and Hills
Organization: Solitary or pair
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: +3

This powerful feathered creature stands upright like a human, but that’s where the resemblance ends. Its form is that of a humanoid raptor with wings instead of arms. It also possesses a powerful hooked beak, and extremely sharp talons. It stands about 6 feet tall.

Werehawks in human form tend to be sleek individuals of average height, often with an aquiline nose or over-long finger nails. Werehawks often work in rural occupations, and they have steady, piercing stares.

COMBAT
Werehawks can assume hybrid forms as well as animal forms. In hawk and hybrid forms, they rely on their aerial prowess to swoop down to an opponent, attack and then fly off.

Alternate Form (Su): A werehawk can assume a bipedal hybrid form or the form of a giant hawk.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werehawk’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Hawk Empathy (Ex): Communicate with hawks, giant hawks and dire hawks, and +4 racial bonus on Charisma-based checks against hawks, giant hawks, and dire hawks.

Skills: A werehawk in hawk or hybrid form has a +4 racial bonus on Spot checks. It can use the run action while flying, provided it flies in a straight line.

The werehawk presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Ivid

01-20-06, 07:51 AM
Yarrr!
Gazza555

01-20-06, 01:25 PM
Ok, I decided to do a little background for Mystara. I'll flesh it out a later date but here it is so far.

--------------------
Mystaran Background

According to legend, the werehawks were ruthlessly hunted to the last and brought to extinct by Ruaidhri Hawkbane during his path to immortality. How any werehawks managed to escape this extremely determined and driven individual is the subject of debate. The are a number of theories, including, but not limited to.
a. Ruaidhri Hawkbane was said to have slain all the werehawks in the known world, so perphaps he only killed those on Brun and surrounding islands. Werehawks on Davinia and Skothar escaped the genocide.
b. An Immortal seeing the imminent extinction of a good sentient race decided to preserve some examples in the Hollow World. An infected adventurer or some such has since returned to the outer surface bringing the disease with him.
c. It is in fact a new emerged race of lycanthropes that cannot trace a direct ancestry back to the werehawks of old.
Anyway, where ever they come from the werehawks are back...

--------------------------

One thing I should mention, although my campaigns are 3.5e, I don't allow lycanthropes 'straight from the box' to able to assume hybrid form or a couple of other abilites. What I have instead, to reflect the lycanthrope levels in PC4, is to give each lycanthrope type a three level paragon class. Where they get the missing abilities. ;)

Regards
Gary
havard

01-20-06, 01:47 PM
Cool stuff Gary!

I liked seeing stats for the Werehawks. I always thought it was annoying that they were never given stats. I like you listing multiple theories for how to bing them into a Mystara campaign. The one I like best is keeping them in the Hollow World, although that leaves little room for using them if you never go there. Another theory could be that Rhuaidhri himself brought them back. It might not make much sense since he made such an effort to destroy them, but perhaps he felt guilty about it after he achieved Immortality? Maybe he recreated a few specimen in a controlled area. Ofcourse things might have gotten out of hand...

I like your idea of requiring a racial class to get all the abilities for lycanthropes. I'd love to see a writeup of it.... ;)

Håvard
Gazza555

01-20-06, 01:58 PM
Cool stuff Gary!
Thanks. :)

Another theory could be that Rhuaidhri himself brought them back. It might not make much sense since he made such an effort to destroy them, but perhaps he felt guilty about it after he achieved Immortality? Maybe he recreated a few specimen in a controlled area. Ofcourse things might have gotten out of hand...
As I said they're only a few of the theories - use whatever you like for your campaign. ;)

I like your idea of requiring a racial class to get all the abilities for lycanthropes. I'd love to see a writeup of it.... ;)
I'll see if I can get time to post them next week. BTW I also use (or rather will if a PC gets infected) the Savage Progressions (http://www.wizards.com/default.asp?x=dnd/arch/sp) so that the player doesn't have to cope with the LA adjustment all at once.

Obviously I've removed some of the abilities from the Savage Progression template classes and put them in the paragon class.

Regards
Gary
Traianus Decius Aureus

01-20-06, 03:37 PM
Nuckalavee
MA, RC 198
Large Aberration (Aquatic)
Hit Dice: 11d8+22 (71 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), swim 90 ft. (18 squares)
Armor Class: 15 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +8/+20
Attack: Claw +15 melee (3d8 +8)
Full Attack: 2 Claw +15 melee (3d8 +8)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon, death aura, fear aura, stench
Special Qualities: Amphibious, darkvision 60ft., fast healing 3, fear of freshwater, fire resistance 30, poison immunity, spell resistance 21
Saves: Fort +5, Ref +6, Will +10
Abilities: Str 27, Dex 17, Con 15, Int 8, Wis 13, Cha 4
Skills: Hide -1, Intimidate +8, Listen +6, Spot +6, Survival +3, Swim +11
Feats: Alertness, Endurance, Iron Will, Power Attack
Environment: Temperate, Warm aquatic, marshes
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: +8

Nuckalavee are evil amphibious creatures, related distantly to centaurs. These hideous beings are friendly with all types of undead. Living creatures, however, are things to be hated and exterminated.
A nuckalavee is shaped similarly to a centaur, but it has an enlarged, hideous head. The creature's skin is transparent. The resulting visibility of white ropy muscles, yellow veins, orange arteries, black blood, and odd pulsating organs is quite horrible.
A putrid odor of decay wafts about these creatures. The stench is so strong and oppressive that it can be felt and tasted. Unintelligent undead never attack nuckalavee unless rigidly controlled. Self-willed undead are usually on good terms with nuckalavee.
These hideous creatures are solitary beings that have no desire to congregate with others of their kind. Reproduction is accomplished once every five years, when nuckalavee take mates long enough to conceive. Once conception occurs, the nuckalavee go their separate ways. A birth results in 1d3 offspring that resemble transparent, malformed centaur foals with gills and bulging eyes. Nucklavee foals mature in five weeks. Though they cannot use their claws or breath weapon until they reach maturity, they radiate fear and death auras.
Nuckalavee lairs are great undenvater cages composed of the bones of their victims. These lairs are built just offshore in oceans and saltwater lakes. The tops of the cages barely break the water's surface.
Nuckalavee are a threat to the environment around them, and are often hunted by druids and good creatures. They subsist on living flesh, but nuckalavee simply enjoy hunting and slaughtering all types of animals and birds. They are as destructive and careless about the environment around them as centaurs are conscientious.
Nuckalavee speak Common and their own guttural language, and can communicate freely with all types of undead. The nuckalavee language is composed of gurgles, slurps, and clicks, and sounds harsh to the ears.

Combat
A nuckalavee's favored tactic is to breath its icy blast of cold as often as possible. Its wicked claws are razor sharp, and used to finish off foes.
Nuckalavee hunt and slaughter for pleasure, and they give no quarter. Fortunately they charge directly into a fight and lack subtle tactics.
Nuckalavee that take character levels almost always take levels in cleric, sorceror or wizard.

Breath Weapon (Su): A nuckalavee's breath weapon attack usually deals 6d6 cold damage in a 60' cone. Targets are allowed a Fortitude save for half damage (DC 17 Con based). Using a breath weapon is a standard action. Once a nuckalavee breathes, it can’t breathe again until 3 rounds later.

Death Aura (Su): A nuckalavee's presence is so destructive, all normal insects and small creatures with less than 2 hp (squirrels, rabbits, birds, etc...) are instantly slain when within 60ft of the nuckalavee.

Fear Aura (Su): The nuckalavee radiates a fear aura with a 50ft radius. Each living creature entering the aura becomes panicked unless it succeeds on a Will save vs DC 15 (Cha based, +3 racial bonus). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Stench (Ex): A nuckalavee has a horrible odor that can be detected up to 100 feet away. All living creatures within 30 ft. must make a Fort save (DC 17) or be sickened for as long as they remain in range and for one round thereafter. The save DC is Constitution-based.
A successful save grants immunity to the stench for 24 hours. If a creature that has failed a save against the stench escapes from the stench's area, but later enters it again, it must save again. The stench is not a poison, so resistances and spells that affect poison do not negate the effects of the stench.

Amphibious (Ex): A nuckalavee can breathe both air and water.

Fear of Fresh Water (Ex): A nuckalavee is afraid of fresh water, even though fresh water has no ability to harm the creature. A nuckalavee will hide under the sea or seek shelter whenever it rains, and will not cross fresh-water rivers, lakes, or even streams. If splashed with at least a gallon of fresh water, a nuckalavee must makes a Will save (DC 12) or become panicked until it can be immersed in brackish or salty water, and for 1 minute thereafter. If struck by a water-producing spell, the DC for the panic effect is the same as the DC for the spell -2.

Poison Immunity (Ex): A nuckalavee is immune to all poisons and poisonous effects.

Skills: A nuckalavee has a +8 racial bonus to all Intimidate skill checks.
Traianus Decius Aureus

01-23-06, 03:09 PM
Plasm, Normal
IM1 39, RC 200
Medium Elemental (Air, Earth, Fire, or Water)
Hit Dice: 6d8+18 (45 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), fly* 10 ft. (average), burrow** 5 ft. (1 square), swim*** 10 ft. (2 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+7
Attack: Claw +7 melee (2d6 +3)
Full Attack: Claw +7 melee (2d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Elemental cloud
Special Qualities: Damage reduction 15/epic, darkvision 60ft., elemental feeding, elemental traits, immunity to non-magical weapons, planar drain
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 8, Wis 8, Cha 6
Skills: Hide +1****, Listen +5, Spot +5
Feats: Alertness, Cleave, Power Attack
Environment: Ethereal or Associated Elemental Plane
Organization: Solitary, Pair, Gang (2-5), or Patrol (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-11 HD (Medium)
Level Adjustment: -
* - Air Plasms only.
** - Earth Plasms only.
*** - Water Plasms only.

Plasms are hideous skeletons composed of solid ether and raw elemental matter; they are usually encountered on the Ethereal Plane or their respective Elemental Planes, but can be brought to the Prime Material Plane through planar gates.
Four types of plasms exist: earth, air, fire, and water. Normal plasms are human-sired. Fire plasms appear as charred skeletons with flames constantly playing across the surface of the bones. The bones of a water plasm appear to be solid water, though the bones seem to bend and waver as the thing moves. Air plasms are transparent skeletons whose forms are discernable only when they move. Earth plasms appear mosr like normal skeletons except for the unsightly clumps of gooey black dirt that hang from the bleached bones. All plasms have glowing yellow eyes with a sinister glare.
Plasms are able to communicate with any intelligent creature, and each type has its own distinctive voice. Earth plasms talk with a deep rumble; air plasms practically whistle their words; fire plasms hiss and crackle; water plasms talk in gurgles.
Plasms exist as renegades on the elemental Planes, refusing to subordinate themselves to any of the Elemental Lords. Normal elementals hate plasms and attack them on sight. Plasms have no society and no order. They come and go as they wish, cooperating with or betraying others as desired.
A new plasm is 'born" when an ethereal storm gets too close to the border of an elemental plane. The storm extracts some of the matenal and fuses it with ether into a plasm.

Combat
Plasms attack opponents on sight using their two clawed hands. Normally, a plasm uses its elemental cloud attack to give it cover so it can flee. However, if it has gained a significant number of temporary HD, it will have no problem using it offensively to help strike down its foes.

Elemental Cloud (Su): Once every 10 minutes, a plasm may sacrifice 10 hp to create an elemental cloud based on its type (air- electricity, earth- acid, fire- fire, water- cold/ice). This cloud causes 20 hp damage per round to all creatures within a 30ft radius of the plasm (Fortitude save vs DC 16, Con based, for half damage). The cloud lasts for 1d6 rounds and does not move.

Damage Reduction (Su): A plasm has damage reduction of 15/epic.

Elemental Feeding (Su): Plasms gain strength and healing from the plasm's associated elements and spells related to the elements. Every round a plasm feeds on its element, it regenerates 1 hp.
In addition, if the plasm is hit by a spell with the same descriptor as its elemental subtype (ie a fire plasm hit with a fireball), it gains HD equal to the caster's level. The plasm gains all of the benefits of the new HD (they don't change the plam's size). These new HD last for 3d6 rounds, and any damage inflicted to the plasm is subtracted from the temporary HD first.

Immunity to Non-Magical Weapons (Ex): A plasm takes no damage from non-magical weapons. They may still be damaged by non-magical natural attacks, and by magical weapons (subject to damage reduction.)

Planar Drain (Ex): A plasm not on the Ethereal Plane or it associated elemental plane loses 1 HD per round until it vanishes.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals do not eat, sleep, or breathe.

Elemental Subtypes: Plasms have all of the qualities of their associated elemental subtype.

Skills: **** Air Plasms have a +10 racial bonus to all Hide skill checks. This increases to +20 if the air plasm is not moving.
Traianus Decius Aureus

01-24-06, 03:04 PM
Plasm, Giant
IM1 39, RC 200
Large Elemental (Air, Earth, Fire or Water)
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly* 10 ft. (average), burrow** 5 ft. (1 square), swim*** 10 ft. (2 squares)
Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +9/+20
Attack: Claw +16 melee (3d6 +7)
Full Attack: 2 Claw +16 melee (3d6 +7)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Elemental cloud
Special Qualities: Damage reduction 15/epic, darkvision 60ft., elemental feeding, elemental traits, immunity to non-magical weapons, planar drain
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 24, Dex 10, Con 19, Int 8, Wis 8, Cha 6
Skills: Hide -4****, Listen +8, Spot +9
Feats: Alertness, Cleave, Improved Critical, Power Attack, Weapon Focus (Claw)
Environment: Ethereal or Associated Elemental Plane
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -
* - Air Plasms only.
** - Earth Plasms only.
*** - Water Plasms only.

Giant plasms look like their smaller relatives, except they are about 12' tall. Other than the size difference, they differ very little from normal plasms.
On the Elemental Planes, numerous normal plasms willally with giant plasms to cause more chaos and destruction at the expense of normal elementals.

Combat
Giant plasms are even more foul-tempered than their smaller relatives, attacking just about anything it sees.

Elemental Cloud (Su): Once every 10 minutes, a giant plasm may sacrifice 10 hp to create an elemental cloud based on its type (air- electricity, earth- acid, fire- fire, water- cold/ice). This cloud causes 20 hp damage per round to all creatures within a 30ft radius of the plasm (Fortitude save vs DC 20, Con based, for half damage). The cloud lasts for 1d6 rounds and does not move.

Damage Reduction (Su): A giant plasm has damage reduction of 15/epic.

Elemental Feeding (Su): Giant plasms gain strength and healing from the plasm's associated elements and spells related to the elements. Every round a giant plasm feeds on its element, it regenerates 1 hp.
In addition, if the giant plasm is hit by a spell with the same descriptor as its elemental subtype (ie a fire plasm hit with a fireball), it gains HD equal to the caster's level. The plasm gains all of the benefits of the new HD (they don't change the plam's size). These new HD last for 3d6 rounds, and any damage inflicted to the plasm is subtracted from the temporary HD first.

Immunity to Non-Magical Weapons (Ex): A giant plasm takes no damage from non-magical weapons. They may still be damaged by non-magical natural attacks, and by magical weapons (subject to damage reduction.)

Planar Drain (Ex): A giant plasm not on the Ethereal Plane or it associated elemental plane loses 1 HD per round until it vanishes.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals do not eat, sleep, or breathe.

Elemental Subtypes: Giant plasms have all of the qualities of their associated elemental subtype.

Skills: **** Giant air plasms have a +10 racial bonus to all Hide skill checks. This increases to +20 if the giant air plasm is not moving.
Traianus Decius Aureus

01-25-06, 03:24 PM
Rock Man
DMR2 88
Medium Monstrous Humanoid
Hit Dice: 3d8+9 (22 hp)
Initiative: -3 (-3 Dex)
Speed: 15 ft. (3 squares)
Armor Class: 18 (-3 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Slam +9 melee (1d8 +6)
Full Attack: 2 Slam +9 melee (1d8 +6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., immunity to fire, spell vulnerabilities
Saves: Fort +4, Ref +0, Will +4
Abilities: Str 22, Dex 5, Con 16, Int 11, Wis 13, Cha 10
Skills: Craft (Sculpture or Stonecraving) +6, Diplomacy +2, Hide +0*, Listen +4, Spot +3
Feats: Endurance, Power Attack
Environment: Temperate mountains
Organization: Solitary, Pair, Cluster (2-5), or Clan (10--40 plus 1d4+4 5th level elders)
Challenge Rating: 2
Treasure: 1 heart-shaped ruby worth 1d10x10 gp (per Rock Man)
Alignment: Usually lawful neutral
Advancement: by character class
Level Adjustment: +2

Rock men are cone-shaped humanoids with the appearance of granite. Devoted mountain dwellers that jealously guard their territory, rock men are fond of gems and little else.
Rock men are about 6 feet tall, with the "base" at their legs measuring about 4 feet in diameter. They have muscular-looking frames. The skin of a rock man looks like broken granite, with coloration ranging from blue-gray to purple. When they stand still, rock men look like stalagmites or rock spires. The eyes of rock men shine like gold nuggets.
Rock men speak Common and their own language, a verbose tongue that takes ten words to convey an idea that could be expressed in two in most other languages. Rock men speak in slow, rasping voices, like the sound of a boulder being slowly pushed uphill.
As long as travelers simply pass through territory claimed by rock men and do not exhibit plans to settle, mine, or otherwise poke around, the rock men are happy to let them pass.

Combat
Rock men are not overly aggressive, but are tough foes if pushed to violence. They are very strong, but somewhat ponderous. They attack with their fists, and look unfavorably upon weapons and armor of any type.
When killed, a rock man crumbles into rocky debris. Anyone sifting through the debris will find the rock man‘s heart, which is a heart-shaped ruby worth ld10 x 10 gold pieces. If a rock man sees anyone possessing one of these rubies, it will attack the owner immediately.

Immunity To Fire (Ex): A Rock Man has 100% immunity to fire and fire-based attacks, both normal and magical.

Spell Vulnerabilities (Ex): A rock man is vulnerable to the following spells:
• A shatter spell affects the rock man as a crystalline creature, but doing only 1 point of damage per caster level (6 point maximum). A rock man gets no save against this effect.
• A stone shape spell causes 3d6 points of damage to the rock man, and allows a fortitude save for half damage.
• A stone shatter* spell destroys the rock man immediately if it fails a Fortitude saving throw.
• A transmute rock to mud spell inflicts 3d8 points of damage to the rock man, and allows a fortitude save for half damage.
* Spell from "Magic of Faerun".

Skills: Rock men have a +4 racial bonus to all Craft (Sculpture) or Craft (Stonecarving) skill checks. *Rock men have a +8 racial bonus to all Hide skill checks made in natural caverns or rocky, mountainous terrain.

Society
The rock man credo is, "take things slow; there is time enough for everything under the sun." Rock men live for about six centuries, and as a result, are never in much of a hurry to do anything.
Rock men do not build villages. They dwell in natural caves and mountain gullies. Many spend plenty of happy hours carving intricate designs into their home caves. A rock man cave group typically contains 1d4x10 rock men. Leadership is handled by a council of elders made up of 1d4+4 of the oldest rock men. Note that the term ‘rock man” refers both genders.
Rock men can reproduce only once a decade and give birth to only one offspring at a time. Rock children grow to maturity in 40 years. Like the adults, the offspring are in no particular hurry for anything.
Rock men shun weapons, clothing, and other items. They prefer instead to direct any creative urges toward the continuing beautification of the caverns in which they dwell. Some spend decades carving a single wall.
Due to their greatly extended lives, rock men have a different perspective on time. The concept of hours, days, or even weeks rarely occurs to rock men. Unless shown the urgency in a situation, rock men will simply refuse to be rushed.
Rock men mate for life, though it seems to take an eternity for mates to be chosen. Rock men venerate special days such as birthdays, wedding days, and significant events of their clan. The observances sometimes last as long as a week.

Rock Men as Characters
A rock man’s favored class is expert, often specializing in crafting stone. Occasionally, if the rock man’s territory is often threatened, rock man fighters and paladins may be found. Clerics are uncommon, but not unheard of. Other classes are rare at best among the rock men. Rock man clerics may choose two of the following domains: Cavern, Earth, Law, or Strength.
Traianus Decius Aureus

01-27-06, 04:22 PM
Saberclaw
CM2 32, DMR2 89
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), fly 80 ft. (poor)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +5/+7
Attack: Claw +11 melee (2d6 +2)
Full Attack: Claw +11 melee (2d6 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Group snatch
Special Qualities: Darkvision 60ft., life of the wing, low-light vision, poison immunity, spell immunity, truesight, unity of the wing
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 15, Dex 16, Con 12, Int 4, Wis 14, Cha 7
Skills: Hide +4, Listen +7, Move Silently +4, Spot +7
Feats: Alertness, Flyby Attack, Track (B)
Environment: Cold,Temperate land
Organization: 2d5 Wings (5-20 saberclaws per wing)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -
Saberclaws are large, hairy, flying creatures magically created from tainted wafers through an ancient spell. These magical creatures act as agents for the evil wizards and priests who create them.
Saberclaws have slick, greasy, black Eur on their 6-foot-tall bodies. The stench of soggy fur and raw sewage hangs about them. Their wings are leathery membranes of a reddish brown color. Saberclaws get their name from the large, swordlike, bony extension that grows in place of a right hand. The eyes of a saberclaw glow a feral red.
To a saberclaw, life is the wing. Individuality is something foreign to these horrid creatures. Saberclaws fight, fly, eat, and sleep as a unit.
The method of creating these horrid creatures is known to only a small handful of people. None of them, however, are willing to part with the secret.
Saberclaws speak no true language, though they can understand the orders of their masters. Saberdaws communicate with each other through loud shrieks of varying pitch and intensity.

Combat
Saberclaws fight to serve their masters, often acting as bodyguards or hunters. When hunting at the behest of a master, saberclaws usually attack whatever living creatures they see.
Saberclaws possess a slight telepathic ability, allowing them to communicate silently with each other in battle. This allows them to anticipate the actions of an opponent. They gang up on targets slashing with their saberhand. A favorite tactic is to snatch foes, fly to great heights and drop the victim.
When killed, saberclaws disappear in a puff of greasy, black smoke.

Group Snatch (Ex): A group of two or more saberclaws can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, four for a Large creature, eight for a Huge creature and 16 or more for gargantuan and colossal creatures.
When a creature does not wish to be snatched into the air, an opposed grapple check is required. The saberclaws gain a +2 bonus on this grapple check for each saberclaw beyond the first participating in the attempt. If the saberclaws succeed, the creature is grappled and forced to move along with the saberclaws. If they fail, the creature stays on the ground.
Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the saberclaws' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.

Poison Immunity (Ex): A saberclaw is immune to all poisons and poisonous effects.

Life of the Wing (Ex): The saberclaws of a wing share the same lifeforce. All of the saberclaws of a wing pool their hitpoints (i.e. a wing of 10 saberclaws has 320 hp). Any damage inflicted on an individual saberclaw is deducted from this pool. Saberclaws cannot be killed until the hp pool is reduced to zero, regardless of how much damage a particular saberclaw may take.

Spell Immunity (Ex): A saberclaw is immune to all spells of 3rd level or less.

Truesight (Su): A saberclaw has enhanced vision and is considered to be constantly under the effects of a truesight spell.

Unity of the Wing (Ex): Saberclaw wings are tightly bound units and receive some bonuses from this closeness and coordination:
• all saberclaws receive a +4 to hit bonus as long as more than one saberclaw is attacking the target.
• Saberclaws receives a +1 bonus to all saving throws for each 5 members of the wing.
• all saberclaws have a +1 dodge bonus to AC as long as more than one saberclaw is attacking the target.
Traianus Decius Aureus

01-30-06, 03:47 PM
Scamille
DMR2 89
Medium Aberration (Shapechanger)
Hit Dice: 10d8+10 (55 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 15 ft. (3 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+6
Attack: Slam +6 melee (3d6 -1)
Full Attack: 6 Slams +6 melee (3d6 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adhesive punch
Special Qualities: Alternate form, amorphous, darkvision 60ft., light vulnerability, tremorsense 60ft
Saves: Fort +4, Ref +4, Will +12
Abilities: Str 9, Dex 12, Con 13, Int 12, Wis 16, Cha 13
Skills: Diplomacy +5, Disguise +6, Gather Information +8, Knowledge (history) +3, Knowledge (local) +4, Listen +10, Search +8, Sense Motive +8, Spot +10
Feats: Alertness, Improved Initiative, Investigator, Iron Will
Environment: Any underground
Organization: Solitary, or Cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

Scamilles are amorphous, amoebalike creatures that can change their shapes. They dwell in subterranean areas and are distantly related to ochre jellies. Unlike ochre jellies, scamilles are intelligent and can camouflage themselves.
In their normal forms, scamilles resemble giant amoebas. Each has a black nucleus surrounded by a mass of rock-grey protoplasm. The protoplasm can extrude pseudopods. The scamille emitts a slightly acidic odor, though it does not attack with acid.
Scamilles use their pliable form to create mouths. They can speak Common, which is their preferred language. Scamilles do not have their own language.
Scamilles dwell in dark places and rarely appear aboveground, even at night. Though scamilles can be found in small groups, there is no group mentality- each scamille acts as it pleases.
Scamilles are asexual beings, dividing like amoebae once every five years or so, when enough raw material has been gathered. A scamille lives for about 120 years.
Scamilles like to learn secrets, and because of their camouflage ability, they are in an ideal position to eavesdrop on other underground dwellers.
When found in a good mood, a scamille may offer information in exchange for food. However, scamilles are prone to profound mood swings.
Scamilles keep cavern floors clear of obstructions, especially absorbing the remains of intruders to the underground world. In addition to plant and animal material, scamilles eat small quantities of minerals and rocks, and even derive some sustenance from a dead victim's equipment. Scamilles enjoy small scraps of what humans and other humanoids consider food. To a scamille, such scraps are a tasty treat.

Combat
In general, scamilles are not aggressive. They will wait and observe a party to determine whether it is a threat. If a party is "interesting" (perhaps clever or eloquent), the scamilles will continue to watch for a while.
When at rest, a scamille takes the form of some inanimate object such as a rock, door, wall, table, chair, or chest. Scamilles cannot take the form of living creatures.
Scamilles attack with their six pseudopods, and will attempt to grab one foe with its adhesive punch. If sucessful, the scamille will pummel that foe with its other pseudopods until the victim is killed, or it escapes.
Once a victim dies, the scamille draws the victim into its body, digesting it and all its equipment in 1d4 rounds.

Adhesive Punch (Ex): Each round, a scamille may designate on of its pseudopods to become adhesive. A target sucessfully hit by that pseudopod takes normal damage, and the scamille immediately starts a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sand-star may hold the victim and inflict damage automatically each round. Due to the adhesive on the pseudopod, the scamille receives a +8 bonus to all grappling checks with that pseudopod.

Alternate Form (Su): A scamille can assume an inanimate form of its same size category as an immediate action. This ability functions as a polymorph spell cast on itself (caster level 10th), except that the scamille does not regain hit points for changing form. A scamille can remain in its alternate form until it chooses to return to its natural form. Or forced to by its Light Vulnerability. Each scamille can assume only one alternate form.
The scamille is effectively camouflaged as an object of its form, and it gains a +10 bonus on Disguise checks.

Amorphous (Ex): A scamille in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Light Vulnerability (Ex): Any spell with the Light descriptor cast at a scamille will prevent the scamille from forming its pseudopods and attacking for one round. If a spell with the Light descriptor is cast at a scamille in its alternate form, it is forced into its normal form. Those effects are in addition to any other damage the spell may inflict. The scamille automatically fails any saving throw against a spell with the Light descriptor.

Tremorsense (Ex): A scamille can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
Cthulhudrew

01-30-06, 05:09 PM
Scamille

Just as a side note, from what I can tell, the Plasm (from the Monster Manual) is nearly identical to the Scamille. I personally just use the Plasm for the Scamille (with them identifying themselves as Scamilles), but perhaps they are just related species?
Traianus Decius Aureus

01-30-06, 08:52 PM
Just as a side note, from what I can tell, the Plasm (from the Monster Manual) is nearly identical to the Scamille. I personally just use the Plasm for the Scamille (with them identifying themselves as Scamilles), but perhaps they are just related species?

Did you mean Phasm? I would call them a related species, but definitely separate. I had forgotten about them, so I am going to have a few minor tweaks to the scamille based on the phasm entry.
Cthulhudrew

01-30-06, 09:44 PM
Did you mean Phasm? I would call them a related species, but definitely separate. I had forgotten about them, so I am going to have a few minor tweaks to the scamille based on the phasm entry.

The Phasm is the one I was thinking of. A lot of the Creature Catalog monsters, I've found (or at least a few) were just monsters from AD&D that were renamed for OD&D. The Frost Wolf (Winer Wolf), Yowler (Yeth Hound), Polymar (Mimic), etc.
Traianus Decius Aureus

01-31-06, 03:08 PM
Metamorph
MA, RC 194
Medium Humanoid (Shapechanger)
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+1
Attack: By weapon +1 melee (by weapon -1)
Full Attack: By weapon +1 melee (by weapon -1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Change shape, natural resistance
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 9, Dex 18, Con 13, Int 14, Wis 15, Cha 11
Skills: Bluff +2, Diplomacy +2, Gather Information +2, Knowledge (local) +6, Knowledge (nature) +6, Listen +8, Search +4, Spot +8
Feats: Alertness, Dodge
Environment: Temperate forests, mountains
Organization: Solitary, Pair, Company (2-5), Patrol (5-20 plus 1 2nd level leader), or Clan (20-40 plus 50% non-combatants, 4 2nd level leaders and 1 5th level Clanmaster)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: by character class
Level Adjustment: +3

Metamorphs are an ancient species of shapeshifter distantly related to humans. They exist in harmony with nature and creatures close to nature, doing their part to preserve the natural balance.
A metamorph’s natural form is that of a handsome human male or female, though its ears are slightly pointed and its eyes are pure white. Metamorphs speak fluent Common, and most speak Sylvan, Elvish and Halfling.
Metamorphs reproduce like normal humans and live in clan strongholds away from normal human society, though they have good relations with elves, halflings, and druids. Metamorphs tend to act as self-appointed protectors of the environment within a five-mile radius of their stronghold, and can be quite belligerent with those that wantonly destroy the environment.

Combat
Normally, metamorphs are nonaggressive, choosing to shapeshift and withdraw rather than engage in a violent confrontation.
When pressed, however, they fight seriously. Metamorphs favor druidic weapons such as daggers, clubs, spears, slings, and sickles (they are proficient in all simple weapons). They do not wear armor or use shields.

Change Shape (Su): A metamorph can change shape up to elevn times per day, with some limitations. A metamorph has the ability to assume the appearance of an amphibian, bird, centipede, crustacean, fish, insect, leech, mammal, reptile, spider, and worm, but retains most of its own physical qualities. A metamorph can use each form only once per day. A metamorph cannot change shape to a form larger than itself or more than two size categories smaller than its original form. A metamorph can stay in a shape for 60 minutes before needing to change shape or revert to its natural form. Changing shape results in the following changes to the metamorph:
• The metamorph retains its type and subtype. It gains the size of its new form.
• The metamorph loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
• The metamorph gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The metamorph retains the special qualities of its original form.
• The metamorph retains the ability scores of its original form.
• The metamorph retains its hit points and saves.
• The metamorph retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The metamorph is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Natural Resistance (Ex): The metamorph has a +2 bonus to all saving throws (included in above stats).

Metamorphs as Characters
A Metamorph’s favored class is druid. More martial metamorphs may take levels in ranger or barbarian. Other classes are rare. A metamorph cleric may take two of the following domains: Animal, Plant, or Trickery.
Traianus Decius Aureus

02-01-06, 03:05 PM
Randara
DMR2 86
Medium Fey (Shapechanger)
Hit Dice: 14d6 (49 hp)
Initiative: +5 (+5 Dex)
Speed: 45 ft. (9 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +7/+12
Attack: By weapon +8 melee (by weapon +1)
Full Attack: By weapon +8/+3 melee (by weapon +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Change shape, Damage reduction 15/magic, low-light vision, spell immunity, spells-like abilities
Saves: Fort +4, Ref +14, Will +14
Abilities: Str 13, Dex 20, Con 10, Int 14, Wis 16, Cha 13
Skills: Balance +10, Bluff +9, Diplomacy +6, Disguise +9, Gather Information +11, Hide +9, Intimidate +6, Knowledge (local) +10, Listen +13, Move Silently +13, Search +12, Sense Motive +13, Spot +13, Survival +8
Feats: Alertness, Investigator, Iron Will, Power Attack, Track
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: by character class
Level Adjustment: +5

Randaras are evil beings of legendary power. They delight in using their shapeshifting to trap innocent folks as food. Their true appearance is unknown. They most often appear as humans or humanoids, but can also take the shapes of small, cuddly animals.
Randaras are very fond of human flesh. They often take forms designed to catch humans off-guard. Usually, a randara seeks out a human settlement and looks for someone with modest power and respect. After stalking the victim for weeks, learning as much about the individual as possible, the randara murders its prey and impersonates the victim. Once established in a respectable position, the randara can use its new identity to lure more prey.
Randaras are voracious hunters of human and demihuman flesh. They have no known natural enemies. Dopplegangers regard randaras with a mix of fear, terror and admiration- and their exact relation to one another is unknown.

Combat
A randara’s attack varies with its chosen form; for example, in human form, it uses weapons, but in the form of a dog, it bites. The above stats assume a human form.
Randaras are patient and subtle hunters, but strike quickly and violently when they have decided to finish off their prey.

Change Shape (Su): A randara can change shape an unlimited times per day as a standard action. A randara has the ability to assume the appearance of any humanoid (even duplicating the appearance of a specific individual), monstrous humanoid, fey, or animal, but retains most of its own physical qualities. A randara cannot change shape to a form larger than itself or more than two size categories smaller than its original form. A randara can stay in a particular shape as long as desired. When killed, a randara does not revert to its natural form. Changing shape results in the following changes to the randara:
• The randara retains its type and subtype. It gains the size of its new form.
• The randara loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
• The randara gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The randara retains the special qualities of its original form.
• The randara retains the ability scores of its original form.
• The randara retains its hit points and saves.
• The randara retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The randara is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.


Damage Reduction (Su): A randara has damage reduction of 15/magic.

Spell Immunity (Ex): A randara is immune to all 1st through 3rd level spells.

Spell-like Abilities (Sp): At will: Detect Thoughts; 1/day: Charm Person. Caster Level is 11th.

Randaras as Characters
A randara’s favored class is rogue. Randaras of all classes except paladin may be found. Randara clerics may choose two of the following domains: Domination, Evil, or Trickery.
Traianus Decius Aureus

02-02-06, 03:31 PM
Planar Spider
MA, RC 206
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +6 (+2 Dex, +4 phasing)
Speed: 40 ft. (8 squares), climb 25 ft. (5 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Bite +7 melee (2d6 +1 plus poison)
Full Attack: Bite +7 melee (2d6 +1 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, phasing
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 12
Skills: Bluff +3, Climb +10, Diplomacy +3, Gather Information +3, Hide +3, Jump +4, Knowledge (the planes) +5, Listen +8, Move Silently +4, Sense Motive +3, Spot +8
Feats: Dodge, Weapon Finesse
Environment: Ethereal, Deep Ethereal and Astral Planes; Any on Prime Material
Organization: Solitary, Pair, String (2-5), or Nest (5-20)
Challenge Rating: 4
Treasure: Standard coins and gems, double magic items
Alignment: Any
Advancement: 6-12 HD (Medium) or by character class
Level Adjustment: +3

The planar spiders are intelligent, plane-traveling arachnids that have a vast, but odd, civilization. They can travel both astrally and ethereally and thus can easily move among the planes. Some sages speculate that planar spiders might be related to phase spiders, but there is no definitive proof for this theory.
Their home plane is almost certainly a Deep Ethereal demiplane, but it is entirely unknown and no traces of their cities have ever been discovered. Traveling planar spiders describe the plane as a place with cities lovingly crafted from imperishable white webs. Any planar spider encountered away from its home plane is a veteran traveler who speaks Common and at least one other demihuman language. There are many different nations of planar spiders, just as there are many different nations of humans and demihumans. Planar spiders from the nation of Chak are those most often encountered in and around Mystara.
Planar spiders are as unpredictable as humans but rarely attack adventurers without provocation, preferring instead to attempt to communicate with any creatures they meet in order to determine the strangers' intentions. On the other hand, some wandering groups of planar spiders ("Black Chak") are thieves or bandits who seek riches by any means, fair or foul.

Combat
In combat, a planar spider flits between planes to confuse foes. A planar spider will often attempt to flank opponents through use of their phasing ability, attack, and then become ethereal before its opponent has a chance to strike back. Their favorite tactic is to appear behind their opponents. If overmatched, a planar spider flees off plane. If caught on the Astral or Ethereal planes and escape is not possible, planar spiders will usually fight to the death.

Poison (Ex): A planar spider has a poisonous bite. The save DCs is Constitution-based. The initial and secondary damage is 1d6 Con (DC 14 Fort.

Phasing (Su): A planar spider can shift to the Astral or Ethereal Plane from the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise similar to ethereal jaunt (caster level 15th). This phasing ability grants the planar spider a +4 bonus to initiative.

Skills: Planar spiders have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Planar Spider Advancement
Planar Spiders usually advance by gaining Magical Beast HD. These advanced planar spiders are often leaders. However, some planar spiders have developed spellcasting abilities and will have class levels in cleric, wizard or sorceror. Planar spider clerics may choose two of the following domains: Knowledge, Magic, or Travel.
Traianus Decius Aureus

02-03-06, 03:37 PM
Jade Living Statue
B10 55, DMR2 70
Medium Construct
Hit Dice: 3d10+23 (39 hp)
Initiative: +0
Speed: 15 ft. (3 squares) (can't run)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Slam +6 melee (1d6 +4)
Full Attack: 2 Slams +6 melee (1d6 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 15/adamantine, darkvision 60ft., low-light vision, tough as jade
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 18, Dex 10, Con -, Int 6, Wis 10, Cha 2
Skills: Listen +3, Spot +3
Feats: Power Attack, Toughness
Environment: Any land
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A living statue is a magical construct that resembles a statue of a humanoid. Unlike golems, they are mildly intelligent and capable of following reasonably complex orders. If left alone, they pretend to be inanimate statues until they have the opportunity to ambush intruders, usually attacking spellcasters first.

Combat
Jade living statues are highly resistant to damage, and will not hesitate to enter melee and batter foes with its fists.

Damage Reduction (Su): A jade living statue has 15/adamantine damage reduction.

Tough as Jade (Ex): A jade living statue has a +3 bonus to all saving throws.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
A jade living statue is sculpted from a large slab of jade, requiring two months of work and a successful Craft (sculpting or stonemason) check at DC 14. The statue costs 8,000 gp to create, including 500 gp for the stone (which must be free from impurities). The final ritual must be performed by a spellcaster of at least 9th level (arcane or divine) with the Craft Wondrous Item feat. Completing the ritual drains 160 XP from the creator and requires suggestion, wall of stone, fabricate, and dominate person (arcane spellcaster), or command, animate objects, prayer, bless, and raise dead (divine spellcaster).
Traianus Decius Aureus

02-06-06, 02:54 PM
Rock/Ooze Living Statue
B10 55, DMR2 70
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +0
Speed: 20 ft. (4 squares) (can't run)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+8
Attack: Slam +9 melee (2d6 +5) or ooze spray +3 ranged (2d6 plus special)
Full Attack: 2 Slam +9 melee (2d6 +5) or ooze spray +3 ranged (2d6 plus special)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Ooze Spray
Special Qualities: Construct traits, darkvision 60ft., low-light vision, ooze remnant
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 20, Dex 10, Con -, Int 6, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: Power Attack, Weapon Focus (Slam)
Environment: Any land, underground
Organization: Solitary, or Group (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

A living statue is a magical construct that resembles a statue of a humanoid. Unlike golems, they are mildly intelligent and capable of following reasonably complex orders. If left alone, they pretend to be inanimate statues until they have the opportunity to ambush intruders, usually attacking spellcasters first.
Ooze living statues are hollow and filled with gray ooze which the statue squirts in the same fashion as a rock living statue does its magma.

Combat
Rock/ooze living statues like to squirt as many foes as possible with its ooze spray. It will wade into melee once the ooze spray has sufficiently distracted its foes.

Ooze Spray (Su): A rock/ooze living statue can squirt a blob of grey ooze from its fingertips (maximum of 15 ft. range), inflicting 2d6 points of damage to a single target (halved by a successful Reflex save against DC 15).
When the ooze hits, it forms a small, immobile blob with 4 hit points and an Armor Class of 12. Each blob inflicts 2d4 points of damage to the victim each round until the blob is killed. A blob can dissolve organics and metal, just like a normal gray ooze- Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save.

Ooze Remnant (Ex): When killed, a rock/ooze living statue splits open, releasing a gray ooze with 3 Hit Dice and all the normal gray ooze abilities described in the Monstrous Manual.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
A rock/ooze living statue is sculpted from a large mass of rock requiring two months of work and a successful Craft (sculpting or stonemason) check at DC 14. The statue costs 12,500 gp to create, including 300 gp for the stone (which must be free from impurities). In addition, the creator must acquire a live gray ooze to place in the living statue. The final ritual must be performed by a spellcaster of at least 9th level (arcane or divine) with the Craft Wondrous Item feat. Completing the ritual drains 250 XP from the creator and requires suggestion, fabricate, and dominate person (arcane spellcaster), or command, animate objects, prayer, bless, and raise dead (divine spellcaster).
Gazza555

02-07-06, 07:02 AM
TDA

Your conversions are coming along nicely.


...the creator must acquire a live gray ooze to place in the living statue...
Now that gives me an idea for an adventure. :evillaugh

Regards
Gary
Traianus Decius Aureus

02-07-06, 09:36 AM
Thanks Gary!

Capturing a gray ooze is not something I would want to do, but it is a good challenge for a DM to throw at a party.
Traianus Decius Aureus

02-07-06, 03:03 PM
Silver Living Statue
B10 55, DMR2 70
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +5 (+5 Dex)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 22 (+2 size, +5 Dex, +5 natural), touch 17, flat-footed 17
Base Attack/Grapple: +1/-6
Attack: Bite +8 melee (1d6 +1)
Full Attack: Bite +8 melee (1d6 +1)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Construct traits, damage reduction 10/bludgeoning and magic, darkvision 60ft., low-light vision, Fire resistance 5, weapon immunities
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 20, Con -, Int 6, Wis 10, Cha 2
Skills: Listen +2, Spot +3
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary, or Group (5-20)
Challenge Rating: 2
Treasure: Silver Skin (50 gp per creature)
Alignment: Always neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: -

A living statue is a magical construct that resembles a statue of a humanoid. Unlike golems, they are intelligent and capable of following reasonably complex orders. Left to themselves, they pretend to be inanimate statues until they have the opportunity to ambush intruders.
Silver living statues are composed of a thick silver skin.

Combat
Silver living statues are quick and agile. Due to their size, they tend to gang attack targets.

Damage Reduction (Su): A silver living staue has damage reduction of 10/bludgeoning and magic.

Weapon Immunities (Ex): A silver living statue is immune to normal weapons and any nonmetal weapon, enchanted or not.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
A silver living statue is sculpted from silver and a smaller quantity of mercury, requiring two months of work and a successful Craft (sculpting) check at DC 14. The statue costs 3,000 gp to create, including 500 gp for the silver and mercury (which must be free from impurities). The final ritual must be performed by a spellcaster of at least 9th level (arcane or divine) with the Craft Wondrous Item feat. Completing the ritual drains 60 XP from the creator and requires suggestion, fabricate, and dominate person (arcane spellcaster), or command, animate objects, prayer, bless, and raise dead (divine spellcaster).
Traianus Decius Aureus

02-08-06, 03:30 PM
Steel Living Statue
B10 55, DMR2 70
Medium Construct
Hit Dice: 5d10+23 (50 hp)
Initiative: +0
Speed: 10 ft. (2 squares) (can't run)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d8 +5)
Full Attack: 2 Slam +8 melee (1d8 +5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater absorb
Special Qualities: Construct traits, darkvision 60ft., low-light vision, weapon immunity
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 20, Dex 10, Con -, Int 6, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: Power Attack, Toughness
Environment: Any land
Organization: Solitary, or Group (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

A living statue is a magical construct that resembles a statue of a humanoid. Unlike golems, they are intelligent and capable of following reasonably complex orders. Left to themselves, they pretend to be inanimate statues until they have the opportunity to ambush intruders.
Steel living statues are composed of a thick steel skin, and many are confused with iron living statues.

Combat
Steel living statues pound their foes with their powerful fists.

Greater Absorb (Su): If struck in melee with a non-magical iron or steel weapon, the weapon striking a steel living statue automatically becomes stuck in it. On the following round, the statue absorbs the weapon, gaining 1 HD in the process.
An enhanted iron or steel weapon damages the statue normally, but the attacker must make a Strength check (DC 16) or the weapon becomes briefly stuck in the body of the steel living statue and the attacker loses any
remaining attacks or actions until his next turn.

Weapon Immunity (Ex): A steel living statue cannot be damaged by non-magical iron and steel weapons.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
A steel living statue is sculpted from a large mass of steel, requiring six months of work and a successful Craft (blacksmithing or metalworking) check at DC 15. The statue costs 10,000 gp to create, including 350 gp for the steel (which must be free from impurities). In addition, part of the steel used must be from a weapon that has been bloodied in combat. The final ritual must be performed by a spellcaster of at least 9th level (arcane or divine) with the Craft Wondrous Item feat. Completing the ritual drains 200 XP from the creator and requires suggestion, wall of steel, fabricate, and dominate person (arcane spellcaster), or command, animate objects, prayer, bless, and raise dead (divine spellcaster).
Cthulhudrew

02-08-06, 05:10 PM
Greater Absorb (Su): If struck in melee with a non-magical iron or steel weapon, the weapon striking a steel living statue automatically becomes stuck in it. On the following round, the statue absorbs the weapon, regaining l HD in the process.

Just a clarification- did you mean "gaining 1 HD" or "regaining 1 hp"?
Traianus Decius Aureus

02-08-06, 06:05 PM
Just a clarification- did you mean "gaining 1 HD" or "regaining 1 hp"?

gaining 1 HD

Thanks for catching that- I was debating two different ways of handling that ability and managed to create a freakish combo of the two.
Cthulhudrew

02-08-06, 07:02 PM
Thanks for catching that- I was debating two different ways of handling that ability and managed to create a freakish combo of the two.

No problem- as you note, they would make two very different ways of dealing with the ability. This way makes them pretty fierce- I like it (plus, it is in keeping with the Silver Golem's ability).

Offhand, I'm not sure how many level 4 parties might be affected by this, though (I don't have much of an idea how prevalent magic weapons would be in such a group- the only 3E game I've played in, though, there weren't many magic weapons in a group of 5th level characters, so it should be all right). An alternative might be to try and finagle a CR 3 out of it, but that might be overpowering. (I'm just thinking out loud here- it's probably about right the way you have it).
Traianus Decius Aureus

02-13-06, 03:20 PM
Surtaki
DMR2 104
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d6 +5)
Full Attack: Bite +10 melee (1d6 +5) and 2 hooves +5 melee (1d10 +2)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Quills, rotting disease
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 21, Dex 12, Con 17, Int 4, Wis 14, Cha 6
Skills: Hide -3, Listen +9, Spot +8
Feats: Improved Bull Rush, Improved Overrun, Power Attack
Environment: Any plains, hills, mountains
Organization: Solitary, Pair, or Clutch (2-5)
Challenge Rating: 5
Treasure: Possibly eggs and/or hatchlings
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -
The origin of these ravenous beasts is unknown; as usual the mad wizard's experiment is suspected, although they may be the spawn of some twisted, inimical power. In any case, they are nightmarish creatures the size of a large bull, with a giant serpent's head, tortoise feet, thick green fur, and a horse's tail.
Surtakis are territorial hunters that inhabit mountain foothills, badlands, and other rough but fairly open country. Most adults tolerate each other only at mating time. Juveniles, however, tend to stick together for a year or two until they can carve out territories for themselves.
Surtaki are always hungy and will eat anything they can catch. They eat only meat but will scavenge if the opportunity presents itself. Surtakis spend about two-thirds of their time snoozing to conserve energy. They never really fall into a deep sleep, however, and their keen senses of hearing and smell usually alert them when prey or danger is at hand.
Most surtaki live 35 to 40 years, attain their full growth in about five years, and mature sexually in about 10 years. A female surtaki mates every two years. After a year, she scrapes out a shallow nest on a sunny hillside and lays a clutch of 2d12 eggs, which hatch in 4d4+4 weeks. The mother keeps watch over the nest during this time and fearlessly attacks anything that comes near. Curiously enough, she takes no interest in the hatchlings when they appear and may eat them herself if she is hungry. Typically, only 1d6 hatchlings survive the first six weeks, and only 1d3 survive the first year.
Freshly-laid surtaki eggs are considered a great delicacy in some parts of Mystara, and sell for 2d4 gold pieces each. Tastes, however, vary widely, and many Mystarans find the eggs, fresh or otherwise, disgusting in the extreme. Surtaki hatchlings also have some value (1d4x10 gold pieces each), but they are hard to handle, as their spines harden and become dangerous within 30 minutes of hatching. Hatchlings would fetch higher prices were they not virtually untrainable. They are sometimes used as guard beasts-their bizarre appearance can make a big impression but they are untrustworthy and usually are useful only if they can be released into an unused area where they are free to attack anything that enters, or if they can be charmed or dominated so that they will obey coinmands.

Combat
Surtakis are keen hunters and are not particular in type of prey. When hunting, surtakis usually lie in wait for their prey, hiding behind the crest of a hill or in dense undergrowth and charging at anything that comes within 100 yards, as long as it isn't bigger that the surtaki itself. They are fierce fighters and do not give up easily.

Quills (Ex): A surtaki's shaggy fur conceals dozens of barbed quills, similar to those of a giant porcupine. Any creature that strikes a surtaki in melee combat must make a successful Reflex saving throw vs. DC 13 to avoid the quills. If the save fails, the attacker suffers 1d6 points of damage, and may be affected by the surtaki's rotting disease (see below).
Any creature foolish enough to grapple a surtaki automatically takes 3d6 hp of damage per round it grapples the surtaki.

Rotting Disease (Ex): The surtaki's quills can infect any creature damaged by the quills with a horrid rotting disease.
Rotting Disease—quill, Fortitude DC 16, incubation period 1 round, damage 2d6 Con. The save DC is Con based. Creatures infected with this disease are not able to heal naturally, regenerate, or even receive any healing from magic. A cure disease spell, remove disease ability or a wish is required to heal the disease.

Scent (Ex): This special quality allows a surtaki to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A surtaki has a +2 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

02-14-06, 03:34 PM
Thunderhead
DMR2 105
Huge Dragon
Hit Dice: 8d12+40 (92 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares), fly 60 ft. (poor)
Armor Class: 20 (+4 Dex, -2 size, +8 natural), touch 12, flat-footed 16
Base Attack/Grapple: +8/+25
Attack: Claw +15 melee (2d6 +9)
Full Attack: 2 Claws +15 melee (2d6 +9)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Breath weapon, improved grab
Special Qualities: Darkvision 60ft., dragon traits, immunity to electricity, low-light vision, storm's strength
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 28, Dex 18, Con 20, Int 7, Wis 14, Cha 8
Skills: Balance +7, Bluff +5, Intimidate +6, Listen +13, Search +5, Spot +17, Survival +9
Feats: Flyby Attack, Improved Initiative, Iron Will, Track (B)
Environment: Any hills, mountains
Organization: Solitary, Pair, Flight (1-3)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-15 HD (Huge); 16-24 HD (Gargantuan)
Level Adjustment: -

Thunderheads are reptilian carnivores related to both dragons and wyvems. They are constantly on the wing and are usually encountered during thunderstorms. A thunderhead has a leathery black body that shows deep blue highlights on those rare occasions when sunlight strikes it; its swept-back, batlike wings are velvety black. The creature has a narrow, elongated head with a long, toothy beak and a pair of slitlike eyes colored a vibrant electric blue. A thunderhead’s two legs look spindly but are very strong, ending in splayed feet. Each foot has three toes and an opposed thumb, each digit equipped with a vicious-hook claw.
Thunderheads live high up in the clouds, soaring and hunting. They are not social creatures, but any area with strong updrafts that make soaring easier can attract several thunderheads. Such areas are very hazardous if thunderstorms develope in them.
Thunderheads hunt, eat, sleep and mate on the wing. Thunderheads hunt all types of flying creatures: birds, bats, giant flying insects, even flying humans and skyships. During a storm, a thunderhead will try to catch and eat anyhting it spots.
Virtually the only time thunderheads land voluntarily is when females do so briefly to lay eggs after mating. All thunderhead nesting sites are located in areas prone to violent storms. The female chooses a sheer, sunny cliff face that is accessible only from the air. Once she finds a suitable site, she lays a clutch of 1d4+1 eggs.
Thunderhead eggs have exceptionally thick shells; their tough exterior and mottled brown or gray color makes them look just like large stones. The eggs become ready-to hatch after about 14 week, and the parents stay nearby, ready to drive off intruders.
Thunderhead eggs have shells so thick and strong that young thunderheads: must blast their way out with their lightning bolts when they are ready to hatch. Thunderhead parents feed their hatchhgs for about a month. During this time, the hatchlings’ size and weight triple and they eat voraciously. When a thunderstorm finally builds up, the young thunderheads go into the same frenzy as their parents and launch themselves into the storm. Once airborne, instinct takes over and the young thunderheads immediately begin hunting on their own.
Thunderheads speak a primitive form of draconic, and some have learned auran.

Combat
Thunderheads usually limit their hunting to other aerial creatures. They have exceptionally keen eyesight and can spot prey as small as a sparrow from several thousand feet away.
A thunderhead’s favorite tactic is to swoop down upon smaller prey and grab with its claws. When faced with an opponent too large to carry or too difficult to grab, a thunderhead rakes with its claws and uses its breath weapon-a stroke of lightning.
Thunderheads become very excited and aggressive during thunderstorms (as it enhances them significantly). When excited and strengthen by the storm, thunderheads swoop down to ground level and attack anything that moves, first loosing strokes of lightning, then snatching as many victims as it can.

Breath Weapon (Su): A thunderhead's breath weapon attack usually deals 5d6 electrical damage in a 60' line. Targets are allowed a Reflex save for half damage (DC 19 Con based). Using a breath weapon is a standard action. Once a thunderhead breathes, it can’t breathe again until 1d4 rounds later.

Improved Grab (Ex): If a thunderhead hits with its claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the thunderhead may hold the victim in its claw. It may automatically inflict claw damage to the creature in any following round the creature is held or grappled.
A thunderhead may hold a Small or Tiny creature in one claw, and may hold a medium or large creature with both claws (requires both claws to hit foe to initiate the grapple).

Storm's Strength (Su): When a thunderhead is within the area of a thunderstorm, its HD double and it gains a size category. The thunderhead gains all of the benefits of its new HD exept for additional feats and skill points as well as gaining all the benefits and penalties of its new size. This ability occurs as an immediate action when a thunderhead enters the storm and the thunderhead reverts to normal 2d10 rounds after leaving the area of the storm or after the storm dissipates (this is also an immediate action). A thunderhead has no control over this ability.

Skills: A thunderhead receives a +4 racial bonus to Listen checks and a +8 racial bonus to Spot checks

Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Cthulhudrew

02-14-06, 05:11 PM
It wasn't ever in the original Thunderhead writeup, but given their increased strength in storms, and the way they were handled in Voyage of the Princess Ark, I always found it odd that they didn't have Immunity to Electricity, or at least a high resistance to it.
Traianus Decius Aureus

02-15-06, 10:26 AM
It wasn't ever in the original Thunderhead writeup, but given their increased strength in storms, and the way they were handled in Voyage of the Princess Ark, I always found it odd that they didn't have Immunity to Electricity, or at least a high resistance to it.

That is a good observation...There is no reason they shouldn't have Immunity to Electricity except that it wasn't included in the original versions. I'll add in Immunity to Electricity later today to the entry...
Traianus Decius Aureus

02-15-06, 05:44 PM
White Fang
DMR2 111
Huge Dragon (Cold)
Hit Dice: 6d12 + 30 (69 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), burrow 20 ft. (4 squares), swim 30 ft. (6 squares)
Armor Class: 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+19
Attack: Bite +9 melee (2d6 +8 plus Freezing Bite)
Full Attack: Bite +9 melee (2d6 +8 plus Freezing Bite) and tail +4 melee (2d6 +4)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Freezing bite
Special Qualities: Darkvision 60ft., dragon traits, icy camouflage, low-light vision, scent, tremorsense 120 ft
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 26, Dex 17, Con 20, Int 4, Wis 16, Cha 8
Skills: Balance +6, Climb +11, Hide -2 (+10), Listen +10, Move Silently +10, Search +0, Spot +10, Survival +6, Swim +15
Feats: Combat Reflexes, Dodge, Improved Initiative, Track (B)
Environment: Cold aquatic, hills, mountains, underground
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 7
Treasure: Pelt (500gp), Ivory Plates (100gp each)
Alignment: Always neutral
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
Level Adjustment: -

These carnivorous snow serpents are distantly related to white dragons, though they have no wings or legs. Their bodies are covered with soft white fur, except for their heads, which are encased in scale-like plates of white ivory.
White fangs are equally at home in the depths of icy caverns, in the freezing waters of arctic seas, or the windswept, snowbound wilderness. They have no social organization or family ties, but a few might live close together if the hunting is good. If food is scarce, white fangs in an area instinctively draw apart; they do not waste energy by fighting among themselves for territory.
White fangs hunt all manner of warm-blooded prey. Ocean-dwelling specimens hunt primarily sea mammals, but they aren't adverse to attacking the occasional unwary hunter or fisherman. Land-dwelling white fangs prey on just about any large creature that comes witbin their range. It is not uncommon for white fangs to move between the sea, floating ice, and dry land- white fangs go where their prey waits.
Once every five years or so, large numbers of white fangs gather in large ice caverns to mate. Each gathering lasts about a month. Afterward, the pregnant females go forth on their own and seek some isolated locale in which to bear their young. Usually, the female makes a burrow in a snowdrift or glacier but a lonely spot on the sea floor will do just as well. Six months after mating, the female gives birth to 2d12 live young, each about 4 feet long. The young mature in about 25 years.
An intact pelt from an adult white fang can fetch as much as 500 gold pieces on the open market, and its ivory head plates can bring another 100 gold pieces (usually 2d4 per white fang). The pelt of a young white fang is worth about 4 gold pieces. A young white fang's ivory plates are worthless.
White fangs are not overly intelligent and rarely speak, but they understand and can speak a primitive form of draconic.

Combat
Although they can move well over open ground, white fangs prefer to move unseen and attack from concealment. A white fang attacks by biting with its needle-sharp fangs and by slapping with its flattened tail. The fangs carry deadly venom.

Freezing Bite (Ex): Any character bitten by a white fang must make a fortitude save vs DC 18 (Con based) or become paralyzed from the white fang's icy poison for 1d4x10 minutes. Each round thereafter, the victim sustains 1d8 hp in damage until dead or cured.
If the save is sucessful, the character still takes 1d4 Str and Dex ability damage from the bite. This ability damage lasts for 2d6 rounds. Subsequent bites do not increase this ability damage, but extend its duration.
This special attack counts as a poisonous attack and creatures immune to poison are unaffected by it. A remove paralysis spell will allow a victim to act, but does not counteract the damage. A neutralize poison spell or affect removes the paralysis and prevents any further damage.

Icy Camouflage (Ex): While in an arctic environment, a white fang can hide exceptionally well, gaining a +12 bonus to all hide checks.
Additionally, because of the white fang's ability to regulate its body temperature, creatures that only sense others by body heat cannot spot a white fang and are effectively blind while facing a white fang. Creatures that possess darkvision gain no advantage in spotting a white fang; treat them as a normal-sighted creature for all sight-related checks .

Scent (Ex): This special quality allows a white fang to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Tremorsense (Ex): A white fang is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 120ft.

Skills: A white fang receives a +4 racial bonus to Listen, Move Silently, Spot and Swim checks.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.

Cold Subtype: A white fang has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

02-16-06, 04:45 PM
Annelid, Great
DMR2 10, HWA2 61
Colossal Magical Beast
Hit Dice: 25d10+250 (387 hp)
Initiative: -1 (-1 Dex)
Speed: 80 ft. (16 squares), burrow 60 ft. (12 squares)
Armor Class: 16 (-8 size, -1 Dex, +15 natural), touch 1, flat-footed 16
Base Attack/Grapple: +25/ +61
Attack: Bite +38 melee (3d6 +20)
Full Attack: Bite +38 melee (3d6 +20)
Space/Reach: 25 ft.+ /15 ft.
Special Attacks: Bane of earth, improved grab, swallow whole
Special Qualities: Bludgeoning immunity, darkvision 60ft., fire immunity, low-light vision, tremorsense
Saves: Fort +24, Ref +13, Will +9
Abilities: Str 50, Dex 6, Con 31, Int 2, Wis 8, Cha 8
Skills: Intimidate +5, Listen +5, Search +1, Spot +4, Survival +5
Feats: Cleave, Die Hard, Endurance, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Iron Will, Power Attack, Weapon Focus (Bite)
Environment: Any underground
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Always neutral
Advancement: 26-50 HD (Colossal)
Level Adjustment: -

These colossal worms are among the largest creatures in Mystara. Some can grow to be 2,000 ft long and 40 ft in diameter. Those are exceptional examples- most adults are 1,000 ft long and 25ft in diameter.
A great annelid's skin looks like damp rock, usually grayish brown in color. The creature is segmented, just like an ordinary earthworm; the largest of these creatures may have 600 segments or more. Its body is a long hollow tube, with both a digestive tract and nerve cord running from head to tail. The funnel-like mouth is lined with three rows of sharp teeth. Hairlike sensory fibers called setae grow on the posterior edge of each segment except the first. These can grow to an inch in diameter and a few feet long. The annelid has no other sensory equipment except light and heat-sensitive patches at its front end. Great annelids have an unsurpassed ability to tunnel. They can grind through solid rock almost as quickly as they can crawl. Through not carnivorous, they are quite mindless and their first reaction upon meeting anything is to try to eat it.
Great annelids have the ability to attract and paralyze earth elementals. Though this power is poorly understood, it apparently involves a false signal, propagated through the earth, that replicates the signal of something desirable to elementalsa rich lode of ore, perhaps, or a beautiful cavern. Whatever its nature, this power allows the annelids to lay their eggs in the elementals, a vital step in their grisly reproductive process.
Great annelids constantly burrow though the depths of the earth. They can survive in any type of environment, including pools of molten lava, but avoid water. They are a special terror to earth elemental creatures. Miners such as dwarves and gnomes tend to have mixed emotions about great annelids. On one hand, their tunnels often provide useful avenues for exploring the bowels of the earth and search out minerals. On the other hand, one great annelid in the wrong place can wipe out a promising vein of ore in minutes, and the creatures are hard to remove once they settle into an area.

Combat
Great annelids have no combat strategy other than to bite and swallow whatever is in its way or bothering it.

Bane of Earth (Ex): Great annelids can emit a hypersonic signal that will automatically draw all earth elementals (and other creatures native to the Plane of Earth) within 1 mile to the great annelid. Creatures affected immediately move towards the great annelid at their maximum movement rate. This is a sonic, mind-affecting ability.
The bite of a great annelid is also extremely poisonous to earth elementals and elemental-kin, causing permanent paralysis if a DC 32 Fortitude save is failed (Con based). Earth elementals and elemental-kin with poison resistance or immunity may still be affected by the great annelid's poison.

Improved Grab (Ex): To use this ability, a great annelid must hit with its bite 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): A great annelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+25 points of crushing damage plus 10 points of acid damage per round from the annelid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A colossal great annelid’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Bludgeoning Immunity (Ex): A great annelid has 100% immunity to bludgeoning weapons (magical or not), crushing damage, pressure damage or constriction damage.

Fire Immunity (Ex): Great annelids are 100% immune to all fire and heat, both natural and magical.

Tremorsense (Ex): A great annelid is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 360ft of its body.
Traianus Decius Aureus

02-17-06, 02:57 PM
Caecillia
EX, RC 162
Huge Vermin
Hit Dice: 6d8+18 (45 hp)
Initiative: -1 (-1 Dex)
Speed: 15 ft. (3 squares), burrow 20 ft. (4 squares)
Armor Class: 14 (-2 size, -1 Dex, +7 natural), touch 7, flat-footed 14
Base Attack/Grapple: +4/+19
Attack: Bite +10 melee (1d8 +7)
Full Attack: Bite +10 melee (1d8 +7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60ft., tremorsense
Saves: Fort +8, Ref +1, Will +1
Abilities: Str 24, Dex 8, Con 16, Int -, Wis 8, Cha 5
Skills: Listen +8, Spot +8
Feats: Endurance, Power Attack, Weapon Focus (Bite)
Environment: Temperate,Warm lands
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
Level Adjustment: -

This giant wormlike creature is about 30ft long. They are meat-eaters and can be found nearly anywhere. Their wormlike bodies are gray and featureless except for their huge, toothy maws.

Combat
Caecillia tend to lie in wait in loose soil just below the surface. A caecillia attacks whenever prey comes within reach. Whenevcr a human or animal comes along, the caecillia shoots up out of the ground and begins biting with their large mouths and sharp teeth. If a caecillia fills its gullet during a fight, it retreats into the soil to digest its meal.

Improved Grab (Ex): To use this ability, the caecillia must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe.

Swallow Whole (Ex): A caecillia can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+7 points of crushing damage plus 3 points of acid damage per round. A swallowed creature can climb out of the digestive tract with a successful grapple check. This returns it to the worm’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 10 points of damage (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The caecillia’s interior can hold one Large, two Medium, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Tremorsense (Ex): A caecillia is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60ft of its body.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

02-20-06, 03:07 PM
Fyrsnaca
XS2 38, DMR2 43
Colossal Magical Beast (Fire)
Hit Dice: 10d10+100 (155 hp)
Initiative: -2 (-2 Dex)
Speed: 15 ft. (3 squares), burrow 10 ft. (2 squares)
Armor Class: 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15
Base Attack/Grapple: +10/+41
Attack: Bite +17 melee (1d8 +15)
Full Attack: Bite +17 melee (1d8 +15)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision, tremorsense
Saves: Fort +17, Ref +5, Will +2
Abilities: Str 40, Dex 6, Con 30, Int 6, Wis 8, Cha 11
Skills: Intimidate +3, Listen +3, Spot +3, Survival +1
Feats: Cleave, Endurance, Improved Bull Rush, Power Attack
Environment: Any underground or aquatic
Organization: Solitary, or Pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 11-30 HD (Colossal)
Level Adjustment: -

These fire-breathing worms are distantly related to purple worms; they are the adult form of red worms. Their skin is smooth and reddish purple, with lighter undersides. Their gaping maws glow cherry red, like hot metal, and are filled with wickedly sharp teeth.
Fyrsnaca are not meat eaters. Like great annelids, they consume rocks and minerals. They tend to be bad-tempered, however, and are prone to attack unless an intruder backs away quickly or bribes the creature with a gem or precious metal.
Fyrsnaca have no language, but if communication can be established (through magic or other means), a fyrsnaca might be persuaded to perform some service in return for an ample payment of gems or metal.
Periodically, a fyrsnaca's internal fires flare and the creature begins to heat up. This extra heat does not make its breath weapon more formidable, but it does cause the creature to eventually spawn 2d6 red worms by disgorging them through its mouth. Immediately after spawning, a fyrsnaca must immerse itself in water or burn up. Once submerged, the fyrsnaca remains dormant for 50 years while its fires subside. If disturbed, a dormant fyrsnaca rises up and attacks fearlessly but does not leave the water.

Combat
Fyrsnaca generally attack anything that disturbs it. They will breath at the start any combat, then biting until able to breathe again.

Breath Weapon (Su): A fyrsnaca's breath weapon attack usually deals 2d6 fire damage in a 50' line. Targets are allowed a Reflex save for half damage (DC 25 Con based). Using a breath weapon is a standard action. Once a fyrsnaca breathes, it can’t breathe again until 1d4 rounds later.

Tremorsense (Ex): A fyrsnaca is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 120ft.

Fire Subtype: A fyrsnaca has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
BOZ

02-21-06, 03:08 PM
would anyone have the time to put together an index, the way they have in the Planescape mosnter conversion thread? :D
Cthulhudrew

02-21-06, 03:47 PM
There's Gazza555's thread here (http://boards1.wizards.com/showthread.php?t=544949&page=2&pp=30), though it's not quite the same as the one you pointed out on PS's page. I actually kind of prefer the one we've got, as far as being conducive to cross-referencing publications of monsters, though the PS one is prettier. There is another thread on here somewhere- something like "Mystara Creatures in 3rd Edition Publications" or something like that- that was also helpful in updating things.
Traianus Decius Aureus

02-21-06, 03:58 PM
Leviathan (Mystaran), Desert
DMR2 69
Colossal Vermin
Hit Dice: 60d8+843 (1116 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: 15ft (3 squares), burrow 60 ft. (12 squares)
Armor Class: 18 (-8 size, -2 Dex, +18 natural), touch 0, flat-footed 18
Base Attack/Grapple: +45/+83
Attack: Bite +60 melee (3d12 +24)
Full Attack: Bite +60 melee (3d12 +24)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Engulf, improved grab, ripples of sand, swallow whole
Special Qualities: Damage Reduction 15/epic, Darkvision 60ft., poison immunity, spell/psionic immunity, tremorsense
Saves: Fort +48, Ref +20, Will +23
Abilities: Str 55, Dex 6, Con 39, Int -, Wis 13, Cha 5
Skills: Hide +12*, Intimidate +28, Listen +37, Spot +3, Survival +32
Feats: Alertness, Awesome Blow, Blind Fighting, Cleave, Die Hard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite),Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run, Toughness x2, Weapon Focus(Bite),Weapon Specialization (Bite)
Environment: Temperate, Warm deserts
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Always neutral
Advancement: 61-180 HD (Colossal)
Level Adjustment: -

Leviathans are among the mightiest creatures living on the Prime Material Plane. Travelers who meet a leviathan seldom live to tell the tale. Desert leviathans have pale brown hides that match their sandy environments; they can grow to be 500 feet long and 40 feet wide. Desert leviathans are virtually eyeless and near blind.
Leviathans are sensitive to vibrations in sand and generally attack any sizable creature moving within a quarter mile of their location. When closing on its prey, a desert leviathan creates a ripple in the sand, like a huge ocean wave.

Combat
A desert leviathan likes to attack by simply engulfing a large volume of sand and swallowing as many foes as possible in one shot. It will endeavor to set itself up for opportunities to do this. Otherwise it will bite at foes and swallow them one by one.

Engulf (Ex): Under certain circumstances, a desert leviathan may engulf every foe within a 30ft cube with its huge maw as a standard attack. Victims are entitled to a Reflex save vs the desert leviathan's attack roll. Those that fail the save, automatically suffer bite damage and are immediately swallowed whole (see below). Those that succeed in the save dive out of the way, but are knocked prone in the process.
This ability may only be used at the end of a charge (at least 60ft) by the desert leviathan or if the leviathan achieves surprise by lying under the surface waiting for the targets to move overtop of its maw.

Improved Grab (Ex): To use this ability, a desert leviathan must hit with its bite 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 attempt to swallow the foe the following round.

Ripples of Sand (Ex): If a desert leviathan moves just below the surface of the sand, it creates a massive wave of sand. The wave is 80ft wide, centered on the leviathan. All creatures, vehicles and non-structural objects hit by the wave are knocked 10-60ft in a random direction and suffer 1d6 points of damage per 10ft thrown and are knocked prone. Creatures are allowed a Reflex save vs DC 20 for half damage.
Any structures in the path of a desert leviathan's wave suffer 10-100 points of damage, ignoring the materials' hardness.

Swallow Whole (Ex): A desert leviathan can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+33 points of crushing damage plus 14 points of acid damage per round from the leviathan’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A colossal desert leviathan’s interior can hold 1 Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Damage Reduction (Su): A desert leviathan has damage reduction of 15/epic. A desert leviathan’s bite is treated as an epic weapon for the purpose of overcoming damage reduction.

Poison Immunity (Ex): Desert leviathan's are 100% immune to all poisons and poisonous effects, both natural and magical.

Spell/Psionic Immunity (Ex): Desert leviathan's are immune to disintegrate spells and all psionics, spells and spell-like abilities that do not cause direct damage.

Tremorsense (Ex): A desert leviathan is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 1500ft of its body.

Skills:*A desert leviathan has a +20 racial bonus to all hide checks when it is lying under a sandy surface.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

02-22-06, 04:18 PM
Some quick notes: This creature has some abilities that are best implemented if the DM has Stormwrack. The effects of these abilities have been based largely on the effects of the Sea Fury spell 3.5E conversion by Hugin and I.

Leviathan (Mystaran), Marine
DMR2 69
Colossal Vermin
Hit Dice: 70d8+1056 (1371 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armor Class: 16 (-8 size, -2 Dex, +16 natural), touch 0, flat-footed 16
Base Attack/Grapple: +52/+91
Attack: Bite +68 melee (4d10 +25)
Full Attack: Bite +68 melee (4d10 +25)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Engulf, improved grab, swallow whole, tidal wave, whirlpool
Special Qualities: Damage reduction 15/epic, darkvision 60ft., low-light vision, poison immunity, spell/psionic immunity, tremorsense
Saves: Fort +54, Ref +23, Will +26
Abilities: Str 56, Dex 6, Con 40, Int -, Wis 13, Cha 5
Skills: Hide +4*, Intimidate +17, Listen +13, Move Silently +14, Spot +38, Survival +21, Swim +50
Feats: Alertness, Awesome Blow, Blind Fighting, Cleave, Die Hard, Endurance, Swim-by Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run, Stealthy, Toughness x2, Weapon Focus(Bite), Weapon Specialization (Bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always neutral
Advancement: 71-210 HD (Colossal)
Level Adjustment: -

Leviathans are among the mightiest creatures living on the Prime Material Plane. Travelers who meet a leviathan seldom live to tell the tale. Marine leviathans are longer and sleeker than their desert cousins, reaching lengths of 650 feet. Marine leviathans have huge eyes adapted for the gloom of the depths.
Marine leviathans are sensitive to vibrations in water and generally attack any sizable creature or ship moving within a quarter mile of their location. When closing on its prey, a marine leviathan creates a huge, dangerous ocean wave.

Combat A marine leviathan likes to attack by simply engulfing a large volume of water and swallowing as many foes as possible in one shot or creating a whirlpool to trap and destroy a ship. It will endeavor to set itself up for opportunities to do this. Otherwise it will bite at foes and swallow them one by one.

Engulf (Ex): Under certain circumstances, a marine leviathan may engulf every foe within a 30ft cube with its huge maw as a standard attack. Victims are entitled to a Reflex save vs the marine leviathan's attack roll. Those that fail the save, automatically suffer bite damage and are immediately swallowed whole (see below). Those that succeed in the save move out of the way, but must spend the next round reorienting themselves in the water.
This ability may only be used at the end of a charge (at least 60ft) by the marine leviathan or if the leviathan achieves surprise by attacking from underneath the surface of the water to be affected.

Improved Grab (Ex): To use this ability, a marine leviathan must hit with its bite 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): A marine leviathan can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+34 points of crushing damage plus 15 points of acid damage per round from the leviathan’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A colossal marine leviathan’s interior can hold 1 Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Tidal Wave (Ex): If a marine leviathan moves just below the surface of the water, it creates a massive wave of water. The wave is 80ft wide, centered on the leviathan. All creatures, vehicles and non-structural objects hit by the wave are knocked 10-60ft in a random direction and suffer 1d6 points of damage per 10ft thrown and must make a Swim check vs DC 20 or lose all actions for the following round. Creatures that make their swim check take half damage as well.
Any ships in the path of a marine leviathan's wave suffer the following effects:

Hull Damage: 100 points damage divided equally between the vessel's sections hit by the wave.

Man-over-board: Any person on the deck of an affected ship must succeed in a DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed (if this would send them over the side, they get a DC 17 Reflex save to catch themselves). Failing the balance check by ten or more indicates the victim was automatically knocked overboard. Even if successful on this check, characters may still be affected by the rolling decks and green water (see below).

Ship Control: Huge-sized ships (and smaller) suffer from heavy rolls and heavy surge of green water* (water on the decks) for 2d6 rounds after being hit by the wave. The captain must succeed on a Profession (Sailor) check vs DC 20 or the ship capsizes**. Gargantuan ships suffer from heavy rolls and heavy surge of green water* for 2d4 rounds after being hit. A failed DC20 Profession (Sailor) check causes the ship to capsize if hit broadside or founder** if hit aft or stern. A colossal ship suffers from heavy rolls and light surge of green water* for 2d4 rounds after being hit. The ship founders** if a DC20 Profession (Sailor) check is failed.

*Rolling Deck and Green Water: Please see Stormwrack for how to handle these hazards. If you do not have access to Stormwrack use the followiing: Characters on the deck of a ship dealing with heavy rolls and heavy green water must make a DC 15 balance skill check each round. If sucessful, the character may move at 1/3 his normal movement rate. If failed the character may not move or attack (he is holding on for dear life). If failed by ten or more the character is knocked prone, and moved one square in a random direction. Should this push the character overbroad, he may make a reflex save vs DC15 to catch himself. A knocked over character may stand up again the following round if she succeeds on the DC15 balance skill check (failure indicates she is moved another square in a random direction.)
Characters dealing with heavy rolls with light green water are treated as above with the following exceptions: The Balance check DC is 10; the movement rate is only reduced to 1/2 normal; and the reflex save DC is 10.

**Foundering/Capsizing: Please see Stormwrack for how to handle these hazards. If you do not have access to Stormwrack use the folowiing: A foundering ship is not under control of the crew. Control may be reestablished with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.

Whirlpool (Ex): A marine leviathan can create a huge whirlpool by swimming in a great, head to tail, for three rounds. The resulting vortex is 100 feet wide at the top, 200 feet deep and 50 feet wide at the bottom. Anything caught in it is drawn down to the waiting leviathan. The whirlpool lasts until one round after the leviathan stops swimming in circles to create it.
Swimmers caught in the vortex may swim free of it by succeeding in a DC25 Swim check. This check may be made each round the vortex exists, but each failure cumulatively adds a +2 to the DC of the Swim check. Swimmers in the vortex when it dissipates are located 101-200 ft below the surface of the water and are subject to drowning.
Ships caught in the vortex may break free with a successful DC25 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes.
Any ship caught within the vortex when it dissipates is swamped with water causing 101-200 points of damage to the ship (divided equally among the ship sections, sails, and rigging) and any creature on the deck must succeed in a DC20 Balance check or be knocked overboard. A DC25 Profession (Sailor) check will prevent the ship from immediately capsizing (the ship is foundering however).
A foundering ship is not under control of the crew. Control may be reestablished with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.

Damage Reduction (Su): A marine leviathan has damage reduction of 15/epic. A marine leviathan’s bite is treated as an epic weapon for the purpose of overcoming damage reduction.

Poison Immunity (Ex): Marine leviathans are 100% immune to all poisons and poisonous effects, both natural and magical.

Spell/Psionic Immunity (Ex): Marine leviathans are immune to disintegrate spells and all psionics, spells and spell-like abilities that do not cause direct damage.

Tremorsense (Ex): A marine leviathan is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in the water 1500ft of its body.

Skills:*While completely underwater, a marine leviathan has a +20 racial bonus to all hide checks opposed by spot checks from those on the water's surface.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Cthulhudrew

02-22-06, 04:43 PM
Wow- that thing is a monster! I like it, although as a CR 35 creature, I can't imagine getting much use out of it. At least, not as a "kill it" encounter. Something more along the lines of Jonah and the Whale, maybe...
Traianus Decius Aureus

02-22-06, 05:42 PM
This is definitely a "you cannot hack everything to death" type monster and a good example of knowing when not to fight. I've only ever used them as a plot device- "They don't call it the Sea of Dread 'cause of the pretty, watery elvish lasses"- but I imagine an epic party battling it could be quite...epic :)
Gazza555

02-23-06, 05:20 AM
Feats: Alertness, Awesome Blow, Blind Fighting, Cleave, Die Hard, Endurance, Swim-by Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run, Stealthy, Toughness x2, Weapon Focus(Bite), Weapon Specialization (Bite)
No Epic feats?

Regards
Gary
Jakob_Pawlowicz

02-23-06, 09:29 AM
First of all, thank you for all these wonderful critter-converions :bow: :D
But it is a bit difficult to use/find the infomation while it is spread out on this board/thread. Would it be possible to get all of the converted critters in a single file (say .pdf -style)?
Traianus Decius Aureus

02-23-06, 01:44 PM
Originally Posted by Gazza55
No Epic feats?
Not at the moment :) I'm not sure it really needed them, but I haven't used the epic rules in awhile, so I'll give them another look through. If anything looks good, the Toughness x2 would be the first feats to go.


Originally Posted by Jakob_Pawlowicz
First of all, thank you for all these wonderful critter-converions
But it is a bit difficult to use/find the infomation while it is spread out on this board/thread. Would it be possible to get all of the converted critters in a single file (say .pdf -style)?

There used to be a linked index at the first post of the thread, but the original poster hasn't updated it. Unfortunately I'm not board-savvy enough to do one on my own :) A pdf version is a possiblity down the line, but my rather large Bestiary also has useful conversions from enworld and elsewhere on these boards, and I would be hesitant to include those entries. The Vaults have been adding in the monsters I've converted on a monthly basis, and is organized much better than this thread, so if you need to find something quickly, that is the place to look.
Traianus Decius Aureus

02-23-06, 03:10 PM
Red Worm
XS2 38, DMR2 87
Large Magical Beast (Fire)
Hit Dice: 2d10+8 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 25 ft. (5 squares), burrow 10 ft. (2 squares)
Armor Class: 13 (-1 size, -1 Dex, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d4 +3 plus poison)
Full Attack: Bite +4 melee (1d4 +3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, tremorsense
Saves: Fort +7, Ref +2, Will -1
Abilities: Str 16, Dex 8, Con 18, Int 3, Wis 8, Cha 11
Skills: Listen +4, Spot +3
Feats: Alertness
Environment: Any underground
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

These grotesque worms are the larval form of the fyrsnaca. They are only about 10ft long at this stage. Their red-hued skin is almost transparent, revealing the veins and organs within. They are voracious carnivores, always on the lookout for food.

Combat
Red worms like to ambush their prey, bursting out of the ground to suprise it. They will attack anything that moves.

Poison (Ex): The poison from the red worm's bite causes the victim 1d4 Con Damage (primary and secondary) if a fortitude save (DC 15, Con based) is failed.

Tremorsense (Ex): A red worm is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60ft.

Fire Subtype: A red worm has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Jakob_Pawlowicz

02-23-06, 05:21 PM
The Vaults have been adding in the monsters I've converted on a monthly basis, and is organized much better than this thread, so if you need to find something quickly, that is the place to look.
:doh:
Yes, that would be the place to look for such things........ Sorry for the brainf..t. :embarrass
Another question for you then... Are you going to do the "D-Bots" from The Wrath of the Immortals?
Traianus Decius Aureus

02-23-06, 06:04 PM
:doh:
Yes, that would be the place to look for such things........ Sorry for the brainf..t. :embarrass
Another question for you then... Are you going to do the "D-Bots" from The Wrath of the Immortals?

If they are the same ones that appeared in the Blackmoor Modules, they have already been converted :) They should be on the Vaults and somewhere in this thread. If they are different, then they will be sometime in the future.
Traianus Decius Aureus

02-23-06, 06:11 PM
No Epic feats?

Regards
Gary

Ok, I looked over the epic feat list and if a DM really wanted to make the PCs' day bad, substitute Toughness x2 with Overwhelming Critical (Bite) and Devastating Critical (Bite). This can be done for both Leviathans.
stanles

02-23-06, 06:14 PM
The Vaults have been adding in the monsters I've converted on a monthly basis, and is organized much better than this thread, so if you need to find something quickly, that is the place to look.

I know that this current is running late, which a number of people have mentioned. Don't worry however, it is on it's way - hopefully this weekend coming.
stanles

02-23-06, 06:16 PM
If they are the same ones that appeared in the Blackmoor Modules, they have already been converted :) They should be on the Vaults and somewhere in this thread. If they are different, then they will be sometime in the future.

Yeah DBOTs are there in the list under Robot; DBOT with the direct link being http://pandius.com/dbot.html
Gazza555

02-24-06, 12:24 PM
Ok, I looked over the epic feat list and if a DM really wanted to make the PCs' day bad, substitute Toughness x2 with Overwhelming Critical (Bite) and Devastating Critical (Bite). This can be done for both Leviathans.
:devil:

Or even Epic Toughness x2 (+60 hp instead of +6). But I'd probably go for the two Epic Crit feats. :D

Regards
Gary
Traianus Decius Aureus

02-24-06, 04:33 PM
Amoeba, Giant
X2 24, X9 27, DMR2 8
Huge Ooze
Hit Dice: 10d10+53 (108 hp)
Initiative: -1 (-5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 10 (-2 size, -5 Dex, +7 natural), touch 3, flat-footed 10
Base Attack/Grapple: +7/+23
Attack: Acidic touch +13 melee touch (1d6 acid)
Full Attack: Acidic touch +13 melee touch (1d6 acid)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Acidic envelopement, improved grab
Special Qualities: Blindsight 120’, hard to spot, ooze traits
Saves: Fort +8, Ref -2, Will -2
Abilities: Str 26, Dex 1, Con 20, Int -, Wis 1, Cha 1
Skills:---
Feats: Die Hard, Endurance, Improved Initiative, Toughness
Environment: Any aquatic, marshes, underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

Giant amoebas are 30ft wide single-celled organisms. Except, for the 1ft wide gray nucleus, an amoeba is transparent. They are most often found in large bodies of water, but may also be found in caverns, ruins and swamps.

Combat
Giant amoebas, although very hard to spot, rarely try to conceal themselves and ambush potential victims. They will fight until they have killed their enveloped foes, at which point they will retreat to go digest their meal.

Acidic Envelopement (Ex): A giant amoeba may completely envelope a grappled foe within its body. A victim enveloped automatically suffers 2d6+5 acid damage each round it is grappled. Any equipment worn by the victim suffers 5 points of acid damage per round (enchanted items may make a Fortitude save vs DC 20 to avoid the damage). After the victim dies, its body and equipment are completely digested within 15 minutes.
A giant amoeba may envelope 2 Large, 4 Medium, 8 Small, 16 Tiny, or 32 Diminutive or smaller creatures

Improved Grab (Ex): If the giant amoeba hits a large or smaller target with its acidic touch, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round, the giant amoeba may envelope the held creature with its body if its next grapple check succeeds (See Acidic Envelopement).

Hard To Spot(Ex): Creatures must succeed in a DC 20 Spot check to spot giant amoebas from a distance greater than 30ft. The Spot check DC drops to 15 within 30ft of the amoeba.

Ooze Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry): An ooze is mindless with no Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); An ooze is blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; It has immunity to poison, sleep effects, paralysis, polymorph, and stunning; Oozes are not subject to critical hits or flanking; Oozes eat and breathe, but do not sleep.
maddog

02-24-06, 09:30 PM
The giant amoeba! This is soooo cool! How did you know that I am planning to run Castle Amber! :)

--Ray.
Traianus Decius Aureus

02-27-06, 02:46 PM
Elk, Giant
X1 30, DMR2 9
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +6/+17
Attack: Gore +13 melee (1d12 +7)
Full Attack: Gore +13 melee (1d12 +7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 25, Dex 13, Con 20, Int 2, Wis 11, Cha 5
Skills: Climb +12, Listen +6, Spot +11, Survival +5
Feats: Alertness, Endurance, Weapon Focus (Gore)
Environment: Cold and Temperate plains,hills
Organization: Solitary, or Herd (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Giant elk inhabit hills and plains. They are 10-12 feet long, weigh nearly a ton, and their antlers span 10 feet or more. Giant elk eat shrubs and grasses. They are preyed upon by dire wolves and saber-toothed tigers.

Combat
These creatures are usually non-aggressive, unless it is mating season or their young are threatened. They will flee at the first sign of danger, but are surprisingly dangerous if forced to fight. Giant elk always attack by goring their foes with their massive antlers.

Scent (Ex): This special quality allows a giant elk to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Giant elk have a racial bonus of +4 to Climb, Spot and Survival skills.
Ivid

02-27-06, 07:11 PM
This monster will indeed feature in my next game! Thank you! :)
Traianus Decius Aureus

02-28-06, 03:00 PM
Phororhacos (Sword Beak)
X1 32, DMR2 9
Medium Animal
Hit Dice: 3d8 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d8 +1)
Full Attack: Bite +4 melee (1d8 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 13, Dex 15, Con 10, Int 2, Wis 8, Cha 8
Skills: Listen +2, Spot +5
Feats: Run, Track (B), Weapon Finesse
Environment: Temperate and Warm deserts, plains, hills
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 1
Treasure: Half Standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A phororhacos, or sword beak, is a six-foot tall, flightless bird with small, useless wings and large hind legs. This carnivorous bird can adeptly track the small vermin, rodents and mammals that constitute its diet and it can easily run down its prey, reaching great speeds across flat ground. It favors open terrain. Phororhacos plumage is white, brown and black.

Combat
A phororhacos has a large curved beak that snaps at prey with the force of a sword. They are flighty creatures and are unpredicable when confronted with creatures that are not significantly smaller than themselves.

Skills: The phororhacos receives a +2 bonus to Spot and Listen checks.
Traianus Decius Aureus

03-01-06, 03:16 PM
Titanothere
DMR29
Huge Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +9/+27
Attack: Gore +18 melee (2d6 +10)
Full Attack: Gore +18 melee (2d6 +10)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +16, Ref +8, Will +5
Abilities: Str 30, Dex 10, Con 23, Int 2, Wis 13, Cha 4
Skills: Listen +11, Spot +10
Feats: Alertness, Endurance, Great Fortitude, Power Attack, Weapon Focus (Gore)
Environment: Temperate and Warm plains
Organization: Solitary, Pair, or Team (2-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

This herbivorous quadruped resembles a huge, blunt-horned rhino, and stands 12ft tall at the shoulder. Titanotheres are generally peaceful if left alone, prefering to graze grass and eat leaves off trees and shrubs. Small herds of these creatures can be found roaming grasslands in isolated and unsettled lands.

Combat
While peaceful, these creatures will defend themselves. They will gore or trample their opponents.

Trample (Ex): A titanothere can trample large-size or smaller creatures for 2d6+15 points of damage. Opponents who do not make attacks of opportunity against the baluchitherium can attempt a Reflex save (DC 26, Str based) to halve the damage.
Traianus Decius Aureus

03-03-06, 03:23 PM
Earthquake Beetle
DMR2 15
Colossal Magical Beast
Hit Dice: 40d10+480 (700 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), burrow 30 ft. (6 squares)
Armor Class: 22 (-8 size, -2 Dex, +22 natural), touch 0, flat-footed 22
Base Attack/Grapple: +40/+73
Attack: Slam +58 melee (4d10 +19)
Full Attack: 4 Slams +58 melee (4d10 +19) and bite +52 melee (6d6 +8)
Space/Reach: 30 ft. +/20 ft. +
Special Attacks: Breath weapon, tremors
Special Qualities: Darkvision 60ft., Low-light vision, tremorsense
Saves: Fort +34, Ref +22, Will +16
Abilities: Str 45, Dex 6, Con 35, Int 2, Wis 13, Cha 6
Skills: Intimidate +8, Listen +14, Spot +14, Survival +11
Feats: Alertness, Awesome Blow, Cleave, Die Hard, Endurance, Great Cleave, mproved Bull Rush, Improved Critical (Slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam), Weapon Specialization (Slam)
Environment: Any underground
Organization: Solitary
Challenge Rating: 19
Treasure: Standard plus 75% chance of 10d10 lbs of precious metal ore and 40% chance of 5d10 uncut gems
Alignment: Always neutral
Advancement: 41-120 HD (Colossal)
Level Adjustment: -

This 100-foot-long creature is an orange-red beetle with 10 black-furred spider legs and the head and neck of a black dragon. The monster spends most of its time burrowing in dark, forgotten places, far beneath the earth, but occasionally comes to the surface in search of prey.
The earthquake beetle gets its name from the great tremors produced by its movement. As the beetle approaches the surface, the nonmagical tremors have a devastating affect upon the surrounding area.
Since the earthquake beetle spends most of its time burrowing underground, it occassionally devours deposits of precious metal, uncut gems and even parts of dungeons. Thus, considerable amounts of undigested treasure can often be found inside the creature's cavernous stomach.

Combat
The earthquake beetle attacks with blows from four of its legs and with its powerful bite. It will use its breath weapon if in a life-threatening situation. Earthquake beetles attack prey without hesitation.

Breath Weapon (Su): A earthquake beetle's breath weapon attack usually deals 6d10 acid damage in a 60' cone. Targets are allowed a Fortitude save for half damage (DC 42 Con based). Using a breath weapon is a standard action. Once an earthquake beetle breathes, it can’t breathe again for another week. There is a 10% chance any encountered earthquake beetle has already breathed within the last week.

Tremors (Ex): The earthquake beetle causes massive tremors within 80ft of the creature when it burrows. These tremors cause damage and effects identical to the spell earthquake (CL 20th) and the spread effect is centered on (and moves with) the earthquake beetle.

Tremorsense (Ex): An earthquake beetle is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60ft.
Traianus Decius Aureus

03-06-06, 03:25 PM
Bekkah
DMR2 18
Large Animal
Hit Dice: 12d8+48 (102 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares), climb 20 ft. (4 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +9/+20
Attack: Claw +15 melee (1d10 +7)
Full Attack: 2 Claw +15 melee (1d10 +7) and bite +10 melee (3d8 +3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake, roar
Special Qualities: Low-light vision
Saves: Fort +12, Ref +11, Will +6
Abilities: Str 24, Dex 17, Con 19, Int 2, Wis 14, Cha 8
Skills: Balance +13, Climb +17, Hide +7*, Jump +17, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Dodge, Mobility, Run, Stealthy, Track (b)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

This is a variety of unusually large black panther which inhabits dense tropical jungles and warm forests. They are awesome killers, and those who encounter a bekkah seldom live to tell the tale.
Although few have ever escaped from a bekkah, the disappearance of victims and the beasts' massive pawprints are ample evidence of the creatures' existence for those who live in or near their jungle homes. For jungledwellers the mystery surrounding bekkah and their seeming invulnerability often leads to the cats being afforded the status of gods. A tribe which shares a jungle with one or more bekkah may attempt to placate the beast with sacrifices of animals (or even people) left bound and helpless at traditional locations where the cats know to look.

Combat
Highly proficient predators, bekkahs hunt down their prey quickly and silently. They will almost always ambush and pounce onto their foes to quickly dispatch of them.

Improved Grab (Ex): To use this ability, the bekkah must hit with its bite attack. If it gets a hold it can rake.

Pounce (Ex): When a bekkah makes a charge, it can follow with a full attack, including rake attacks.

Rake (Ex): A bekkah that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d6+7 damage each. If the bekkah pounces on an opponent, it can also rake.

Roar (Su): Any creature that hears the bekkah's roar must make a Will save vs DC 15 (Cha based) or be shaken for 2d4 rounds. This is a sonic-based, fear effect.

Skills: Bekkahs have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Bekkahs have a +8 racial bonus on Balance and Climb checks. A bekkah can always choose to take 10 on a Climb check, even if rushed or threatened. *In heavy undergrowth, the Hide bonus improves to +8.
Traianus Decius Aureus

03-07-06, 03:07 PM
Lion, Spotted
DMR2 18
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d4 +6)
Full Attack: Claw +9 melee (1d4 +6) and bite +4 melee (1d10 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 23, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +7*, Listen +6, Move Silently +11, Spot +5
Feats: Alertness, Endurance, Run
Environment: Temperate and Warm plains, hills
Organization: Solitary, Pair, or Pride (5-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: -

These animals are similar in form and behavior to normal lions except for their larger size (about 30% bigger) and speckled coloration. They roam the plains and hills of isolated lands.

Combat
Although they are fierce predators, spotted lions rarely attack unless they are hunting or defending their pride.

Improved Grab (Ex): If a spotted lion hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the spotted lion may hold the victim and rake with its rear legs.

Pounce (Ex): When a spotted lion makes a charge, it can follow with a full attack, including rake attacks.

Rake (Ex): A spotted lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d6+3 damage each. If the spotted lion pounces on an opponent, it can also rake.

Scent (Ex): This special quality allows a spotted lion to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Spotted lions have a +4 racial bonus on Balance, and Move Silently checks. They receive a +8 racial bonus on Hide checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.
Traianus Decius Aureus

03-08-06, 03:15 PM
Wildcat
DMR2 18
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-7
Attack: Claw +4 melee (1d3 -3)
Full Attack: 2 Claw +4 melee (1d3 -3) and bite -1 melee (1d4 -3)
Space/Reach: 5 ft./0 ft.
Special Attacks: ---
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 5, Dex 17, Con 12, Int 2, Wis 12, Cha 7
Skills: Balance +11, Climb +7, Hide +11*, Jump +11, Listen +3, Move Silently +7, Spot +3
Feats: Weapon Finesse
Environment: Temperate and Warm plains, forests, hills, mountains, marshes
Organization: Solitary, or Pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Wildcats are closely related to domestic cats which they resemble, apart from their size-wildcats are as large as a normal dog. They are tree-dwellers and can be found in almost any wilderness environment, with the exception of deserts and arctic regions. They hunt mainly small game and avoid people if possible. However, like cheetahs, wildcats are sometimes trained for use as hunting animals by humanoid groups.

Combat
Wildcats prefer stealth and generally avoid any creatures larger than themselves.

Scent (Ex): This special quality allows a wildcat to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Wildcats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Wildcats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Traianus Decius Aureus

03-09-06, 04:46 PM
Cryion
DMR2 23
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Spear +2 melee (1d8)
Full Attack: Spear +2 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Darkvision 60ft., cold resistance 10, ice gliding
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 11, Dex 14, Con 12, Int 9, Wis 10, Cha 11
Skills: Balance +3*, Listen +5, Search +4, Spot +5, Survival +1
Feats: Endurance
Environment: Cold lands
Organization: Solitary, Pair, Company (2-5 plus 1 2nd level barbarian), Mneld (20-40 plus 8 2nd level barbarians, 1 2nd level cleric and 1 5th level barbarian), or Horde (60+ with 1 6th level barbarian and 1 5th level cleric in addition to lower level leaders)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: by character class
Level Adjustment: +1

Cryions live in cold and icy climates. They are covered with white fur and resemble large, bipedal bats. Their large foot claws curve to form skates beneath their feet. These skates are used for traveling across icy wastes. The wings of a cryion are not used for flying, but as sails to propel the cryion across the ice. Cryions have large ears which give them excellent hearing. Their eyesight is also good.
Cryions live in groups of 20-40 called mnelds, and are nomadic- they travel over vast areas of ice, propelled by the wind in their wings. They live in buildings made from animal skins and hides. When groups of cryion move to new hunting grounds, they transport their homes in sail-propelled sleighs. Once every three years, cryion groups congregate in vast hordes at the edge of the ice to trade, marry, fish, and otherwise enjoy themselves. The location of this meeting varies, but it is always held in a place sacred to the cryions. During the celebration groups are generally far larger than the normal ones--usually 50-200 (5d4x10) members. Some groups have as many as 500 members.
These large groups follow charismatic leaders on winter expeditions into more temperate areas. The cryions use frozen waterways to sweep down on isolated settlements to gain treasure and metal goods. How they gain these matters little; sometimes they trade furs with one settlement, but at another similar settlement they wiil attack for no apparent reason. What is certain is that they have no understanding of any folk but themselves. Before the ice melts, the cryions return home and break up into smaller groups, spending the next three years in new mnelds before again meeting together.
Cryions speak their own language, broken Common, and broken forms of other regional languages.

Combat
Cryions are proficient in all simple weapons. Many prefer to use a variety of spears, and those that are able will wield harpoons. Powerful warriors will often use looted weapons from raids in more temperate areas.
Cryions literally charge into battle, particularly against foes on icy ground.

Ice Gliding (Ex): Cryions are sure-footed while moving over ice and packed snow and suffer no penalties from moving through these conditions. A cryion's movement rate on ice increases to 40ft (8 squares) per round due to its ability to glide on ice.

Cold Resistance (Ex): A cryion has cold resistance of 10.

Skills: A cryion receives a +4 racial bonus to all Listen, Search and Spot checks. *Cryions also recieve a +4 racial to all Balance checks made in icy conditions.

Cryions as Characters
A cryion's favored class is barbarian. Fighters and rangers also may be found regularly. Cryion clerics and druids are infrequently found. Cryion paladins, sorcerors and wizards are unheard of. Cryion clerics may choose two of the following domains: Cold, Endurance, War and Winter.
Traianus Decius Aureus

03-10-06, 03:36 PM
Mature Desert Ghost
DMR2 28
Large Elemental (Earth, Extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Sandy grasp +6 touch (See Below)
Full Attack: Sandy grasp +6 touch (See Below)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Sandy grasp
Special Qualities: Darkvision 60ft., electrical discharge, electrical feedback, elemental traits, fire resistance 15, vulnerability to water, weapon immunities
Saves: Fort +6, Ref +3, Will +0
Abilities: Str 18, Dex 14, Con 15, Int 7, Wis 8, Cha 10
Skills: Hide -2*, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Improved Initiative
Environment: Plane of Earth, Temperate and Warm deserts
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 5
Treasure: 30% 2-20 small gems or 1 scroll
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

Despite their name, desert ghosts are not undead. In fact, they are elemental creatures composed of sand and dust, deriving their being from the Plane of Earth.
Desert ghosts enter the Prime Plane through wormholes during violent or magical sandstorms and after a time in their immature forms, they evolve into the more dangerous mature form.
The desert ghost's mature form is a sparkling, vaguely humanoid shaped "ghost" of sand and dust which can stride across the desert. In this form, desert ghosts are truly dangerous, for they are more intelligent and purposeful in their actions and have been known to carry out deliberate attacks against metal-bearing creatures.

Combat
Mature desert ghosts can be aggressive against metal-bearing creatures. Their only attack is their Sandy Grasp touch attack, but it is often lethal.

Sandy Grasp (Su): The sandy grasp touch attack of a mature desert ghost inflicts 1d8 electrical damage per HD (thus the above example does 5d8 electrical damage per hit). On a critical hit, the victim is also blinded by dust and sand unless a Reflex save vs DC 14 (Con based) is made. The blindness lasts until the sand and dust are washed out or cured magically.
Each sucessful attack drains 1d4 hp from the desert ghost.

Electrical Discharge (Su): Each time a desert ghost is hit by a metal melee weapon, the desert ghost's attacker suffers 1d3 hp of electrical damage.

Electrical Feedback (Su): Electrical attacks, such as lightning bolts, cause the desert ghost to permanently gain hp equal to the damage the attack should have caused. The desert ghost gains 1 HD for every 8 hp gained this way.

Vulnerability to Water (Ex): Desert ghosts have vulnerability to water. Desert ghosts take half again as much (+50%) damage as normal from water-based effects and attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A desert ghost splashed with water will suffer 1d8 hp in damage.

Weapon Immunities (Ex): Desert ghosts are immune to non-metallic weapons. Ranged or thrown weapons made of metal or with metal tips only cause 1/2 normal damage to a desert ghost

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.

Skills: *A desert ghost in windy conditions and in desert terrain has a +12 racial bonus to all Hide checks.
Cthulhudrew

03-10-06, 04:37 PM
Your Cryion is pretty similar to the writeup I did for them here (http://pandius.com/cryion.html), but I'm curious as to why you chose to make them a CR 1 instead of a CR 2? They seem slightly tougher than an Orc (CR 1/2) but about on a par with a Gnoll (CR 1).

I note that you put their LA at +1; I was never quite sure whether the +2 I gave them was too high or not (always sort of suspected it was), so I think I'll go ahead and change my LA to match yours here.
Traianus Decius Aureus

03-10-06, 05:14 PM
When I was converting the cryion, I was positive I remembered someone doing a write-up earlier, but I couldn't find the right thread here (note to self: ALWAYS check the Vaults).

CR of 1 does sound better than a 1/2. Do they have a 3/4 CR? :) Seriously though I think your right, they are probably closer to a gnoll in difficulty.
BOZ

03-10-06, 05:22 PM
at first i thought that i had converted the cryion, but then i checked and realized it was the dark wing. ;)
Cthulhudrew

03-10-06, 05:28 PM
CR of 1 does sound better than a 1/2. Do they have a 3/4 CR? :) Seriously though I think your right, they are probably closer to a gnoll in difficulty.

On the other hand, it is kind of a mixed bag. On ice/snow, these guys have amazing mobility, and could really tear up an unprepared party (especially if you give them a level or two of barbarian), and might actually be slightly tougher than CR 1. I can't really imagine encountering them anywhere else, though...
BOZ

03-10-06, 05:37 PM
it wouldn't make a lot of sense... it's like seeing a yeti or white dragon in the desert - inexplicable. :)
Jakob_Pawlowicz

03-10-06, 08:23 PM
First: My players are going to hate me for the next encounter.... :evillaugh They truly hate the Makistanian Desert and its wildlife. :D
Second: I know that this might be a difficult queation to answer, but why does the desert ghost go after people carrying metal? Do they eat metal ? :confused:
Traianus Decius Aureus

03-11-06, 09:58 PM
Second: I know that this might be a difficult queation to answer, but why does the desert ghost go after people carrying metal? Do they eat metal ? :confused:

If you look carefully, several times I refer to it as a mature desert ghost. In the very near future, an immature form will appear here, and I think it will answer your question ;)
Jakob_Pawlowicz

03-12-06, 07:48 AM
Yay...... :w00t:
Gazza555

03-13-06, 04:20 AM
...that i had converted the cryion...
More a group effort ;)

Talking of which, BOZ, have you read all the posts about the hutaakan yet?

Regards
Gary
Traianus Decius Aureus

03-13-06, 03:57 PM
Desert Ghost, Immature
DMR2 28
Medium Elemental (Earth, Extraplanar)
Hit Dice: 4d8 (18 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armor Class: 10 , touch 10, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: None
Full Attack: None
Space/Reach: 5 ft. /5 ft.
Special Attacks: Suicidal discharge
Special Qualities: Darkvision 60ft., elemental traits
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 10, Dex 10, Con 11, Int 3, Wis 8, Cha 10
Skills: Hide +0*, Listen +3, Move Silently +3, Spot +3
Feats: Alertness, Improved Initiative
Environment: Plane of Earth or Temperate and Warm deserts
Organization: Solitary, Pair, or Swarm (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Desert ghosts enter the Prime Plane through wormholes during violent or magical sandstorms and, in their immature form, appear as patches of slightly sparkling sand, drifting across the desert dunes as though being blown by a gentle breeze. In this form they can travel great distances, feeding on the tiny charges of static electricity that accumulate in the sand and dust.
Immature desert ghosts are not aggressive, but if they come into contact with any metal object larger than a dagger (for example, metal armor, a sword, etc.) they involuntarily release their electrical charge through it. This kills the desert ghost. Since death can come to them so easily in this way, desert ghosts have an instinctive hatred of metal and metal-users.
During sandstorms, desert ghosts gather in large numbers, although whether they simply sense storms or actually cause them is not known. During a storm, a desert ghost can travel great distances on the wind and may also develop into its mature form.

Combat
Immature desert ghosts are non-aggressive and greatly fear any creature bearing metal objects. They have no natural attacks other than their Suicidal Discharge.

Suicidal Discharge (Ex): If an immature desert ghost comes into contact with more than a 1/2lb. of metal (armor, weapon, ignot, etc...), it immediately deals 1d6 electrical damage to the object and the object's bearer (if any). This discharge immediately kills the immature desert ghost.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.

Skills:* A desert ghost in windy conditions and in desert terrain has a +12 racial bonus to all Hide checks.
Traianus Decius Aureus

03-14-06, 03:14 PM
Dog, Elven (“Coin-Sith" or "Fey Hound")
DMR2
Medium Fey
Hit Dice: 2d6+6 (13 hp)
Initiative: +4 (+4 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite +5 melee (2d6)
Full Attack: Bite +5 melee (2d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Invisibility to mortals, low-light vision, scent
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 11, Dex 18, Con 16, Int 3, Wis 14, Cha 6
Skills: Jump +6, Listen +8, Spot +8, Survival +2*
Feats: Alertness (B), Track (B), Weapon Finesse
Environment: Any forests
Organization: Solitary, Pair, or Pack (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Elven dogs, often called coin-sitb or fey hounds, are trained and used by fairy folk (such as brownies, pixies, and sprites) as companions and watchdogs.
They have the ability to become invisible to mortals. Fairy creatures can still perceive the coin-sith. When visible, they appear as large, black-and-green dogs. Their eyes sometimes glow with a disturbing, flickering verdance, and their tongues hay have a similarly fluctuating green radiance, These unusual characteristics are often described inaccurately as fire, and so coin-sith are sometimes mistaken for hellhounds. Some do speculate that there is some relation between the fairy dogs and those infernal canines.
Coin-sith are more intelligent than a normal dog and are fiercely loyal to their masters.

Combat
Coin-sith attack in packs and are proficient hunters. They are also good judges of an opponent's strength, and will avoid fights they cannot win unless their masters are threatened.

Invisibility to Mortals (Sp): A coin-sith may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that fey and other creatures with second sight can see the coin-sith normally.

Scent (Ex): This special quality allows a coin-sith to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Coin-sith have a +4 racial bonus on Jump checks. *Coin-sith have a +4 racial bonus on Survival checks when tracking by scent.
Traianus Decius Aureus

03-15-06, 03:29 PM
War Dog
DMR2 30
Medium Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +1 natural, +2 leather armor), touch 13, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (2d4 +2)
Full Attack: Bite +3 melee (2d4 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 17, Int 2, Wis 12, Cha 7
Skills: Intimidate +2, Jump +7, Listen +3, Spot +3, Survival +1*
Feats: Power Attack, Track (B)
Environment: Any land
Organization: Solitary, Pair, or Pack (2-5). Usually accompanied by master(s).
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: -

Selected for their size and ferocity and trained for combat, war dogs are loyal to their master/trainer and attack on command. They are typically protected by light leather armor and a spiked collar. The number appearing depends on the owner.
War dogs can be found in a variety of lands and circumstances, from humanoid tribes to the Thyatian army. War dogs from uncivilized lands are ferocious and difficult to handle, even for their owners. Those from more civilized lands tend to be slightly easier to handle, but make no mistake, war dogs are not meant to be a commoner's pet- they are most often found with adventurers or the army.
Recently, the war dog's reputed fierceness and loyalty (not to mention their intimidation) has made them somewhat a fashionable companion for many Thyatian legionary officers. Since these officer's dogs are often on the battlefield helping their masters, some can be found with heavier armor (such as splint or banded).

Combat
Fierce, tenacious and borderline suicidal, war dogs fight with a zeal rarely seen in animals. They almost always Power Attack.

Scent (Ex): This special quality allows a war dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: War dogs have a +4 racial bonus on Intimidate and Jump checks. *War dogs have a +4 racial bonus on Survival checks when tracking by scent.
Traianus Decius Aureus

03-16-06, 03:46 PM
Undead Dragon Template
DMR2 32
An undead dragon is the body of a dead dragon animated by an undead spirit. The spirit can make the dragon walk and attack, but it cannot fly, talk or cast any spells. The dragon corpse may be of any color and it retains any resistances it had in life.
Authorities who have studied these creatures believe that the draconic corpses are inhabited by spirits other than a draconic, noting the loss of many draconic abilities and the awkwardness of the undead dragon. Some have also suggested these creatures are a result of a dragon failing in an attempt to transform into a more powerful undead form, such as a lich or vampire.
From a distance of 90ft or more, an undead dragon is nearly indistinguishable from a live dragon, but closer inspection reveals rotting flesh, sightless eyes, and wounds that likely killed the original dragon.

Creating an Undead Dragon
Undead Dragon is an acquired template that can be added to any Dragon (referred to hereafter as the base creature).
An Undead Dragon uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The dragon’s type changes to Undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: An undead dragon has ½ HD of the base creature. Increase the remaining Hit Dice to d12s.

Speed: Same as the base creature, except the dragon loses the ability to fly.

Armor Class: The base creature’s natural armor bonus improves by +2.

Base Attack Bonus: An undead dragon has a base attack bonus equal to 1/2 its Hit Dice.

Attack: An undead dragon maintains all of the attacks it possessed as a normal dragon.

Full Attack: An undead maintains all of the attacks it possessed as a normal dragon.

Damage: Undead dragons inflict damage with their attacks as a dragon of their original size and type.

Special Attacks: An undead dragon loses all special attacks except Tail Sweep and Crush (if ithe base creature possessed them), Frightful Presence, and as noted below.

Breath Weapon (Su): An undead dragon may breathe (every 1d4 rounds) a billowing cone of fetid gas, the range is based on the undead dragon’s size. Any creature caught within the cone must make a fortitude save or suffer damage based on the base creatures size and type. In addition those that fail their saving throw contract the Foul Rotting disease (see below). Those that make their save suffer half damage and do not contract the disease. The save DC is Charisma based.
Foul Rotting Disease—contact or inhalation, incubation period 6 hours, damage 1d4 Str, 1d4 Con and 1d4 Dex. The fortitude save DC is equal to 10 + ½ HD + Cha modifier.
Affected creatures begin to notice their skin rotting after the incubation period. This disease can only be cured through a cure disease spell, heal spell or paladin’s remove disease ability. Ability damage heals normally once the disease is cured.

Paralysis (Ex): Any creature hit by the lesser night dragon’s bite or claw attacks must make a fortitude save or be paralyzed for 2d4x10 minutes. Elves have immunity to this paralysis.

Rotting Stench (Ex): An undead dragon emits a disgusting scent of rotting flesh. Any creature within 20ft of the undead dragon must make a fortitude save or be sickened (the character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). A sickened character remains sickened up to 1d4+4 rounds after leaving the presence of the undead dragon.

Special Qualities: An undead dragon retains all the special qualities of the base dragon except any spells and spell-like abilities, and gains those described below.

Cold Immunity (Ex): An undead dragon has 100% immunity to all cold damage.

Turn Resistance (Ex): An undead dragon adds +4 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: Increase from the base dragon as follows: Str +4 and Cha +2. Decrease Int -6. As an undead creature, an undead dragon has no Constitution score.

Skills: An undead dragon ‘s skills are unchanged with the following exceptions: they lose all skill ranks in Knowledge (Any), Spellcraft, and Use Magic Device.

Feats: Undead dragons have the same feats as the base creature, with the following exceptions: they lose any metamagic feats, spellcasting-based feats and any feats related to flying.

Environment: Any
Organization: Solitary
Challenge Rating: ½ the base creature’s CR
Treasure: Triple standard.
Alignment: Changes to Chaotic Evil.
Advancement: ---
Level Adjustment: ---

**************************************** *****************

Sample Undead Dragon (former Wyrm Black Dragon)
Gargantuan Undead (Water)
Hit Dice: 17d12 (110 hp)
Initiative: +4 (+4 Improved Init)
Speed: 60 ft. (12 squares), Swim 60ft. (12 squares)
Armor Class: 41 (–4 size, +35 natural), touch 6, flat-footed 41
Base Attack/Grapple: +8/+34
Attack: Bite +22 melee (4d6 + 14 + Paralysis)
Full Attack: Bite +22 melee (4d6 +14 + Paralysis) and 2 Claws +20 melee (2d8 +7 + Paralysis) and 2 wings +20 melee (2d6 +7) and 1 tail slap +20 melee (2d8 +7)
Space/Reach: 20 ft. /15 ft. (20 ft. with bite)
Special Attacks: Breath Weapon, Crush, Frightful Presence, Paralysis, Rotting Stench, Tail Sweep
Special Qualities: Blindsense, Cold Immunity, Spell Resistance 26, Damage Reduction 20/magic, Darkvision 120ft., Immunity to acid, Keen Senses, Low-light vision, Rotting Stench, Turn Resistance, Undead Traits, Water Breathing
Saves: Fort +5, Ref +5, Will +14
Abilities: Str 39, Dex 10, Con -, Int 12, Wis 19, Cha 20
Skills: Concentration +30, Diplomacy +9, Gather Information +7, Hide —12, Intimidate +43, Listen +43, Search +38, Sense Motive +29, Spot +43, Survival +20, Swim +37
Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Multiattack, Power Attack, Track
Environment: Warm Marshes
Organization: Solitary
Challenge Rating: 8
Treasure: Triple Standard
Alignment: Always Chaotic Evil
Advancement: ---
Level Adjustment: ---

This undead creature was once a black dragon. Its corpse has been possessed by an evil spirit of some type, resulting in the animating of this monstrosity.
(The stats are based on the black dragon wyrm Vrinthralix, found in the WotC online adventure War of Dragons.)

Combat
Though corrupt and evil, undead dragons focus almost singlemindedly upon their hoards. They rarely venture from their lairs except to collect treasure for their hoard. They will stop at nothing to acquire more treasure, and, in protecting their hoards, they display a ferocity that puts most living dragons to shame.

Blindsense (Ex): Undead dragons can pinpoint creatures within a distance of 60 feet. Opponents the undead dragon can’t actually see still have total concealment against the undead dragon.

Breath Weapon (Su): An undead dragon may breathe (every 1d4 rounds) a billowing cone of fetid gas, the range is based on the undead dragon’s size. Any creature caught within the cone must make a fortitude save or suffer damage based on the base creatures size and type. In addition those that fail their saving throw contract the Foul Rotting disease (see below). Those that make their save suffer half damage and do not contract the disease. The save DC is Charisma based.
Foul Rotting Disease—contact or inhalation, incubation period 6 hours, damage 1d4 Str, 1d4 Con and 1d4 Dex. The fortitude save DC is equal to 23 (Cha based).
Affected creatures begin to notice their skin rotting after the incubation period. This disease can only be cured through a cure disease spell, heal spell or paladin’s remove disease ability. Ability damage heals normally once the disease is cured.

Cold Immunity (Ex): An undead dragon has 100% immunity to all cold damage.

Crush (Ex): This special attack allows a jumping undead dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the undead dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 23 (Cha based) or be pinned, automatically taking 4d6 +21 bludgeoning damage during the next round unless the dragon moves off them. If the undead dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
Damage Reduction (Su): This undead dragon has DR20/magic. An undead dragon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Frightful Presence (Ex): An undead dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 330 ft are subject to the effect if they have fewer than 17 HD. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that night dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Undead dragons ignore the frightful presence of other dragons.

Immunity to Acid (Ex): This undead dragon has 100% immunity to acid damage.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Paralysis (Ex): Any creature hit by the lesser night dragon’s bite or claw attacks must make a fortitude save vs DC 23 (Cha based ) or be paralyzed for 2d4x10 minutes. Elves have immunity to this paralysis.

Rotting Stench (Ex): An undead dragon emits a disgusting scent of rotting flesh. Any creature within 20ft of the undead dragon must make a fortitude save vs DC 23 (Cha based) or be sickened (the character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). A sickened character remains sickened up to 1d4+4 rounds after leaving the presence of the undead dragon.

Tail Sweep (Ex): This special attack allows this undead dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep automatically deals 2d6 +21 damage. Affected creatures can attempt Reflex saves to take half damage (DC 23).

Turn Resistance (Ex): An undead dragon adds +4 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.
Water Breathing (Ex): This undead dragon can breathe underwater indefinitely (not needed) and can freely use its breath weapon, and other abilities while submerged.

Skills: Hide, Move Silently, and Swim are considered class skills for this undead dragon.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

03-17-06, 03:04 PM
A sample undead dragon was added to the Undead Dragon Template post.
Traianus Decius Aureus

03-20-06, 03:50 PM
This was intended to match the format used for dragons in the SRD, but the table does not translate well in the post. Tomorrow I will post a normal monster entry based on an Young Adult Sea Dragon (which is the equivalent of the dragon found in the DMR2 entry.)


Sea Dragon
DMR2 31
Dragon (Water)
Environment: Any Sea or Ocean
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always Neutral evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

Sea Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC
Wyrmling S 5d12+5 (37) 15 10 13 8 11 10 +5/+3 +8 +5 +4 +4 1d6 Con (13) —
Very young M 8d12+16 (68) 17 10 15 8 11 10 +8/+11 +11 +8 +6 +6 1d6 Con & Str (16) —
Young M 11d12+22 (93) 19 10 15 10 13 12 +11/+15 +15 +9 +7 +8 1d6 Con & Str (17) —
Juvenile L 14d12+42 (133) 21 10 17 12 15 14 +14/+23 +18 +12 +9 +11 2d4 Con & Str (20) —
Young adult L 17d12+68 (178) 25 10 19 12 15 14 +17/+28 +23 +14 +10 +12 2d4 Con & Str (22) 20
Adult H 20d12+100 (230) 29 10 21 14 17 16 +20/+37 +27 +17 +12 +15 2d6 Con & Str (25) 23
Mature adult H 23d12+115 (264) 31 10 21 14 17 16 +23/+41 +31 +18 +13 +16 2d6 Con & Str (26) 24
Old H 26d12+156 (325) 33 10 23 16 19 18 +26/+45 +35 +21 +15 +19 2d8 Con & Str (29) 27
Very old H 29d12+174 (362) 35 10 23 16 19 18 +29/+49 +39 +22 +16 +20 2d8 Con & Str (30) 28
Ancient G 32d12+224 (432) 37 10 25 18 21 20 +32/+57 +41 +25 +18 +23 3d6 Con & Str (33) 31
Wyrm G 35d12+280 (507) 39 10 27 18 21 20 +35/+61 +45 +27 +19 +24 3d6 Con & Str (35) 32
Great wyrm G 38d12+304 (551) 41 10 27 20 23 22 +38/+65 +49 +29 +21 +27 3d8 Con & Str (37) 35

Sea Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling Glide 100 ft. (poor), swim 60 ft +0 15 (+1 size, +4 natural), touch 11, flat-footed 15 Immunity to acid, water breathing, glide — —
Very young Glide 150 ft. (poor), swim 60 ft +0 17 (+7 natural), touch 10, flat-footed 17 — —
Young Glide 150 ft. (poor), swim 60 ft +0 20 (+10 natural), touch 10, flat-footed 20 — —
Juvenile Glide 150 ft. (poor), swim 60 ft +0 22 (–1 size, +13 natural), touch 9, flat-footed 22 —
Young adult Glide 150 ft. (poor), swim 60 ft +0 25 (–1 size, +16 natural), touch 9, flat-footed 25 DR 5/magic 3rd 19
Adult Glide 150 ft. (poor), swim 60 ft +0 27 (–2 size, +19 natural), touch 8, flat-footed 27 Fog Cloud 5th 21
Mature adult Glide 150 ft. (poor), swim 60 ft +0 30 (–2 size, +22 natural), touch 8, flat-footed 30 DR 10/magic 7th 22
Old Glide 150 ft. (poor), swim 60 ft +0 33 (–2 size, +25 natural), touch 8, flat-footed 33 Control Water 9th 24
Very old Glide 150 ft. (poor), swim 60 ft +0 36 (–2 size, +28 natural), touch 8, flat-footed 36 DR 15/magic 11th 25
Ancient Glide 200 ft. (clumsy), swim 60 ft +0 37 (–4 size, +31 natural), touch 6, flat-footed 37 Control Winds 13th 27
Wyrm Glide 200 ft. (clumsy), swim 60 ft +0 40 (–4 size, +34 natural), touch 6, flat-footed 40 DR 20/magic 15th 28
Great wyrm Glide 200 ft. (clumsy), swim 60 ft +0 43 (–4 size, +37 natural), touch 6, flat-footed 43 Command plants (Seaweed and Aquatic plants only) 17th 30

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
Sea dragons are usually light or pastel green in color with a bright yellow-green crest. They are comparable in size to green dragons, and some scholars believe them to be distantly related to green dragons.
Sea dragons live deep beneath the sea in lairs found in caves, or if the dragon can find one, a sunken ship. They will head to the surface to hunt and look for treasure. Sea dragons instinctively hate marine leviathons and fyrsnacas and will seek to destroy them if they enter the sea dragon’s territory.

Combat
Sea dragons are very aggressive and often will not bother to converse with those it encounters on the open ocean. They often will stealthily trail their quarry until the best moment to leap out of the water at the quarry. If the sea dragon is spotted before it attacks, it can be bribed to converse by tossing some valuables into the water as an offering. This is no guarantee of safe passage, but will at least buy the ship some time to converse with the sea dragon and prepare for an attack.

Breath Weapon (Su): A sea dragon has one type of breath weapon, a line of poisonous spit. This poison causes primary and secondary ability damage to Con and Str (Con only in wyrmlings).

Water Breathing (Ex): A sea dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Glide (Ex): Sea dragons have fin-like wings that enable the sea dragon to glide above the water for up 6 rounds (like a flying fish). The max imum height above the water they can attain is equal to the result of a Jump check for height with the normal result x10ft (if the check would normally allow a 6ft high jump, the sea dragon can reach up to 60ft in the air.)

Spell-Like Abilities: 3/day—fog cloud (adult or older), control water (old or older); 1/day— control winds (ancient or older), command plants (great wyrm).

Skills: Hide, Move Silently and Swim are considered class skills for seadragons.
Cthulhudrew

03-20-06, 06:31 PM
Nice- will give this one a more thorough look over later, but this looks to save me some trouble- I was planning on creating a Sea Dragon NPC for my Gazetteer NPCs thread, and this will help immensely!!
Traianus Decius Aureus

03-22-06, 02:56 PM
Sample Sea Dragon (based in DMR2 stats)
Medium Dragon (Water)
Hit Dice: 8d12+16 (68 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: Glide 150 ft. (poor), swim 60 ft. (12 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +8/+11
Attack: Bite +11 melee (1d8 +3)
Full Attack: Bite +11 melee (1d8 +3) and 2 claws +6 melee (1d6 +1) and 2 wings +6 melee (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsense, darkvision 120ft., dragon traits, glide, immunity to acid, keen senses, low-light vision, water breathing
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +2, Hide +2, Intimidate +2, Jump +3, Knowledge (arcana) +1, Knowledge (nature) +1, Listen +13, Move Silently +2, Search +10, Sense Motive +2, Spot +13, Swim +5, Use Magic Device +2
Feats: Alertness, Improved Initiative, Power Attack
Environment: Any aquatic
Organization: Solitary, or Clutch (2-5)
Challenge Rating: 4
Treasure: Triple Standard
Alignment: Always neutral evil
Advancement: young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD or by character class
Level Adjustment: +5

This sea dragon is still very young and has not yet developed many of its species' abilities.

Combat
At this stage of life, the sea dragon will carefully assess its foes before attacking. Generally, it will avoid combat with obviously capable adventurers (though it might be eager to converse with them)- sticking to hunting less dangerous creatures for food and treasure.

Breath Weapon (Su): A sea dragon has one type of breath weapon, a line of poisonous spit. This poison causes 1d4 primary and secondary ability damage to Con and Str if a Fortitude save vs DC 16 is failed.

Blindsense (Ex): Sea dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Glide (Ex): Sea dragons have fin-like wings that enable the sea dragon to glide above the water for up 6 rounds (like a flying fish). The max imum height above the water they can attain is equal to the result of a Jump check for height with the normal result x10ft (if the check would normally allow a 6ft high jump, the sea dragon can reach up to 60ft in the air.)

Immunity to Acid (Ex): A sea dragon has 100% immunity to all acid damage.

Keen Senses (Ex): A sea dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex): A sea dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.

Water Subtype: Creatures with the water subtype always have swim speeds and can move in water without making Swim checks.
Traianus Decius Aureus

03-24-06, 03:37 PM
Eel, Electric
X7 29, DMR2 36
Medium Animal (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (+4 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: Bite -1 melee (1d4 -2)
Full Attack: Bite -1 melee (1d4 -2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Jolt
Special Qualities: Blindsense 30ft, immune to electricity, low-light vision
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 7, Dex 18, Con 11, Int 2, Wis 12, Cha 5
Skills: Listen +4, Spot +4, Swim +9
Feats: Alertness
Environment: Any aquatic
Organization: Solitary, Pair, or String (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

An electric eel can be found in virtually any body of water with a food supply. It usually will hide in thick aquatic vegetation- both as a means to ambush prey and protect itself from larger predators. A normal electric eel can grow up to nine feet long.

Combat
Electric eels generally avoid comabt unless directly threatened, and often will flee if hurt. Its favorite tactic is to use its Jolt until all foes are stunned or dead. It will usually only bite disabled foes.

Jolt (Ex): Once every 1d6 rounds, an electric eel can generate a powerful jolt of electricity. Creatures within 5 feet of the eel suffer 3d8 points of electricity damage and is stunned for 1d6 rounds. Those within 10 feet suffer 2d8 points of electricity damage and is stunned for 1d3 rounds. Creatures no farther away than 15 feet suffer 1d8 points of electricity damage and is stunned for 1 round. A DC 11 (Con based) Fortitude save halves this damage and negates any stunning.

Blindsense (Ex): An electric eel uses electrical pulses as a form of echolocation to pinpoint creatures within 30 feet. Opponents still have total concealment against the eel unless it can actually see them.

Skills: An electric eel 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.
vgeisz

03-28-06, 11:22 AM
Hey guys, I have been looking at the great work here on this thread. We are working on a new conversion to 3rd ed. I would like everyones permission to use these in our book. you will of course be given full credit :D . please let me know by pm or on the i need help thread.
Thanks
Vern
BOZ

03-28-06, 12:01 PM
you might want to identify who "we" is. :)
gawain_viii

03-28-06, 12:37 PM
"We" are myself, Vern, my wife, and several volunteers, a good bit being from this board... You might want to take a look at "A Call to Arms (M3e II)" thread. It gives an intro to what the project is going for.

Roger
Traianus Decius Aureus

03-28-06, 03:00 PM
Weed Eel
DMR2 36
Medium Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: swim 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: 0/+5
Attack: Slam +1 melee (1d2 +1)
Full Attack: Slam +1 melee (1d2 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, tremorsense
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 12, Dex 16, Con 11, Int 2, Wis 12, Cha 5
Skills: Disguise +*, Hide +3*, Listen +4, Spot +4
Feats: Alertness, Improved grapple(B)
Environment: Any aquatic
Organization: Solitary, Swarm (5-20), School (20-40), or Shoal (40-60)
Challenge Rating: 1/4
Treasure: Half Standard
Alignment: Always neutral
Advancement: 2 HD (Medium); 3 HD (Large)
Level Adjustment: -

Weed eels grow up to six feet long. They are found only in large groups which resemble tangled masses of seaweed. The creatures wrap themselves around victims, dragging them beneath the surface, pinning arms and legs and preventing swimming. Any grappled foe is at risk for drowning if they cannot breathe underwater. Weed eels do not collect treasure, but the goods of previous drowning victims often remain near the creatures’ lair.

Combat
Weed eels ambush their prey by appearing to be harmless clumps of seaweed. Weed eels will always grapple their foes, and several eels will aid in the initial eel in the grapple. Once a foe is grappled, the eels will pull the foe underneath the water in order to drown it.

Tremorsense (Ex): A weed eel is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is moving within 60ft.

Skills: A weed eel has a +4 racial bonus to Disguise checks made when it is mimicing seaweed or aquatic vegetation. *A weed eel has a +8 racial bonus to all Hide checks made when it is in aquatic vegetation.
Traianus Decius Aureus

03-29-06, 04:37 PM
Feywing
DMR2 39, GAZ8
Huge Dragon
Hit Dice: 8d12+16 (68 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+25
Attack: Gore +15 melee (1d10 +9)
Full Attack: 3 Gore +15 melee (1d10 +9) and 3 bite +10 melee (2d4 +4)
Space/Reach: 10 ft. /5 ft. (10 ft with neck)
Special Attacks: Impale
Special Qualities: Darkvision 60ft., dragon traits, low-light vision, scent
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 28, Dex 14, Con 15, Int 6, Wis 8, Cha 12
Skills: Intimidate +12, Listen +14, Spot +14, Survival +12
Feats: Alertness, Flyby Attack, Power Attack, Track (B), Wingover (B)
Environment: Any hills, mountains, underground
Organization: Solitary, or Brace
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

Feywings are wierd-looking reptilian creatures that have been hunted almost to extinction by livestock farmers and acquisitive practitioners of the arcane arts.
A feywing is scaled, dark red to blue-black in color, and has a bulbous, elastic body which is little more than a stomach. A feywing's eyes are hooded with horny membranes which are effective protection for its eyes, even against arrows. Its claws are weak and soft, and it has a feeble prehensile tail. The feywing has three long necks ending in many-toothed heads with a horned snout. Its teeth and horns are razor sharp, and its necks are terrifically strong.
Feywings can be mistaken for true dragons at a distance due to their size and great, arching, batlike wings. They are vicious predators, swooping down on their prey and impaling it on their horns in order to take it back to its lair. They usually hunt for easy targets like cattle and sheep. Over time, feywings have developed a taste for halfling, and have been known to attack small groups of halflings in open country and even halfling settlements if no livestock is readily available.
Feywings are intelligent enough to gather treasure as a lure and for bargaining if their enemies are too strong. They make their lairs in ruins and dungeons, as well as in natural caverns and high, isolated valleys.
Some wizards actively search for these creatures for experimentation and for use as guardian creatures once they have been charmed and trained.
Feywings can speak Draconic very poorly. Few know Common or any other local language.

Combat
Feywings like to swoop down on their prey, impaling as many foes as possible. They do not have any fear of combat and are extremely aggressive- trusting in their scaly hide and lack of clear vulnerable spots to protect them until they can slay or devour foes.

Impale (Ex): A feywing can impale any large or smaller-sized creature with each of its gore attacks. Victims can make a Reflex save vs DC 20 (Str based) to avoid being impaled (although normal gore damage is still inflicted). Impaled victims are considered grappled and automatically suffer gore damage each round. A feywing that has impaled a creature is not considered to be grappled and may attack normally with its bite attacks and any gore sttacks that have not impaled a foe.

Scent (Ex): This special quality allows a feywing to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Feywings have a +2 racial bonus to all Listen, Spot, and Survival checks.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Traianus Decius Aureus

03-31-06, 03:56 PM
Fish: Carp, Giant
DMR2 39
Gargantuan Animal (Aquatic)
Hit Dice: 15d8+150 (217 hp)
Initiative: +0
Speed: swim 30 ft. (6 squares)
Armor Class: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +11/+38
Attack: Bite +22 melee (3d6 +15)
Full Attack: Bite +22 melee (3d6 +15) and tail +17 melee (2d10 +7)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Blast of water, improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +21, Ref +9, Will +5
Abilities: Str 41, Dex 10, Con 31, Int 2, Wis 6, Cha 5
Skills: Listen +5, Spot +5, Swim +27
Feats: Endurance, Swim-by Attack, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: Half Standard
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)
Level Adjustment: -

The giant carp is a gigantic fish of the carp family. It is 50ft long with a large tail and a sucker mouth lined with many sharp teeth. It prowls the ocean floor scavenging for its meals, and often devours the contents of sunken ships. Any treasure it may have will be found in its gullet.
The lifespans of these creatures is immense, and some scholars believe these rare creatures have lifespans that rival those of elves. There are legends among the Undersea folk that in the deepest depths of the sea, some of the most ancient giant carp have gained both great intelligence and wisdom. These legendary carp generally enjoy remaining reclusive, but they supposedly are willingly to share their wisdom and guidance to those brave and clever enough to seek them out. These legends have never been proven true, and every so often, some young undersea resident or adventurer heads of in seach of one, all too often never to be heard from again.

Combat
Giant carp are not terribly aggressive, and generally will ignore anything that keeps its distance. Anything that gets too close is likely to be considered food by the giant carp. A giant carp usually attacks with its bite and tail, and will attempt to eat anything that remotely looks like food. A giant carp will use its Blast of Water on anything that is bothering it and it determines is not food.

Blast of Water (Ex): Each round, a giant carp may create a blast of water (treat as a breath weapon) as a full round action. This blast of water is a 60ft cone. Victims must make a Reflex save vs DC 27 or be hurled 100ft back. The blast itself causes no damage, although any character hurled into a solid object suffers 6d6 damage. It is possible for the blast of water to propel victims out of the water if they are hurled in that direction.

Improved Grab (Ex): If a giant carp hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant carp may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.

Swallow Whole (Ex): A giant carp can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+6 points of bludgeoning damage and 2d6 points of acid damage per round from the giant carp’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan giant carp’s gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminuative or smaller opponents.

Skills: A giant carp gains a +8 racial bonus to any swim check. It may always 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.
Traianus Decius Aureus

04-03-06, 03:19 PM
Piranha, Giant
X6 29, DMR2 40
Medium Animal (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: swim 50 ft. (10 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d8 +0)
Full Attack: Bite +5 melee (1d8 +0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood frenzy
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +0
Abilities: Str 11, Dex 17, Con 16, Int 2, Wis 8, Cha 6
Skills: Listen +2, Spot +2, Swim +8
Feats: Improved Initiative, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, or Shoal (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

These deadly fish are five feet long and have green and black scales. They will attack and eat anything that disturbs the water near them. Giant piranhas inhabit warm fresh waters and prefer rivers to lakes normally, but they can be found in almost any aquatic environment.

Combat
Giant piranha are pack hunters and up to eight giant piranha can attack the same target. They are very foul-tempered and will attack anything near them, ripping the unfortunate victim to shreds with its razor-sharp teeth.

Blood Frenzy (Ex): If a giant piranha is within 15ft of a wounded creature, it may rage as a 1st level barbarian. Blood Frenzy lasts until all wounded creatures are more than 15' from the giant piranha, or all the piranha's foes are dead. This Blood Frenzy is involuntary and may occur any number of times per day.

Scent (Ex): This special quality allows a giant piranha to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A giant piranha gains a +8 racial bonus to any swim check. It may always 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.
maddog

04-03-06, 04:40 PM
Traianus,

Would you do the Steam Weevil from B5: Horror on the Hill (also in the Creature Catalog DMR2 p102)? I'm going to run it in the near future. It would be great if I didn't have to BS the criters. :)

--Ray.
Traianus Decius Aureus

04-04-06, 03:44 PM
Here you go Ray! Just a few notes for you- the DMR2 has the size of a steam weevil swarm at 5'x5'x5' and the standard 3.5e swarm is 10'x10'x10', so the below example is the equivalent of 4 OD&D swarms. I have tried to keep damages in mind with that fact. Hope this works for you.

Steam Weevil (Swarm)
DMR2 102
Diminutive Vermin (Swarm)
Hit Dice: 8d8 -8 (28 hp)
Initiative: +7 (+3 Dex, +4 Impr. Init.)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +6/-
Attack: Swarm (1d4 plus Intense Heat)
Full Attack: Swarm (1d4 plus Intense Heat)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, intense heat
Special Qualities: Darkvision 60ft., fire immunity, killer cold, Swarm Traits
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 2, Dex 16, Con 8, Int -, Wis 10, Cha 2
Skills: Listen +10, Spot +10, Survival +6
Feats: Alertness, Endurance, Improved Initiative
Environment: Warm underground
Organization: Solitary, Pair, or Brood (2-5 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

Steam weevils are tiny flying insects that thrive on the intense heat and pressure in subterranean areas of geothermal activity. They have developed a way to turn the heat into usuable energy, and many generations of steam weevils live their lives out without ever leaving the deep caverns of their home. Steam weevils glow in darkness or dim light, because of the intense heat of their bodies.
Occasionally, because of volcanic or other seismic activity, a swarm of steam weevils may be carried to the outside world in a blast of steam or lava. In this case, the swarm will be extremely agitated and dangerous to anything around it.
Steam weevil swarms are not nearly as overpopulated as most swarms, averaging about 500 individuals per swarm (rather the normal 5,000).

Combat
Steam weevil swarms are aggressive and will quickly swarm over any nearby creatures.

Intense Heat (Ex): Any creature damaged by the swarm also suffer 4d4 points of fire damage. The damage from this heat is reduced by 1d4 hp each time the swarm is hit by water or a water-based attack that round (a minimum of 1 fire damage is inflicted).

Fire Immunity (Ex): The steam weevil swarm is immune to all effects or spells dealing fire damage, whether normal or magical.

Killer Cold (Ex): Steam weevils require extreme heat to survive. Any swarm outside of a volcanic environment will only survive for 1d4 hours. In extreme cold, the swarm will survive 10-30 minutes.

Swarm Subtype: A gridbug swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack : A steam weevil swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
maddog

04-04-06, 04:44 PM
Thank you very much Traianus! Have you done the Lava Lizard (DMR2 68) yet? I could use it too.

--Ray.
Traianus Decius Aureus

04-04-06, 05:00 PM
The Lava Lizard is located here:

http://boards1.wizards.com/showpost.php?p=8201624&postcount=386
maddog

04-04-06, 05:19 PM
Thanks! I really appreciate it! :)

BTW, Have you, or anyone else on the first page of this thread, thought of putting an index on the first page to all of the monsters you have converted? HTML links would be the perfect way to do it.

--Ray.
Hugin

04-04-06, 08:26 PM
The best thing to do would probably be to bookmark this page (http://pandius.com/newcrea.html#3e) from the Vaults. All the creatures that get the conversion treatment in this thread end up there in the amassed knowledge of all the Immortals in Pandius... or something like that ;) .
Gazza555

04-05-06, 03:42 AM
Here you go Ray! Just a few notes for you- the DMR2 has the size of a steam weevil swarm at 5'x5'x5' and the standard 3.5e swarm is 10'x10'x10', so the below example is the equivalent of 4 OD&D swarms. I have tried to keep damages in mind with that fact. Hope this works for you.
It's actually 8 OD&D swarms - you forgot about it being 10' high. ;)

Regards
Gary
BOZ

04-05-06, 03:01 PM
i thought it was only a 10' cube when the creatures can fly?
Hugin

04-05-06, 03:35 PM
i thought it was only a 10' cube when the creatures can fly?

Steam Weevil (Swarm)
...
fly 60 ft. (average)
...
True and True. ;)
Traianus Decius Aureus

04-06-06, 11:32 AM
It's actually 8 OD&D swarms - you forgot about it being 10' high. ;)

Regards
Gary

You are correct with the height it should be 8. This creature was tricky to model in 3.5e- it clearly is a swarm creature based on its description, but 3.5e swarms have many, many more creatures in them. So my goal was to keep the swarm in line with the adventure's recommended level, and well, hedge on the # of creatures in the swarm. I hope maddog posts how it worked out when he uses it.
Traianus Decius Aureus

04-06-06, 03:21 PM
Frog, Giant Poisonous/ Montrous Poisonous
DMR2 41, CoM
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d4 +2 plus poison)
Full Attack: Bite +3 melee (1d4 +2 plus poison) or tongue +3 ranged (1d2 +2)
Space/Reach: 5 ft./5 ft. (15ft with tongue)
Special Attacks: Improved grab, poison
Special Qualities: Amphibious, leap, low-light vision
Saves: Fort +4, Ref +5, Will -1
Abilities: Str 15, Dex 14, Con 13, Int 2, Wis 8, Cha 6
Skills: Jump +11, Listen +3, Spot +3
Feats: Alertness
Environment: Temperate and Warm forests, marshes, underground
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

This variety of giant frog is slightly smaller than its relative the giant toad and, unlike the toad, is far from being camouflaged. It has slimy-looking moist skin which is bright yellow on its belly and lurid green elsewhere. Like the toad, the giant poisonous frog has a long tongue that can grapple foes up to 15ft away.
The skin of this frog secretes a poison and their saliva also contains the poison. Fortunately, their tongue is not poisonous.
Giant frogs inhabit marshes and swamps in tropical and temperate areas, as well as damp underground caverns. They often lurk underwater with only their eyes above the surface.

Combat
Most of the time, these creatures will attempt to eat anything that they can get their tongues on. They will ambush foes if they can, but their coloration keeps them from being exceptional at hiding. If spooked or frightened, they will leap about quickly to avoid their attackers.
The giant poisonous frog's tongue is vulnerable when grappling, and it can be severed by inflicting 6 points of damage to it from and edged weapon (note this damage does not affect the frog's overall hp). The tongue's AC is 14.

Improved Grab (Ex): If the giant poisonous frog hits a creature with its tongue, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant poisonous frog may drag a Small size or smaller victim to its mouth at the rate of 5' per round. It may inflict bite damage automatically each round once the victim has reached its mouth.

Poison (Ex): Any creature that touches the giant poisonous frog or is bitten by it, must make a DC 12 (Con based) Fortitude save or be poisoned. The poison inflicts 1d4 Con damage, both primary and secondary.

Amphibious (Ex): A giant poisonous frog can breathe while in air and while submerged in water.

Leap (Ex): A giant poisonous frog is an exceptionally quick and proficient leaper. It receives a +8 bonus to all jump checks. It may take 10 on a jump check, even if distracted or endangered. Additionally, the giant poisonous frog may choose to Jump as a swift action.
Traianus Decius Aureus

04-07-06, 03:33 PM
Fungoid
AC8 7, DMR2 42
Large Plant
Hit Dice: 10d8+50 (95 hp)
Initiative: -2 (-2 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 11 (-1 size, -2 Dex, +4 natural), touch 7, flat-footed 11
Base Attack/Grapple: +7/+19
Attack: Slam +14 melee (2d6 +8)
Full Attack: Slam +14 melee (2d6 +8)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -
Special Qualities: Dazed by cold, fire vulnerability, low-light vision, not quite natural, plant traits
Saves: Fort +12, Ref +1, Will +1
Abilities: Str 27, Dex 7, Con 21, Int 1, Wis 6, Cha 4
Skills: Listen +5, Spot +4
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack
Environment: Any forests, marshes, underground
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

The fungoid is an ogre-sized humanoid fungus creature with soft, puffy white skin and vaguely human facial features. According to folklore, these creatures grow near the sites of unavenged murders or great battles. They are actually barely intelligent fungi which are able to move and sense their surroundings. They are normally found just under the surface of a patch or ring of mushrooms and may be connected to these somehow.
Fungoids look very imposing but are actually very spongy and soft to touch. Fungoids, although plant-like, are not affected by many magical effects that normally would affect plants .

Combat
Although large and powerful, a fungoid is quite slow. It attacks with its flabby fists, hitting with tremendous force. It will always attempt to knock an opponent back or off its feet.

Dazed by Cold (Ex): Cold attacks do not cause any damage to fungoids. Instead, any fungoid hit by a cold attack is dazed for 1d4 rounds.

Fire Vulnerability (Ex): Fungoids take double damage from any fire attack, regardless of whether or not the saving throw was successful.

Not Quite Natural(Ex): A fungoid is not affected by spells, spell-like abilities, or effects that specifically target plants or plant-like creatures, whether or not the results are harmful or benifical.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

04-10-06, 03:23 PM
Garl
CM6, DA3 36, DMR2 46
Large Humanoid (Garl)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 untanned hides), touch 10, flat-footed 11
Base Attack/Grapple: +4/+12
Attack: Club +7 melee (1d6 +4)
Full Attack: Club +7 melee (1d6 +4) or by weapon +7 melee (by weapon +4) or rock +1 ranged (1d4 +4) (includes improvised weapon penalty)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -
Special Qualities: Human blood
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 19, Dex 12, Con 14, Int 6, Wis 8, Cha 10
Skills: Climb +4, Hide -3, Intimidate +1, Jump +4, Listen +4, Spot +4, Survival +1, Swim +4
Feats: Alertness, Endurance, Power Attack
Environment: Any land
Organization: Solitary, Pair, Gang (2-5), Patrol (5-20), Band (20-40), or Clan (40-60)
Challenge Rating: 2
Treasure: 30% 2d6 precious metal nuggets; 20% 1d4 uncut gems
Alignment: Often neutral
Advancement: by character class
Level Adjustment: +1

Garls are very primitive humans, more primitive even than the neanderthals. They are 10 feet tall, stupid, and aggressive. They have only a crude language. In their natural state, garls do not know how to use fire or how to make tools or weapons. They wear untanned hides that give some basic armor protection. Under instruction from more advanced creatures, however, garls can learn to use fire and to make and use other weapons and tools.
Garls are notoriously dangerous and violent, even to other nearby humanoids. They must rely on hunting and scavaging for food, and as a result often come into conflict with neighboring humanoids. Often the result of these conflicts is heavy garl losses (to the more technically advanced foes), a garl withdrawl to more remote locations, and increased garl hostility to anything not garl in their lands. The long history of this pattern has led to the garls being virtually extinct- they are limited to a few isolated, lost-world areas, far from anything remotely constituting a civilization.
Garl treasure will usually be in its natural state (for example, nuggets of precious metals and uncut gems).

Combat
Garls use thrown rocks, as well as bones or branches which come to hand (treat as clubs) as weapons in their natural state. Untanned hides compromise their only armor. Garls with character levels are still restricted to these weapons and armor. Should the garl receive outside training, it may use any weapons and armor its class may normally use. Even then, garls will prefer tend to prefer simpler weapons (spears, bows) and non-metallic armors.

Human Blood (Ex): Garls are treated as humans with respect to any spell or effect that specifically targets or requires a human. Garls, however, do not gain the bonus skill points or feat that normal humans do.

Garls as Characters
A garl's favored class is barbarian. In their natural state, rogues and fighters may be found as well as barbarians, but spellcasting classes are non-existant. A garl trained by a more advanced culture may become a spellcaster. In the case of a garl being instructed as a cleric, they may choose two of the following domains: Nature, Strength, and War.
Traianus Decius Aureus

04-11-06, 04:07 PM
Hypnosnake
X3 30, DMR2 59
Large Magical Beast
Hit Dice: 8d10+16 (60 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), burrow 5 ft. (1 square), climb 20 ft. (4 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +8/+15
Attack: Bite +10 melee (1d8 +3)
Full Attack: Bite +10 melee (1d8 +3) and tail +5 melee (1d10 +1)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Gaze
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 16, Dex 15, Con 15, Int 3, Wis 12, Cha 14
Skills: Balance +11, Climb +12, Hide +5, Listen +10, Spot +10
Feats: Alertness, Combat Reflexes, Dodge
Environment: Temperate and Warm deserts, plains, forests, hills, mountains, marshes
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

The hypnosnake is a semi-intelligent reptile that attempts to hypnotize its prey before devouring it. This hideous serpent is a red and green striped reptile that may grow up to 20ft in length. Its eyes are a whirling blend of all the colors of the rainbow.

Combat
Hypnosnakes are aggressive, unpredicable, and always looking for a meal. They will always attempt to hypnotize their prey at first. When engaged at melee distance, they resort to their razor-sharp bite and wicked barbed tail.

Gaze (Su): Any creature within 30ft that looks directly at a hypnosnake must make a Will save vs DC 16 or fall asleep for 2d6 rounds. This save must be made every round the creature looks at the hypnosnake.
Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways: Averting Eyes (Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The hypnosnake, however, gains concealment against that opponent) or Wearing a Blindfold (The opponent cannot see the hypnosnake at all. The hypnosnake gains total concealment against the opponent.)
A hypnosnake can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a hypnosnake’s gaze twice during the same round, once before the opponent’s action and once during the hypnosnake’s turn.

Scent (Ex): This special quality allows a hypnosnake to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Hypnosnakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A hypnosnake can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Traianus Decius Aureus

04-12-06, 02:56 PM
Giant Man-O-War Jellyfish
X7 29, DMR2 60
Huge Vermin (Aquatic)
Hit Dice: 9d8+30 (70 hp)
Initiative: -1 (-1 Dex)
Speed: swim 10 ft. (2 squares)
Armor Class: 14 (-2 size, -1 Dex, +7 natural), touch 7, flat-footed 14
Base Attack/Grapple: +6/+22
Attack: Tentacle +13 melee (1d10 +8 plus paralysis)
Full Attack: 80 Tentacles +13 melee (1d10 +8 plus paralysis)
Space/Reach: 15 ft. /10 ft. (up to 100ft with tentacle)
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft.
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 26, Dex 8, Con 16, Int 0, Wis 15, Cha 5
Skills: Hide +11, Listen +10, Move Silently +7, Spot +10, Swim +16
Feats: Alertness, Stealthy, Toughness, Weapon Focus (Tentacle)
Environment: Any aquatic
Organization: Solitary, Pair, or String (2-5)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -

These huge, translucent creatures have stinging tentacles up to 100 feet long. The tentacles look like innocuous weeds hanging down into the water. However, the giant jellyfish is able to manipulate these appendages to slash and paralyze its unfortunate victims.
Giant jellyfish stay afloat by retaining air in a large bladder which forms the majority of their bodies. They will always be found floating near the surface of the sea.
The giant man-o-war is a larger cousin of the marauder. It is 20 feet across, with 80 tentacles. Its body is almost transparent, making it nearly undetectable.

Combat
The giant man-o-war jellyfish is extremely aggressive and will attack anything near it. Giant man-o-wars attack with their paralyzing tentacles. The man-o-war can use only 1d10 tentacles against each opponent, but it can engage up to 8 opponents at once.
A tentacle can be severed with a single point of cutting damage, but only hits scored on the creature's body count toward its hit point total. Tentacles regenerate in several days.

Paralysis (Ex): Any creature hit by the giant man-o-war's jellyfish's tentacle must make a DC 17 fortitude save (Con based) or be paralyzed for 1d10 rounds. A paralyzed foe is automatically hit by 1d10 tentacles each round and is draw 5' closer to the jellyfish each round it is paralyzed. Any creature paralyzed that cannot breath underwater may drown.

Vermin Traits: Vermin are mindless - they have no intelligence score and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: A Giant Man-O-War jellyfish gains a +8 racial bonus to any swim check. It may always 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. A Giant Man-O-War jellyfish also has a +12 racial bonus to all Hide skill checks.
Traianus Decius Aureus

04-13-06, 06:01 PM
Kal-Muru (Shipbane)
X8 27, DMR2 62
Medium Elemental (Air)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (+4 Dex)
Speed: fly 40 ft. (good)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6 +1)
Full Attack: Bite +5 melee (1d6 +1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shipbane's fog
Special Qualities: Damage Reduction 10/silver or magic, darkvision 60ft., elemental traits, flight, immunity to mind-affecting spells, variable appearance
Saves: Fort +0, Ref +7, Will +2
Abilities: Str 12, Dex 19, Con 10, Int 7, Wis 14, Cha 15
Skills: Intimidate +3, Listen +4, Spot +4
Feats: Hover (B), Weapon Finesse, Wingover (B)
Environment: Any aquatic
Organization: Flock (10-60)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral Evil
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

These vicious, man-sized creatures from the Plane of Air are normally encountered flying over windswept oceans in wandering groups of 10 or more. These groups are able to completely enshroud themselves in a cloud of magical, fog-like vapor. They can vary in appearance, but almost always look washed out and slightly transparent.
Sailors know and fear the unnatural fog created by kalmurus, since ships engulfed by it usually vanish or are found adrift with the entire crew mysteriously and viciously slain. Mariners have given the kal-muru fog the name shipbane, and the mere mention of it is enough to strike terror in the heart of the most hardened seafarer.

Combat
Kal-murus are vicious creatures, and like nothing more than terrorizing seafarers. They use their shipbane's fog to sow confusion and then strike quickly and unexpectedly to take down their foes.

Shipbane's Fog (Su): Kal-murus create a magical, vapor-like fog bank when they are in groups of 10 or more. This fog bank is 10ft in diameter for each kal-muru present and 20ft high. The fog moves with the kal-murus, and is completely unaffected by wind.
The fog reduces visibility to 5ft for all those within the fog. In addition, those that enter the fog bank must make a Will save vs DC 13 (Cha based) or be confused (as per the spell.) The confusion lasts until the character is removed from the fog, or the fog dissipates.
The fog will dissipate in one round if the number of kal-muru forming it is reduced less than 10.

Damage Reduction (Su): A kal-muru has damage reduction of 10/ silver or magic.

Flight (Ex): A kal-muru can cease or resume flight as a free action.
Immunity to Mind-Affecting Spells (Ex): Kal-muru are unaffected by Mind-affecting spells and effects.

Variable Appearance (Su): A kal-muru can assume the appearance (albeit a washed out one) of any medium-sized creature. This affects appearance only, and does not grant any abilities or attacks of the new appearance. Switching appearance is a standard action.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.
Traianus Decius Aureus

04-17-06, 04:21 PM
Kara-Kara
X8 27, DMR2 63
2nd level Warrior
Medium Humanoid (Orc)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 light wooden shield), touch 10, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Shortspear +6 melee (1d6 +3) or shortsword +5 melee (1d6 +3) or heavy pick +5 melee (1d6 +3) or light mace +5 melee (1d6 +3)
Full Attack: Shortspear +6 melee (1d6 +3) or shortsword +5 melee (1d6 +3) or heavy pick +5 melee (1d6 +3) or light mace +5 melee (1d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: War Chant
Special Qualities: ---
Saves: Fort +4, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Intimidate +0, Listen +1, Spot +2
Feats: Alertness (B), Weapon Focus (Shortspear)
Environment: Warm forests, marshes
Organization: Gang (2–4), band (11–20 plus 2 leaders of 3rd–6th level), or tribe (10–60 plus 150% noncombatants plus 1 3rd-6th leader per 10 adults, 5 4th-level Manwu-papa clerics, and 1 6th-level Manwu-papa cleric)
Challenge Rating: 1/2
Treasure: Standard (See below)
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +0

The Kara-kara inhabit tropical islands, but may occasionally be encountered at sea in their large outrigger canoes or while raiding the coasts of civilized lands.
They are tribal humanoids distantly related to orcs. Kara-kara are slightly shorter than humans and have dive-green skin; tangled, curly, dark green hair; and muzzle-like mouths with curved, yellowing fangs. Most wear only loincloths, lurid body paint and primitive jewelry. They speak only their own language, which can be understood by creatures who know the orcish tongue.
Tribes of kara-kara are usually ruled by councils of manwu-papas, with the most powerful manwu-papa being the defacto leader of the tribe.
The kara-kara are a singing people. In battle, the Kara-kara set up a rhythmic chant which boosts their combat abilities. This chant can be unnerving to those who are unfamiliar with the kara-kara.
Because they have little understanding of metals, kara-kara value them only for their useful qualities. Precious metals (for example, gold and silver) are considered worthless since they are too soft to hold a shape, and the kara-kara do not hoard them. The treasure type given above for the kara-kara should only be used to calculate the value of their treasure, which will consist almost entirely of jewelry. Kara-kara jewelry is made from jade, pig tusks, pearls, mother-ofpearl, bones, teeth, and other gems (occasionally).
The kara-kara are followers of a pig cult, and regard pigs and boars as semi-sacred animals. A kara-kara island will always be inhabited by large numbers of foraging pigs (the equivalent of boars).
The kara-kara warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Kara-kara are savage, fierce and vicious opponents. When chanting in battle, they rarely flee. They loot and raid to gain slaves, sacrifices, and most importantly- metal weapons.
Kara-kara do not know how to work metals, and so nearly all of their weapons are made of stone, wood, and teeth. Warriors and leaders will each have a large decorated wooden shield and one or two spears. In addition they will have a stone-headed mace, a wooden pick, or a wooden short sword edged with sharks teeth. Females usually have stone daggers.
Manwu-papas normally have metal weapons gained through trade or war with outsiders. They often wear armor made from thin plates of tough wood. This armor has the same Armor Class as leather armor.

War Chant (Su): If at least five kara-kara chant in unison during battle, every kara-kara present within hearing receives the benefit of the Toughness feat and a +1 bonus to all saving throws. In addition, all Intimidate checks initiated by a chanting kara-kara receive a +4 bonus.
This chant is a free round action. The effect immediately ends if fewer than five kara-kara are chanting. This is a sonic effect.

Kara-Kara as Characters
A kara-kara’s favored class is barbarian. Their ranks often include fighters, rogues and rangers as well. Clerics and druids (to a lesser extent) are frequently found as well. Sorcerors and bards are more rare, and wizards and paladins are unheard of. A kara-kara cleric may two of the following domains Chaos, Fire, Strength or War.
Traianus Decius Aureus

04-18-06, 02:56 PM
Killer Tree
X2 25, X6 29, DMR2 64
Large Plant
Hit Dice: 6d8+36 (63 hp)
Initiative: -4 (-4 Dex)
Speed: 0 ft. (0 squares)
Armor Class: 15 (-1 size, -4 Dex, +10 natural), touch 5, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Branch-tentacle +9 melee (1d2 +6)
Full Attack: 4 Branch-tentacle +9 melee (1d2 +6) and bite +4 melee (3d6 +3)
Space/Reach: 10 ft. /10 ft. (20ft with branch-tentacles)
Special Attacks: Improved grab
Special Qualities: Low-light vision, plant traits
Saves: Fort +11, Ref -2, Will -2
Abilities: Str 22, Dex 2, Con 23, Int 1, Wis 2, Cha 4
Skills: Hide -8*, Listen +3, Spot +2
Feats: Alertness, Die Hard, Endurance
Environment: Any forests, marshes
Organization: Solitary, Pair, Stand (2-5), or Grove (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Killer trees look llke large trees and can resemble any tree species, so that it is very hard to distinguish one from the normal trees around it. Killer trees are unable to move since their roots are set into the earth like those of a normal tree.
Killer trees are part animal and part vegetable, needing both sunlight and the concentrated nourishment found in meat to survive. Because of their need for meat, killer trees are often found by the sides of animal trails or along forest paths.
Some of the branches of a killer tree are actually tentacles with which the tree can reach out to 20ft and grab victims and then drag them to its mouth (which disguised as a large tree-hole).
The strong crushing action of the mouth and the powerful sap of the digestive chamber leave nothing left of victims and thus killer tress do not have even incidental treasure.

Combat
Killer trees have one tactic- grab foes and bite. They do not distinguish between potential victims and virtually anything will be considered food by the killer tree.
Each branch has 5 hp and a successful attack on it will sever it. A single attack can only sever one branch-tentacle, regardless of the number of points of damage caused in an attack.

Improved Grab (Ex): If a killer tree hits a medium or smaller target with its branch-tentacle, it may start a grapple as a free action, without suffering an attack of opportunity. If it wins the grapple check, on the next round, the killer tree may drag the victim to its mouth and automatically inflict bite damage. Each round the killer tree maintains its hold, it may inflict bite damage on the victim.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: *A killer tree receives a +20 bonus to all Hide checks when it is located within areas of natural tree growth.
Traianus Decius Aureus

04-19-06, 05:48 PM
Lamara
DMR2 67
Medium Monstrous Humanoid
Hit Dice: 8d8 (36 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +8/+12
Attack: Tail +12 melee (2d8 +4)
Full Attack: Tail +12 melee (2d8 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, dominating illusion, improved grab
Special Qualities: Damage reduction 10/magic, darkvision 60ft., spell immunities
Saves: Fort +2, Ref +9, Will +8
Abilities: Str 19, Dex 16, Con 10, Int 14, Wis 15, Cha 15
Skills: Bluff +4, Concentration +6, Disguise +7, Hide +9, Listen +10, Move Silently +8, Search +4, Spot +10, Survival +8
Feats: Alertness, Combat Reflexes, Quicken Spell-like Ability
Environment: Temperate, Warm deserts
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

The lamara is a solitary, evil desert creature with the head and torso of a human and the lower body of a snake. It cannot speak, but it understands common and draconic, as well as any other regional languages.
The lamara finds victims through trickery and deceit. It produces illusions to mask its true nature and usually appears as an attractive human (or other humanoid). It will use its victims for protection, and often will toy with them cruelly. When it tires of its victim, it will slay them mercilessly.

Combat
A lamara will usually allow its dominated victims fight for it. While its victims fight, the lamara will hide and avoid combat until it has created a suitable illusion for its foes. Lamara rarely rushes into combat, prefering to ambush foes once an illusion has been created.
Lamara are proficient with simple weapons, but they rarely use them, prefering their tail attack if forced to melee. They are not proficient with any armor or shields.

Constrict (Ex): A lamara that has successfully grappled a foe with its tail causes an additional 1d8+6 hp of crushing damage per round.

Dominating Illusion (Sp): At will, a lamara may disguise itself with an illusion that the lamara is a very attractive member of a humanoid species (usually a species similar to its intended victim). Anyone of the opposite sex within 50ft. viewing the illusion must make a Will save vs DC 18 (Cha based, +2 racial bonus) or become dominated by the lamara. This domination acts as the spell dominate person (CL 10th.)
Characters viewing the lamara from beyond 50ft. are allowed a Spot check vs the lamara's Disguise check. If the character wins the check, he notices something is not quite right, and receives a +4 bonus to his Will save to avoid domination by the lamara.

Improved Grab (Ex): If a lamara hits a medium or smaller target with its tail, it may start a grapple as a free action, without suffering an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict.

Damage Reduction (Su): A lamara has damage reduction of 10/magic. A lamara's tail attack is considered a magic weapon for purposes of overcoming damage reduction.

Spell Immunities (Ex): A lamara is immune to all charm, dominate and hold spells and spell-like abilities.

Lamara as Characters
A lamara's favored class is sorceror. Lamara clerics may choose two of the following domains: Domination, Evil and Trickery.
Traianus Decius Aureus

04-21-06, 03:34 PM
Qaurik
DMR2 75
2nd Level Warrior
Medium Humanoid (Human)
Hit Dice: 2d8+ 4 (13 hp)
Initiative: +0
Speed: 30 ft. (20ft in Hide armor)
Armor Class: 13 (+3 Hide armor), touch 10, flat-footed 13
Base Attack/Grapple: +2/+4
Attacks: Greatsword +4 melee (2d6+3) or Greataxe +4 melee (1d12+3) or Lance +4 melee (1d8+2)
Full Attack: As Attack
Face/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Qaurik Traits, Sure-Footed
Saves: Fort +5, Ref +0, Will -3
Abilities: Str 15, Dex 11, Con 14, Int 8, Wis 5, Cha 8
Skills: Balance-1, Climb +1, Jump -6, Listen +0, Spot +1, Survival +0
Feats: Alertness, Power Attack
Climate/Terrain: Any arctic
Organization: Solitary, band (5-30), or colony (20-200 plus 150% non-combatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually True neutral
Advancement: By character class
Level Adjustment: ---

The Qauriks live in a domed crystal city within the polar regions. They are a hardy race that takes great pride in their culture and achievements. The Qaurik city lies in the midst of an icy valley. The city was cut off many millennia ago by huge avalanches which blocked the mountain passes and have since frozen solid.
They are led by a group of eight wizards (8th- 15th level) known as the Firelords. The Firelords control all the aspects of the city and ensure that its inhabitants survive the harsh conditions of the region. The Firelords live in a majestic palace in the heart of the crystal city, from where they control the powerful fire elementals which provide heating for the city.
The folk of Qaurik are kept in awe of the Firelords by
their use of illusion spells to appear as mighty supernatural beings. The Qauriks willingly die for their leaders, believing that in so doing they become supernatural beings. The Firelords exploit their subjects’ fanaticism by actively preying on them. It is considered a great honor to be called to the Firelords’ palace, where it is believed the person dwells in ecstasy forever. What the Qauriks do not realize is that those entering the palace fall prey to the unspeakable rites and appetites of the Firelords.
No Qaurik can be made to doubt the wisdom of their leaders, and they are fond of pointing to the warmth and majesty of their city as proof of the Firelords' powers and beneficence. They see themselves as people blessed, for their gods live among them. Any evidence to the contrary will be dismissed-it is not their place in life to doubt the actions of the gods.
Quariks are of normal height and are very strong. They have death-white skin and pale blue eyes and hair. At the corners of their mouths are two protruding fangs. Their feet are hairy, and feature sharp, downward-curving claws which are used to grip the ice. They wear heavy furs and ride ice wolves outside the city. Inside, they favor red-and-orange garb.
The qaurik warrior presented here had the following ability scores before adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Qauriks wield two-handed swords, greataxes, and, while mounted on ice wolves, lances. They wear furs that are equivalent in protection to hide armor. They do not use shields.
Quariks are not immediately hostile, but if threatened, they are more than capable foes. They will fanatically defend their Firelords from harm.

Sure-Footed (Ex): Qauriks do not receive any penalties from moving in arctic or icy terrain.

Skills: Qauriks receive a +2 racial bonus to all Survival checks.

Qaurik Characters
Like normal humans Qauriks have no favored class.
Qaurik Traits (Ex): These traits are in addition to the normal human traits:
• +2 Str, +2 Con, -2 Int, -4 Wis.
• Sure-Footed (Ex): Qauriks do not receive any penalties from moving in arctic or icy terrain.
• Qauriks receive a +2 bonus to all Survival checks.
Traianus Decius Aureus

04-24-06, 03:27 PM
Traldar (Lost Valley)
DMR2 76
1st Level Warrior
Medium Humanoid (Human)
Hit Dice: 1d8+ 1 (5 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 14 (+2 Leather armor, +2 heavy wooden shield), touch 10, flat-footed 14
Base Attack/Grapple: +1/+3
Attacks: Shortspear +3 melee (1d6+2) or Handaxe +3 melee (1d6+2)
Full Attack: As Attack
Face/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: TraldarTraits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 15, Dex 11, Con 12, Int 10, Wis 7, Cha 6
Skills: Climb +1, Intimidate +1, Jump +1, Listen +2, Spot +1, Survival +0
Feats: Iron Will, Power Attack
Climate/Terrain: Lost Valley of the Hutaaka (Any mountain)
Organization: Solitary, pair, band (5-30), or colony (20-200 plus 150% non-combatants)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually True neutral
Advancement: By character class
Level Adjustment: ---

The Traldar are found in the Lost Valley of Hutaaka, which is nestled in the mountains. They suffered a period of slavery at the hands of the jackal-headed Hutaakans, but are now free of the Hutaakan domination and have reverted to a barbaric lifestyle.
Most Traldar are short and muscular, and have no hair on their heads or bodies, except on the backs of their large strong hands.
The years of Hutaakan slavery has left the Traldar a cruel and embittered people, and in battle they are aggressive and bloodthirsty. They are very wary of strangers, and will be most unfriendly to those trespassing in their lands. The Traldar have a great fear of the dark, however, and always barricade themselves indoors at night.
The Traldar warrior presented here had the following ability scores before adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Traldar wield shortspears and handaxes. They typically wear leather armor and carry heavy wooden shields. Traldar warriors are likely to be unfriendly to strangers and could be immediately hostile if they perceive the party to be a threat. They do not give any quarter in battle.
Skills: Traldar receive a +2 racial bonus to all Survival checks.

Traldar Vocals
Some members of Traldan tribes are selected for special training as vocals. Roughly 1 in every 5 Traldar warriors will be a vocal. A fully trained vocal has an abnormally large chest and neck, but is otherwise less muscular than other Traldar. The training gives vocals the ability to shout incredibly loud, projecting most of the sound forward within a cone. The original task of vocals was communication. Their voices can be dearly heard up to 5 miles away in the direction of the shout, although the sound carries no further than a normal human shout in any other direction. This special ability can also be used to attack
Traldar vocals are identical to the warrior presented above with the following exceptions:

Armor Class: 10, touch 10, flat-footed 10
Special Attacks: Traldar Shout
Skills: Climb +3, Intimidate +1, Jump +3, Listen +2, Spot +1, Survival +0
Challenge Rating: 1/2

Traldar Shout (Ex): A Traldar vocal can generate a powerful shout in that may damage nearby foes within a 30ft cone. This shout may be used once every three rounds and is a full-round action. Any armor worn prevents this ability from being used. Traldar Shout is a sonic effect.
Any foe within 10ft suffers 1d2 sonic damage and is shaken for 1d3 rounds (no save).
Any foe between 10ft and 20ft of the vocal must make a Will save vs DC 12 (Con based) or be shaken for 1 round.
Any foe between 20ft and 30ft of the vocal must make a Will save vs DC10 (Con based, -2 penalty) or be shaken for 1 round.

Traldar (Lost Valley) Characters
Like normal humans, Traldar have no favored class.
Traldar (Lost Valley) Traits (Ex): These traits are in addition to the normal human traits:
• +2 Str, -2 Wis, -2 Cha.
• Traldar receive a +2 bonus to all Survival checks.
Gazza555

04-25-06, 09:55 AM
Giant Man-O-War Jellyfish
...
Full Attack: 80 Tentacle +13 melee (1d10 +8 plus paralysis)
...
Challenge Rating: 6

Just noticed this up to 80 attacks (upto 10 per PC) around. :OMG!
That's one dead level 6 party - especially considering it's reach and paralysis.
I'd suggest bumping up the CR a little say to 8 or even 9.

<edit>Wow! 500 replies. ;)

Regards
Gary
Traianus Decius Aureus

04-25-06, 11:19 AM
Just noticed this up to 80 attacks (upto 10 per PC) around. :OMG!
That's one dead level 6 party - especially considering it's reach and paralysis.
I'd suggest bumping up the CR a little say to 8 or even 9.

<edit>Wow! 500 replies. ;)

Regards
Gary

You weren't reading the CR upside down! Yeah...that's the ticket...
:embarrass

CR 9 sounds like its about right. If the party doesn't wander right into it and can keep to the periphery, attacking it with spells and missiles can finish it off easily. This creature is very vulnerable to hit and run tactics due to its slow swim speed.
Traianus Decius Aureus

04-26-06, 09:04 AM
Barbarian
DMR2 76
1st Level Human Warrior
Medium-size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 leather armor), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Longspear +2 melee (1d8 +1) or shortbow +1 ranged (1d6) or longsword +2 melee (1d8 +1)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
Skills: Climb +2, Handle Animal +0, Heal +2, Jump +2, Listen +2, Spot +2, Survival +2
Feats: Alertness, Self-Sufficent
Environment: Any cold
Organization: Solitary, Pair, Band (2-5 + 1 subleader), or Group (5-30 + 6 subleaders, 1 chief and 150% non-combatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Often neutral
Advancement: by character class
Level Adjustment: -

Barbarians are primitive, nomadic peoples who inhabit cold northern plains and tundra where they live by hunting. Most are 1st-level warriors, although their leaders can be fighters, rangers and barbarians of much higher level. Some barbarians are rogues or clerics, and druids are not unknown.
So long as they are allowed to lead their lives and roam where they will, most barbarians would rather hunt than wage war. They have a strong sense of honor, however, and fight fiercely if they are offended. They are fond of wrestling, and will form strong allegiances with those who prove their might and worth either in a wrestling match or otherwise.
For most of the year, barbarians live in scattered groups and tribes. At the time of the summer solstice, however, these groups gather for a short time into massive hordes for religious worship and games of skill for honor and status. These groups can be a considerable considerable threat to any outsiders who happen to stumble on them.
The barbarian warrior presented above has base stats of Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9.

Combat
Barbarians generally wear thick clothing of skins and furs (equivalent of leather armor) and arm themselves with bows, spears, swords and so on. Some leader types have metal armor, obtained, like their metal weapons, by trading or warfare with civilized peoples.

Organization
Barbarian subleaders range in level from 2nd to 4th and are usually fighters, barbarians or rangers. They will be armed in a similar manner to the regular warriors. They may have a metal armor or weapon as a mark of status.
Barbarian chiefs will range form 4th to 8th level. A chief could be from any class typical to the tribe. They will very likely have metal weapons and armor.
If encountered, most barbarian clerics and druids will be from 2nd to 4th level. They will be well protected by their tribesmen.
When the great meetings occur in the summer, barbarian numbers will swell to 20x the normal amount. There will often be great heroes (8th level +) at this gathering and a great chief likely will be present (8th to 12th level).
Traianus Decius Aureus

04-26-06, 04:19 PM
Native
DMR2 76
1st Level Human Warrior
Medium-size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +1 light wooden shield), touch 11, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Javilin +1 melee (1d6) or Javilin +2 range (1d6) or dagger +1 melee (1d4) or handaxe +1 melee (1d6)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 10, Cha 9
Skills: Intimidate +0, Jump +0, Listen +3, Spot +3, Tumble +1
Feats: Alertness, Dodge
Environment: Warm Forest
Organization: Solitary, Pair, Band (10-30 + 1 war leader), or Tribe (100-300 + 10 war leaders, 1 shaman, 1 great cheiftain and 150%-200% non-combatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Often neutral
Advancement: by character class
Level Adjustment: -

The term native may be applied to those who live in jungles or on islands in tropical areas. The members of the more warlike tribes are all 1st-level, but the natives of more peaceful tribes are mostly normal humans who have some warriors and a few higher level leaders.
Some natives are farmers or animal herders, but most live by hunting, gathering, and/or fishing. Some live by preying on other tribes. Their dwellings are simple wooden huts or tents, often protected (in the case of settled groups) by a wooden stockade.
The native warrior presented above has base stats of Str 11, Dex 13, Con 12, Int 8, Wis 10, Cha 9.

Combat
Most natives wear scant clothes and no armor but some war leaders wear animal pelts, the equivalent of leather armor and the tribal chiefs may wear special armor of hardened bone or lacquered wood (may be treated as a breastplate or scale armor). Their most common weapons are javilins, daggers, axes, or spears, although some natives may use nets, tridents, bolas, and/or blowguns. Natives may also carry shields.

Organization
Native war leaders range in level from 2nd to 4th and are usually fighters or barbarians. More rarely, they may be rogues or rangers. They will be armed in a similar manner to the regular warriors. They may have a animal pelts or a metal weapon as a mark of status.
Native great chieftains will range form 7th to 9th level. A chieftain is almost always the most powerful warrior and is likely a fighter, barbarian or ranger. They will very likely have armor as described above.
If encountered, most native shamans will be a 5th level or higher cleric, druid or sorceror. They may also be a wizard, but this is much more uncommon. They will be well protected by their tribesmen.
Cthulhudrew

04-26-06, 05:12 PM
A note about the above conversions- Warriors should only get a d8 for their hit die.

Also, I'm curious that you had the barbarian use Warrior as a base class rather than Barbarian. I think I understand your reasoning (not every "barbarian" is a raging warrior), but it could be confusing. It's more of a terminology thing than anything else, I expect- "barbarian" in the Creature Catalog is a term used to refer to primitive human cultures, while "Barbarian" is a class in the PHB- one of those problems of naming a class after a cultural category (like Samurai, or Knight, or Noble).
Traianus Decius Aureus

04-26-06, 05:28 PM
A note about the above conversions- Warriors should only get a d8 for their hit die.

Doh! It's corrected.

Also, I'm curious that you had the barbarian use Warrior as a base class rather than Barbarian. I think I understand your reasoning (not every "barbarian" is a raging warrior), but it could be confusing. It's more of a terminology thing than anything else, I expect- "barbarian" in the Creature Catalog is a term used to refer to primitive human cultures, while "Barbarian" is a class in the PHB- one of those problems of naming a class after a cultural category (like Samurai, or Knight, or Noble).

Yeah, barbarian in this sense is generic for a primitive people, and I doubt most of them would qualify as the class "barbarian". The exemplars of their cultures may be the archtype barbarian, but the typical member wouldn't.

As a roleplay way of thinking about it, I view it as the more civilized Mystarans viewing anything outside of classical/medieval/renaissance civilization as "barbaric", much like how the ancient Greeks considered anything non-Greek "barbaric".
Traianus Decius Aureus

04-27-06, 04:27 PM
Wild Man/ Pagan
DMR2 76
1st Level Human Warrior
Medium-size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Spear +2 melee (1d8+1) or Shortbow +1 range (1d6) or dagger +2 melee (1d4+1)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +3, Ref +0, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
Skills: Climb +2, Heal +2, Intimidate +1, Jump +2, Listen +1, Spot +1, Survival +2
Feats: Iron Will, Self-Sufficient
Environment: Any Temperate
Organization: Solitary, Pair, Band (5-20 + 2-4 ‘leaders’ plus, if pagan, 1 cleric and 150% non-combatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Often chaotic
Advancement: by character class
Level Adjustment: -

In uncivilized, temperate areas (forest, moorlands, etc…), tribes of primitive men may exist, hiding from their more advanced neighbors. Groups of wild men are generally small. They are nomadic and and live by hunting and gathering, leaving only scant traces of their temporary camps. Some wild men use portable tents of animal skins. Their encounters with outsiders (who have termed them wild men, men of the woods, etc…) are brief- usually for trade (animal skins), but occasionally for bloodshed.
The wild man warrior presented above has base stats of Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9.

Combat
Wild men generally wear clothes of skins or coarse cloth and rarely, use armor or shields. Their weapons include bows, slings, spears, daggers, knives, and small axes.
Wild men are rough and very unyielding foes, and are unpredictable when encountered. They are best avoided unless one has specific business with them.

Organization
Most wild men are 1st-level warriors. Although some wild men rise to 2nd-4th level in fighter, barbarian rogue or ranger, few groups have a leader as such. They prefer to organize themselves on a day-to-day basis.

Pagans
The name pagan is given to those wild men who worship unknown Immortals of nature, Nature itself, or the Old Ones. Their clerics (1st- 6th level) practice seasonal sacrifices which they believe help maintain the cycles of the year. Pagan ceremonies are held in isolated forest glades and grottoes and attended by large gatherings of pagans (10x the listed band number). They often include sacrifices of animals and captured bounty, ranging from produce to defeated opponents’ weapons. There are rumors that some more dangerous pagans sacrifice humans.
Traianus Decius Aureus

04-28-06, 04:21 PM
Masher
DMR2 78
Colossal Vermin (Aquatic)
Hit Dice: 20d8+120 (210 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (-8 size, +10 natural), touch 2, flat-footed 12
Base Attack/Grapple: +15/+46
Attack: Bite +22 melee (3d8 +15)
Full Attack: Bite +22 melee (3d8 +15) and sting +21 melee (2d6 +7 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Poison
Special Qualities: Blindsight 30ft,scent, tremorsense 120ft
Saves: Fort +18, Ref +6, Will +5
Abilities: Str 41, Dex 10, Con 22, Int 0, Wis 8, Cha 5
Skills: Climb +24, Intimidate +6, Listen +8, Spot +8, Swim +25
Feats: Awesome Blow, Cleave, Die Hard, Endurance, Great Cleave, Improved Bull Rush, Power Attack
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Colossal)
Level Adjustment: -

Mashers are segmented sea worms, averaging 100 ft in length and resembling millipedes in form. They are black and crawl about the ocean floor eating coral and any other scraps of food. These worms are blind, but can sense the presence of other creatures by detecting scents and vibrations in the water.
Most of the time, mashers are solitary and non-aggressive unless frightened or surprised, and will only attack in self-defense. During the masher's breeding season, things change quickly. The creatures become very aggressive, thier color changes to a dull red and they congregate together (guided by scents carried in the ocean currents) to temporarily form huge, fearsome, writhing masses.
Mashers are tamed and used as beasts of burden by the kna, who remove their stingers to make them less dangerous.

Combat
The masher has a ferocious bite, but it also possesses a stinger that contains a powerful poison.

Poison (Ex): The poison from the masher's stinger causes the victim 2d6 Con Damage (primary and secondary) if a fortitude save (DC 25, Con based) is failed.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a masher maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the masher must have line of effect to a creature or object to discern that creature or object. The masher usually does not need to make Spot or Listen checks to notice creatures within 30ft.

Scent (Ex): This special quality allows a masher to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Tremorsense (Ex): A masher is sensitive to vibrations in the ground and water and can automatically pinpoint the location of anything within 120ft.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision (unless otherwise noted) and any treasure they possess (which is usually none) consists of the property of former victims.
Cthulhudrew

04-28-06, 05:55 PM
:rant: You know, I've always wondered about the Mashers and their stinger. The illustration of them (and the distinction between their bite attack) leads one to believe that their stinger is located at their tail end, but given that they can reach 100' in length, would that really be a useful attack against smaller creatures? I could see them bringing it to bear (especially in water) against, say, a Kraken, but against a Kna? Or a Triton or something?

Sometimes I don't think the designers of these creatures put much thought into the mechanics of them. (I've had similar concerns with the Kopru, whose are given claw attacks in addition to their tail attacks in 2E- how do they stay afloat if they are using their tail and their arms to attack an enemy? One or the other I could see- to keep their balance and buoyancy, but both? Also, the rakasta rear claw never quite seemed like it would work).
Traianus Decius Aureus

04-28-06, 06:09 PM
Yeah some creatures work better in theory than in reality (uuummmm.... maybe I should say fantasy reality).
For the masher, I would have it draw up its tail end towards its head when threatened- similar to how a rattlesnake coils up when PO'd. At least this would put the stinger closer to the front face of the masher.
Ivid

04-29-06, 06:01 AM
DTA, you're a saint! Thank you very much for the conversions!
BOZ

04-29-06, 07:32 PM
do you have a lot left to go? :)

in the Planescape forums, there is a similar thread with 100+ conversions. actually, i pointed the fellows at Planewalker.com in its direction, and the authors now work for that site. :)

do the Vaults of Pandius guys know about the work you've been doing here?
Traianus Decius Aureus

04-29-06, 08:04 PM
DTA, you're a saint! Thank you very much for the conversions!

You're welcome!

do you have a lot left to go? :)

in the Planescape forums, there is a similar thread with 100+ conversions. actually, i pointed the fellows at Planewalker.com in its direction, and the authors now work for that site. :)

do the Vaults of Pandius guys know about the work you've been doing here?

There are a handful left in the DMR2. After that, there are a bunch of ones scattered in the Gazetteers, AC9, WotI and the RC. The two sticking point I have right now are the Exalted/Immortal monsters and the Savage Coast monsters, both of which require setting up a rules system to fully convert them, so we'll see if I move directly to them or not.

Otherwise, I plan on hitting all the OD&D/AD&D races in detail and then I'll move on to prestige classes and such.

Shawn has done a great job of putting these on the Vaults, I'm glad they find it worthwhile to put them up on the site.
BOZ

04-29-06, 10:04 PM
ah cool, i haven't checked VoP in awhile. good to see these are making it over there. :)
stanles

04-30-06, 09:52 AM
do the Vaults of Pandius guys know about the work you've been doing here?

yeah all of us here know about it - don't worry
Traianus Decius Aureus

05-02-06, 03:15 PM
Oyster, Giant
X1 31, DMR2 81
Medium Animal
Hit Dice: 10d8+30 (75 hp)
Initiative: -4 (-4 Dex)
Speed: 0 ft. (0 squares)
Armor Class: When Open: 13 (-4 Dex, +7 natural), touch 6, flat-footed 13; When Closed: 20 (-4 Dex, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +7/+10
Attack: Bite +10 melee (4d6 +3)
Full Attack: Bite +10 melee (4d6 +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: improved grab
Special Qualities: Low-light vision, tremorsense 60ft
Saves: Fort +10, Ref +5, Will +1
Abilities: Str 17, Dex 3, Con 17, Int 1, Wis 2, Cha 5
Skills: Listen +4, Spot +5
Feats: Alertness, Endurance, Iron Will, Lightning Reflexes
Environment: Any aquatic
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 4
Treasure: Standard (Gems Only (mainly pearls))
Alignment: Always neutral
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

Giant oysters look just like ordinary ones, except that they are six feet in diameter and stand four feet high. They may be found in nearly any type of watery environment, although they are most often found in cold, shallow water.
While giant oysters do not collect treasure, they do produce large pearls and occasionally sift other uncut gems from the sea bed.

Combat
Giant oysters are usually non-aggressive, but if hungry may snap at nearby creatures. They are protected by an extremely hard shell and the oyster may close up to increase its protection. When closed, a giant oyster may not attack. A giant oyster may close its shell when it bites a foe- effectively starting a grapple. When attacked from a distance, a giant oyster closes its shell and does not open for at least 10 minutes.

Improved Grab (Ex)): To use this ability, a giant oyster must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the giant oyster maintains a hold on the creature and can inflict bite damage automatically each round. This grappling closes the giant oyster's shell.

Tremorsense (Ex): A giant oyster is sensitive to vibrations in the ground and water and can automatically pinpoint the location of anything within 60ft.
Traianus Decius Aureus

05-03-06, 03:56 PM
Pachydermion
DMR2 81
Large Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft. (4 squares) in half-plate armor; base speed 30 ft.
Armor Class: 17 (-1 size, -1 Dex, +2 natural, +7 half-plate armor), touch 8, flat-footed 17
Base Attack/Grapple: +7/+16
Attack: Longsword +11 melee (2d6+5)
Full Attack: 1 Longsword +7/+2 melee (2d6+5) and 1 Longsword +7 melee (2d6+2) and 1 heavy mace +7 melee (2d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., prehensile trunk
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 20, Dex 8, Con 15, Int 14, Wis 15, Cha 8
Skills: Gather Information +4, Knowledge (history) +9, Knowledge (local) +9, Listen +14, Search +4, Sense Motive +7, Spot +7, Survival +7
Feats: Improved Overrun, Multiweapon Fighting, Power Attack
Environment: Temperate and Warm plains, forests, hills
Organization: Solitary, Pair, Company (2-5), Pack (5-20 plus 1 2nd level fighter leader), or Herd (20-40 plus 100% noncombatants, 2 2nd level fighter leaders, 1 4th level fighter herd leader and 10% chance of 1 1st-12th cleric, sorceror, or wizard)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: by character level
Level Adjustment: +3

Pachydermions are very intelligent, elephant-like humanoids found in temperate regions, tropical jungles, and savannah. They stand at least nine feet tall and have elephantine heads surmounting their gray, leathery bodies.
Pachydermions live in cities of carved stone. They have a great knowledge of history and other lore. This knowledge is never written down and is passed down verbally from generation to generation. It is a well-known fact that pachydermions never forget any knowledge or experience, and these creatures are occasionally sought out and consulted for information-but they invariably require payments or gifts before they will reveal any knowledge.
Pachydermions speak their own language, as well as Common. Many often know the languages of surrounding lands, and many know ancient languages that have fallen into disuse.

Combat
Although not normally aggressive, pachydermions will defend themselves. They occasionally raid enemy villages and towns. In battle a pachydermion wears ornate armor, uses two swords (one in each hand), and wields a heavy mace in its prehensile trunk.
Pachydermions are proficient with all martial and simple weapons, as well as light, medium and heavy armors. They are not proficient with shields.

Prehensile Trunk (Ex): Pachydermions have a prehensile trunk, which allows it to grab and manipulate objects, weild weapons and perform many tasks that a hand could perform. A pachydermion that weilds a weapon with its truck may attack normally with that weapon, in addition to any attacks from weapons held in its hands.

Skills: Pachydermions have a +2 racial bonus to any two Knowledge skills. They additionally have a +4 racial bonus to all Listen skill checks.

Pachydermions as Characters
A Pachydermion's favored class is fighter. Pachydermions are also drawn to the barbarian, ranger, and paladin classes. Bards and rogues are less common among them. Clerics, druids, sorcerors and wizards are rare. Pachydermion clerics may choose two of the following domains: Knowledge, Law and Strength.
BOZ

05-03-06, 04:12 PM
heheh, big elephant men. :) cool.

you might want to archive your own posts:

"The message boards are now undergoing both a hardware and software upgrade. The work is taking place on a "snapshot" of the current boards made at 9 pm PDT, May 1. What this means to you is that NO POSTS made after this time will be ported to the upgraded boards, nor will new registrations be allowed during this period."
Traianus Decius Aureus

05-03-06, 04:53 PM
I have a big word file that has all of the conversions in it so they won't be lost. When the boards transfer is complete, I'll repost all of the ones from May 2nd onward into the new and improved forum thread.
Ivid

05-04-06, 03:05 AM
I have word file with most of your conversions at hand. - If there's ever a problem with you not finding the data any more, contact me here or over at www.dablackmoor.com, where I post under the name of *Desdichado*. :)
maddog

05-04-06, 08:24 AM
I have a big word file that has all of the conversions in it so they won't be lost.

You should sent it to the Vaults. I know I would love to have all of your conversions in a big open office, er, word file. :)

--Ray.
Traianus Decius Aureus

05-04-06, 02:54 PM
Porcupine, Giant
DMR2 85
Medium Animal
Hit Dice: 5d8+8 (30 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d10)
Full Attack: Bite +3 melee (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quill volley
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 2, Wis 6, Cha 5
Skills: Listen +2, Spot +2
Feats: Endurance, Toughness
Environment: Any plains, forests, hills
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

These slow-moving and dull-witted herbivores are not aggressive, but they are well able to defend themselves against those who attack or who seem threatening to them. They are easily identifiable by their masses of spikey quills covering their body.

Combat
Giant porcupines have a nasty bite, but their quill volley is their prefered method of attack.

Quill Volley (Ex): A giant porcupine, as a ranged attack, may shoot a quill volley at a creature within 30ft. If the ranged attack is successful, the target is hit with 1d8 quills, each inflicting 1d4 damage. The giant porcupine may shoot up to two volleys per round, but they must target different foes. A giant porcupine may shoot up to six quill volleys per day.
Traianus Decius Aureus

05-08-06, 03:46 PM
Sea Horse
X7 29, DMR2 90
Large Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (+1 Dex)
Speed: swim 70 ft. (14 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+8
Attack: Head butt +3 melee (1d8 +3)
Full Attack: Head butt +3 melee (1d8 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +3, Swim +11
Feats: Endurance, Run (B)
Environment: Any aquatic
Organization: Solitary, or Ride (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large)
Level Adjustment: -

A sea horse is 15 feet long and has a head similar to that of a horse. These creatures are the favorite steeds of mermen and tritons.
Sea horses are known to come in a variety of colorations. Mermen tend to prefer the sea horses with colorations comparable to land horses, while tritons like ocean-colored varieties in greens, blues, and purples.

Combat
Wild sea horses are shy creatures and will not attack unless provoked. They attack with a head butt. Sea horses used by the sea peoples are often trained to be war mounts. They typically are larger and stronger than their wild brethren, and are comparable in temperment to land-based heavy warhorses.

Scent (Ex): This special quality allows a sea horse to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A sea horse gains a +8 racial bonus to any swim check. It may always 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.

Carrying Capacity: A sea horse can carry 228lbs as a light load, 229 to 459lbs as a medium load and 460 to 690lbs as a heavy load.
Traianus Decius Aureus

05-11-06, 03:31 PM
Sea Serpent, Lesser
DMR2 91
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: swim 50 ft. (10 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+20
Attack: Bite +10 melee (2d6 +8)
Full Attack: Bite +10 melee (2d6 +8)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Boat constriction, never out of reach
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 27, Dex 13, Con 18, Int 1, Wis 10, Cha 2
Skills: Listen +10, Spot +10, Swim +17
Feats: Alertness, Improved Initiative, Power Attack
Environment: Any aquatic
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Huge)
Level Adjustment: -

A lesser sea serpent resembles a giant snake with many fins and measuring 20ft to 30ft long. They are very aggressive predators.

Combat
Lesser sea serpents are aggressive and like nothing more than to crush boats to pieces in order to spill their crew into the water, where the sea serpent can feast on them. They are also quite able to lunge at prey near the surface of the water.

Boat Constriction (Ex): As a full round action, the lesser sea serpent may attempt to grapple any watercraft of large size or smaller. The lesser sea serpent's grapple check is opposed by the boat captain's Profession (Sailor) check. On a successful grapple check, a lesser sea serpent wraps itself around the watercraft and deals 1d10+12 points of damage to the hull (or to each of the hull sections it is wrapped around) each round it remains grappled.
After the initial grapple check, the lesser sea serpent may attack normally and suffer no penalties to subsequent grapple checks made against the same boat.

Never Out of Reach (Ex): A lesser sea serpent may attack targets up to 20ft out of the water by lunging at them, whether they are on a ship, on land or airborne.

Scent (Ex): This special quality allows a lesser sea serpent to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Lesser sea serpents have a +4 racial bonus on Listen and Spot checks. A lesser sea serpent 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.
vgeisz

05-12-06, 03:06 PM
Keep up the incredible work guys. I do have a a request tho Traianus can you do the Gemstone dragons? i have looked through the list and not found them and the ones in MM2 are Psionic.
Thanks
Vern
Traianus Decius Aureus

05-12-06, 03:43 PM
Keep up the incredible work guys. I do have a a request tho Traianus can you do the Gemstone dragons? i have looked through the list and not found them and the ones in MM2 are Psionic.
Thanks
Vern

How soon do you need them? They are a bit down on the list since I've got some significant decisions to make on how I handle them, though they will not have Psionics.
Traianus Decius Aureus

05-12-06, 03:44 PM
Sea Serpent, Greater
DMR2 91
Gargantuan Animal (Aquatic)
Hit Dice: 12d8+72 (126 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: swim 80 ft. (16 squares)
Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+33
Attack: Bite +17 melee (3d6 +12)
Full Attack: Bite +17 melee (3d6 +12)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Always in reach, ship constriction
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 4
Skills: Listen +13, Spot +13, Swim +23
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack
Environment: Any aquatic
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: -

Greater sea serpents look similar to lesser sea serpents, except that they range from 60-80ft long. They are much more aggressive than their smaller brethren.

Combat
Greater sea serpents will attack anything that they spot or hear, whether creature or ship, on land or in water.

Always In Reach (Ex): A greater sea serpent may attack targets up to 40ft out of the water by lunging at them, whether they are on a ship, on land or airborne.

Ship Constriction (Ex): As a full round action, the greater sea serpent may attempt to grapple any ship of gargantuan size or smaller. The greater sea serpent's grapple check is opposed by the ship captain's Profession (Sailor) check. On a successful grapple check, a greater sea serpent wraps itself around the ship and deals 2d10+18 points of damage to the hull (or to each of the hull sections it is wrapped around) each round it remains grappled.
After the initial grapple check, the greater sea serpent may attack normally and suffer no penalties to subsequent grapple checks made against the same ship.

Scent (Ex): This special quality allows a greater sea serpent to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Greater sea serpents have a +4 racial bonus on Listen and Spot checks. A greater sea serpent 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.
Gazza555

05-15-06, 05:26 AM
How soon do you need them? They are a bit down on the list since I've got some significant decisions to make on how I handle them, though they will not have Psionics.
The easiest way to convert them is to use the stats for their chromatic equivalent but add the second breath weapon and change the description. ;)

Regards
Gary
Traianus Decius Aureus

05-15-06, 08:58 AM
The easiest way to convert them is to use the stats for their chromatic equivalent but add the second breath weapon and change the description. ;)

Regards
Gary

No doubt. In fact that is the the base philosophy I'm using. Some of the second breath weapons need more work for 3E than others. Also, I was thinking I would make the spell-like abilities different from the chromatic counterparts, to separate them a bit without breaking canon too much.
Gazza555

05-15-06, 09:17 AM
Some of the second breath weapons need more work for 3E than others.
That's very true.
Also, I was thinking I would make the spell-like abilities different from the chromatic counterparts, to separate them a bit without breaking canon too much.
Oops forgot about the spell-like abilities :embarrass Yes, they should be different. I'll have a look tonight myself at the RC and the Monstrous Compendium.

FWIW the OD&D gemstone dragons are rather different to AD&D's psionic gem dragons.

Regards
Gary
havard

05-15-06, 09:33 AM
No doubt. In fact that is the the base philosophy I'm using. Some of the second breath weapons need more work for 3E than others. Also, I was thinking I would make the spell-like abilities different from the chromatic counterparts, to separate them a bit without breaking canon too much.

Maybe you could add some elements from the Dragonlord trilogy which goes into detail about their origins?

When discussing spells and such, perhaps you could include something about how Mystaran dragons can chose to be clerics rather than sorcerers....?

Just a couple of suggestions...

Håvard
Traianus Decius Aureus

05-15-06, 02:53 PM
Serpentweed, Giant
X9 28, DMR2 91, CoM
Large Plant
Hit Dice: 9d8 (40 hp)
Initiative: +2 (+2 Dex)
Speed: 0 ft. (0 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+14
Attack: Bite +10 melee (2d6 +4)
Full Attack: Bite +10 melee (2d6 +4)
Space/Reach: 10 ft. / 20 ft.
Special Attacks: -
Special Qualities: Low-light vision, plant traits, root of the problem, tremorsense
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 18, Dex 14, Con 11, Int 0, Wis 2, Cha 4
Skills: Listen +10, Spot +10
Feats: Alertness, Combat Reflexes, Dodge, Weapon Focus (Bite)
Environment: Any marsh or aquatic
Organization: Plant (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

The giant serpentweed is a flesh-eating plant found in bogs and areas of standing water. Much of the plant lives under water, rooted to the bog bottom, but it has 2d5 stalks that reach above the surface. These thick, scaly stalks each end in a digestive sac that resembles a toothed mouth. From a distance, the stalks look like giant snakes.
Note: The above stats are for one stalk, not the entire plant.

Combat
The serpentweed stalks normally lie in wait just under the surface of the water. From there, they detect the vibrations of passing creatures, which they then attack aggressively.
The stalks can attack anything within a 20-foot radius of the plant. When a stalk loses all of its hit points, it is severed. When all the stalks are severed, the plant can no longer attack, but the plant itself is not dead. The only way to kill a serpentweed permanently is to burn the underwater roots. A severed stalk will grow back within six months.

Root of the Problem (Ex): Stalks of giant serpentweed that are severed regrow within six months. Giant serpentweed can only be permanently destroyed by inflicting 25 points of fire damage directly to the underwater root system. The roots are AC10 and have the same saves as a stalk.

Tremorsense (Ex): Giant serpentweed is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in contact with the water within 60ft.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

05-16-06, 03:57 PM
Vamora Shark
DMR2 92
Small Animal (Aquatic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/ +0
Attack: Bite +8 melee (1d6)
Full Attack: Bite +8 melee (1d6)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Improved grab
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +7, Swim +8
Feats: Alertness, Run, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, or Pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Small); 13-18 HD (Medium)
Level Adjustment: -

The vamora shark is small (three feet long) but tough. It is mottled grey in color. Like other sharks, the vamora are curious and attracted to movement.

Combat
Vamora sharks attack with their bites, but unlike other shark species, will attempt to grab onto the victim and thrash around. Blood in the water will make them ultra-aggressive and very dangerous.

Improved Grab (Ex): If a vamora shark hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the vamora may hold the victim and inflict bite damage automatically each round.

Blindsense (Ex): A vamora shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Blood Frenzy (Ex): Vamora sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Vamora sharks, while frenzied receive a +2 bonus to all attack rolls and are immune to all fear-based spells and affects.

Keen Scent (Ex): A vamora shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A vamora shark 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.
Traianus Decius Aureus

05-17-06, 02:58 PM
Sirenflower
B6 16, DMR2 94
Large Plant
Hit Dice: 5d8+25 (47 hp)
Initiative: -5 (-5 Dex)
Speed: 0 ft. (0 squares)
Armor Class: 10 (-1 size, -5 Dex, +6 natural), touch 4, flat-footed 10
Base Attack/Grapple: +3/+14
Attack: Petal crush (See Below)
Full Attack: Petal crush (See Below)
Space/Reach: 10 ft. /0 ft. (May only attack creatures occupying the same squares as it)
Special Attacks: Petal crush
Special Qualities: Low-light vision, persistant weed, plant traits
Saves: Fort +9, Ref -4, Will +1
Abilities: Str 24, Dex 0, Con 20, Int -, Wis 10, Cha 9
Skills: ---
Feats: ---
Environment: Any plains, forests, marshes
Organization: Solitary, Pair, or Bunch (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

The sirenflower is a large, carnivorous fungus that has developed the disguise of looking like a normal plant. It captures prey by luring the prey toward its center, using scent and lights. The scents are similar to those near the plant, particularly fragrant flowers or rotting meats. The light is a pale glow, no brighter than a candle at best. The treasure of previous victims often lures the unwary and greedy into the trap as well.

Combat
The sirenflower does not actively attack, but waits until a creature ventures into it. Once a creature reaches the center of the plant, a web of branching arms and petals closes in, trapping the creature and slowly crushing it.
Sirenflowers are truly difficult to recognize from large-scale normal plants. A character who is unfamiliar with a sirenflower will notice something odd about the plant with a DC 20 Spot check. Characters familiar with sirenflowers only need to make a DC15 Spot check.

Petal Crush (Ex): If a target enters the same square as a sirenflower, the sirenflower may attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sirenflower has used its petals to hold the victim and may inflict 1d4+10 crushing damage each round the victim is held. In addition to crushing damage, the petals release an enzyme that digests the flesh of the victim, causing 1 point of acid damage every two rounds the victim is held.
If more than one victim is within the sirenflower when it closes, petal crush resolves normally, but the sirenflower takes a -2 penalty to its grapple checks for each victim beyond the first.
The victim can escape the sirenflower by winning a grapple check, succeeding on a DC 19 (Str based) Escape Artist check, or reducing the sirenflower to 0 hitpoints.

Persistant Weed (Ex): A sirenflower may only be permanently killed by inflicting 30 fire damage to its root. Otherwise, it will regrow in one to two weeks.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

05-17-06, 03:13 PM
:)
Hugin

05-17-06, 05:12 PM
Keep up the tremendous work, TDA! Your consistant drive to get these done is very impressive. A huge thank-you from me! :bow:
Traianus Decius Aureus

05-18-06, 03:24 PM
Thanks, Hugin!

**************************************** ********

Skunk, Normal
DMR2 96
Tiny Animal
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0 /-11
Attack: Bite -1 melee (1d3 -3)
Full Attack: Bite -1 melee (1d3 -3)
Space/Reach: 2-1/2 ft./ 0 ft.
Special Attacks: Musk spray
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will -1
Abilities: Str 4, Dex 16, Con 12, Int 2, Wis 8, Cha 5
Skills: Hide +11, Listen +4, Spot +3
Feats: Alertness
Environment: Any forests
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Tiny); 3-4 HD (Small)
Level Adjustment: -

Skunks are scavenging omnivores which live in woodlands. These creatures are poor at fighting, but have a particularly effective defense which deters all but the most determined attackers- a foul musk that smells hidious, permeates the victims' clothing, skin, and hair, and is particularly difficult to get rid of. As a result, most creatures just tend to leave skunks alone.

Combat
Skunks are normally not aggressive. If threatened, the skunk ostentatiously turns its back on its adversary and, if the other does not back away, squirts a cloud of its foulsmelling musk toward its victims. It will only bite as a last resort, and if it can't flee.

Musk Spray (Ex): As a full round action, a skunk may shoot a 15' cone of musk at its foes. Every creature within the cone must make a DC 12 Fortitude save (Con based) or be nauseated for 2d6+6 rounds. Creatures that make their save are still sickened for 2d6+6 rounds.
In addition, any victim within the cone suffers a -8 penalty to Charisma based skill checks and NPC reaction checks. This penalty lasts until the victim and all its items are thoroughly washed, after which the penalty drops to -2 for the next 1d4 days.
A skunk may use this ability up to 5 times per day.
Ivid

05-19-06, 02:57 AM
:evillaugh My gaming group will never forget that one... :plotting:
Traianus Decius Aureus

05-19-06, 04:08 PM
Giant Skunk
DMR2 96
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+1
Attack: Bite +1 melee (1d6 -1)
Full Attack: Bite +1 melee (1d6 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Musk spray
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +0
Abilities: Str 8, Dex 14, Con 14, Int 2, Wis 8, Cha 5
Skills: Listen +4, Spot +4
Feats: Alertness, Toughness
Environment: Any forests
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

Other than its larger size, a giant skunk is identical to the normal variety.

Combat
While slightly more aggressive in the defense of its territory, a giant skunk's first reaction is to spray its foes with its musk. They will flee if possible when clearly threatened, and will bite only as a last resort.

Musk Spray (Ex): As a full round action, a giant skunk may shoot a 50' cone of musk at its foes. Every creature within the cone must make a DC 13 Fortitude save (Con based) or be nauseated for 2d10+10 rounds. Creatures that make their save are still sickened for 2d10+10 rounds.
In addition, any victim within the cone suffers a -8 penalty to Charisma based skill checks and NPC reaction checks. This penalty lasts until the victim and all its items are thoroughly washed, after which the penalty drops to -2 for the next 1d4 days.
A giant skunk may use this ability up to 5 times per day.
Hugin

05-19-06, 04:52 PM
:evillaugh My gaming group will never forget that one... :plotting:
If you're refering to the skunk, I can beleive it! One of our PCs has been sprayed by a skunk on three seperate occasions - each a result of player choices and bad luck. (Lesson: do not jump into a rustling bush! ;) )
Traianus Decius Aureus

05-19-06, 05:02 PM
If you're refering to the skunk, I can beleive it! One of our PCs has been sprayed by a skunk on three seperate occasions - each a result of player choices and bad luck. (Lesson: do not jump into a rustling bush! ;) )

One wizard in our group had a big, big prank played on him in a halfling village a long time ago. In the spirit of accepting the prank with grace and dignity, he researched how to create a gargantuan skunk, and two years later unleashed it on the village. Needless to say, the halflings weren't too happy about that. :P
vgeisz

05-19-06, 08:15 PM
No big hurry just as soon as you get to them. They are a unique Mystaran Critter. Thanks alot and keep up the wonderful work
Vern
Ivid

05-20-06, 05:31 AM
Hehehe... :D My party is just travelling through the Northern Marches and fighting through the Temple of the Id Monster (Blackmoor). They have already met with a dire rabbit and soem griffons, and a very mean mage has forced them to retrieve a valuable gem from the Temple... And now I'll let a giant skunk loose on them! Jay! :D :D :D
Traianus Decius Aureus

05-22-06, 03:10 PM
Rock Rattler, Normal
DMR2 97
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), climb 15 ft. (3 squares), swim 15 ft. (3 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0 /-12
Attack: Bite +6 melee (1d2 -4)
Full Attack: Bite +6 melee (1d2 -4)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 3, Dex 18, Con 12, Int 1, Wis 12, Cha 2
Skills: Balance +12, Climb +13, Hide +16, Listen +6, Spot +6, Swim +13
Feats: Weapon Finesse
Environment: Any mountains
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

This 2ft long grey colored snake is found only in the mountains. It typically ambushes its prey by hiding amid the rocks and crags of the mountainside. Because of this they can be dangerous to those passing through maountainous areas.

Combat
Rock rattlers normally are non-aggressive to anything man-sized or larger, although they are foul-tempered if disturbed or startled. If disturbed while hunting or in its lair, a rock rattler will snap at the trespasser regardless of size.

Poison (Ex): A rock rattler has a poisonous bite that deals initial and secondary damage of 1d4 Con if the victim fails a DC 12 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a rock rattler to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rock rattlers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A rock rattler can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A rock rattler 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.
Traianus Decius Aureus

05-23-06, 03:14 PM
Rock Rattler, Giant
DMR2 97
Huge Animal
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), climb 15 ft. (3 squares), swim 15 ft. (3 squares)
Armor Class: 11 (-2 size, +1 Dex, +2 natural), touch 9, flat-footed 10
Base Attack/Grapple: +6/+20
Attack: Bite +11 melee (1d8 +8 plus poison)
Full Attack: Bite +11 melee (1d8 +8 plus poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Rattle, poison
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 12, Con 14, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +15, Hide -3, Listen +11, Spot +11, Swim +15
Feats: Alertness, Weapon Focus (Bite), Weapon Specialization (Bite)
Environment: Any mountains
Organization: Solitary, or Pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

This large, 30ft long snake, is gray with a red-and-black diamond pattern running along its back. Its tail is tipped with a large scaly rattle, the sound of which is very unnerving.

Combat
Although much larger than the normal rock rattler, the giant variety tends to be non-aggressive and prefers to scare away any foes it encounters. If it cannot scare a foe away, it attacks with a poisonous bite.

Rattle (Ex): As a move action, a giant rock rattler may "rattle" its tail. Any creature within 50ft that hears the rattle must make a DC 14 (Cha based, +4 racial bonus) Will save or become frightened for 2d4 rounds. This is a sonic, fear effect.

Poison (Ex): A rock rattler has a poisonous bite that deals initial and secondary damage of 2d4 Con if the victim fails a DC 16 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a rock rattler to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rock rattlers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A rock rattler can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A rock rattler 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.
Traianus Decius Aureus

05-24-06, 02:23 PM
Sand Spider, Giant
DMR2 100, CoM
Medium Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), burrow 5 ft. (1 square), climb 20 ft. (4 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +4 melee (1d6 +1 plus poison)
Full Attack: Bite +4 melee (1d6 +1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., tremorsense 60ft.
Saves: Fort +5, Ref +3, Will +0
Abilities: Str 13, Dex 17, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +15, Jump +7, Spot +10
Feats: Weapon Finesse
Environment: Warm deserts, underground
Organization: Solitary, or Colony (2-5)
Challenge Rating: 1
Treasure: Half Standard
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Sand spiders are carnivorous creatures six feet long. They are beige with an orange-and-black blotch on their stomachs. They inhabit desert and barren regions, living in underground burrows, usually near rocky structures or stones. Pyramids, large statues, rocky crags, and paved roads are among the sand spiders prefered sites.
Sand spiders do not build webs to trap prey. Instead, they burrow just below the surface of the ground, and then burst out to attack prey as it passes overhead.

Combat
Sand spiders are very aggressive predators, and are capable ambushers. If attacking from an ambush, a sand spider will attack anything, even creatures larger than it. Its poison is not deadly, but does cause paralysis.

Poison (Ex): Any creature bitten by a giant sand spider must make a fortitude save vs DC 13 (Con based) or be paralyzed for 1d4+4 hours.

Tremorsense (Ex): A giant sand spider is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60ft.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

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

05-26-06, 04:25 PM
Shroud Spider, Giant
B10 56, DMR2 100
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +5/+6
Attack: Bite +9 melee (1d10 +1 plus poison) or web strand +9 ranged touch (see below)
Full Attack: Bite +9 melee (1d10 +1 plus poison) or web strand +9 ranged touch (see below)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death shroud, poison, web strand
Special Qualities: DR 10/silver or magic, Darkvision 60ft., death's glow, low-light vision, tremorsense 60ft.
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 13, Dex 19, Con 12, Int 4, Wis 14, Cha 6
Skills: Balance +5, Climb +10, Hide +13, Jump +5, Listen +4, Move Silently +5, Spot +13, Survival +3
Feats: Alertness, Weapon Finesse
Environment: Any forests, underground
Organization: Solitary, or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

Shroud spiders are six feet long and black all over except for their eyes, which produce an eerie, faint blue glow. These magical creatures are intelligent and very evil.

Combat
Shroud spiders prefer ambushes that trick victims into web traps to outright combat. If the traps do not work, they will stay at a distance shooting web strands in order to paralyze foes. Only if forced will they engage in melee combat with their poisonous bite. Paralyzed foes are wrapped in the Death Shroud and put in a food store for later consumption.

Death Shroud (Ex): As a full round action, a shoud spider may begin to wrap a paralyzed character ina shroud of its webbing. It takes 3 rounds to complete the shroud. Any victim wrapped in this manner is paralyzed until removed from the shroud. The shroud keeps the victim fresh and alive for the spider to eat later. If a victim is removed from the shroud, its paralysis will disappear in 2d12 minutes.

Poison (Ex): Any creature bitten by a giant shroud spider must make a fortitude save vs DC 13 (Con based) or be paralyzed for 2d4x10 minutes.

Web Strand (Ex): A giant shroud spider's web is not as sticky as normal spider webs, but rather is infused with a paralytic agent. Any creature coming into contact with a fresh web (less than 24 hours old) must make a DC 13 (Con based) Fortitude save or by paralyzed. This paralysis lasts as long as the victim is in contact with the web and for 2 rounds after contact has ended.
In addition, a shroud spider may shoot a web strand at a foe as a ranged touch attack (10ft range increment). Those hit must make a DC 13 (Con based) Fortitude save or be paralyzed for 2d4 rounds.

Death's Glow (Su): A shroud spider's eyes glow with a faint, blue light. This glow is visible up to 50ft away.

Tremorsense (Ex): A giant shroud spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

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

05-26-06, 07:19 PM
ok here is my first conversion
Dragon, Pocket
Tiny Dragon
CR:2
Hit Dice: 2d12+2
Initiative: +6(+2 Dex. +4 Improved Iniative)
Speed: 15ft., Fly 60 ft. (good)
Armor Class: 18 (+2 Size, +2 Dex, +4 Natural), Touch 14, Flat Footed 16
Base Attack/Grapple: +2/-8
Attack: Bite +4 melee (1d3-2 plus venom)
Full Attack: +4 melee (1d3-2 plus venom)
Space/Reach: 2-1/2 ft./0ft.
Special Attacks: Venom
Dragon Traits: Immunity to magic sleep effects and paralysis effects
Special Qualities: Blindsense 60ft, darkvision 60 ft., dragon traits, low-light vision, spell resistance 19
Saves: Fort +4 Ref +5 Will +4
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 12
Skills: Diplomacy +2, Hide +16, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks), Knowledge (Arcana) +6, and Knowledge (the Planes) +6.
Feats: Weapon Finesse (Bite), Improved Initiative (B)
Environment: Any
Organization: Solitary, Pair, or Group
Treasure: Standard
Alignment: Neutral
Advancement: None
Level Adjustment: +3
This creature is a 3 ft long lizard that resembles a green dragon.
These small dragons are usually found resting on a small pile of treasure and other shiny objects. It is lazy and peaceful by nature, feeding on insects and plants and rarely attacking larger creatures unless it is angered The creature shares with dragons a love of hoarding treasures, but its sense of value is not as fine as its larger cousins; its treasure often consists of broken glass and other shiny trinkets.
Some dragons commit grave mistakes during their life on the Prime Plane. Such errors in judgment normally cause a dragon to become renegade. Dragon rulers occasionally allow a dragon a last chance to atone for its deeds and learn a further lesson in draconic life. This often leads the dragon to be reincarnated as a pocket dragon hatchling. If the dragon learns the reasons for its reincarnation and accomplishes a particular mission, it will be accepted as a dragon soul upon its death. Otherwise, the dragon’s soul is forever destroyed
Combat
A pocket dragon prefers to run from combat but if it cannot run away it will use its bite to incapacitate its foe so it can escape.
Venom (Ex): A Pocket Dragon has no breath weapon but its bite carries a venom. Unless the victim makes a successful Fort save vs DC12 (Con based), he suffers primary and secondary damage of 1d4 to both Con and Str.
Blindsense (Ex): A pocket dragon can locate creatures within 60 feet by nonvisual mean (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponent the pocket dragon can’t actually see still have total concealment against the pocket dragon.
Dragon Traits: Immunity to magic sleep effects and paralysis effects
Feats: Pocket dragons have the weapon finesse (Bite) feat and are extremely quick and alert so have the improved initiative feat as a bonus feat.

please give me your feelings on this
it is basically a pseudodragon modified to the pocket dragon
:D
Traianus Decius Aureus

05-30-06, 03:15 PM
ok here is my first conversion
Dragon, Pocket
Tiny Dragon
Hit Dice: 2d12+2
Initiative: +2
Speed: 15ft., Fly 60 ft. (good)
Armor Class: 18 (+2 Size, +2 Dex, +4 Natural), Touch 14, Flat Footed 16
Base Attack/Grapple: +2/-8
Attack: Bite +4 melee (1d3 plus venom)
Full Attack: +4 melee (1d3 plus venom)
Space/Reach: 2-1/2 ft. /2ft. /0ft. (5 ft with tail)
Special Attacks: Venom
Special Qualities: Blindsense 60ft, darkvision 60 ft., immune to sleep and paralysis, low-light vision, spell resistance 19
Saves: Fort +4 Ref +5 Will +4
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 12
Skills: Diplomacy +2, Hide +16, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)
Feats: Improved Initiative
Environment: Any
Organization: Solitary, Pair, or Group
Treasure: Standard
Alignment: Neutral
Advancement: None
Level Adjustment: +3
This creature is a 3 ft long lizard that resembles a green dragon.
These small dragons are usually found resting on a small pile of treasure and other shiny objects. It is lazy and peaceful by nature, feeding on insects and plants and rarely attacking larger creatures unless it is angered The creature shares with dragons a love of hoarding treasures, but its sense of value is not as fine as its larger cousins; its treasure often consists of broken glass and other shiny trinkets.
Some dragons commit grave mistakes during their life on the Prime Plane. Such errors in judgment normally cause a dragon to become renegade. Dragon rulers occasionally allow a dragon a last chance to atone for its deeds and learn a further lesson in draconic life. This often leads the dragon to be reincarnated as a pocket dragon hatchling. If the dragon learns the reasons for its reincarnation and accomplishes a particular mission, it will be accepted as a dragon soul upon its death. Otherwise, the dragon’s soul is forever destroyed
Combat
A pocket dragon prefers to run from combat but if it cannot run away it will use its bite to incapacitate its foe so it can escape.
Venom (Ex): It has no breath weapon but its bite carries a venom that lowers both the saving throws and to hit rolls by 2 unless the victim makes a successful Fort save. A heal spell cures this effect.
Blindsense (Ex): A pocket dragon can locate creatures within 60 feet by nonvisual mean (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponent the pocket dragon can’t actually see still have total concealment against the pocket dragon.
Feats: Pocket dragons are extremely quick and alert so have the improved initiative feat.

please give me your feelings on this
it is basically a pseudodragon modified to the pocket dragon
:D

A couple of suggested edits bring it in line with "3Espeak"

First, since they are based on creature type, I would wrap up the immunities to sleep and paralysis into:
Dragon Traits: Immunity to magic sleep effects and paralysis effects.

Initiative should be +6 (+2 Dex, +4 Improved Init.)

I think the modifier for the Bite attack is incorrect... Shouldn't it be +2 (+2 BAB, +2 size and -2 for Strength)? If you gave it Weapon Finesse, you could get it back to +4. In that case, make Improved Initiative a bonus feat.

Bite damage should be 1d3-2 plus venom

My suggestion for Venom:
Venom (Ex): A Pocket Dragon has no breath weapon but its bite carries a venom. Unless the victim makes a successful Fort save vs DC12 (Con based), he suffers primary and secondary damage of 1d4 to both Con and Str.

If the pocket dragon has any racial skill boni, they should be listed. Based on their lore, I might consider giving them some skill in Knowledge (Arcana) {in which knowledge of draconic things falls} or Knowledge (Planes).

Is Space/Reach supposed to be 2-1/2ft/ 0ft (5ft with tail)? Since the tail doesn't have an attack, I would drop the 5ft reach note on the tail.

How many are in a Group?
What is your CR? I think would put it at 1 right now, maybe even a 2 (definitely if you give it Weapon Finesse).

Hope this was helpful, I think you have a very solid start.
Traianus Decius Aureus

05-30-06, 04:36 PM
Huge Wood Spider
DMR2 101
Small Vermin
Hit Dice: 1d8+3 (7 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Bite +3 melee (1d6 -1 plus poison)
Full Attack: Bite +3 melee (1d6 -1 plus poison)
Space/Reach: 5 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con 16, Int -, Wis 12, Cha 2
Skills: Climb +15, Hide +15, Jump +12, Listen +3, Move Silently +3, Spot +11
Feats: Weapon Finesse
Environment: Any forests
Organization: Solitary, Pair, Brood (2-5), or Nest (5-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Huge wood spiders live in areas of dark, tangled woodlands. These spiders are three feet long, have long legs, and are green with irregular brown stripes. These allow them to blend in with the surrounding foliage. They have sticky pads on their feet which they use to cling to the sides of trees and even the undersides of branches. While searching for prey, huge wood spiders lurk in the branches of trees, waiting to leap down on any passing creature.
Their bite delivers a mild poison which inflicts an additional damage and makes the sluggish. Wood imps use these spiders as mounts and extract their poison to envenom weapons.
Only wood imps can control the spiders enough to get them to secrete the venom, and venom cannot be extracted from a dead spider.

Combat
Wood spiders favor ambush tactics, and will leap at foes they ambush. While they will attack anything, they will quickly flee if overmatched.

Poison (Ex): Any creature bitten by a huge wood spider must make a Fortitude save vs DC14 (Con based) or be poisoned. Wood spider venom causes 1d4 Con and Dex damage initially, and 1d6 Dex secondary damage.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: Huge wood spiders have a +8 racial bonus on Hide and Spot, a +12 racial bonus on Climb and Jump checks. A sand spider can always choose to take 10 on Climb checks, even if rushed or threatened. Sand spiders use either their Strength or Dexterity modifiers for Climb checks, whichever is higher.

Carrying Capacity: A huge wood spider can carry 26 lb. or less as a light load, 27–53 lb. as a medium load and 54–80 lb. as a heavy load.
vgeisz

05-30-06, 05:59 PM
ok the edit is made but why would it gain bonuses to knowledge checks the pocket dragon is a punishment. your input is very welcome.
Vern
Traianus Decius Aureus

05-30-06, 06:10 PM
ok the edit is made but why would it gain bonuses to knowledge checks the pocket dragon is a punishment. your input is very welcome.
Vern

The Knowledge skills are spent ranks, not bonuses. My reason for the suggestion is that while they are being punished, they are aware of rare or uncommon knowledge about dragonkind and the planes. How much is certainly open to intrepretation, but I believe once reincarnated, they do possess some awareness of their situation. Its up to you however.

Few corrections:
Space/Reach: 2-1/2 ft./0ft.
Special Attacks: Venom
Special Qualities: Blindsense 60ft, darkvision 60 ft., dragon traits, low-light vision, spell resistance 19
Feats: Weapon Finesse (Bite), Improved Initiative (B)

This should be located under the combat section with the other special attacks/qualities:
Dragon Traits: Immunity to magic sleep effects and paralysis effects
vgeisz

05-30-06, 09:21 PM
ok that makes sense. the new edit is done
Vern
Gazza555

05-31-06, 03:51 AM
Sirenflower
...
Space/Reach: 10 ft. /5 ft. (May only attack creatures occupying the same squares as it)

Only saw this when I was formatting it. Should the fact that it can only attack creatures in its square imply a reach of 0 feet :confused:

Regards
Gary
Traianus Decius Aureus

05-31-06, 09:04 AM
Only saw this when I was formatting it. Should the fact that it can only attack creatures in its square imply a reach of 0 feet :confused:

Regards
Gary

You're right, should be 10ft/0 ft. Sometimes I move too quickly through the stat block... :embarrass
Traianus Decius Aureus

05-31-06, 02:54 PM
Strangleweed
DMR2 103
Large Plant
Hit Dice: 12d8+15 (69 hp)
Initiative: +2 (+2 Dex)
Speed: 0 ft. (0 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +9/+18
Attack: Vines +13 melee (0- see below)
Full Attack: Vines +13 melee (0- see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, improved grab, living shield
Special Qualities: Low-light vision, plant traits
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 20, Dex 14, Con 12, Int 1, Wis 2, Cha 2
Skills: Hide +13, Listen +2, Spot +2
Feats: Alertness, Die Hard, Endurance, Iron Will, Toughness
Environment: Any aquatic
Organization: Cluster (2-5)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

Strangleweed looks like normal seaweed, but if any creature comes within 10 feet of this carnivorous plant, it will reach out to grab it. While strangleweed can be found in any aquatic area, it is most dangerous in shallower, coastal areas where potential victims may not be able to (or not be prepared to) breathe underwater.
Strangleweed consumes its victims by digesting them through its leaves. Its treasure is found on the seabed beneath it, buried amid the remains of previous meals.

Combat
Strangleweeds attack only when a foe is close by, and often gain surprise on their victims. Their vines do not directly cause damage, but are rather used to grapple victims. Once a foe is grappled, strangleweeds attempt to constrict it to death.

Constrict (Ex): A strangelweed deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.

Improved Grab (Ex): To use this ability, the strangleweed must hit a Medium-size or smaller opponent with its vine. If it gets a hold, it can constrict.

Living Shield (Ex): If the strangleweed is currently grappling a foe, any attack on the plant may hit the grappled foe. Anyone attacking the strangleweed must make a reflex save vs DC18 (Dex based). If failed, 1/2 of the normal damage is inflicted on the grappled victim; the other half damages the strangleweed.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: A strangleweed plant has a +8 racial bonus to all Hide checks made in its home environment.
Traianus Decius Aureus

06-01-06, 03:39 PM
I know its been done (albeit differently) in the MMII, but...

Water Weird (Mystaran)
DMR2 109
Medium Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: swim 20 ft. (4 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d2 +3)
Full Attack: Slam +5 melee (1d2 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: DR 10/bludgeoning, darkvision 60ft., disrupted not dead, elemental traits, frozen water, purified water, weird immunities
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 12, Con 12, Int 2, Wis 14, Cha 8
Skills: Hide +15, Listen +6, Spot +6, Swim +11
Feats: Alertness, Improved Initiative
Environment: Any aquatic
Organization: Solitary, or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A water weird is a magical creature made of water which lives in a pool or another body of water. It attacks all living things that disturb it, feeding on the life forces of its victims in an unknown way.
Water weirds can appear in different shapes, however they most often appear in a snake-like form. Regardless of shape, their attacks and abilities are the same. Water weirds can be found in virtually any body of water, from a large puddle to the ocean.

Combat
It takes a water weird two rounds to create its form, and it will try to do this secretly once it is aware of potential victims.
Once formed, it will attack the closest target, and attempt to grapple it and drag it underwater to drown. It will not attack other creatures until its first target is dead.
If hard pressed, a water weird will flee to the bottom or dark corner of its home (assuming the body of water is large enough).

Improved Grab (Ex): To use this ability, the water weird must hit a Medium-size or smaller opponent with its slam attack. If it gets a hold, the water weird may inflict slam damage automatically each round and it will attempt to drag the victim underwater. Unless the victim can breathe underwater, it is at risk for drowning.

Damage Reduction (Su): A water weird has damage reduction of 10/bludgeoning

Disrupted not Dead (Su): A water weird reduced to 0 hp merges back into its watery home and is not dead. It may reform at full hitpoints in 2d4 rounds.

Frozen Water (Ex): A water weird hit by any cold attack, spell, or spell-like ability is slowed for 2d6 rounds.

Purified Water (Ex): A water weird is instantly slain if a Purify Food and Drink or Bless Water spell is cast upon them.

Wierd Immunities (Ex): Water weirds suffer only 50% damage from fire attacks. Should the attack allow a saving throw, the water weird suffers no damage from the attack if the saving throw is sucessful.
Water weirds are 100% immune to electrical and acid damage.

Water Subtype (Ex): Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.

Skills: A water weird gains a +8 racial bonus to any swim check. It may always 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. A water weird also has a +12 racial bonus to all Hide skill checks.
Hugin

06-01-06, 07:06 PM
I know its been done (albeit differently) in the MMII, but...

Water Weird (Mystaran)
Just because it was done 'officially' doesn't mean it was done 'right'! ;) lol
It's still good to have the Mystaran interpretation of this creature.
BOZ

06-01-06, 09:18 PM
Just because it was done 'officially' doesn't mean it was done 'right'! ;) lol

absolutely!
Traianus Decius Aureus

06-05-06, 03:34 PM
Whipweed
DMR2 110
Large Plant
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (+2 Dex)
Speed: 5 ft. (1 square)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+11
Attack: Stalk +7 melee (1d4 +1+1d8 acid plus entanglement)
Full Attack: 2 Stalks +7 melee (1d4 +1 +1d8 acid plus entanglement)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Death frenzy, Entanglement
Special Qualities: Low-light vision, plant traits
Saves: Fort +7, Ref +4, Will -2
Abilities: Str 13, Dex 14, Con 12, Int 1, Wis 2, Cha 4
Skills: Hide +10, Listen +3, Spot +3
Feats: Alertness, Combat Reflexes, Weapon Finesse
Environment: Any land
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This strange plant has two thin, whip-like stalks growing from a roughly spherical, gourd-like base. The stalks are light green in color, with thin yellowish stripes running up their centers. The base is a nondescript brown with faint tan and cream-colored veinings. In fully grown specimens, the stalks measure up to 15 feet long, and the base is about three feet in diameter, with many short, tough roots sprouting from underneath. In fact, the whipweed is able to control these roots and may withdraw them from the earth in order to move around, albeit very slowly.

Combat
The plant will attack anything that moves within the range of its stalks, each one striking and attacking different targets if two or more creatures are within range. Once hit, the victim suffers damage from the highly acidic sap secreted by the stalks in addition to normal damage and may also be entangled.
Each stalk may be severed it suffers 17 points of damage. If one or both of the stalks is destroyed, the base is not affected, and will regrow damaged stalks in 1d4+1 days. If the base is destroyed, the whipweed dies.

Death Frenzy (Ex): If a whipweed is killed and the stalks are still intact, each stalk whips around wildly and can make up to three attacks against a foe. These attacks receive a +2 bonus to hit and cause 1d6 damage per hit (although no acid damage and entanglement occurs).

Entanglement (Ex): If the whipweed hits a target with its stalk, the target must make a Reflex save vs DC 15 (Dex based) or become entangled. An entangled victim cannot move or take any action that requires physical movement. An entangled creature suffers 1d8 acid damage each round it is entangled.
The creature can break free and move half its normal speed the next round by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. Once a stalk has entangled a foe, it cannot attack again until the victim is released, breaks free or dies.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: A whipweed plant has a +12 racial bonus to all Hide checks.
Traianus Decius Aureus

06-06-06, 03:15 PM
Winged Warrior
DMR2 112
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares), fly 60 ft. (average) (can't run)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Wing +3 melee (1d6 +2)
Full Attack: 2 Wing +3 melee (1d6 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, DR 5/bludgeoning, darkvision 60ft., immunity to rays, low-light vision, silver wings
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 15, Dex 13, Con -, Int 3, Wis 14, Cha 1
Skills: Listen +5, Spot +6
Feats: Alertness
Environment: Any land
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

A winged warrior is a specifically modified form of crystal living statue, enabled to fly because of a permanent fly spell used in its creation. The flying ability of a winged warrior enables it to protect large open areas.
Although the body of a winged warrior is made of crystal, its wings are usually made of a polished, silvery metal. These are attached along its arms from wrist to armpit and extend down the sides of its body to its waist, so that the winged warrior flies with its arms extended. The wings of this construct are often engraved and decorated to look like a real bird's wings.
The creature has little more than animal intelligence, although it can follow simple instructions given to it by its creator. It continues to follow those instructions until it receives new ones.
The most common duty for a winged warrior is to patrol large areas. Usually they are instructed to attack all creatures of a specific type entering the area. Sometimes a winged warrior is instructed to recognize a password which allows others to enter the area it guards. In this case the warrior may be created with the ability to speak.

Combat
A winged warrior must land to fight. It cannot fight in midair because its weapons are the razor-sharp edges of its metal wings. A winged warrior usually swings its arm backhanded, causing a powerful slashing blow. The monster can attack with both wings in a single round. A winged warrior never carries weapons of any type, using only its wings.
The level of aggressiveness in a winged warrior is entirely dependant upon its orders.

Damage Reduction (Su): A winged warrior has damage reduction of 5/bludgeoning.

Immunity to Rays (Ex): Winged warriors are immune to any spells delivered as a ray, beam, or bolt, including lightning bolt.

Silver Wings (Ex): A winged warrior's wing attack count as silver for the purpose of bypassing Damage Reduction.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
A winged warrior is sculpted from a large mass of quartz, requiring two months of work and a successful Craft (gemcutting) check at DC 14, and a large amount of high quality silver- adding another two weeks of work and a sucessful Craft (sculpture) chech at DC 14. The price is 20,000. The statue costs 10,650 gp to create, including 300 gp for the quartz (which must be free from flaws and cracks) and 1000gp for the pure silver. The final ritual must be performed by a spellcaster of at least 9th level (arcane) with the Craft Construct feat. Completing the ritual drains 748 XP from the creator and requires suggestion, charm person, fabricate, fly, and dominate person.
silversai

06-06-06, 03:54 PM
Just wanted to give you thumbs up on this thread.......
Gazza555

06-07-06, 04:28 AM
Winged Warrior
...
Very nice, I would, however, add something like:

Silver Wings (Ex): A winged warrior's wing attack count as silver for the purpose of bypassing Damage Reduction.

One thing though, IMHO, the Craft Construct feat is more appropriate than Craft Wondrous Item. It's hidden in the monster feats (http://www.wizards.com/d20/files/v35/MonsterFeats.rtf) document. Although it does, itself, require Craft Wondrous Item as Well as Craft Magic Arms and Armor. :(

Regards
Gary
Traianus Decius Aureus

06-07-06, 09:08 AM
Very nice, I would, however, add something like:

Silver Wings (Ex): A winged warrior's wing attack count as silver for the purpose of bypassing Damage Reduction.

One thing though, IMHO, the Craft Construct feat is more appropriate than Craft Wondrous Item. It's hidden in the monster feats (http://www.wizards.com/d20/files/v35/MonsterFeats.rtf) document. Although it does, itself, require Craft Wondrous Item as Well as Craft Magic Arms and Armor. :(

Regards
Gary

Excellent ideas, Gary! Changes and additions have been made :)
Traianus Decius Aureus

06-07-06, 03:38 PM
Wychglow
DMR2 113
Tiny Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +7 (+7 Dex)
Speed: fly 60 ft. (perfect)
Armor Class: 19 (+2 size, +7 Dex), touch 19, flat-footed 12
Base Attack/Grapple: +3/-9
Attack: Lightning strike +12 ranged touch (See Below)
Full Attack: Lightning strike +12 ranged touch (See Below)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Lightning strike
Special Qualities: Damage reduction 10/magic or cold iron, electrical immunity, flight, low-light vision, metalsense, natural invisibilty, partial fire immunity
Saves: Fort +3, Ref +12, Will +6
Abilities: Str 3, Dex 24, Con 12, Int 15, Wis 13, Cha 16
Skills: Balance +17, Disguise +7, Hide +15, Listen +14, Move Silently +20, Search +15, Spot +14, Survival +6
Feats: Dodge, Hover, Mobility
Environment: Any land,underground
Organization: Solitary, Pair, or String (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 7-12 HD (Tiny); 13-18 HD (Small)
Level Adjustment: -

Wychglows are balls of eerie light (one to three ft in diameter) that appear only at night or in dark underground caverns. They will often try to appear as normal light sources if glowing, otherwise they may extinguish their glow to hide better.
They are attracted to metallic objects, and will attack creatures in order to obtain them. The bigger the metallic object, the more attracted a wychglow is to it. Plate armor, metal shields and metal swords are natural foci for its attention. A wychglow craves metals since it feeds on electrochemical energy, which can be drain from most metals. This feeding process takes hours, even days, and ultimately turns the metal into a fine, chalky dust.

Combat
A wychglow will attack anything nearby that has metal on it. It will attack those carrying the most metal first. If hurt badly, a wychglow will flee, but may stalk the victims in order to attack again when the victims have let their guard down.

Lightning Strike (Ex): Each round, a wychglow may make a lightning strike as a ranged touch attack against any creature within 30ft. Each strike does 1d10 electrical damage. Victims in metallic armor are allowed a Reflex save vs DC 19 (Con based, +5 racial bonus) for half damage. Victims in non-metallic armor or clothes are allowed a Reflex save vs DC 14 (Con based). If successful, they suffer no damage.

Damage Reduction (Su): A wychglow has damage reduction of 10/magic or cold iron.

Electrical Immunity (Ex): A wychglow has 100% immunity to electrical damage.

Flight (Ex): A wychglow can cease or resume flight as a free action.

Metalsense (Su): As a standard action, a wychglow can detect the direction, relative quantity, and quality of any metal within 120ft of its location.

Natural Invisibility (Ex): A wychglow can extinguish its glow at will, effectively becoming invisible as the spell.

Partial Fire Immunity (Ex): A wychglow has 90% immunity to all fire damage.
vgeisz

06-09-06, 04:07 PM
Dude i don't know how you keep them coming but please do. All Hail Traianus!!
Vern
Traianus Decius Aureus

06-09-06, 04:22 PM
Wychlamp
DMR2 114, GAZ8
Diminutive Fey (Extraplanar)
Hit Dice: 3d6+3 (13 hp)
Initiative: +7 (+7 Dex)
Speed: fly 70 ft. (perfect)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: +1/-16
Attack: Electrical spark +12 melee touch (See Below)
Full Attack: Electrical spark +12 melee touch (See Below)
Space/Reach: 1 ft./0 ft.
Special Attacks: Electrical spark
Special Qualities: DR 5/cold iron, electrical biofeedback, energy drain vulnerability, flight, low-light vision, magebane, magicsense, natural invisibility, wychlamp immunities
Saves: Fort +2, Ref +10, Will +3
Abilities: Str 1, Dex 25, Con 13, Int 10, Wis 11, Cha 22
Skills: Hide +20, Listen +9, Move Silently +15, Search +9, Spot +9
Feats: Dodge, Hover (B), Weapon Finesse
Environment: Any land; Energy-dominant Planes
Organization: Solitary, Pair, or String (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Diminutive); 7-9 HD (Tiny)
Level Adjustment: -

A wychlamp is a small (up to nine inches across) ball of glowing light. Wychlamps are composed largely of energy, although they have wispy, spiderweb-like skeletons of geometrical symmetry and translucent-to-invisible aspect. These strange creatures seem to wander aimlessly, drifting by natural levitation, and seem attracted to any nearby use of magic. They come from planes dominated by the Sphere of Energy. They do not communicate, and they are little understood.
Much sought after by those who would slay mages, wychlamps have the unusual property of causing any magic within 20ft. of them to go awry- a ring of captive wychlamps around a fighter is an effective defense against mages.

Combat
Wychlamps are not overly aggressive, but will respond if threatened. They may attempt to hide if greatly outnumbered.

Electrical Spark (Ex): If the wychlamp hits a target with a touch attack, it inflicts 1d4 electrical damge to the target and the target must make a Fortitude save vs DC 17 (Cha based) or be slowed for 1 round.

Damage Reduction (Su): A wychlamp has damage reduction of 5/cold iron.

Electrical Biofeedback (Ex): In addition to having 100% immunity to electricity, a wychlamp is healed by electricity at the rate of 1 hp per 2 hp of electrical damage that would have been inflicted. The wychlamp does not gain more hp than it normally has, and any additional hp healed is lost.

Energy Drain Vulnerability (Ex): A wychlamp that is energy drained by an undead creature is instantly killed. Energy drains from other sources resolve normally.

Flight (Ex): A wychlamp can cease or resume flight as a free action.

Magebane (Ex): Wychlamps wreak havoc on magic, spells and spellcasting near them. This special quality affects any spellcasting and spell-like ability, whether from a caster or magic item. The exact affects are a follows:
- Spells and spell-like abilities used within 20ft of a wychlamp that are aimed at targets (such as rays, magic missiles, bolts etc...) are deflected in a random direction if the caster fails a DC 21 (Cha based, +4 racial bonus) Concentration check.
-Area effect spells cast within 20ft of the wychlamp are altered as follows: Roll 1d6. On a 1 or 2, the spell's area doubles and damage is halved. On a 3 or 4, they are halved in area but doubled in damage. On a 5, the spell is nullified, and on a 6 the spell is unchanged.
-Other spells cast within 20ft of the wychlamp are altered as follows: Roll 1d6. On a 1 or 2, the spell is reflected back at the caster for full effect. On a 3 or 4, the spell's target or area of effect is randomly changed. On a 5, the spell's duration and/or effect is halved, and on a 6 the spell is unchanged.
-Any spell specifically targeting the wychlamp is reflected back at the caster (or wielder of the magic item) for full effect.
- If any affect of the magebane would be technically impossible, treat the result as a nullified spell.

Magicsense (Su): As a standard action, a wychlamp can detect the direction, type, and intensity of any magic within 70ft of its location.

Natural Invisibility (Ex): A wychlamp can extinguish its glow at will, effectively becoming invisible as the spell.

Wychlamp Immunities (Ex): A wychlamp has 100% immunity to fire, cold, and electricity, and is completely immune to all magic.
Traianus Decius Aureus

06-09-06, 04:31 PM
Dude i don't know how you keep them coming but please do. All Hail Traianus!!
Vern

Thanks!

The wychlamp brought me to the end of the DMR2- some of you are probably thinking "I know there were more monsters in there than what Jamie converted" Well the short answer is: you're right.

But... why use a small stat block and description when there are other, more detailed and more interesting resources available for those creatures for their conversions? Look for some of those critters in their full glory (or vileness) in the future. For now, I'll be hitting the remainder of the primary resources (with a few surprises here and there).

Have a great weekend!
Gazza555

06-10-06, 04:15 AM
Jamie

I've also added 'and do slashing damage' after 'as silver', so:

Silver Wings (Ex): A winged warrior's wing attack count as silver and do slashing damage for the purpose of bypassing Damage Reduction.

Regards
Gary
Traianus Decius Aureus

06-12-06, 02:39 PM
And with thanks to the Mystara Resource Trove...

Dragon Soul
Dragon 170
Diminutive Deathless (Extraplanar, Incorporeal)
Hit Dice: 1d12 (6 hp)
Initiative: +3 (+3 Dex)
Speed: fly 130 ft. (perfect)
Armor Class: 20 (+4 size, +3 Dex, +3 deflection), touch 20, flat-footed 17
Base Attack/Grapple: 0/-12
Attack: None
Full Attack: None
Space/Reach: 1 ft. /0 ft.
Special Attacks: group spellcasting
Special Qualities: Darkvision 60ft., immunity to turning, planar reach, telepathy, deathless traits
Saves: Fort +0, Ref +3, Will +5
Abilities: Str -, Dex 16, Con -, Int 15, Wis 16, Cha 16
Skills: Bluff +5, Diplomacy +5, Gather Information +5, Hide +15, Knowledge (arcana) +6, Knowledge (nobility) +4, Knowledge (the planes) +4, Listen +9, Sense Motive +5, Spot +9
Feats: Alertness
Environment: Draconic Planes
Organization: 1-400
Challenge Rating: 1/8
Treasure: None
Alignment: Any
Advancement: 2 HD (Diminutive); 3 HD (Tiny)
Level Adjustment: -

Dragon souls are the simple life forces of deceased dragons, each serving the dragon ruler of its alignment. Dragon souls appear in a variety of shapes and colors, ranging in size from a small apple to a large pumpkin. A dragon soul's appearance, based on its color in life, could be a translucent ball of golden light, a flickering red flame, a crackling node of blue lightning, a throbbing green haze, a billowing puff of white smoke, a gloomy shadow, etc.
Dragon souls can be found only in the region of their dragon ruler. Dragon souls communicate by telepathy. They have the ability to see and cast spells into the Prime Plane. Their primary uses are to provide the power and effects for living dragons' Ceremonies of Sublimation and Omens of Coming. The dragon souls also physically reach for a living dragon's life force and bind it to that of its suzerain, thereby generating dragon might. Their secondary function is to provide the power living dragons need to cast spells. Their least important function is to bring comfort to the dragon guardians and their rulers, or to act as their messengers, eyes, and ears. Dragon souls retain memory of their previous life until they are sent back to the Known World.

Combat
Dragon souls have no physical attack or defense. They do not fight unless no other option is available. When threatened, they flee, usually to the nearest immortal dragon guardian.

Group Spellcasting (Ex): Dragon souls, when grouped together can cast any divine or arcane spell of seventh level or less. For every ten dragon souls, the group can cast one spell level (10 souls can cast a 1st level spell, 70 can cast a seventh level spell). This casting is a full round action. After the spell is cast, the dragon souls involved must rest for 24 hours before being able to cast another spell.
Immunity to Turning (Ex): Unlike normal undead, dragon souls cannot be turned, destroyed, commanded, or rebuked by clerics.

Planar Reach (Ex): Dragon souls, as a full round action, may focus on a creature or location in the Prime Plane, and see and hear everything occuring in that spot at that moment. The dragon soul may watch as long as it maintains concentration. It may use this ability at will.
In addition, dragon souls may cast their spells into the Prime Plane by focusing for a full round on the desired target/location before casting the spell.

Telepathy (Su): A dragon soul can communicate telepathically with any other creature within 120ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.
Traianus Decius Aureus

06-13-06, 03:35 PM
Death Leech
AC9, CM2 26
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 8d12+3 (55 hp)
Initiative: +2 (+2 Dex)
Speed: 80 ft. (16 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee touch (1d4 +1 plus Draining Life)
Full Attack: Slam +5 melee touch (1d4 +1 plus Draining Life)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draining life, improved grab
Special Qualities: Amorphous, change shape, darkvision 60ft., living shield, undead traits
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 12, Dex 14, Con 0, Int 4, Wis 12, Cha 18
Skills: Bluff +10, Diplomacy +5, Disguise +10*, Forgery -1, Listen +6, Spot +6
Feats: Alertness, Decetiful, Toughness
Environment: Entropic Planes, Any land
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: -

In its natural form, a death leech looks like a large flat, translucent amoeba that shimmers with a variety of pale colours. Eight writhing, whip-like tendrils, each averaging 3 feet in length, extend from the sides of its body.
The death leech can change its form to appear as a number of lesser undead that have a physical form. A death leech which is killed while in an assumed form retains that form until touched. Then it crumples to its natural form and immediately rots away.
Death leeches are native to Entropic planes, and must be summoned onto the Prime. Death leeches often serve intelligent creatures of Chaos and Evil.

Combat
When it attacks, the death leech changes to its natural form as it advances, writhing horribly towards the intended victims. The death leech attacks by wrapping itself around its target, immobilising the unfortunate victim, and draining away its life.

Draining Life (Su): Any creature hit by the death leech's slam must make an immediate Fortitude save vs DC 18 (Cha based) or be paralyzed for 1 round and be drained of 1d6 Constitution. Creatures that make the save suffer 1d2 Constitution damage.

Improved Grab (Ex): To use this ability, a death leech must hit with its 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 automatically inflict slam damage the following round. Any creature grappled by the death leech receives a -4 penaly to its Draining Life save.

Amorphous (Ex): A death leech in its natural form, having no clear front or back, cannot be flanked.

Change Shape (Su): A death leech has the ability to assume the appearance of a vampire, wight, ghoul, ghast, zombie, or skeleton of small, medium or large size, but retains most of its own physical qualities. The leech can duplicate any equipment, armour, and clothing that the undead might have, although it cannot use any of it. A death leech cannot attack while in another form. Changing shape is a full-round action, and reverting to its natural form is a move-equilvalent action.

Living Shield (Ex): If the death leech is grappling a foe, it suffers only half damage from any attack upon it. The other half of the damge is inflicted upon its grappled foe.

Skills: A death leech has a +4 racial bonus on Bluff and Disguise skill checks. *When using its change shape ability, a death leech gets an additional +10 circumstance bonus on Disguise checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

06-14-06, 04:45 PM
Oard
CM6, AC9
Medium Humanoid (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 21 (+2 Dex, +9 Deflection), touch 21, flat-footed 19
Base Attack/Grapple: +5/+5
Attack: 3 Ray glove +8 ranged touch attack (1d6+1)
Full Attack: 3 Ray glove +8 ranged touch attack (1d6+1) or blaster tube (See Below) or fireball gem (See Below)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Cybernetics
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 10, Dex 14, Con 16, Int 16, Wis 11, Cha 7
Skills: Disguise +12, Gather Information +5, Intimidate +9, Knowledge (engineering) +15, Listen +7, Search +8, Sense Motive +2, Spot +7, Survival +5
Feats: Alertness, Point Blank Shot, Precise Shot
Environment: Any land
Organization: Solitary, Pair, Squad (5-20 + 1 3rd level director), Platoon (20-40 + 2 3rd level directors and 1 6th level commander), or Collective (60+ plus 1 3rd level director/ 20 oards, 1 6th level commander/40 oards and 1 12th level master)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +2

We are the Oard. Lower your weapons and surrender. We will add your biological and technological distinctiveness to our own. Your culture will adapt to serve us. Resistance is futile.

Oards are man-sized, time-travelling humanoid creatures from the future who derive their power from mundane technology and science. They are not born, but are grown in special breeding tanks. Furthermore, their bodies are only part flesh and blood, with the remainder being compsed of machinery, electronic circuits and so on. As a result, most oards are very similar in appearance. Their similarity is enhanced by the one-piece overalls which they wear.
Outside their own era, oards will usually he disgused as ordinary inhabitants by means of their image amulets (see below). They speak their own language, as well as common and any other local languages. Oards will quickly seek to control and dominate any surrounding cultures. These cultures either help serve the oards or are exterminated. In an alternate Prime, the Oards attempted several times to change history through time travel and the elimination of humans, elves and dwarves.

Combat
The Oard typically avoid unnecessary battles and will remain disguised to help achieve that end. The oard are tactically fierce opponents though, using their intelligence to shape the battlefield in order to give them advantages against their foes, and in many cases they will have devised intricate ambushes.
The oard use technological devices in combat. They are proficient with oard weaponry and equipment, but no other arms or armor. Typically, all oards carry a ray glove and wear a protection belt. Some oards also may have blaster tubes and fireball gems.

Cybernetics (Ex): All Oard have cybernetic implants that give them some resistance to mind-affecting spells and abiities. Oards are completely immune to all charms, complusions and ESP. They receive a +4 racial bonus to all Will saving throws against all other mind-affecting spells and abilities.

Skills: The Oard have a +4 racial bonus to all Knowledge (engineering) and Disguise skill checks. They have a +8 racial bonus to all Intimidate skill checks when not disguised.

Oards as Characters
An oard’s favored class is Expert. A few oards may have levels in fighter, rogue or warrior. Oards will never use any weapons or armor other than Oard equipment, regardless of whether or not class levels permit it. Oards are incapable of using magic of any type, and may not take levels in any class possessing spellcasting.

Oard Equipment
The Oard have a variety of technological equipment at their disposal. Non-oard cannot use this equipment. A limited wish spell will grant someone the ability to use an item 1d4 times. A wish or miracle spell will allow an individual to use Oard equipment 1d6x6 times. Even if allowed to use the equipment by a spell, characters will still suffer non-proficency penalties for weaponry. The following is a list of common Oard equipment:

Image Amulet: This item duplicates the effects of the Disguise Self spell with the following exceptions: - there is no duration- the disguise is maintained as long as the oard wishs, and a creature interacting with the disguised oard receives a -4 penalty to the Will save to recognize it as an illusion.

Ray Glove: This item is a laser blaster incorporated into a glove. Each round as a standard action, the oard may make three ranged touch attacks. Creatures hit suffer 1d6+1 of force damage per hit. A ray glove has a range increment of 50ft.

Blaster Tube: A large, two-handed metallic tube with several lights and buttons. This weapon causes 2d12 force damage in a 120ft cone. Any creature in the area of effect may make a Reflex save vs DC12 to take only half-damage. A blaster tube may be fired once as a standard action, twice as a full-round action.

Fireball Gem: This is a tiny, self-propelled bomb. You can throw this gem as a ranged attack with a range increment of 40 feet. When it strikes a hard surface (or is struck hard), it creates a fiery explosion. Each creature within a 20-ft.-radius spread must make a DC 15 Fortitude save or suffer 6d6 fire damage. A sucessful save negates half the damage.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Protection Belt: This belt surrounds the wearer with a force-field which protects against physical attacks. It has the following effects (spell-like abilities have a CL12):
• +9 deflection bonus to AC
• Protection from Arrows: As the spell except it is continuous and does discharge after absorbing damage.
• Cold Resistance 10
• Fire Resistance 10
• Levitate, as per the spell, usuable 5/day


Speech Bracelet: This is a 2-way communication device (range 50 miles). The user may communicate with any creature possessing a speech bracelet within range.
Traianus Decius Aureus

06-15-06, 04:05 PM
Phygorax
AC9 86
Medium Undead (Aquatic)
Hit Dice: 8d12 (52 hp)
Initiative: +2 (+2 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+4
Attack: Spine sweep +6 melee (1d2 + energy drain)
Full Attack: Spine sweep +6 melee (1d2 +energy drain)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Energy drain
Special Qualities: Darkvision 60ft., deadly illusion, DR 10/magic, esp, spell immunity, tremorsense, undead traits
Saves: Fort +2, Ref +4, Will +8
Abilities: Str 10, Dex 15, Con -, Int 14, Wis 15, Cha 18
Skills: Bluff +15, Disguise +15, Hide +2*, Listen +13, Search +8, Spot +13, Survival +7, Swim +19
Feats: Blind Fighting, Swim-by Attack, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, or Coven (2-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: -

Phygorax are beautiful but very rare, undead fish, averaging 6 feet in length. They live deep under the sea where little light penetrates. They have two dozen sharp spines along their backs that spread out like a deadly fan.. The touch of one of these spines will drain one level of life energy, but the creature does not usually attack with them.
Phygorax have the natural abilities of ESP and full (affecting all normal senses) illusions. The creature reads the thoughts of those nearby, picks a victim, and then creates an attractive illusion. The usual result is that the victim touches some part of the illusion, which, is actually a spine. The victim will realise that the drain has occurred, but the illusion will not be dispelled by the touch, as the phygorax will have the illusion react accordingly. The creature normally feeds on small fish, which are killed instantly by the phygorax’s touch.

Combat
Phygorax try to avoid combat if at all possible, staying disguised and feeding off of weak creatures that are instantly killed by touching its illusion. If its illusion is pierced and the phygorax is attacked, it will try to sweep its spines across its foes. If overmatched or severely wounded, it will flee.

Energy Drain (Su): This attack saps a living opponent’s vital energy and happens automatically whenever a victim touches a phygorax spine. Each successful energy drain bestows one negative level. A phygorax gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 18, Cha based). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.
Any human or humanoid creature totally drained of life by a phygorax will become one in 1-6 days.

Damage Reduction (Su): A phygorax has damage reduction 10/magic.

Deadly Illusion (Su): A phygorax creates a powerful and alluring illusion to hide its true nature and to entice victims to touch one its disguised spines. Any creature within 15ft of the phygorax succeeding in a Will save vs DC 20 (Cha based, +2 racial bonus) will immediately see through the illusion. At the DM's discretion, the results of a phygorax Disguise/Bluff check and a victim's Sense Motive/Spot check may add bonuses/penalties to the save DC. A character that fails the save by 10 or more will automatically touch the illusion. Any creature touching the illusion will be energy drained, but that will not dispel the illusion.
Creating a Deadly Illusion is a full-round action. Maintaining the illusion is a move-equivalent action for the phygorax.

ESP (Su): A phygorax has ESP which enables it to read the thoughts of, but not communicate with, any creature within 60ft. Any creature aware that the phygorax is reading its mind is allowed a Will save vs DC 18 (Cha based) to prevent their mind from being read. Those unaware do not receive a saving throw. The use of this ability is a free action.

Spell Immunity (Ex): The phygorax is immune to spells lower than 4th level.

Tremorsense (Ex): A phygorax is sensitive to vibrations in the water and can automatically pinpoint the location of anything moving in water within 120ft.

Skills: A phygorax 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. *A phygorax receives a +8 bonus to all Hide checks made in the depths of the sea, provided it is not currently using its Deadly Illusion ability.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

06-16-06, 04:03 PM
Possession
AC9 87
Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), fly 15 ft. (good)
Armor Class: 15 (+1 Dex, +4 Deflection), touch 15, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: by object +6 melee (by object +3)
Full Attack: by object +6 melee (by object +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dominate wielder, possess object
Special Qualities: Darkvision 60ft., eternal restlessness, undead traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str - (16)*, Dex 13, Con -, Int 9, Wis 12, Cha 19
Skills: Bluff +10, Disguise +10, Listen +9, Search +5, Spot +9
Feats: Alertness, Dodge, Mobility
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None beyond value of possessed objects
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

Possessions, also known as sword spirits, are undead creatures which haunt specific, precious objects, especially ifthe objects have led to the deaths of those seeking them. Possessions can be found haunting suits of armour, weapons, staves, or any other sort of object, and will always seek to cause the maximum amount of misery and discomfort to those with whom they come into contact.
Possessions may animate the objects which they occupy. It is throught this animation that they are able to attack the living. They prefer powerful and tempting objects to possess, both to lure more victims to it, but also to help it defend itself if necessary. Often the areas it haunts are littered with a variety of objects, both magical and mundane, to help it survive.
Unless it is moved, a possessed object shows no sign that the undead creature has occupied it, and a possession often hides its presence until somebody touches the object. It then attempts to take control over that person in a similar manner to the dominate person spell. If it succeeds, the possession will force the victim to serve its malicious ends.
A possession's natural form is a grey, shadowy cloud, usually shaped like the most recently possessed object.

Combat
Possessions are usually subtle in their malaciousness, usually seeking to dominate a party member, and using him to slowly pick the others off. If forced to fight, it can be dangerous foe. It will often have a variety of objects nearby in case of emergencies (including some hidden well).

Dominate Wielder (Sp): Any creature attempting to wield or otherwise use an item that is possessed must make a Will save vs DC 17 (Cha based) or be dominated by the possession. This domination acts as a dominate person spell. The caster level is equal to the possession's HD. When the duration runs out, the possession may immediately attempt to dominate wielder again.
Should the domination fail, the possession is immediately forced out of the object and into its incorpoeal form. If possession fails in an attempt to dominate a victim, it may never attempt to dominate that victim again.

Possess Object (Su): As a full-round action, a possession may possess any object within 20ft. If the object is worn (like armor or clothes) or carried in hand by a creature, a Will save vs DC 17 (Cha based) is allowed to prevent the object from being possessed.
When possessing an object, treat the possession as having a Strength score of 16. It may attack with the object, inflicting normal weapon damage if the object is a weapon or gauntlet, or damage as an improvised weapon otherwise. The possession can use any special abilities the object has (i.e. cast fireballs if the object possessed is a Wand of Fireballs).
While possessing an object, the possession's AC is equal to 10 + the object's size modifier + the possession's Dexterity modifier + the possession's deflection modifier. While possessing an object, the possession cannot be directly damaged- it must be forced into its incorporal form first. This can be achieved through sundering attacks against the object (when the object is destroyed, the possession is released), a successful turn attempt (which forces the possession to leave the object, but does not cause it to flee), or, less frequently, if the possession fails a Dominate Wielder attempt.
A possession must occupy an object. Should it remain in incorporal form for more than five rounds, it will dissolve into nothingness for 1 day, before reforming to look for another object to possess. A possession may willingly leave an object as a swift action.

Eternal Restlessness (Ex): A possession reduced to 0 hp is not slain. It dissolves, and 1 day later it will reappear and attempt to possess objects again. If turned while in incorporeal, the possession is instantly destroyed.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

06-19-06, 03:16 PM
Reflecter
AC9 30
Medium Construct (Extraplanar)
Hit Dice: 3d10+20 (36 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) (can't run)
Armor Class: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +2/+6
Attack: Lightning blast (See Below)
Full Attack: Lightning blast (See Below)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Lightning Blast
Special Qualities: Construct traits, DR 10/epic, darkvision 60ft., low-light vision, spell deflection, spell immunity
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 18, Dex 18, Con -, Int 15, Wis 14, Cha 10
Skills: Balance +6, Escape Artist +8, Jump +6, Listen +6, Search +4, Spot +6, Survival +6
Feats: Combat Expertise, Improved Initiative
Environment: Any land, Unknown Planar origin
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 5
Treasure: Standard, Triple Standard for Magic Items
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

Reflecters appear as mobile human statues made of perfectly reflective silvery metal. They wear no garb, and use no weapons.
If slain, a reflecter may be found (if it can be opened!) to be a hard shell filled with brain-like material, but no other organs of any sort. The outer shell remains perfectly solid until reaching 0 hit points, when it cracks and the creature dies; however, another 5-50 points of sundering damage must be inflicted before the shell can be opened (treat the reflector body as having a hardness of 10).
Treasure collected by reflecters is always neatly stored in chests and sacks, all tied together with rope. Once a large amount of treasure has been collected, all reflecters in a lair will gather during the next full moon, when they and the treasure all vanish at midnight. If magical treasure is stolen from them, reflecters will track the thieves and try to regain the items. However, if offered any book, map, or scroll (magical or otherwise) in exchange for a stolen magic item, reflecters may accept the substitution(s). They will not, however, accept such a trade for items already in their possession.
Although no realcommunication has ever been established with them, these odd creatures are rumoured to be creatures from the far future, “time travelling” to collect valuables.

Combat
Reflecters are quite non-aggressive, and will only attack to defend themselves and their treasure. They do not use armor or shields, attacking with a lightning blast. Reflecters' damage reduction and spell immunity and deflection keeps them well protected.
Reflecters rarely acquire treasure through violence, though scholars say they are not above theft. They will, however, use any means available to reacquire their treasure from thieves, including violence.
Lightning Blast (Sp): Each round, a reflecter may make one Lightning Blast attack. This lightning blast acts as a lightning bolt spell, except that damage is 1d6 per HD of the reflecter and the range is 10' per HD.

Damage Reduction (Su): A reflecter has damage reduction of 10/epic.

Spell Deflection (Ex): Spells (and spell-like abilites) cast at a reflecter are deflected away for the reflecter, striking the nearest creature for full effect. This ability does not affect Shatter and Wish-type spells (See Spell Immunity below)

Spell Immunity (Ex): A reflecter avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Spells that do not allow spell resistance are not affected by spell immunity. Spells below can affect the reflecter in the manner listed:
• Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.
• Limited Wish, Wish and Miracle can remove the damage reduction of the reflecter for 2 rounds per caster level. Other effects generated by the Wish will most likely fail (DM's discretion).

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

06-20-06, 03:02 PM
Stalwart
AC9 47
Medium Humanoid
Hit Dice: 9d8+18 (58 hp)
Initiative: +4 (+4 Dex)
Speed: 25 ft. (5 squares) in hide armor; base speed 35 ft.
Armor Class: 17 (+4 Dex, +3 hide armor), touch 14, flat-footed 13
Base Attack/Grapple: +6/+11 (+15)
Attack: Large Greatclub +11 melee (2d8 +7)
Full Attack: Large Greatclub +11/+6 melee (2d8 +7)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Powerful Build
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 21, Dex 19, Con 15, Int 6, Wis 8, Cha 6
Skills: Balance +3, Climb +6, Hide +1, Jump +4, Listen +1, Spot +1, Swim +7
Feats: Athletic, Endurance, Improved Grapple, Improved Unarmed Strike
Environment: Any hills, mountains
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: +1

Stalwarts are a race of tall (about 7 feet), muscular humanoids, obsessed with the idea that they are physically superior to other races. They are quite unrefined and brutish.
To test its superiority, a stalwart will challenge any group of humanoids of similar stature (5-9 feet) it meets to appoint a champion for a physical competition of their choice. These competitions vary but can include boxing, wrestling, archery, running, jumping, arm-wrestling, rock-throwing, log-balancing or swimming. If the stalwart wins, it will demand a tribute of half the opposing group's nonmagical wealth. If it loses, it will serve them for one month in any way that does not involve danger. If the humanoids refuse the challenge (or to pay UP if they lose) the stalwart becomes increasingly angry and will eventually attack.
Stalwarts speak Common and any other local languages. Some have the ability to speak Giant, Goblin, Dwarf, Orc or Sylvan.

Combat
Stalwarts prefer contests of physical prowess to actual combat. If angered or attacked, they will fight with greatclubs. They rarely concede defeat.
Stalwarts are proficient with all simple and martial weapons, though they prefer more natural and rustic weapons. They are proficient with light and medium armors as well, but again prefering rustic types over metal based armors. They are not proficient with shields.

Powerful Build (Ex): The physical stature of a stalwart lets him function in many ways as if he were one size category larger. Whenever a stalwart is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the stalwart is treated as one size larger if doing so is advantageous to him. A stalwart is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A stalwart can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Stalwarts as Characters
A stalwart's favored class is barbarian. Fighters are often found among them as well. A few stalwarts have been drawn to the monk class as a way to perfect themselves not only in the physical sense, but also in the mind. Stalwarts generally dislike rogues, who sneak around too much rather than fight, and they rarely take to spellcasting classes as it draws focus away from physical competition. The rare stalwart cleric may take two of the following domains: Protection, Strength, or War.
Cthulhudrew

06-20-06, 04:38 PM
Hey! The stalwarts! I remember these guys. Nice to see them getting a treatment here. One suggestion I might make- some time ago, I was considering converting the Stalwart, and one thing I thought about doing was giving them the Powerful Build trait of creatures like the Goliath- it seemed to fit their (sole) illustration and description fairly well.
Traianus Decius Aureus

06-20-06, 05:12 PM
Great idea, Andrew! I never cared much for the goliath and I had forgotten about that quality, but it fits well with the stalwart. The stalwarts will now carry a much bigger stick :)
Cthulhudrew

06-20-06, 06:07 PM
Great idea, Andrew! I never cared much for the goliath and I had forgotten about that quality, but it fits well with the stalwart. The stalwarts will now carry a much bigger stick :)

Yeah- I was originally just going to use the goliath as is for the Stalwart, but, like you- there are things about the goliath that I don't really care for. The powerful build ability seemed like it would still be a good fit, and it helps to distinguish the Stalwarts a little bit from other humanoids.
Shane

06-21-06, 02:47 AM
I wonder if Garls would be better as Humanoid (Human) instead of having their own subtype. There are many new "near-human" races in 3.Xe that are divergent from baseline humans, yet have the (Human) subtype.

Same for Kara-Kara as Humanoid (Orc).

Shane Henry
havard

06-21-06, 08:28 AM
Yeah- I was originally just going to use the goliath as is for the Stalwart, but, like you- there are things about the goliath that I don't really care for. The powerful build ability seemed like it would still be a good fit, and it helps to distinguish the Stalwarts a little bit from other humanoids.

I like the Stalwarts, though I have never actually used them in any of my campaigns. I am wondering if they could be working with the Hattians though? Sounds like they are similar-minded. Perhaps the Hattians have some secret rituals allowing them to become Stalwarts? sort of like Nazi breeding programs?

Oh, and for the Garl, perhaps Giant works just as well as human for a subtype?

Håvard
Gazza555

06-21-06, 08:54 AM
Oh, and for the Garl, perhaps Giant works just as well as human for a subtype?
Ah! but Giant isn't a Subtype - it's a Type. Although, as far as I'm concerned though, Giant should have been a subtype not a type. So a hill giant for example would be (Monstrous) Humanoid [Giant], instead of Giant. One of the daft things about the Giant Type is that you can technically have a Fine or Diminutive Giant. :D

Regards
Gary
Traianus Decius Aureus

06-21-06, 09:03 AM
I wonder if Garls would be better as Humanoid (Human) instead of having their own subtype. There are many new "near-human" races in 3.Xe that are divergent from baseline humans, yet have the (Human) subtype.

Same for Kara-Kara as Humanoid (Orc).

Shane Henry

One of my biggest issues with 3.X is that every humanoid is supposed to have a subtype. To me it seems rather unnecessary. I do think making the Kara-Kara the Orc subtype works (in fact, I'll go back and change that).
Garls as presented in the CM6 and the DMR2 are not human, they represent a different evolutionary branch that competed and lost with early humans. I understand your view of them being "near-human", but in my view they are too far removed to receive that subtype. YMMV.
Traianus Decius Aureus

06-21-06, 09:08 AM
One of the daft things about the Giant Type is that you can technically have a Fine or Diminutive Giant. :D

Regards
Gary

Then you would have Mini-Me :) 1/8th scale clone of yourself....priceless.
Gazza555

06-21-06, 09:15 AM
Garls as presented in the CM6 and the DMR2 are not human, they represent a different evolutionary branch that competed and lost with early humans. I understand your view of them being "near-human", but in my view they are too far removed to receive that subtype. YMMV.
IIRC (I'm doing that a lot lately ;) ) the Neanderthal in Frostburn either has the human subtype or the 'Human Blood' racial quality.

Regards
Gary
Traianus Decius Aureus

06-21-06, 09:53 AM
IIRC (I'm doing that a lot lately ;) ) the Neanderthal in Frostburn either has the human subtype or the 'Human Blood' racial quality.

Regards
Gary

I think you are right on the neanderthal. I view the neanderthal (from a D&D perspective) to be a step or two away from humans, garls are more like a city block back. Does the garl work with a Human subtype or Human Blood trait? Absolutely. Is it necessary to make the garl the Human subtype? Not particularly- it might make them vulnerable to human specifc effects, but it basically becomes a human subrace and stat-wise it doesn't change anything.

It boils down to your view of the garls and what works with your campaign. So if, in your campaign, it is better to make them the Human subtype rather than their own race, I'd say go for it.
Traianus Decius Aureus

06-21-06, 02:45 PM
Today's creature is a bit of a surprise hailing from the Savage Coast. Tomorrow's conversion will start the remaining unconverted critters from the RC.

Batracine
SCMC
Tiny Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Bite +2 melee (1d4 -2)
Full Attack: Bite +2 melee (1d4 -2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Leap Legacy
Special Qualities: Darkvision 60ft., low-light vision, Leap Legacy
Saves: Fort +5, Ref +7, Will -1
Abilities: Str 7, Dex 18, Con 15, Int 2, Wis 8, Cha 4
Skills: Hide +12, Jump +8, Listen +2, Spot +2, Swim +7
Feats: Alertness
Environment: Any aquatic, marshes
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: -

Batracines live in the Dream River at the eastern edge of the kingdom of Renardy. These inoffensive creatures are often kept as pets. They do not venture far beyond the Dream River, however, unless taken as pets. Unfortunately, they are also sometimes killed for their blood, which can be used to make magical potions.
A batracine possesses the body of a large frog, the head of a bulldog, and a short tail. Its front feet end in webbed paws similar to those on dogs, but the rear feet are the large webbed variety found on most frogs. Short, oily hair covers the entire body. Batracines are normally brown or grey, but occasionally black or silver ones appear. These creatures average about two feet tall and weigh around fifty pounds. Their strong, pointed teeth are all the more fearsome due to their powerful jaws. Many of those who pose any kind of threat flee at the sound of their loud, deep barks.
Small forest animals are the usual prey of these creatures, which forage in areas along the river. Birds are their favourite meal, and batracines will strike at any which foolishly wander too close. Batracines never eat fish or other amphibians. Occasionally, when the food supply is low, batracines will gather in packs and roam a bit further from the river, looking for larger game.
Batracines dig out small dens in the side of the river bank or burrow in between the roots of large trees on the banks. They remain solitary unless in mating season, at which time they invite a single mate to share a den. The male is responsible for all hunting during this period, while the female guards the pups. Two to four pups can be expected in a single litter.
Batracine pups can be tamed and raised as loyal pets. They are a favourite of the lupins, who breed them for size, shape, and colour. Pups are worth 50 gp each, and a trained batracine is worth 200 gp.
Though batracines are often plagued by the cardinal tick, they would foolishly rather eat the Saragón lyra bird than allow it to rid them of this infestation.

Combat
Batracines usually attack only creatures small enough to be considered prey. However, if running in a pack, they might attack something larger and slower. A batracine's long, sticky tongue catches its prey and pulls it directly to its mouth. A few bites with their powerful teeth finish the job. If attacked by a larger creature or a determined small creature, batracines simply attempt to flee.
When hunting for food, a batracine's leaping ability allows it to actually attack birds in the air. Batracines never wander too far from the river, and if threatened on land, will use Leap to reach the safety of the water.

Skills: Bactracines have a +8 racial bonus to all Jump and Swim skill checks. It may always 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.

Red Curse
All batracines acquire the Leap Legacy upon reaching maturity. Though they possess a Legacy, batracines never become Afflicted and do not require cinnabryl.
If the DM does not have information on the Leap Legacy, use the following:
Leap (Su): A bactracine receives an additional +8 bonus to all jump checks. It does not suffer any penalties to Jump checks that are based on its movement rate. A batracine does not need a running start in order to jump. It may take 10 on a jump check, even if distracted or endangered. Additionally, the bactracine may choose to Jump as a swift action.

Bactracines born outside of areas affected by the Red Curse will not have this Legacy, and those taken from cursed lands will eventually lose this Legacy.
Cthulhudrew

06-21-06, 03:11 PM
Skills: Hide +12, Jump +8, Listen +2, Spot +2, Swim +7

One thing that someone pointed out to me about something or other a while back (I think I was questioning the Jump skill of an Asabi), is the modifiers to Jump for Speeds. In this case, a creature with a speed of 20 would take a -6 on his Jump skill. Perhaps the Leap legacy might be modified to cover this (as the Jumping, IIRC, is a pretty big part of the Batracine's writeup).
Traianus Decius Aureus

06-21-06, 03:26 PM
One thing that someone pointed out to me about something or other a while back (I think I was questioning the Jump skill of an Asabi), is the modifiers to Jump for Speeds. In this case, a creature with a speed of 20 would take a -6 on his Jump skill. Perhaps the Leap legacy might be modified to cover this (as the Jumping, IIRC, is a pretty big part of the Batracine's writeup).

Excellent point. I have adjusted the Legacy writeup to account for that.

On a side note, The 3.5 Red Curse article will form the base of all the SC conversions that I do. I will add more legacies than the 20 officially given though (Leap is not one of them :mad: , BTW). Fortunately, very little of the monster writeups info will be directly affected by the specific mechanics used for the curse, as the writeups show stats prior to any adjustments for the Curse.
Traianus Decius Aureus

06-22-06, 02:21 PM
Baboon, Rock
BA, RC 158
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+4
Attack: Bone club +4 melee (1d4 +3)
Full Attack: Bone club +4 melee (1d4 +3) and bite -1 melee (1d3 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 12, Cha 5
Skills: Climb +11, Listen +6, Spot +5
Feats: Alertness
Environment: Warm plains,hills,mountains
Organization: Solitary, or Troop (5-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: -

Rock baboons are larger versions of normal baboons and are more intelligent. They are omnivores, but prefer to eat meat if it’s available. They are not inclined to eat humans, prefering small herd animals when they can cath them. While they are not intelligent enough to actually craft tools and weapons, they are able to use bones, branches and rocks as makeshift tools and weapons.
Rock baboons form packs of up to 30 memebers, and are led by a dominant, alpha male. Rock baboons do not have a language, but can communicate using simple screams for warnings and needs.

Combat
Rock baboons are ferocious and have vicious tempers. They will not go out of their way to attack travelers, but will try to scare intruders out of their hunting grounds. Most commonly, rock baboons will use a branch or large bone as a club as its primary attack, and biting as a secondary attack.

Scent (Ex): This special quality allows a rock baboon to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rock baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Traianus Decius Aureus

06-23-06, 03:45 PM
Ape, Snow
CO, RC 157
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), climb 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+12
Attack: Bone club +7 melee (1d4 +6)
Full Attack: Bone club +7 melee (1d4 +6) and Hug (See Below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, Hug
Special Qualities: Arctic dweller, low-light vision, scent
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 23, Dex 13, Con 14, Int 2, Wis 14, Cha 8
Skills: Climb +15, Hide +5*, Listen +7, Spot +6
Feats: Alertness, Toughness
Environment: Cold forests, hills, mountains
Organization: Solitary, Pair, or Gang (2-10)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: -

Snow apes are squat, baboonlike creatures with with shaggy white fur. They are somewhat intelligent for an animal and often make very simple tools like clubs or sharpened bones. They cannot, however, grasp more complicated concepts, such as the use of a bow and arrrow.
Because of their coloration, they are extremely difficult to see in snowy conditions. Snow apes are omnivores; they like giant insects and red meat (such as humans), but will not attack large parties or monsters. They live in snowy forests and mountains and do not need to take shelter except in the most violent of snowstorms.
Although they cannot make intelligible sounds, snow apes communicate with each other using a complex sign language. In addition, snow apes often leave simple messages for each other using a system of stacked rocks and snowballs.

Combat
Although reclusive, the snow ape is clever and cruel, prefering to ambush its victims when possible. If trapped or cornered, the snow ape will fight viciously.
Snow apes use one arm to attack with a club-like weapon while trying to hug its victim with the other. Because the snow ape is so strong, it can literally crush a foe caught in its hug. The ape will maintain the hug until it is killed or flees.

Constrict (Ex): A snow ape may constrict grappled foes, dealing 2d6+6 bludgeoning damage each round the foe is held.

Hug (Ex): As part of a Full Attack action, a snow ape may attempt to grapple a foe with its free arm (provoking an attack of opportunity). If the grapple succeeds, the snow ape may constrict the foe.

Arctic Dweller (Ex): Snow apes are well adapted to an artic environment. They do not suffer from any movement penalties associated with snowy or icy environments. They never suffer cold damage due to environmental conditions (although they can be harmed by magical cold).

Scent (Ex): This special quality allows a snow ape to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Snow apes have a +8 racial bonus to all Hide checks made in their native environment. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *In a snowstorm, a snow ape's racial Hide bonus improves to +12.

White Ape
RC 158
White apes are similar to normal apes, but have lost their coloration due to the length of time they have spent in caves. They are herbivores and less aggressive than other apes, generally only attacking when creatures ignore their warnings to leave. They are sometimes kept as pets among Neanderthals.
Use statistics for the Normal Ape in the 3.5 Monster Manual, but it may also throw rocks (+5 range (1d4+5, 20/x2), 10ft range increment) and change its environment to Any Mountain or Underground.
BOZ

06-24-06, 03:46 PM
now that the Creature Catalog has started back up on conversions, we've got the hutaakan mostly done: http://www.enworld.org/showthread.php?t=66577&page=4

don't remember if you guys had done that here yet or not. :)
Cthulhudrew

06-24-06, 04:39 PM
This (http://pandius.com/hutaak3e.html) is what I'd done back in the day- just a workup of its stats, really. Don't know if you can incorporate any of it or not, but feel free.
BOZ

06-26-06, 01:24 PM
thanks! i'll have a look at it when i get home, since my job filters out pandius. :rolleyes:
Traianus Decius Aureus

06-26-06, 04:03 PM
Archon, Mystaran
Uxor (Female)
RC 158
Large Outsider (Archon, Good, Law)
Hit Dice: 20d8+100 (190 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), fly 90 ft. (average)
Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +20/+29
Attack: Gore +25 melee (3d10 +5)/Gore +25 melee (3d10 +5)/Spell
Full Attack: Gore +25 melee (3d10 +5)/Gore +25 melee (3d10 +5)/Spell
Space/Reach: 10 ft. /5 ft.
Special Attacks: Bolt of purity, breath weapon, spells, sword of flame
Special Qualities: Archon Traits, aura of menace, Damage reduction 10/chaos or evil, darkvision 60ft., immunity to electricity and petrification, low-light vision, magic circle against evil, Mystaran archon immunities, outsider traits, spell resistance 26, teleport, tongues
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 20, Dex 15, Con 21, Int 16, Wis 16, Cha 18
Skills: Concentration +25, Diplomacy +24, Gather Information +24, Heal +16, Hide -2, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +25, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +23
Feats: Alertness, Cleave, Dodge, Iron Will, Mobility, Power Attack, Weapon Focus (Gore)
Environment: Good and/or Axiomatic Planes
Organization: Solitary, or Pair
Challenge Rating: 16
Treasure: None
Alignment: Always lawful good
Advancement: by character class
Level Adjustment: +6

Mystaran Archons are extremely lawful beings whose sole purpose is to oppose chaos and preserve alll that is good. They do this by learning about evil and chaotic people and monsters, persuading adventurers to attack those evils, and sometimes directly helping the adventurers who are advancing their goals.
Mystaran Archons appear differntly based on their sex. The female Mystaran Archon is known as an Uxor Archon. It has the body of giant eagle with golden-feathered wings. It has no torso, but has a dragon-like neck and three heads: two bull's heads flanking a beautiful female human's head.
Archons live in small families of one mated pair and ld3 young. Archons are encountered alone or in mated pairs; adventurers almost never encounter archon young.
Uxor Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

Combat
Uxor Archons will likely be peaceful when encountered, unless the party is threatening or violent, or contains evil characters.
In combat, the Uxor Archon's bull heads will gore and breathe, while its human head casts spells or uses its spell-like abilities. It does not usually use its bolt of purity on inheritantly evil creatures, preferring to save it in case of misunderstandings or to calm redeemable creatures.

Bolt of Purity (Sp): Once per day, an Uxor Archon may unleash a Bolt of Purity. This bolt affects all targets within a 120 ft line and has a range of 120ft. Targets are allowed a Will save vs DC 26 (Cha based, +2 racial bonus) or their alignment changes to Lawful Good and they become peaceful, content and cease fighting. This affect lasts for 1d3x10 minutes. This is a mind-affecting spell-like ability.

Breath Weapon (Su): A Uxir Archon has two breath weapon attacks, one for each bull's head. Each breath weapon attack usually deals 4d6 fire damage in a 10' cone. Each breath weapon may target a different foe. Targets are allowed a Fortitude save for half damage (DC 25 Con based). Each head has its own breath weapon. Using its two breath weapons is a standard action. Once an Uxor Archon breathes, it can’t breathe again until 1d4 rounds later.

Sword of Flame (Sp): Once per day, an Uxor Archon may create a large-size, flaming greatsword as a standard action. This sword levitates, moves at a rate of 20ft/per round and will attack any foe the archon designates. The sword must remain within 20ft of the archon. Once created, the sword will follow the archon's original orders without any additional concentration required from the archon. An archon may change the sword's orders by focusing on the sword, a move equilavlent action. The sword of flame remains in existence until dismissed by the archon (up to 30 minutes maximum).
The sword uses the archon's BAB, and has the following stats: 3d6 + 2d6 fire 19-20/x2.

Damage Reduction (Su): An Uxor Archon has damage reduction of 10/chaos or evil.

Mystaran Archon Immunities (Ex): An Uxor Archon is immune to all natural poisons and all fire damage.

Spells: An Uxor Archon can cast divine spells as 12th-level clerics. An Uxor Archon has access to two of the following domains: Destruction, Glory, Herald, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. She can cast 6/6+1/5+1/5+1/3+1/3+1/2+1 divine spells as a cleric per day. The archon must choose and prepare her spells ahead of time.

Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision out to 60 feet and low-light vision.
• Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC for a Uxor Archon is 26 (Charisma-based, and includes a +2 racial bonus). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
• Immunity to electricity and petrification. +4 racial bonus on saves against poison.
• Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
• Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
• Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Outsider Traits: Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be; Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Lawful Traits: Any natural attack and/or wielded weapon is treated as lawful-aligned for purposes of overcoming damage reduction.

Good Traits: Any natural attack and/or wielded weapon is treated as good-aligned for purposes of overcoming damage reduction.
Traianus Decius Aureus

06-27-06, 02:29 PM
Archon, Mystaran
Vir (Male)
RC 158
Large Outsider (Archon, Good, Law)
Hit Dice: 20d8+120 (210 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), fly 90 ft. (average)
Armor Class: 37 (-1 size, +2 Dex, +15 natural, +11 Mithral Shirt of Moderate Fortification), touch 11, flat-footed 35
Base Attack/Grapple: +20/+30
Attack: +5 Large Holy Axiomatic Greatsword +26 melee (3d6+11 + 2d6 vs Evil, +2d6 vs Chaos)
Full Attack: +5 Large Holy Axiomatic Greatsword +26/+21/+16/+11 melee (3d6+11 + 2d6 vs Evil, +2d6 vs Chaos)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Bolt of purity, spells, sword of flame
Special Qualities: Archon Traits, aura of menace, Damage reduction 10/chaos or evil, darkvision 60ft., immunity to electricity and petrification, low-light vision, magic circle against evil, Mystaran archon immunities, outsider traits, spell resistance 26, teleport, tongues
Saves: Fort +18, Ref +14, Will +17
Abilities: Str 22, Dex 15, Con 23, Int 16, Wis 16, Cha 18
Skills: Concentration +26, Diplomacy +24, Gather Information +24, Heal +16, Hide -2, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +25, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +23
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Greatsword), Iron Will, Power Attack, Weapon Focus (Greatsword)
Environment: Good and/or Axiomatic Planes
Organization: Solitary, or Pair
Challenge Rating: 16
Treasure: None
Alignment: Always lawful good
Advancement: by character class
Level Adjustment: +6

Mystaran Archons are extremely lawful beings whose sole purpose is to oppose chaos and preserve alll that is good. They do this by learning about evil and chaotic people and monsters, persuading adventurers to attack those evils, and sometimes directly helping the adventurers who are advancing their goals.
Mystaran Archons appear differntly based on their sex. The male Mystaran Archon is known as a Vir Archon. It has the body of giant eagle with golden-feathered wings. It has the torso and head of a human male.
Archons live in small families of one mated pair and 1d3 young. Archons are encountered alone or in mated pairs; adventurers almost never encounter archon young.
Vir Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

Combat
Vir Archons will likely be peaceful when encountered, unless the party is threatening or violent, or contains evil characters.
In combat, the Vir Archon will charge into battle with its two-handed weapon (usually a large greatsword). It will use spells to protect and enhance itself and its allies, but avoids using many spells to directly deal damage. Spells used to target enemies are often used to immobilize or pacify, rather than kill. It does not usually use its bolt of purity on inheritantly evil creatures, preferring to save it in case of misunderstandings or to calm redeemable creatures.
Vir archons are proficient in the use all simple and martial weapons. Any weapons they use will be large size and will be enchanted. They prefer two-handed weapons. Vir archons are proficient with light and medium armors, but not shields.
The above Vir Archon is wearing a +5 Mithral Shirt of Moderate Fortification and is equipped with a +5 large Holy Axiomatic Greatsword..

Bolt of Purity (Sp): Once per day, a Vir Archon may unleash a Bolt of Purity. This bolt affects all targets within a 120 ft line and has a range of 120ft. Targets are allowed a Will save vs DC 26 (Cha based, +2 racial bonus) or their alignment changes to Lawful Good and they become peaceful, content and cease fighting. This affect lasts for 1d3x10 minutes. This is a mind-affecting spell-like ability.

Sword of Flame (Sp): Once per day, a Vir Archon may create a large-size, flaming greatsword as a standard action. This sword levitates, moves at a rate of 20ft/per round and will attack any foe the archon designates. The sword must remain within 20ft of the archon. Once created, the sword will follow the archon's original orders without any additional concentration required from the archon. An archon may change the sword's orders by focusing on the sword, a move equilavlent action. The sword of flame remains in existence until dismissed by the archon (up to 30 minutes maximum).
The sword uses the archon's BAB, and has the following stats: 3d6 + 2d6 fire 19-20/x2.

Damage Reduction (Su): A Vir Archon has damage reduction of 10/chaos or evil.

Mystaran Archon Immunities (Ex): A Vir Archon is immune to all natural poisons and all fire damage.

Spells: A Vir Archon can cast divine spells as 12th-level clerics. A Vir Archon has access to two of the following domains: Destruction, Glory, Herald, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. He can cast 6/6+1/5+1/5+1/3+1/3+1/2+1 divine spells as a cleric per day. The archon must choose and prepare his spells ahead of time.
Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision out to 60 feet and low-light vision.
• Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC for a Vir Archon is 26 (Charisma-based, and includes a +2 racial bonus). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
• Immunity to electricity and petrification. +4 racial bonus on saves against poison.
• Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
• Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
• Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Outsider Traits: Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be; Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Lawful Traits: Any natural attack and/or wielded weapon is treated as lawful-aligned for purposes of overcoming damage reduction.

Good Traits: Any natural attack and/or wielded weapon is treated as good-aligned for purposes of overcoming damage reduction.
Traianus Decius Aureus

06-28-06, 03:51 PM
Cinnavixen
SCMC
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0 /-4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Bleeding wounds, vermilia infection
Special Qualities: Cinnabryl detection, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 9
Skills: Hide +7, Jump +4, Listen +13, Search +4 (+16), Spot +13 (+25)
Feats: Alertness
Environment: Temperate forests, mountains
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Though this foxlike mammal is sometimes hunted for its pelt, it is desired mostly for its ability to sniff out cinnabryl deposits.
Cinnavixens possess a beautiful, dark red coat with burnt orange swirls on the chest, paws, ears, and sometimes around the eyes. They are nearly three feet long, including a one-foot-long, bushy tail. Cinnavixens have dark brown eyes and a mouth full of sharp teeth. They possess a high-pitched yipping bark and a strange howl that sounds very much like high-pitched laughter.
A cinnavixen spends its first summer roaming the forests, finding temporary shelter each night under rock overhangs or nestled between tree roots. Towards autumn, when it is finally ready to settle down, it seeks a mate. The two of them then dig a burrow in which to raise a family. A normal litter usually consists of four to six pups. Pups stay in the burrow until early summer, when they leave to wander the forest themselves. Cinnavixens stay with their mates for life.

Cinnavixens almost always know where local deposits of cinnabryl are located. It is speculated that the creatures, for some unknown reason, crave the metal and use the deposits in a manner similar to how normal animals use salt-licks. Though some cagey humanoids try to follow the cinnavixen as it hunts for food, this is no easy task. The creature is very cunning and uses many tricks to prevent anyone from tracking it.
Because of their soft and beautiful features, these creatures are often taken and tamed as pets. However, a tamed cinnavixen can no longer locate cinnabryl as it is now lost in the wild.

Combat
Cinnavixens prefer to flee rather than fight, except when hunting for food or protecting their pups. They will not hold still if they feel threatened; instead, they will run around in circles, their incredible speed and nimble reflexes making them incredibly hard to hit. This makes things even more difficult for pelt dealers who are also trying not to damage the cinnavixen's coat.
Cinnavixens attack with a bite and then leap back, gauging the damage if hunting or offering a truce if defending themselves.

Bleeding Wounds (Ex): Any creature bitten by a cinnavixen immediately takes 1d2 Con damage from bleeding. Unless the wound has pressure applied immediately (a full round action), the victim will lose 1d2 Constitution every minute until pressure is applied and maintained. Hand-applying pressure to a wound is a standard action and the victim and attendant (if any) may only take move actions. A DC 15 Heal skill check indicates a bandage has effectively generated the needed pressure, and the victim may take actions normally. Effects of multiple bites do stack.
The bleeding may be stopped by a successful Heal skill check vs DC 25, a Heal spell, or constant pressure on the wounds for at least 8 hours.

Vermilia Infection (Ex): The bite of a cinnavixen may infect the victim with vermilia.
Disease—bite; Fortitude DC 12 (+1 per Legacy victim possesses); incubation period 1 round; damage 1 hp after incubation, 2 hp the second day, 4 hp the third, 8 hp the fourth, etc, and it prevents natural healing. The save DC is Constitution-based.
Those suffering from vermilia who make their daily save take no damage but still do not naturally heal. Vermilia can only be cured by a Cure disease or a Heal spell applied to the victim, regardless of how many saves are made.

Cinnabryl Detection (Su): Cinnavixens receive a +12 bonus to all Spot and Search skill checks made in order to find cinnabyrl.

Skills: Cinnavixens have a +4 racial bonus to all Jump checks. Cinnavixens also have a +8 racial bonus to all Spot, Listen and Search skill checks.

The Red Curse
Cinnavixens never possess Legacies. Though they do not require cinnabryl to ward off Affliction, they have the ability to sniff out deposits of this metal.
Traianus Decius Aureus

06-29-06, 03:19 PM
Bat, Giant
BA, RC 159
Huge Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+11
Attack: Bite +2 melee (1d4 +2)
Full Attack: Bite +2 melee (1d4 +2)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: -
Special Qualities: Blindsense, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 18, Int 2, Wis 14, Cha 4
Skills: Hide -6, Listen +9*, Move Silently +5, Spot +9*
Feats: Alertness
Environment: Any land
Organization: Solitary, Pair, Crew (2-5), or Swarm (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Huge)
Level Adjustment: -

Giant bats are much larger cousins of normal bat species. Giant bats look like smaller bat species but grow to be approximately 5ft long with a wingspan of 25ft. They are carnivores (or more accurately, hemovores- blood-drinkers) and may attack humans if extremely hungry.

Combat
Giant bats generally avoid attacking creatures capable of easily defending themselves, prefering smaller weaker prey. Most will flee if wounded.

Blindsense (Ex): A giant bat notices and locates creatures within 40 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: *A giant bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Traianus Decius Aureus

06-30-06, 05:24 PM
Giant Vampire Bat
RC 159
Huge Magical Beast
Hit Dice: 2d10+8 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+12
Attack: Bite +2 melee (1d4 +2 plus poison)
Full Attack: Bite +2 melee (1d4 +2 plus poison)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Blood drain, poison
Special Qualities: Blindsense, create zombies, darkvision 60ft., low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 18, Int 2, Wis 14, Cha 5
Skills: Hide -6, Listen +9*, Move Silently +5, Spot +9*
Feats: Alertness
Environment: Any land
Organization: Solitary plus 5-20 Giant Bats
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Huge)
Level Adjustment: -

Giant vampire bats may be found in some giant bat groups. These bats are more dangerous and much more likely to attack anything close to it.

Combat
Giant vampire bats are aggressive predators. It will attempt to render all its foes unconscious before using its blood drain, prefering to feed in peace. As a result it will search out single targets or small groups, rather than multiple, tough foes if it needs to feed.

Blood Drain (Ex): A giant vampire bat can drain blood from an unconscious creature as a full round action. The victim takes 1d2 constitution damage each round they are drained.

Poison (Ex): Any creature bitten by a giant vampire bat must make a fortitude save vs DC15 (Con based) or fall unconscious for 1d10 rounds.

Blindsense (Ex): A giant vampire bat notices and locates creatures within 40 feet. Opponents still have 100% concealment against a creature with blindsense.

Create Zombies (Su): Any creature reduced to 0 Constitution by a giant vampire bat's Blood Drain dies and must make a DC15 fortitude save or rise as a zombie in 24 hours.

Skills: *A giant vampire bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Traianus Decius Aureus

07-05-06, 03:24 PM
Sea Glutton
SCMC
Gargantuan Magical Beast (Aquatic)
Hit Dice: 9d10+36 (85 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 14 (-4 size, +8 natural), touch 6, flat-footed 14
Base Attack/Grapple: +9/+32
Attack: Bite +20 melee (2d6 +15)
Full Attack: Bite +20 melee (2d6 +15) and tail +15 melee (2d10 +7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict, improved grab, ship constriction, swallow whole
Special Qualities: Amphibious, Darkvision 60ft., low-light vision
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 40, Dex 11, Con 18, Int 7, Wis 8, Cha 7
Skills: Intimidate 0*, Listen +10, Spot +10, Swim +23
Feats: Alertness, Endurance, Swim-by Attack, Iron Will
Environment: Any aquatic
Organization: Solitary, or Pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -

The sea glutton (or glutãu marinheiro, as it is called by the Vilaverdans) is a form of giant serpent- the kind mariners have whispered tales of since the beginning of ocean travel. They are most often reported lying on top of the water, sunning themselves; provoking one is a poor idea.
The creature has a long serpentine body covered with dark green, glistening scales. Its underbelly is a chalky grey. The head of a sea glutton resembles a dragon more than an actual serpent, with a large mouth full of sharp teeth and two protruding fangs.
All sea gluttons have a ridge of webbed spikes running down their backs. These spikes start out tiny on the creature's nose ridge, grow quickly to make a large crest over its head, and then trail off over the next 20 feet or so. The spikes can lie flat along the back or be extended to provide protection. Males also have a webbed fan of spikes circling their heads. These are usually flared during fights to make the creature's head seem larger and more threatening.
Sea gluttons are possibly the most feared creature in the Western Sea and almost certainly along the waters of the Izondian Deep. Their primary food staple is the echyan; they provide a critical check in keeping down the population of these sea worms. The only creature sea gluttons truly fear after the first year is the kla'a-tah, which hunts and feeds on them.
Sea gluttons roam the open sea waters, travelling alone or with a mate. Its young are abandoned at birth and left to fend for themselves, many falling prey to other sea creatures during this vulnerable period. Those who survive their first year are considered adults and can pretty well take care of themselves. No one knows how old or how large a sea glutton can get, though sailors speak of one that is commonly mistaken for a small island.
Sea gluttons are most often spotted by Vilaverdan sailing vessels off the coast of Robrenn. The Izondian Deep provides the deep saltwater channels these creatures prefer and supports a large variety of sea life on which they can feed. Though sea gluttons do not stake out a territory, they are wary of each other. Battles have been witnessed between two males or two females but never between opposite genders. Sea gluttons often hunt the surface of the water for food, and they love to sun themselves right after a meal. Otherwise they remain in deep water.

Combat
Sea gluttons provoke an attack only when in search of food. Food consists of almost anything under or on top of the water. Sea gluttons will usually try to destroy boats first, and then eat the crew. If clearly overmatched, a sea glutton will attempt to grab up to two crewmen and then flee with its meal.

Amphibious (Ex): A sea glutton can breathe air normally as well as underwater.

Constrict (Ex): On a successful grapple check made with its tail, a sea glutton deals 2d12+22 points of damage.

Improved Grab (Ex): If a sea glutton hits with its bite attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sea glutton may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.
If the sea glutton hits a foe with its tail attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sea glutton may hold the victim and can constrict.

Ship Constriction (Ex): As a full round action, the sea glutton may attempt to grapple any ship of gargantuan size or smaller. The sea glutton's grapple check is opposed by the ship captain's Profession (Sailor) check. On a successful grapple check, a sea glutton wraps itself around the ship and deals 2d10+22 points of damage to the hull (or to each of the hull sections it is wrapped around) each round it remains grappled.
After the initial grapple check, the sea glutton may attack normally with its bite and suffer no penalties to subsequent grapple checks made against the same ship.

Swallow Whole (Ex): A sea glutton can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+15 points of bludgeoning damage and 1d8 points of acid damage per round from the sea glutton’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan sea glutton’s gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminuative or smaller opponents.

Skills: Sea Gluttons have a +4 racial bonus on Listen and Spot checks. A sea glutton 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. * A male sea glutton has a +8 racial bonus to Intimidate skill checks.

The Red Curse
Sea gluttons usually have at least one Legacy. Crimson Fire, Red Shield, Repel Metal, and Temperature are the most common Legacies possessed by these creatures, but they can have any Legacy. Sea gluttons do not require cinnabryl to prevent Affliction.
If the DM does not have information on the above Legacies, use the following:
Crimson Flare (Sp): One target per 3 HD (within 30ft) is outlined in red light. Attackers get +2 circumstancial bonus to attack rolls made on the target in the dark. This bonus decreases to +1 in twilight or better light. The effect last for 2 rounds/HD.
Red Shield (Sp): Generates glowing shield in caster's hand, 1 foot wide per 3 HD. Shield offers –1 AC bonus (the wielder does not need any shield proficiency). If the legacy wielder does not possess hands, the shield will hover in a similar location to a shield hand. The shield lasts for 2 rounds/HD.
Repel Metal (Su): The wielder gains damage reduction of 30 against all metal weapons, whether magical or mundane. This effect lasts for 1 round per HD.
Temperature (Su): The caster may raise or lower the air temperature 3 degrees/HD in 20ft/HD radius. This effects lasts for 2 minutes/HD. Victims in the area may be affected by any extreme temperatures created.
vgeisz

07-05-06, 06:34 PM
Ok guys I have actually started the process of putting the Mystara Monster Manual together. I would like all contributers to either pm me or reply with what name you would like to have in the credits for the book. Also let me know which creatures are yours. THanks All
Vern
Traianus Decius Aureus

07-06-06, 03:59 PM
Additional Information for Mystaran Dragons (adapted from the SRD)

The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into four broad categories in Mystara: chromatic, metallic, gemstone and others.

The chromatic dragons are black, blue, brown, green, red, and white; they are all native to Mystara and extremely fierce. Unlike other worlds, they are not necessarily evil and the intrepid adventurer may even encounter good ones, but that would be extremely rare.

The only metallic dragon type commonly found in Mystara is the gold. There is one known copper dragon. Rumors persist that silver and bronze dragons may be found as well. They are almost always good, usually noble, and highly respected by the wise.

Mystaran gemstone dragons are not native to Mystara, hailing from another world. They have fought against Mystaran dragonkind many times in the past, the last being 497 AC. The gemstone dragons are amber, crystal, jade, onyx, ruby and sapphire.

Other dragons of Mystara do not fall within the above categories. They include the Sea Dragon, and those dragons which give themselves to entropy and undeath, the Night Dragon and the Undead Dragon.

All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.) This power must come at a cost and for Mystaran dragons to advance in age beyond the Old age category, they must complete the Ceremony of Sublimination (see below).

They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety, as well as the results of the Ceremony of Sublimation.

Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide. Other than feeding their covetousness, these hoards have a very important function- they help fuel the Ceremony of Sublimation.

All Mystaran dragons speak Draconic, and most speak a multitude of local languages as well. However, many Mystaran dragons are not inclined to speak to those they consider inferior.

Please see the Dragon Magazine articles on Mystaran Dragons for information on the Ceremony of Sublimation and Draconic society in general.

It is possible for dragons to continue gaining HD through the ceremony that would advance them beyond their species' normal HD and abilities. If this occurs, refer to the advanced dragons portion of the Epic Handbook and SRD to properly advance their powers.

For statistics and combat information for each dragon type, please refer to the Monster Manual or SRD.

Black
BA, RC 168
Use the statistics for the Black Dragon presented in the SRD and Monster Manual with the following exception:
Alignment: Always Chaotic, Usually Neutral

Blue
BA, RC 168
Use the statistics for the Blue Dragon presented in the SRD and Monster Manual with the following exception:
Alignment: Always Neutral, Usually True Neutral

Gold
BA, IM1 38, RC 168
Use the statistics for the Gold Dragon presented in the SRD and Monster Manual with the following exception:
Alignment: Always Lawful, Usually Good

Green
BA, RC 168
Use the statistics for the Green Dragon presented in the SRD and Monster Manual with the following exception:
Alignment: Always Chaotic, Often Neutral

Red
BA, RC 168
Use the statistics for the Red Dragon presented in the SRD and Monster Manual with the following exception:
Alignment: Always Chaotic, Usually Evil

White
BA, RC 168
Use the statistics for the Red Dragon presented in the SRD and Monster Manual with the following exception:
Alignment: Always Neutral, Usually True Neutral
Cthulhudrew

07-06-06, 09:21 PM
The only confirmed metallic dragon type in Mystara is the gold. Rumors persist that the silver dragon may be found as well. They are almost always good, usually noble, and highly respected by the wise.

There is a copper dragon in PWA1012- Vasilyon the Younger, who makes his home in the mountains of Peshmir.

G:KoM also mentions silver and bronze dragons in the mountains of Glantri, though rare (and none confirmed by name or anything).

Other dragons of Mystara do not fall within the above categories. They include the Sea Dragon, and those dragons which give themselves to entropy and undeath, the Night Dragon and the Undead Dragon.

Don't forget the little Pocket Dragon!! ;)

Also, it seems to me that some other types of dragons might have shown up in other modules or accessories, but I can't recall for certain... maybe I'm mixing editions.
havard

07-07-06, 08:02 AM
I liked this summary of the Dragons of Mystara. A welcome inclusion was the reference to the Dragonlord Trilogy. The article From Hatchling to Immortal Guardian pretty much opens for the possibility of any variant of dragon to be found in Mystara. Obviously, the types from the BECMI/RC series will be most common though, as you point out.

For other Dragons, what about the Drakes and the Dragonflies?

Havard
Traianus Decius Aureus

07-07-06, 09:01 AM
Originally Posted by Cthulhudrew
There is a copper dragon in PWA1012- Vasilyon the Younger, who makes his home in the mountains of Peshmir.

G:KoM also mentions silver and bronze dragons in the mountains of Glantri, though rare (and none confirmed by name or anything).

I will add this into the summary.


Originally Posted by havard
For other Dragons, what about the Drakes and the Dragonflies?

According to 3.5E, these creatures are not "True" dragons, although they may have the dragon type, which is why they are not included in the Other category. In fact, my personal interpretation is that Mystaran drakes are Fey, but that is a different debate entirely.
Traianus Decius Aureus

07-07-06, 03:51 PM
Amber Dragon
RC 171
Dragon (Fire)
Environment: Any Warm plains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27
Treasure: Triple standard
Alignment: Always Chaotic, Usually Neutral
Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

Amber Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling M 8d12+16 (68) 17 10 15 14 15 14 +8/+11 +11 +8 +6 +8 2d10 + melt (16) —

Very young L 11d12+33 (104) 21 10 17 16 17 16 +11/+20 +15 +10 +7 +10 4d10 + melt (18) —

Young L 14d12+42 (133) 25 10 17 16 17 16 +14/+25 +20 +12 +9 +12 6d10 + melt (20) —

Juvenile L 17d12+68 (178) 29 10 19 18 19 18 +17/+30 +25 +14 +10 +14 8d10 + melt (22) —

Young adult H 20d12+100 (230) 31 10 21 18 19 18 +20/+38 +28 +17 +12 +16 10d10 + melt (25) 24

Adult H 23d12+115 (264) 33 10 21 20 21 20 +23/+42 +32 +18 +13 +18 12d10 + melt (26) 26

Mature adult H 26d12+156 (325) 35 10 23 20 21 20 +26/+46 +36 +21 +15 +20 14d10 + melt (29) 28

Old G 29d12+203 (391) 39 10 25 24 25 24 +29/+55 +39 +23 +16 +23 16d10 + melt (31) 31

Very old G 32d12+256 (464) 41 10 27 26 27 26 +32/+59 +43 +26 +18 +26 18d10 + melt (34) 34

Ancient G 35d12+315 (542) 43 10 29 28 29 28 +35/+63 +47 +28 +19 +28 20d10 + melt (36) 36

Wyrm C 38d12+380 (627) 45 10 31 30 31 30 +38/+71 +47 +31 +21 +31 22d10 + melt (39) 39

Great wyrm C 41d12+451 (717) 47 10 33 32 33 32 +41/+75 +51 +33 +22 +33 24d10 + melt (41) 41

Amber Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 60 ft., fly 200 ft. (poor), swim 60 ft. +0 17 (+7 natural), touch 10, flat-footed 17 Alternate form,
immunity to fire,
vulnerability to cold,
water breathing — —

Very young 60 ft., fly 200 ft. (poor), swim 60 ft. +0 19 (-1 size, +10 natural), touch 9, flat-footed 19 — —

Young 60 ft., fly 200 ft. (poor), swim 60 ft. +0 22 (-1 size, +13 natural), touch 9, flat-footed 22 1st —

Juvenile 60 ft., fly 200 ft. (poor), swim 60 ft. +0 25 (-1 size, +16 natural), touch 9, flat-footed 25 Bane 3rd —

Young adult 60 ft., fly 200 ft. (poor), swim 60 ft. +0 27 (-2 size, +19 natural), touch 8, flat-footed 27 DR 5/magic 5th 21

Adult 60 ft., fly 200 ft. (poor), swim 60 ft. +0 30 (-2 size, +22 natural), touch 8, flat-footed 30 Luck bonus 7th 23

Mature adult 60 ft., fly 200 ft. (poor), swim 60 ft. +0 33 (-2 size, +25 natural), touch 8, flat-footed 33 DR 10/magic 9th 25

Old 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 34 (-4 size, +28 natural), touch 6, flat-footed 34 Dominate person, detect gems 11th 27

Very old 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 37 (-4 size, +31 natural), touch 6, flat-footed 37 DR 15/magic 13th 28

Ancient 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 40 (-4 size, +34 natural), touch 6, flat-footed 40 Sunbeam 15th 30

Wyrm 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 39 (-8 size, +37 natural), touch 2, flat-footed 39 DR 20/magic 17th 31

Great wyrm 60 ft., fly 250 ft. (clumsy), swim 60 ft. +0 42 (-8 size, +40 natural), touch 2, flat-footed 42 Foresight 19th 33

1. Can also cast cleric spells and those from the Chaos, Luck, and Greed domains as arcane spells.

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
From a distance, amber dragons look very similar to gold dragons. Within 30ft however, their differences are apparent- the shimmering of the faceted scales is easily discernable.
As a gemstone dragon, the amber dragon maintains a strong dislike for the chromatic and metallic dragons of Mystara. They have a particular hatred for gold dragons, in spite of (or perhaps because of) their many similarities.

Combat
Amber dragons will parlay before entering combat, but usually only long enough to intimidate its foes or as a delaying tactic to form a combat strategy. In combat, they employ bane and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. They use their cone of fire sparingly to avoid unnecessary detruction of magic items, preferring the cone of gas to debilitate their enemies.

Breath Weapon (Su): An amber dragon has two types of breath weapon, a cone of melting fire and a cone of weakening, rotting gas. Creatures hit by the melting fire must make a second Fortitude save or all carried items begin to burn and melt. Paper items are destroyed instantly,; leather goods in 1 round; all other non-metal items in 2 rounds; nonmagical metal items in 3 rounds; and magical items of all types in 4 or more rounds. If the item has a bonus, add 1 round to the 4 round period for each plus. Items that grant immunity or resistance to fire also melt, but in double the time. Items may be saved by immersion in water or cooling by other means. If this is not done immediately, the items may be damaged.
Creatures within a cone of weakening, rotting gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon. In addition, they must make a second Fortitude save or become infected with rot. Victims of the rot take 1 point of Constitution damage per age category of the dragon and all non-metallic items carried by the victim rot into dust in 10-60 minutes. Infected victims cannot naturally heal, or be healed by any spells or items until they have received a cure disease spell or effect. Should the victim be cured of the disease before the items rot away, the items will be saved as well.

Alternate Form (Su): An amber dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Water Breathing (Ex): An amber dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Luck Bonus (Sp): Once per day an adult or older amber dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every allied creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Detect Gems (Sp): An old or older amber dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

Other Spell-Like Abilities: 3/day—bane (juvenile or older); 1/day—dominate person (old or older), sunbeam (ancient or older), foresight (great wyrm).

Skills: Bluff, Disguise, and Swim are considered class skills for amber dragons.
Traianus Decius Aureus

07-07-06, 05:45 PM
Crystal Dragon
RC 171
Dragon (Cold)
Environment: Cold mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Treasure: Triple standard
Alignment: Always Lawful, Usually Neutral
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others —

Crystal Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling T 3d12+3 (22) 11 10 13 6 11 6 +3/-5 +5 +4 +3 +3 1d6 + crystal (12) —

Very young S 6d12+6 (45) 13 10 13 6 11 6 +6/+3 +8 +6 +5 +5 2d6 + crystal (14) —

Young M 9d12+18 (76) 15 10 15 6 11 6 +9/+11 +11 +8 +6 +6 3d6 + crystal (16) —

Juvenile M 12d12+24 (102) 17 10 15 8 11 8 +12/+15 +15 +10 +8 +8 4d6 + crystal (18) —

Young adult L 15d12+45 (142) 19 10 17 8 11 10 +15/+23 +18 +12 +9 +9 5d6 + crystal (20) 17

Adult L 18d12+72 (189) 23 10 19 10 11 12 +18/+28 +23 +15 +11 +11 6d6 + crystal (23) 20

Mature adult H 21d12+105 (241) 27 10 21 12 13 12 +21/+37 +27 +17 +12 +13 7d6 + crystal (25) 21

Old H 24d12+120 (276) 29 10 21 12 13 12 +24/+41 +31 +19 +14 +15 8d6 + crystal (27) 23

Very old H 27d12+162 (337) 31 10 23 14 15 14 +27/+45 +35 +21 +15 +17 9d6 + crystal (29) 25

Ancient H 30d12+180 (375) 33 10 23 14 15 14 +30/+49 +39 +23 +17 +19 10d6 + crystal (31) 27

Wyrm G 33d12+231 (445) 35 10 25 14 15 16 +33/+57 +41 +25 +18 +20 11d6 + crystal (33) 29

Great wyrm G 36d12+288 (522) 37 10 27 18 19 18 +36/+61 +45 +28 +20 +24 12d6 + crystal (36) 32

Crystal Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 60 ft., burrow 30 ft.,
fly 150 ft. (average), swim 60 ft. +0 14 (+2 size, +2 natural), touch 12, flat-footed 14 Icewalking, immunity to cold,
vulnerability to fire — —

Very young 60 ft., burrow 30 ft.,
fly 150 ft. (average), swim 60 ft. +0 16 (+1 size, +5 natural), touch 11, flat-footed 16 — —

Young 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 18 (+8 natural), touch 10, flat-footed 18 — —

Juvenile 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 21 (+11 natural), touch 10, flat-footed 21 Glitterdust — —

Young adult 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 DR 5/magic — 16

Adult 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 26 (-1 size, +17 natural), touch 9, flat-footed 26 Control Winds 1st 18

Mature adult 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 28 (-2 size, +20 natural), touch 8, flat-footed 28 DR 10/magic 3rd 20

Old 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 31 (-2 size, +23 natural), touch 8, flat-footed 31 Freezing fog 5th 21

Very old 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 34 (-2 size, +26 natural), touch 8, flat-footed 34 DR 15/magic 7th 23

Ancient 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 37 (-2 size, +29 natural), touch 8, flat-footed 37 Ice storm 9th 24

Wyrm 60 ft., burrow 30 ft.,
fly 250 ft. (clumsy), swim 60 ft. +0 38 (-4 size, +32 natural), touch 6, flat-footed 38 DR 20/magic 11th 25

Great wyrm 60 ft., burrow 30 ft.,
fly 250 ft. (clumsy), swim 60 ft. +0 41 (-4 size, +35 natural), touch 6, flat-footed 41 Prismatic Spray 13th 27

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
From a distance, crystal dragons look very similar to white dragons. Within 30ft however, their differences are apparent- the shimmering of the faceted scales is easily discernable.
As a gemstone dragon, the crystal dragon maintains a strong dislike for the chromatic and metallic dragons of Mystara. They have a particular hatred for white dragons, in spite of (or perhaps because of) their many similarities.

Combat
Crystal dragons will quietly watch any intruders in its territory to see if they are a threat or merely clueless/ harmless/stupid. As long as the latter pass through quickly and without incident, the crystal dragon will usually leave them alone. They rarely bother to converse with adventurers, ignoring them at first, and proceeding to heavier handed tactics if they do not take the hint. When they find it necessary to fight, crystal dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, and then try to knock out a single opponent with a follow-up attack.

Breath Weapon (Su): A crystal dragon has one type of breath weapon, a cone of crystallizing cold. Creatures hit by the crystallizing cold must make a second Fortitude save or all carried items are turned to crystal. Crystal weapons and armor have ½ the hardness and hitpoints of the original item. Other items have a hardness of 2 and 5 hp. Every time a crystal weapon strikes a foe or a character in crystal armor takes damage from a weapon, roll the 1d6- on a roll of 1 the weapon or armor shatters. A stone to flesh spell will return up to 100 cubic feet of crystal items to normal.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Freezing Fog (Sp): An old or older crystal dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Other Spell-Like Abilities: 3/day—glitterdust (juvenile or older), control winds (adult or older), ice storm (ancient or older); 1/day—Prismatic spray (great wyrm).

Skills: Hide, Move Silently, and Swim are considered class skills for crystal dragons.
Traianus Decius Aureus

07-10-06, 03:00 PM
Jade Dragon
RC 171
Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always Neutral, Often True Neutral
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

Jade Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling S 5d12+5 (37) 13 10 13 10 11 10 +5/+2 +7 +5 +4 +4 2d6 (13) —

Very young M 8d12+16 (68) 15 10 15 10 11 10 +8/+10 +10 +8 +6 +6 4d6 (16) —

Young M 11d12+22 (93) 17 10 15 12 13 12 +11/+14 +14 +9 +7 +8 6d6 (17) —

Juvenile L 14d12+42 (133) 19 10 17 14 15 14 +14/+22 +17 +12 +9 +11 8d6 (20) —

Young adult L 17d12+68 (178) 23 10 19 14 15 14 +17/+27 +22 +14 +10 +12 10d6 (22) 20

Adult H 20d12+100 (230) 27 10 21 16 17 16 +20/+36 +26 +17 +12 +15 12d6 (25) 23

Mature adult H 23d12+115 (264) 29 10 21 16 17 16 +23/+40 +30 +18 +13 +16 14d6 (26) 24

Old H 26d12+156 (325) 31 10 23 18 19 18 +26/+44 +34 +21 +15 +19 16d6 (29) 27

Very old H 29d12+174 (362) 33 10 23 18 19 18 +29/+48 +38 +22 +16 +20 18d6 (30) 28

Ancient G 32d12+224 (432) 35 10 25 20 21 20 +32/+56 +40 +25 +18 +23 20d6 (33) 31

Wyrm G 35d12+280 (507) 37 10 27 20 21 20 +35/+60 +44 +27 +19 +24 22d6 (35) 32

Great wyrm G 38d12+304 (551) 39 10 27 22 23 22 +38/+64 +48 +29 +21 +27 24d6 (37) 35

Jade Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 40 ft., fly 100 ft. (average), swim 40 ft +0 15 (+1 size, +4 natural), touch 11, flat-footed 15 Immunity to acid,
water breathing — —

Very young 40 ft., fly 150 ft. (poor), swim 40 ft +0 17 (+7 natural), touch 10, flat-footed 17 — —

Young 40 ft., fly 150 ft. (poor), swim 40 ft +0 20 (+10 natural), touch 10, flat-footed 20 — —

Juvenile 40 ft., fly 150 ft. (poor), swim 40 ft +0 22 (-1 size, +13 natural), touch 9, flat-footed 22 1st —

Young adult 40 ft., fly 150 ft. (poor), swim 40 ft +0 25 (-1 size, +16 natural), touch 9, flat-footed 25 DR 5/magic 3rd 19

Adult 40 ft., fly 150 ft. (poor), swim 40 ft +0 27 (-2 size, +19 natural), touch 8, flat-footed 27 Nondetection 5th 21

Mature adult 40 ft., fly 150 ft. (poor), swim 40 ft +0 30 (-2 size, +22 natural), touch 8, flat-footed 30 DR 10/magic 7th 22

Old 40 ft., fly 150 ft. (poor), swim 40 ft +0 33 (-2 size, +25 natural), touch 8, flat-footed 33 Plant growth 9th 24

Very old 40 ft., fly 150 ft. (poor), swim 40 ft +0 36 (-2 size, +28 natural), touch 8, flat-footed 36 DR 15/magic 11th 25

Ancient 40 ft., fly 200 ft. (clumsy), swim 40 ft +0 37 (-4 size, +31 natural), touch 6, flat-footed 37 Baleful Polymorph 13th 27

Wyrm 40 ft., fly 200 ft. (clumsy), swim 40 ft +0 40 (-4 size, +34 natural), touch 6, flat-footed 40 DR 20/magic 15th 28

Great wyrm 40 ft., fly 200 ft. (clumsy), swim 40 ft +0 43 (-4 size, +37 natural), touch 6, flat-footed 43 Command plants 17th 30

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
From a distance, jade dragons look very similar to green dragons. Within 30ft however, their differences are apparent- the shimmering of the faceted scales is easily discernable.
As a gemstone dragon, the jade dragon maintains a strong dislike for the chromatic and metallic dragons of Mystara. They have a particular hatred for green dragons, in spite of (or perhaps because of) their many similarities.

Combat
Jade dragons often show remarkable restraint when dealing with beings lesser than itself, occasionally conversing and having a battle of wits in order to determine the visitors’ intentions. This restraint can end rather abruptly should the visitors prove to be dullards or the visitors foolishly threaten or otherwise anger the dragon. Known threats entering a jade dragon’s territory will be stalked determine the best time to strike and the most appropriate tactics to use. When provoked, it will usually attempt to intimidate its foes before attacking the strongest enemies with a fury seldom seen.

Breath Weapon (Su): A jade dragon has one type of breath weapon, a cone of corrosive (acid) and rotting gas. Creatures hit by the corrosive, rotting gas must make a second Fortitude save or become infected with rot. Victims of the rot take 1 point of Constitution damage per age category of the dragon and all non-metallic items carried by the victim rot into dust in 10-60 minutes. Infected victims cannot naturally heal, or be healed by any spells or items until they have received a cure disease spell or effect. Should the victim be cured of the disease before the items rot away, the items will be saved as well.

Water Breathing (Ex): A jade dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Spell-Like Abilities: 3/day—nondetection (adult or older), baleful polymorph (ancient or older); 1/day— plant growth (old or older), command plants (great wyrm).

Skills: Bluff, Hide, and Move Silently are considered class skills for jade dragons.
Traianus Decius Aureus

07-11-06, 04:15 PM
Onyx Dragon
RC 171
Dragon (Water)
Environment: Temperate, Warm marshes
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always Neutral, Usually True Neutral
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Onyx Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling T 4d12+4 (30) 11 10 13 8 11 8 +4/-4 +6 +5 +4 +4 2d4 (13) —

Very young S 7d12+7 (52) 13 10 13 8 11 8 +7/+4 +9 +6 +5 +5 4d4 (14) —

Young M 10d12+20 (85) 15 10 15 10 11 10 +10/+12 +12 +9 +7 +7 6d4 (17) —

Juvenile M 13d12+26 (110) 17 10 15 10 11 10 +13/+16 +16 +10 +8 +8 8d4 (18) —

Young adult L 16d12+48 (152) 19 10 17 12 13 12 +16/+24 +19 +13 +10 +11 10d4 (21) 19

Adult L 19d12+76 (199) 23 10 19 12 13 12 +19/+29 +24 +15 +11 +12 12d4 (23) 20

Mature adult H 22d12+110 (253) 27 10 21 14 15 14 +22/+38 +28 +18 +13 +15 14d4 (26) 23

Old H 25d12+125 (287) 29 10 21 14 15 14 +25/+42 +32 +19 +14 +16 16d4 (27) 24

Very old H 28d12+168 (350) 31 10 23 16 17 16 +28/+46 +36 +22 +16 +19 18d4 (30) 27

Ancient H 31d12+186 (387) 33 10 23 16 17 16 +31/+50 +40 +23 +17 +20 20d4 (31) 28

Wyrm G 34d12+238 (459) 35 10 25 18 19 18 +34/+58 +42 +26 +19 +23 22d4 (34) 31

Great wyrm G 37d12+296 (536) 37 10 27 20 21 20 +37/+62 +46 +28 +20 +25 24d4 (36) 33

Onyx Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 60 ft., fly 100 ft. (average), swim 60 ft. +0 15 (+2 size,+3 natural), touch 12, flat-footed 15 Immunity to acid,
water breathing — —

Very young 60 ft., fly 100 ft. (average), swim 60 ft. +0 17 (+1 size,+6 natural), touch 11, flat-footed 17 — —

Young 60 ft., fly 150 ft. (poor), swim 60 ft. +0 19 (+9 natural), touch 10, flat-footed 19 — —

Juvenile 60 ft., fly 150 ft. (poor), swim 60 ft. +0 22 (+12 natural), touch 10, flat-footed 22 Darkness — —

Young adult 60 ft., fly 150 ft. (poor), swim 60 ft. +0 24 (-1 size,+15 natural), touch 9, flat-footed 24 DR 5/magic 1st 17

Adult 60 ft., fly 150 ft. (poor), swim 60 ft. +0 27 (-1 size,+18 natural), touch 9, flat-footed 27 Control water 3rd 18

Mature adult 60 ft., fly 150 ft. (poor), swim 60 ft. +0 29 (-2 size,+21 natural), touch 8, flat-footed 29 DR 10/magic 5th 21

Old 60 ft., fly 150 ft. (poor), swim 60 ft. +0 32 (-2 size,+24 natural), touch 8, flat-footed 32 Wall of Thorns 7th 22

Very old 60 ft., fly 150 ft. (poor), swim 60 ft. +0 35 (-2 size,+27 natural), touch 8, flat-footed 35 DR 15/magic 9th 23

Ancient 60 ft., fly 150 ft. (poor), swim 60 ft. +0 38 (-2 size,+30 natural), touch 8, flat-footed 38 Insect plague 11th 25

Wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 39 (-4 size,+33 natural), touch 6, flat-footed 39 DR 20/magic 13th 26

Great wyrm 60 ft., fly 200 ft. (clumsy), swim 60 ft. +0 42 (-4 size,+36 natural), touch 6, flat-footed 42 Charm reptiles 15th 28

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
Onyx dragons inhabit dismal swamps and dark fens. They are not especially intelligent for a true draconic species, but are cunning and stealthy when hunting prey.
At a distance of 120ft or more, the onyx dragon cannot be distinguished from a black dragon, unless there is bright sunlight (in which case the dragon’s bright scales are conspicuous). At close range the onyx dragon’s lustrous, jeweled scales shimmer and sparkle in the light, revealing the mighty repitle’s true nature. In sunlight, the onyx dragon’s deep black scales shine as brightly as a thousand mirrors.
Onyx dragons live in wetlands, ranging from the tropics to the chillier fringes of the temperate zones. As rule, they prefer dark, well-shaded areas such as tree-filled bog: In darker areas, their scintillating scales are less likely to give away their location to prey.
Onyx dragons hunt the largest animals in their envronments: alligators, herons, manatees, moose, and so forth. They do not hesitate to consume humanoid prey, but they do have enough intelligence to realize that adventurers may be more trouble to kill than the meal is worth. Onyx dragons do value treasure, especially dark and lustrous gems. However, they tend to have less treasure than other dragons.
As a gemstone dragon, the onyx dragon maintains a strong dislike for the chromatic and metallic dragons of Mystara. They have a particular hatred for black dragons, in spite of (or perhaps because of) their many similarities.

Combat
Onyx dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, an onyx dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog. Onyx dragons sometimes use the darkness breath in advance of an encounter, to hide themselves and gain surprise.

Breath Weapon (Su): An onyx dragon has one type of breath weapon, a line of inky black acid. Any creatures hit by the line of inky black acid must make a second Fortitude save or be enveloped in a 15ft radius cloud of darkness. If the save is made, the victim may move out of the darkness (it stays in place.). If the save is failed, the darkness remains centered on the victim regardless of whether or not he moves. This darkness lasts for 1 round per HD of the dragon unless dispelled. The onyx dragon can easily see through the darkness. It is similar to a darkness spell in all other respects.

Water Breathing (Ex): An onyx dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Control Water (Sp): Once per day an adult or older onyx dragon can use this ability. It functions as the Control Water spell except that the area affected and duration are doubled.- area is Water in a volume of 20 ft./level by 20 ft./level by 4 ft./level and duration is 20 min./level.

Charm Reptiles (Sp): A great wyrm onyx dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—wall of thorns (old or older).

Skills: Hide, Move Silently, and Swim are considered class skills for onyx dragons.
Traianus Decius Aureus

07-12-06, 04:48 PM
This thread will now be updated at the new boards. Head over to them to see today's entry from the Savage Coast- the Red Hawk dragon.
Ivid

07-14-06, 01:49 PM
:) Where's that place?
Traianus Decius Aureus

07-14-06, 03:33 PM
:) Where's that place?

The link for the new boards is up in the announcement. Unfortunately they are misbehaving quite a bit, so you might not be able to get to it until they debug it. Eventually, this board will automatically direct you to the new forums.
Traianus Decius Aureus

07-17-06, 10:01 AM
Red Hawk Dragon
SCMC
Dragon (Fire)
Environment: Any Mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring); May have multiple groups in isolated areas.
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 13; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always Lawful, Usually Neutral
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +3; very young +4; young +4; juvenile +5; others —

Red Hawk Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling T 3d12 (19) 11 10 11 10 15 10 +3/-5 +5 +3 +3 +5 2d6 (11) —

Very young S 6d12 (39) 13 10 11 10 15 10 +6/+3 +8 +5 +5 +7 4d6 (13) —

Young M 9d12+9 (67) 15 10 13 10 15 10 +9/+11 +11 +7 +6 +8 6d6 (15) —

Juvenile M 12d12+12 (90) 17 10 13 12 15 12 +12/+15 +15 +9 +8 +10 8d6 (17) —

Young adult L 15d12+30 (127) 19 10 15 12 15 14 +15/+23 +18 +11 +9 +11 10d6 (19) 19

Adult L 18d12+54 (171) 23 10 17 14 15 16 +18/+28 +23 +14 +11 +13 12d6 (22) 22

Mature adult H 21d12+84 (220) 27 10 19 16 17 16 +21/+37 +27 +16 +12 +15 14d6 (24) 23

Old H 24d12+96 (252) 29 10 19 16 17 16 +24/+41 +31 +18 +14 +17 16d6 (26) 25

Very old H 27d12+135 (310) 31 10 21 18 19 18 +27/+45 +35 +20 +15 +19 18d6 (28) 27

Ancient H 30d12+150 (345) 33 10 21 18 19 18 +30/+49 +39 +22 +17 +21 20d6 (30) 29

Wyrm G 33d12+198 (412) 35 10 23 18 19 20 +33/+57 +41 +24 +18 +22 22d6 (32) 31

Great wyrm G 36d12+252 (486) 37 10 25 22 23 22 +36/+61 +45 +27 +20 +26 24d6 (35) 34

Red HawkDragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 60 ft., fly 150 ft. (average) +0 14 (+2 size, +2 natural), touch 12, flat-footed 14 Immunity to fire,
vulnerability to cold — —

Very young 60 ft., fly 150 ft. (average). +0 16 (+1 size, +5 natural), touch 11, flat-footed 16 — —

Young 60 ft., fly 200 ft. (poor) +0 18 (+8 natural), touch 10, flat-footed 18 — —

Juvenile 60 ft., fly 200 ft. (poor) +0 21 (+11 natural), touch 10, flat-footed 21 Faerie Fire — 16

Young adult 60 ft., fly 200 ft. (poor) +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 DR 5/magic 1st 18

Adult 60 ft., fly 200 ft. (poor) +0 26 (-1 size, +17 natural), touch 9, flat-footed 26 Improved Grab 3rd 20

Mature adult 60 ft., fly 200 ft. (poor) +0 28 (-2 size, +20 natural), touch 8, flat-footed 28 DR 10/magic 5th 21

Old 60 ft., fly 200 ft. (poor) +0 31 (-2 size, +23 natural), touch 8, flat-footed 31 Heat Metal 7th 23

Very old 60 ft., fly 200 ft. (poor) +0 34 (-2 size, +26 natural), touch 8, flat-footed 34 DR 15/magic 9th 24

Ancient 60 ft., fly 200 ft. (poor) +0 37 (-2 size, +29 natural), touch 8, flat-footed 37 Wall of Force 11th 25

Wyrm 60 ft., fly 250 ft. (clumsy) +0 38 (-4 size, +32 natural), touch 6, flat-footed 38 DR 20/magic 13th 27

Great wyrm 60 ft., fly 250 ft. (clumsy) +0 41 (-4 size, +35 natural), touch 6, flat-footed 41 Control weather 15th 29

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
The red hawk dragon is native to the Arm of the Immortals Peninsula, but occasionally it is seen flying over the western lands of the Savage Coast. For obvious reasons, it is referred to as the "feathered dragon."
This creature is smaller and less bulky than most dragons. Its body is fairly streamlined for a creature of this size, tapering quickly into a stubbed tail. It uses its huge, powerful rear legs and versatile claws to walk around, while its forward arms are shorter and more useful in manipulative work than locomotion. The head of the red hawk dragon is angular, and the upper half of its mouth is hardened and pointed much like a beak.
Red hawk dragons are born covered in thick, bright red down, which later transforms into large, red feathers. During the dragon's juvenile years, scales start coming in, first covering critical locations, such as its chest and the brow ridges on its head. As it matures, the scales thicken and turn from a bright red to a reddish-brown, and the feathers turn dark red. By the time it reaches the young adult stage, most of the head is scaled except for a few decorative lines of feathers, and the chest and legs are completely scaled. The body is armoured in several areas with large scales, leaving borders of small scales covered with feathers around the chest and down the back. The wings and tail stay fully feathered.
Red hawk dragons are social creatures, living in communities with others of their kind, though they often hunt solo. The communities sometimes number more than a dozen dragons not including young. They mostly live in large caves. However, in the right conditions, they might take over an entire valley hidden deep within the mountains. They hunt along the slopes and plateaus but will sometimes venture beyond the mountains on extended hunting sprees. Inside the community, each red hawk dragon takes one mate and raises at least one set of young, ranging from two to four baby dragons. Though the parents are completely responsible for their young to begin with, after their first few years the entire community takes responsibility by helping with the young dragons.
Red hawk dragons have no particular desire for wealth or power, though they do collect treasure. Proud of their lineage, they will suffer no affront to their collective dignity. They are the governing predator of their mountains, and any source of rivalry or impertinence is likely to find itself up against the entire community rather than just one dragon. They are on fairly good terms with the winged races of the ee'aar and enduk, and they remain neutral in regards to others. They hunt only creatures of animal Intelligence or below.
Red hawk dragons speak draconic. Red hawk dragons also know the languages of the ee'aar and the enduks.

Combat
Red hawk dragons are unusual for dragonkind. While proud and capable combatants, they do not normally attack creatures they enecounter unless the creatures are vermin or animals and it is hunting, or the creatures threaten the dragon.
On the ground, a red hawk dragon attacks with its bite and upper claws. If airborne, it rakes with its powerful rear claws instead of its front claws (both sets of claws do identical damage). It uses it breath weapon when outmatched or overwhelmed but rarely when it holds a clear advantage.

Breath Weapon (Su): A red hawk dragon has one type of breath weapon, a cone of fire.

Improved Grab (Ex): If an airborne, adult or older red hawk dragon hits a target its size or smaller with both rear claws in the same round, it may start a grapple as a free action, without suffering an attack of opportunity. Any held creature may be carried off by the dragon (subject to normal load restrictions). The red hawk dragon receives a +5 circumstantial bonus to all bite attack rolls against the held creature and may automatically inflict claw damage each round the victim is held. The creature may be subject to falling damage should it break the hold while airborne with the dragon.

Spell-Like Abilities: 3/day—Faerie Fire (juvenile or older), heat metal (old and older), wall of force (ancient or older); 1/day—Control Weather (great wyrm).

Skills: Climb, Hide, and Move Silently are considered class skills for a red hawk dragon.

The Red Curse
Red hawk dragons usually gain a single Legacy upon reaching the young adult stage. Some, however, have managed to gain multiple Legacies. Despite the Legacies, red hawk dragons never require cinnabryl to fight off Affliction.

Ruby Dragon
RC 171
Dragon (Fire)
Environment: Warm Mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always Lawful, Usually Neutral
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

Ruby Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling M 7d12+14 (59) 17 10 15 10 11 10 +7/+10 +10 +7 +5 +5 2d10 (15) —

Very young L 10d12+30 (95) 21 10 17 12 13 12 +10/+19 +14 +10 +7 +8 4d10 (18) —

Young L 13d12+39 (123) 25 10 17 12 13 12 +13/+24 +19 +11 +8 +9 6d10 (19) —

Juvenile L 16d12+64 (168) 29 10 19 14 15 14 +16/+29 +24 +14 +10 +12 8d10 (22) —

Young adult H 19d12+95 (218) 31 10 21 14 15 14 +19/+37 +27 +16 +11 +13 10d10 (24) 21

Adult H 22d12+110 (253) 33 10 21 16 19 16 +22/+41 +31 +18 +13 +17 12d10 (26) 24

Mature adult H 25d12+150 (312) 33 10 23 18 19 18 +25/+44 +34 +20 +14 +18 14d10 (28) 26

Old G 28d12+196 (378) 35 10 25 20 21 20 +28/+52 +36 +23 +16 +21 16d10 (31) 29

Very old G 31d12+248 (449) 37 10 27 22 23 22 +31/+56 +40 +25 +17 +23 18d10 (33) 31

Ancient G 34d12+306 (527) 39 10 29 24 25 24 +34/+60 +44 +28 +19 +26 20d10 (36) 34

Wyrm G 37d12+370 (610) 41 10 31 24 25 24 +37/+64 +48 +30 +20 +27 22d10 (38) 35

Great wyrm C 40d12+400 (660) 45 10 31 26 27 26 +40/+73 +49 +32 +22 +30 24d10 (40) 38

Ruby Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 40 ft., fly 150 ft. (poor) +0 16 (+6 natural), touch 10, flat-footed 16 Immunity to fire,
Internal Fire — —

Very young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural), touch 9, flat-footed 18 — —

Young 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural), touch 9, flat-footed 21 1st —

Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 Locate object 3rd —

Young adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural), touch 8, flat-footed 26 DR 5/magic 5th 19

Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 7th 21

Mature adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 DR 10/magic 9th 23

Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural), touch 6, flat-footed 33 Suggestion 11th 24

Very old 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural), touch 6, flat-footed 36 DR 15/magic 13th 26

Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 Stone Tell 15th 28

Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 DR 20/magic 17th 30

Great wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Discern location 19th 32

1. Can also cast cleric spells and those from the Fire, Law and Wealth domains as arcane spells.

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
At a distance of 120 feet or more, the ruby dragon cannot be distinguished from a red dragon. At closer ranges the dragon’s scales shimmer, revealing the mighty reptile’s true nature.
Ruby dragons exist in the same habitat red dragons favor. However, they are more willing to venture into higher altitudes, colder climes, and deep underground.
Ruby dragons are ravenous carnivores. They also have a great fondness for the most precious of gems, fused in the mightiest of the earth’s furnaces. These dragons will attack dwarves gleefully, knowing the little demihumans hoard the gems these dragons find so delicious. Characters who find themselves trapped by a ruby dragon have a good chance of buying their freedom by offering to lead the dragon to a cache of gems.
Ruby dragons speak draconic, and may know a multitude of other local languages.
As a gemstone dragon, the ruby dragon maintains a strong dislike for the chromatic and metallic dragons of Mystara. They have a particular hatred for red dragons, in spite of (or perhaps because of) their many similarities.

Combat
Like the red dragon, ruby dragons are so confident; they seldom pause to appraise an adversary. They do exercise greater restraint in whether or not they will attack a target than a red dragon typically does, and if they do attack it will be by using one of many strategies worked out ahead of time. A ruby dragon attacks small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.

Breath Weapon (Su): A ruby dragon has one breath weapon, a cone of melting fire. Creatures hit by the melting fire must make a second Fortitude save or all carried items begin to burn and melt. Paper items are destroyed instantly,; leather goods in 1 round; all other non-metal items in 2 rounds; nonmagical metal items in 3 rounds; and magical items of all types in 4 or more rounds. If the item has a bonus, add 1 round to the 4 round period for each plus. Items that grant immunity or resistance to fire also melt, but in double the time. Items may be saved by immersion in water or cooling by other means. If this is not done immediately, the items may be damaged.

Internal Fire (Ex): A ruby dragon’s tough jeweled hide provides solid protection against cold. It does not suffer from the vulnerability to cold common to the Fire subtype.

Locate Object (Sp): A juvenile or older ruby dragon can use this ability as the spell of the same name, once per day per age category.

Spell-Like Abilities: 3/day—suggestion (old or older); 1/day—stone tell (ancient or older), discern location (great wyrm).

Skills: Appraise, Bluff, and Jump are considered class skills for ruby dragons.

Sapphire Dragon
RC 171
Dragon (Earth)
Environment: Temperate and warm deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always Lawful, Usually Neutral
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Sapphire Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling S 6d12+6 (45) 13 10 13 10 11 10 +6/+3 +8 +6 +5 +5 2d8 (14) —

Very young M 9d12+18 (76) 15 10 15 10 11 10 +9/+11 +11 +8 +6 +6 4d8 (16) —

Young M 12d12+24 (102) 17 10 15 12 13 12 +12/+15 +15 +10 +8 +9 6d8 (18) —

Juvenile L 15d12+45 (142) 19 10 17 14 15 14 +15/+23 +18 +12 +9 +11 8d8 (20) —

Young adult L 18d12+72 (189) 23 10 19 14 15 14 +18/+28 +23 +15 +11 +13 10d8 (23) 21

Adult H 21d12+105 (241) 27 10 21 16 17 16 +21/+37 +27 +17 +12 +15 12d8 (25) 23

Mature adult H 24d12+120 (276) 29 10 21 16 17 16 +24/+41 +31 +19 +14 +17 14d8 (27) 25

Old H 27d12+162 (337) 31 10 23 18 19 18 +27/+45 +35 +21 +15 +19 16d8 (29) 27

Very old H 30d12+180 (375) 33 10 23 18 19 18 +30/+49 +39 +23 +17 +21 18d8 (31) 29

Ancient G 33d12+231 (445) 35 10 25 20 21 20 +33/+57 +41 +25 +18 +23 20d8 (33) 31

Wyrm G 36d12+288 (522) 37 10 27 20 21 20 +36/+61 +45 +28 +20 +25 22d8 (36) 33

Great wyrm G 39d12+312 (565) 39 10 27 22 23 22 +39/+65 +49 +29 +21 +27 24d8 (37) 35

Sapphire Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 40 ft., burrow 20 ft., fly 100 ft. (average) +0 16 (+1 size, +5 natural), touch 11, flat-footed 16 Immunity to electricity,
create/destroy water — —

Very young 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 18 (+8 natural), touch 10, flat-footed 18 — —

Young 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 21 (+11 natural), touch 10, flat-footed 21 — —

Juvenile 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 23 (-1 size, +14 natural), touch 9, flat-footed 23 Sound imitation 1st —

Young adult 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 26 (-1 size, +17 natural), touch 9, flat-footed 26 DR 5/magic 3rd 19

Adult 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 28 (-2 size, +20 natural), touch 8, flat-footed 28 Identify 5th 21

Mature adult 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 31 (-2 size, +23 natural), touch 8, flat-footed 31 DR 10/magic 7th 22

Old 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 34 (-2 size, +26 natural), touch 8, flat-footed 34 Hallucinatory terrain 9th 24

Very old 40 ft., burrow 20 ft., fly 150 ft. (poor) +0 37 (-2 size, +29 natural), touch 8, flat-footed 37 DR 15/magic 11th 25

Ancient 40 ft., burrow 20 ft., fly 200 ft. (clumsy) +0 38 (-4 size, +32 natural), touch 6, flat-footed 38 Legend Lore 13th 27

Wyrm 40 ft., burrow 20 ft., fly 200 ft. (clumsy) +0 41 (-4 size, +35 natural), touch 6, flat-footed 41 DR 20/magic 15th 29

Great wyrm 40 ft., burrow 20 ft., fly 200 ft. (clumsy) +0 44 (-4 size, +38 natural), touch 6, flat-footed 44 Mirage arcana 17th 31

1. Can also cast cleric spells and those from the Air, Law and Magic domains as arcane spells.

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
At a distance of 120 feet or more, the sapphire dragon cannot be distinguished from a blue dragon. At closer ranges the dragon’s scales shimmer, revealing the mighty reptile’s true nature.
Sapphire dragons exist in the same habitat blue dragons favor. Sapphire dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.
Sapphire dragons can be quite conversational with creatures that carefully approach it and who show it respect. They particularly enjoy discussing magic and cultured topics such as art and literature. Those that can speak intelligently on those subjects often will be well received by the dragon. They have been known to be helpful to populations near their lairs and to those traveling through the desert as long as they show the dragon proper respect. The dragon is likely to have agents amongst these local populations to forewarn it of problems. However, should they be treated with disrespect, threatened or their lairs violated, sapphire dragons can be as wildly ferocious as the worst blue dragon.
Sapphire dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires, and cultural treasures such as art. Sapphire dragons have what humans call a “refined taste”. Their lairs tend to be opulent and decorated to be aesthetically pleasing.
As a gemstone dragon, the sapphire dragon maintains a strong dislike for the chromatic and metallic dragons of Mystara. They have a particular hatred for blue dragons, in spite of (or perhaps because of) their many similarities.

Combat
Sapphire dragons are cautious and extremely proud. They often will refrain from attacking until they know the intentions of the creatures it encounters. When the threat is obvious or known in advance, sapphire dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. They are very adept with magic and will use it liberally in battle. Sapphire dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

Breath Weapon (Su): A sapphire dragon has one breath weapon, a line of vaporizing lightning. Creatures hit by the vaporizing lighning must make a second Fortitude save or it and all carried items are vaporized for 10 x HD minutes. A vaporized character is treated as if under the effects of a gaseous form spell.

Create/Destroy Water (Sp): A sapphire dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation (Ex): A juvenile or older sapphire dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.

Spell-Like Abilities: 3/day—identify (adult or older); 1/day—hallucinatory terrain (old or older), legend lore (ancient or older), mirage arcana (great wyrm).

Skills: Bluff, Hide, and Spellcraft are considered class skills for sapphire dragons.
Gazza555

07-17-06, 10:29 AM
Very nice Jamie.

My conversion of the Ruby dragon was very similar (well as we both used the SRD's red dragon as a base...). The only thing I did different was the Ruby dragon's ability to withstand cold. What I did was to give it resistance to cold 5 (together with the vulnerability to cold) as a wyrmling, which increases by 5 at the young adult, very old and great wyrm stages. IMO it reflects the flavour text of its thick scales protecting it from the cold. However, once the cold penetrates the scales...

Regards
Gary
Traianus Decius Aureus

07-18-06, 09:40 AM
My conversion of the Ruby dragon was very similar (well as we both used the SRD's red dragon as a base...). The only thing I did different was the Ruby dragon's ability to withstand cold. What I did was to give it resistance to cold 5 (together with the vulnerability to cold) as a wyrmling, which increases by 5 at the young adult, very old and great wyrm stages. IMO it reflects the flavour text of its thick scales protecting it from the cold. However, once the cold penetrates the scales...

Regards
Gary

An interesting idea with the cold resistance. It does seem to be slightly contradictory logical- resistant yet vulnerable- but I understand your logic for it. I had looked into working so that the vulnerability to cold was reduced 5% per age category, but it seemed clunky so I decided to just eliminate the vulnerability to cold at the start.
Traianus Decius Aureus

07-18-06, 09:46 AM
Crimson Dragon
SCMC
Dragon (Fire)
Environment: Any lands affected by the Red Curse
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, or solitary and 1–3 offspring
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always Neutral, Usually Evil
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +3; very young +4; young +5; others —

Crimson Dragons by Age
Age S Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Grapple Attack Fort Ref Will BW (DC) FP DC

Wyrmling M 7d12+21 (66) 16 10 17 11 10 12 +7/+10 +10 +7 +5 +5 Special(16) —

Very young L 10d12+40 (105) 20 10 19 13 12 14 +10/+19 +14 +10 +7 +8 Special (19) —

Young L 13d12+52 (136) 24 10 19 13 12 14 +13/+24 +19 +11 +8 +9 Special (20) —

Juvenile L 16d12+80 (184) 28 10 21 15 14 16 +16/+29 +24 +14 +10 +12 Special (23) —

Young adult H 19d12+114 (237) 30 10 23 15 14 16 +19/+37 +27 +16 +11 +13 Special (25) 22

Adult H 22d12+132 (275) 32 10 23 17 18 18 +22/+41 +31 +18 +13 +17 Special (27) 25

Mature adult H 25d12+175 (337) 32 10 25 19 18 20 +25/+44 +34 +20 +14 +18 Special (29) 27

Old G 28d12+224 (406) 34 10 27 21 20 22 +28/+52 +36 +23 +16 +21 Special (32) 30

Very old G 31d12+279 (480) 36 10 29 23 22 24 +31/+56 +40 +25 +17 +23 Special (34) 32

Ancient G 34d12+340 (561) 38 10 31 25 24 26 +34/+60 +44 +28 +19 +26 Special (37) 35

Wyrm G 37d12+407 (647) 40 10 33 25 24 26 +37/+64 +48 +30 +20 +27 Special (39) 36

Great wyrm C 40d12+440 (700) 44 10 33 27 26 28 +40/+73 +49 +32 +22 +30 Special (41) 39

Crimson Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling 40 ft., fly 150 ft. (poor) +0 16 (+6 natural), touch 10, flat-footed 16 Immunity to fire,
vulnerability to cold — —

Very young 40 ft., fly 150 ft. (poor) +0 18 (-1 size, +9 natural), touch 9, flat-footed 18 — —

Young 40 ft., fly 150 ft. (poor) +0 21 (-1 size, +12 natural), touch 9, flat-footed 21 — —

Juvenile 40 ft., fly 150 ft. (poor) +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 Suggestion 1st —

Young adult 40 ft., fly 150 ft. (poor) +0 26 (-2 size, +18 natural), touch 8, flat-footed 26 DR 5/magic 3rd 16

Adult 40 ft., fly 150 ft. (poor) +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 5th 18

Mature adult 40 ft., fly 150 ft. (poor) +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 DR 10/magic 7th 20

Old 40 ft., fly 200 ft. (clumsy) +0 33 (-4 size, +27 natural), touch 6, flat-footed 33 Dominate Person 9th 21

Very old 40 ft., fly 200 ft. (clumsy) +0 36 (-4 size, +30 natural), touch 6, flat-footed 36 DR 15/magic 11th 23

Ancient 40 ft., fly 200 ft. (clumsy) +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 Geas/Quest 13th 24

Wyrm 40 ft., fly 200 ft. (clumsy) +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 DR 20/magic 15th 25

Great wyrm 40 ft., fly 200 ft. (clumsy) +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Demand 17th 27

1. Can also cast cleric spells and those from the Corruption, Evil, and Greed domains as arcane spells.

Note: Please reference the SRD entry on true dragons for related information, including ages, damage, breath weapon ranges, and special abilities common to all true dragons.
The crimson dragon always looks out for its own best interests, seeking power of any kind—be it treasure, territory, or ability. Following this, they are always looking to expand their repertoire of Legacies, which they possess in abundance.
Crimson dragons are thought to be a variant of the red dragon, possessing similarities in both color and physical characteristics. Crimson dragons are born with the deep, dull red coloring of a mature red dragon. As they grow older, their scales grow larger and thicker, turning such a dark crimson that they seem black. The scales also take on a metallic sheen—not shiny, but more of a polished sheen. This coloring greatly resembles cinnabryl.
A crimson dragon is truly a solitary creature. It maintains its own lair, never sharing with a mate. If more than one crimson dragon is encountered, it is almost always a mother with its young. Crimson dragons have one to three young, which are raised by the female and driven out of the lair before they reach juvenile age. Crimson dragons are very intelligent and cunning, allowing the young to survive on their own this early.
Crimson dragons can be found almost anywhere in the cursed lands of the Savage Coast. They never travel extremely high into the mountains, but they do like caves. Their lairs are often found along foothills or at lower mountain elevations. A crimson dragon might even dig out a lair, tunneling down into the soft earth of a temperate forest or in the plains. Though they avoid heavily traveled routes, the malevolent desire to deplete cinnabryl keeps them fairly close to civilization.
Because they like to travel about, crimson dragons often have more than one lair. They visit each region along the Savage Coast about once every few years. However, only one lair will possess its treasure hoard. The dragon carries all useful magical items and a few expensive baubles with it, sealing up its main lair when leaving. They never leave their treasure lying about to be discovered. A typical hoard will be hidden in the bottom of a deep cavern pool or in a collapsed section of a cave; it would be guarded by some animal and the mouth would be carefully hidden. If the lair was dug in soft ground, the dragon carefully fills it back in, leaving no trace of its passage.
Crimson dragons use their treasures and abilities to gain control over other intelligent creatures. Their personal goals are varied and secret, but these goals almost always include the domination of others. Also, crimson dragons tend to be slightly paranoid at times, even inventing a rival if one is not immediately apparent.
A crimson dragon has quite an impact on the environment. First, it is a predatory hunter whose only enemies are the araneas, other dragons, and humanoids. It works to gain treasure and authority and seeks to deplete cinnabryl in any form it can be found. Crimson dragons see depleting cinnabryl as both their personal road to greater power (by gaining more Legacies) and a way to foil the araneas who need the magical metal to avoid Affliction. Of course, most humanoid races know only that these dragons are ruining natural deposits of cinnabryl wherever they find them. This alone makes them worth hunting in the eyes of most Savage Coast residents.
Crimson dragons speak draconic, and as many local languages as it has the ability to learn.

Combat
Crimson dragons never attack right away, preferring to toy with their opponents. They are masters of showmanship, bursting out of the brush or rising from the waters of a lake. Quite often, a crimson dragon will trigger several Legacies, in no particular direction, to provide a kind of magical fanfare for its emergence. Then it might draw a claw back, as if attacking, only to scratch at the side of its head in a presentation of nonchalance. Another favorite ploy is to draw in a deep breath, as if preparing for a breath weapon attack, and then watch the normally cool temperaments of adventurers shatter as they scramble about, diving for cover. This type of dragon is famous for being able to humiliate the most stalwart of opponents.
When an attack does come, the crimson dragon might use any of the dragon combat abilities. Tail slaps and wing buffets are good for raising the level of disarray. When finally ready to cause serious damage, its claw and bite combination takes down most opponents. It will never use its breath weapon before at least one feint, unless it has reason to believe (by way of how its opponents react to its appearance) the adventurers are expecting it. If so, it will use its breath weapon and feint later.

Breath Weapon (Su): A crimson dragon has one type of breath weapon, a cone of cinnabryl corruption. Instead of normal damage, the breath weapon depletes all cinnabryl caught in the blast (therefore ruining any crimson essence as well). A successful Reflex save reduces the depletion to half of the victim’s cinnabryl supply (ie an 8 oz. bracelet loses 4 oz .of protection). For each ounce of cinnabryl depleted with a blast of its breath weapon, there is a cumulative 3% chance that the crimson dragon will instantly gain a new Legacy.

Spell-Like Abilities: 3/day—suggestion (juvenile or older), dominate person (old or older); 1/day— Geas/Quest (ancient or older), Demand (great wyrm).

Skills: Apprraise, Bluff and Jump are considered class skills for crimson dragons.

The Red Curse
Crimson dragons are affected by the Red Curse, often gaining multiple Legacies. Their control over these Legacies is phenomenal. These dragons can even choose whether the physical detriment is visible or not. This often gives crimson dragons a slightly unique appearance.
A crimson dragon does not gain its first Legacy until it depletes at least one ounce of cinnabryl with its breath weapon. Strangely, when Legacies manifest in crimson dragons, they drain no attribute points. The physical deformation occurs gradually over a few days, but the dragon may reverse it over the next week if it chooses. No detrimental effects occur beyond this initial deformation.Crimson dragons are assumed to possess 1d4–1 Legacies for each age category of Juvenile (4) and above. Roll randomly for each Legacy. If the same Legacy is rolled more than once, the effects are cumulative (if this is not possible, roll again).


Crimson Dragonhide Armor
Armorsmiths can work with the hides of crimson dragons to produce a special armor of masterwork quality. Very few crimson dragon scales are suitable for this armor. One dragon, regardless of size, produces enough hide and scales for a single suit of masterwork scale armor for a creature of Large size or a masterwork suit of scale, banded, or half-plate armor for medium creatures.
To make these crimson dragon scales into armor, the scales must be removed and specially treated by an alchemist specialized in making crimson essence (Craft (Alchemy) skill check vs DC 20). Additionally, at least one potion of crimson essence is required in the process. With a successful check, the scales will be suitable for use. The scales are useless for anything if the skill check fails.
In addition to acting like masterwork armor, the treated scales of a crimson dragon offer the same protection as cinnabryl, except that it never depletes and is constant as long as the armor is worn. The protection offered by the armor is limited to the wearer and lasts until seriously damaged. Any attack that causes massive damage (50 points or more) requires the bearer to make a Reflex save vs DC (10 + 1/5 the damage caused (round up)). A successful sundering attack against the armor requires a Reflex save vs DC 15 (if only damaged) or DC 25 (if destroyed). If the saving throw is failed, the dragon scales instantly release their magical essence in a blast that causes 10d6+10 points of damage to everyone within a 10-foot radius, half that out to a 20-foot radius. A successful Reflex save vs. DC 20 reduces this to half damage.
Because crimson dragonhide armor isn’t made of metal, druids can wear it without penalty.
Crimson dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type. However, there is additional time and cost involved to treat the scales- at least one additional week of time, the costs of a crimson essence potion, and a week’s pay for a qualified alchemist.
Crimson dragonhide has 10 hit points per inch of thickness and hardness 10.
Gazza555

07-18-06, 09:56 AM
I'm thinking of converting the RC's versions of the Dragon Rulers. Of course, the conversions will not represent the fully fledged Immortal versions, but if I borrow the idea of 'Aspects', that we recently saw in the web enhancements to the Fiendish Codex, we could have 'Aspect of Diamond' etc.

I won't be cutting down on the HD so these will be fairly powerful Aspects. Not as powerful as some of the older dragons but on a par with 'Mature Adult' or so.

Regards
Gary
Traianus Decius Aureus

07-18-06, 11:18 AM
I'll definitely be interested to see them. I have several ideas on how to do them justice: the Aspect is one of them, a 'mortal' form is another, and as a manifestation form (which requires I have some concept of how to handle immortality in 3.5e). In other words, any version I might do is a long way off...
Traianus Decius Aureus

07-18-06, 04:49 PM
Man, Bandit
RC 159
1st Level Human Rogue
Medium-size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 leather armor), touch 11, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Shortbow +1 range (1d6) or short sword +0 melee (1d6)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 9, Wis 8, Cha 10
Skills: Balance +3, Bluff +2, Climb +1, Diplomacy +2, Disable Device +0, Escape Artist +3, Hide +5, Intimidate +2, Listen +1, Move Silently +5, Search +0, Sleight of Hand +2, Spot +1, Tumble +3
Feats: Dodge, Stealthy
Environment: Any
Organization: Solitary, Pair, Band (2-5+ 1 2nd -4th level robber), or Ring (3-30 + 1 2nd-4th level robbers and 1 6th or higher level leader)
Challenge Rating: ½
Treasure: Standard
Alignment: Any Chaotic or Neutral
Advancement: by character class
Level Adjustment: -

Bandits are thieves who have joined together for the purpose of robbing others. They tend to have small bands that operate in rural and suburban areas, rather than in more urban areas like thieves’ guilds.
The bandit presented above is a human with the base stats of Str 11, Dex 13, Con 12, Int 9, Wis 8, Cha 10. Bandits are usually of the same race as the dominant race in an area (ie in the hinlands, bandits will likely be hin), but rings may include members of different races.

Combat
Bandits will act like normal men so they can surprise their intended victims. Another tactic is to set up an ambush to rob wealthy travelers; typically they will block a road with a fallen tree to force the travelers to stop, at which point the bandits attack.
Bandits prefer to use ranged weaponry and hit-and-run tactics. They only engage in melee if forced to or all threats are neutralized.

Sneak Attack: Any time foe is denied their Dexterity bonus to AC, or the bandit is flanking them, the bandit inflicts an extra 1d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment.

Trapfinding (Ex): Bandits can use the Search skill to locate traps when the task has a DC higher than 20. Bandits can use the Disable Device skill to disarm magic traps.

Organization
Most bandits are low level rogues. Interspersed through their numbers may be warriors, fighters and rangers. They are all similarly armed, and use hit-and-run tactics.
Bandit robbers range in level from 2nd to 4th and are usually rogues. More rarely they may be fighters or rangers. They will be armed in a similar manner to the regular bandits, except the quality of their equipment will be better. They may use hide or studded leather armor.

Bandit leaders are at least 6th level and are often higher. They may be of any class, and they are often well armed with magic or masterwork weapons, armor and equipment. Many leaders have agendas other than simple robbery. He might be assembling a network of bandits for some greater evil purpwe, or he may be a nobleman framed for a crime, stripped of his title, and living the life of a bandit until he can clear his name.
Traianus Decius Aureus

07-19-06, 03:55 PM
Caniquine
SCMC
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d8 +4)
Full Attack: Bite +7 melee (1d8 +4) and kick +2 melee (2d6 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 18, Dex 16, Con 12, Int 5, Wis 13, Cha 11
Skills: Balance +4, Hide -1, Jump +6, Listen +3, Spot +3
Feats: Endurance, Run
Environment: Temperate land
Organization: Solitary, or Pack (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

These unusual animals are half canine and half equine, possessing the head and front legs of a large dog and the hindquarters of a horse. Though caniquines possess the strength of horses, their colour and hair length is consistent with the characteristics of large dogs ranging from short, woolly fur to long, smooth hair in colours ranging from white and yellow to the darkest black.
When hunting in packs, the stronger caniquines feed first, followed by the weak and then the young. They hunt herd animals and any solitary wild creatures. They seldom attack humanoids, and never lupins. On their own, the caniquines tend toward individual family units, usually consisting of a male, a female, and their young.
Caniquines are often bred and raised in captivity. They will serve as loyal mounts to all races except for rakastas and lupins. Rakastan feline behaviour upsets them, and the lupin dislike for caniquines is extremely evident. Lupin legends claim that caniquines were bred by Immortals (or possibly powerful wizards) who desired more intelligent, compliant mounts, but the feliquines turned out to be too prideful for them. Lupins view the animal as an abomination and are disagreeable to any person who owns one.
Caniquines seem to prefer humanoid care and will often wander into a village looking for food and attention. Very few are wild enough to stay far from civilisation, and these are left pretty much alone. Feliquines and caniquines do not get along. Still, because the feliquines are stronger, the caniquine pretty much leave them alone unless travelling in a pack.
These creatures sometimes serve as work animals, but they are better used as mounts. Because caniquines are intelligent, they are easily tamed and taught. They understand simple verbal commands and can communicate with a variety of barks, growls, and body movements. Even without orders, they will always defend their masters from any apparent hostility. Caniquines are also very playful and respond well to affection.

Combat
In the wild, caniquines hunt in small packs, usually led by an alpha male. They charge the intended prey, running it down and falling on it with vicious abandon.
When tamed and ridden, a caniquine will use its snapping bite against any threat to its master. If the caniquine has been trained as a combat mount, it will also kick with its back feet.
Carrying Capacity: A caniquine can carry 300lbs as a light load, 301 to 600lbs as a medium load and 601 to 900lbs as a heavy load.

The Red Curse
About 1 in 10 caniquines suffer from the Red Curse; these few require cinnabryl to ward off Affliction. Of the affected, only those with Legacies valuable enough to counterbalance the cinnabryl expense are kept. The rest are often killed or set free. Fly, Anti-Missile, Leap, Projectile, and War Cry are Legacies considered valuable for caniquines.

If the DM does not have information on these legacies, use the following:

Fly (Sp): A caniquine may fly at of a rate of 40ft per round with average manueverability. It may use this ability 3/day, and the effect lasts for 8 rounds (2 per HD).

Anti-Missile (Sp): This legacy acts like the spell Protection for Arrows, with the following exceptions: It lasts for 1 round per HD or until 10 hp per HD ranged damage is absorbed, whichever occurs first. This protection extends to any creature riding the caniquine.

Leap (Su): A caniquine receives an additional +8 bonus to all jump checks. It may take 10 on a jump check, even if distracted or endangered. It does not suffer any penalties to Jump checks that are based on its movement rate. A caniquine does not need a running start in order to jump. Additionally, the caniquine may choose to Jump as a swift action. 3/day, the caniquine may increase its jump check bonus to +20.

Projectile (Su): The creature may shoot 2 physical missiles per HD, each doing 1d4 points of damage. They can be fired all at once or one per round. A ranged attack roll is required for each missile. This ability may be used 3/day.

War Cry (Su): The creature may make a war cry 3/day. Every creature within a 30ft/HD range (max 450ft), must make a Will save vs DC (10+ 1/2 HD + Cha bonus) or be shaken for 1d4 rounds. Immunity to fear does not protect a victim from the war cry.
Traianus Decius Aureus

07-20-06, 02:44 PM
Grizzly Bear
RC 159
Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+18
Attack: Claw +13 melee (1d8 +9)
Full Attack: 2 Claw +13 melee (1d8 +9) and bite +8 melee (2d6 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 28, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +7, Swim +13
Feats: Endurance, Run, Track
Environment: Cold forests, mountains
Organization: Solitary, or Family (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

Grizzly bears have silver-tipped brown or reddish brown fur and stand about 10' tall. They are fond of meat and are much more likely to attack than other bears. Grizzlies are found in most climates, but are most common in colder mountains and forests.

Combat
A grizzly bear attacks mainly by tearing at opponents with its claws. They do grapple foes, biting and clawing their foes at the same time.

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

Scent (Ex): This special quality allows a grizzly bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills A grizzly bear has a +4 racial bonus on Swim checks.
Traianus Decius Aureus

07-21-06, 03:11 PM
Man, Berserker
RC 161
1st Level Human Barbarian
Medium-size Humanoid (Human)
Hit Dice: 1d12+2 (8 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 Dex, +3 studded leather armor), touch 11, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Greataxe +3 melee (1d12 +3)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: Rage
Special Qualities: Fast Movement
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +5, Intimidate +3, Jump +9, Listen +4, Spot +3, Survival +4
Feats: Cleave, Power Attack
Environment: Any
Organization: Solitary, Band (2-5+ 1 2nd -4th level brute), or Company (3-30 + 1 2nd-4th level brutes and 1 6th or higher level captain)
Challenge Rating: ½
Treasure: Standard
Alignment: Any Chaotic
Advancement: by character class
Level Adjustment: -

Berserkers are warriors who go mad in battle. Most belong to barbaric cultures- typically northern, seafaring cultures.
The image of the berserker is often based on the experienced and powerful berserkers. Younger and less experienced berserkers, while able to rage, do not yet possess the same terrifying abilities their leaders do, but their rages are still terrifying to many.
Berserkers do not look different from any other members of their culture. When in appropriate cultural areas, up to 10% of warriors may be berserkers.
The berserker presented above is a human with the base stats of Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Berserkers are usually of the same race as the dominant race in an area (ie in the dwarven realms, berserkers encountered will likely be dwarves). In addition to humans, dwarves and orcs are common berserkers.

Combat
Berserkers are fueled in battle by their rage ability, which they will use against any human or humanoid foe. They do not retreat, surrender or take prisoners.
Bererkers prefer to use melee weaponry, preferably large weapons that inflict terrible wounds. They plow right into combat without much regard for tactics or their own safety. They are proficient with all simple and martial weapons, light and medium armors, and shields.

Rage: Berserkers, as a barbarian, can fly into a screaming frenzy once per encounter, up to 1 time per day. This gives +4 to Strength and Constitution, +2 hit points, and a +2 morale bonus to Will saves, but gives a -2 penalty to AC. They cannot use any skills that require patience or concentration while enraged. The rage lasts for 3 + Con bonus rounds.

Fast Movement (Ex): A berserker has a +10 ft to speed when in medium armor or lighter and not carrying a heavy load.

Organization
Berserkers are always low level barbarians. Theya re very loosely organized. Fear and brute force often keep berserker leaders in power.
Berserker brutes range in level from 2nd to 4th level barbarians. They will have taken feats to enhance their rage ability if possible. They will be armed in a similar manner to the regular berserkers, except the quality of their equipment will be better.

Berserker captains are at least 6th level barbarians and are often higher. As with the berserker brutes, captains will have acquired feats to enhance their rage abilities. Some may have taken levels in the Frenzied Berserker prestige class.They are often well armed with magic or masterwork weapons, armor and equipment.
Traianus Decius Aureus

07-21-06, 05:42 PM
Boar, Great
GAZ12, RC 162
Large Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+21
Attack: Gore +16 melee (2d8 +10)
Full Attack: Gore +16 melee (2d8 +10)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Ferocity, powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +7
Abilities: Str 31, Dex 11, Con 21, Int 2, Wis 14, Cha 9
Skills: Listen +11, Spot +10
Feats: Alertness, Endurance, Iron Will, Run
Environment: Temperate forests
Organization: Solitary, or Team (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

These rare boars are huge and terrifying. Great boars are larger, stronger, heavier and more foul-tempered than the dire boar, making them very dangerous to even experienced hunters. They are most often found in "lost world" areas and are occasionally used as mounts by the leaders of barbaric tribes.

Combat
Great boars charge their foes, ripping at them with their razor-sharp tusks.

Ferocity (Ex): A great boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Powerful Charge (Ex): When a great boar makes a charge, its attack deals triple damage instead of the normal double damge. Other benefits and hazards of a charge remain unchanged.

Scent (Ex): This special quality allows a great boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Carrying Capacity: A great boar can carry 1836 lbs as a light load, 1837 to 3672 lbs as a medium load and 3673 to 5520 lbs as a heavy load.
Ivid

07-21-06, 05:52 PM
The link for the new boards is up in the announcement. Unfortunately they are misbehaving quite a bit, so you might not be able to get to it until they debug it. Eventually, this board will automatically direct you to the new forums.

Ah, I see! :) Thank you for the info!
Traianus Decius Aureus

07-24-06, 12:35 PM
Mountain Lion (Cougar, Puma)
BA, RC 163
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d3 +4)
Full Attack: 2 Claw +6 melee (1d3 +4) and bite +1 melee (1d6 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 19, Dex 16, Con 14, Int 2, Wis 12, Cha 6
Skills: Balance +7, Climb +9, Hide +7*, Jump +9, Listen +4, Move Silently +11, Spot +4
Feats: Alertness, Run
Environment: Any hills,mountains,underground
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

This tawny-furred species of great cat lives mostly in mountainous regions, but may also be found in forests and deserts. They do not have the instinctive dislike for underground areas that other great cats tend to have and may be found in underground caverns and caves.

Combat
Mountain lions stalk their prey, and will use the terrain to its advantage. They generally will not attack large creatures unless threatened or hungry. Mountain lions will chase fleeing foes and prey.

Improved Grab (Ex): To use this ability, a mountain lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): When a mountain lion makes a charge, it can follow with a full attack, including rake attacks.

Rake (Ex): A mountain lion that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+2 damage each. If the mountain lion pounces on an opponent, it can also rake.

Scent (Ex): This special quality allows a mountain lion to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Mountain lions have a +4 racial bonus on Jump, Hide and Move Silently checks. Mountain lions have a +4 racial bonus on Balance and Climb checks. A mountain lion can always choose to take 10 on Balance and Climb checks, even if rushed or threatened. *In mountainous or natural underground environments, the Hide bonus improves to +8.
havard

07-24-06, 01:36 PM
Keep those conversions coming Jamie!

Animals arent the creatures I am most interested in, but its still nice to see them converted.

Have you thought about adding a "Monster X on Mystara" section for each creature, as WotC is doing for FR and Eberron these days? Could be useful I think.

Havard
Hugin

07-24-06, 06:08 PM
Animals arent the creatures I am most interested in, but its still nice to see them converted.
To keep the balance, I'm interested in animals, as the PCs in my new campaign are just first level. :P (I like to start my campaigns off rooted in the realm of the 'normal' before the 'fantastic' elements begin to introduce themselves as the PCs increase in level)

Have you thought about adding a "Monster X on Mystara" section for each creature, as WotC is doing for FR and Eberron these days? Could be useful I think.
Not sure what this is; care to elaborate? Maybe it's something some of us could work on together.
Gazza555

07-25-06, 04:03 AM
Not sure what this is; care to elaborate? Maybe it's something some of us could work on together.
It's a paragraph (or so) of text explaining how a given creature fits into the FR or Eberron settings. IIRC WotC introduced the section in Monster Manual III.

If you scroll to the bottom of this (http://www.wizards.com/default.asp?x=dnd/ex/20060704a&page=3) article, you'll find an example.

Regards
Gary
Traianus Decius Aureus

07-25-06, 09:39 AM
Have you thought about adding a "Monster X on Mystara" section for each creature, as WotC is doing for FR and Eberron these days? Could be useful I think.
Havard

I'd like to. I think that it would have to be limited to more unique Mystaran monsters or ones that have had a definitive presence in Mystaran Lore. Something that may or may not tie into this would be conversions of the "Dragons of the Known World" listed in Dragon Mag ages ago. I also think that this will be more prevalent when I convert (or at least supplement existing material) all the playable OD&D races.

For now I would encourage people to post Mystara-specific info for anything that has already been converted and I will update the appropriate post.
Cthulhudrew

07-25-06, 11:16 AM
For now I would encourage people to post Mystara-specific info for anything that has already been converted and I will update the appropriate post.

A good start would be to look at this file on the Vaults- Sentient Races of Mystara (http://pandius.com/sentrace.html). As the title suggests, it only covers the intelligent, sentient species, but it could be useful.
Traianus Decius Aureus

07-25-06, 02:54 PM
Panther
BA, RC 163
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +3 (+3 Dex)
Speed: 45 ft. (9 squares), climb 20 ft. (4 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d8 +4)
Full Attack: Bite +7 melee (1d8 +4) and 2 claws +2 melee (1d4 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent, sprint
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 18, Dex 17, Con 16, Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +12, Hide +9*, Jump +12, Listen +6, Move Silently +9, Spot +7
Feats: Alertness, Stealthy
Environment: Warm plains, forests
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -

Panthers are found in the plains, forests, jungles and open shrublands. They are extremely quick (although not quite as much as a cheetah) and can outrun most prey over short distances. Panthers are usually black-furred.

Combat
Panthers like to stalk their prey. In forested areas, they like to jump down on their prey or quickly pounce from the underbrush. In more open areas, they will follow at a great distance, and suddenly sprint towards their prey, pouncing on them quickly.

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

Pounce (Ex): When a panther makes a charge, it can follow with a full attack, including rake attacks.

Rake (Ex): A panther that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the panther pounces on an opponent, it can also rake.

Scent (Ex): This special quality allows a panther to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Sprint (Ex): Once every six hours, a panther can move ten times its normal speed (450 feet) when it makes a charge.

Skills: Panthers have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Panthers have a +8 racial bonus on Balance and Climb checks. A panther can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Traianus Decius Aureus

07-26-06, 04:09 PM
Feliquine
SCMC
Large Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d10 +5)
Full Attack: Bite +8 melee (1d10 +5) and 2 claw +3 melee (1d6 +2) or Bite +8 melee (1d10 +5) and kick +3 melee (2d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 20, Dex 16, Con 18, Int 5, Wis 14, Cha 12
Skills: Balance +4, Hide -1, Jump +7, Listen +6, Spot +6
Feats: Alertness (B), Endurance, Run
Environment: Temperate plains
Organization: Solitary, Pair, or Pride (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

These half-feline and half-equine creatures have the head and front claws of a lion and the hindquarters of a horse. Most are colored like lions, though spotted specimens (appaloosas) are not unknown. Some even have equine markings such as a white mane and paws or a blaze down the nose. Completely black specimens are rare, but not impossible to find.
Feliquines are intelligent enough to understand commands, though they do not always choose to follow them. Often, a feliquine's strong independent streak will cause it to ignore orders. Feliquines communicate through growls, purrs, hisses, and body language.
In the wild, feliquines roam the steppes and plains in prides, hunting mammalian prey. Horses have become a favorite quarry since their introduction to the Savage Coast, but other herd animals are also commonly hunted. Feliquines have been known to attack goblinoid villages in times of famine, but they seldom attack humans or demihumans and never rakastas.
Feliquine mounts are usually born in the wild and live there about a year before a prospective rider will approach, seeking to form a bond. Some feliquines are receptive to these attempts, while others are not. In any case, the creatures will bond only with rakastas and, occasionally, elves. Once bonded, a feliquine goes to live with the rider. These animals are treated very well, hunting with the rider and sharing its food. Riders periodically release their bonded feliquines back into the wild to hunt and mate. If they do not do this, the feliquines become uncontrollable.
Wild feliquines mate within the pride, producing one or two cubs each time. Bonded feliquines must attract a mate from a pride, which often entails fighting. Cubs born to bonded feliquines are released to be raised by wild prides.

Combat
Wild feliquines hunt in prides, groups that consist of one or two males and several females. Generally, the females herd prey toward a waiting male, who attacks with fang and claw. Females are quite capable of bringing down their prey, and sometimes they simply attack if the prey refuses to be herded.
A feliquine mount usually protects its rider, though it seldom attacks with its claws while being ridden. A feliquine mount fiercely attacks with both claw and bite when its rider is down. Mounts have even been known to gently lift severely wounded riders and carry them to safety.
Feliquines can also kick with their rear legs. Wild specimens attempt this only when cornered, but war mounts are usually trained to do so in combat. If stationary, a feliquine can kick out with its rear legs, but not in the same round that it uses its front claws.

Scent (Ex): This special quality allows a feliquine to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Carrying Capacity: A feliquine can carry 400lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.

The Red Curse
Feliquines occasionally gain Legacies, but they do not need cinnabryl to ward off Affliction.
Traianus Decius Aureus

07-27-06, 05:35 PM
Djinni, Greater (Pasha)
EX, CO, RC 167
Huge Outsider (Air, Extraplanar)
Hit Dice: 15d8+60 (127 hp)
Initiative: +11 (+7 Dex, +4 Improved Init.)
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armor Class: 23 (-2 size, +7 Dex, +8 natural), touch 15, flat-footed 16
Base Attack/Grapple: +15/+32
Attack: Slam +22 melee (3d10 +9)
Full Attack: 2 Slam +22 melee (3d10 +9)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: DR 15/magic, darkvision 60ft., ethereal shift, fast healing 3, flight, immunity to acid, outsider traits, plane shift, telepathy
Saves: Fort +13, Ref +16, Will +12
Abilities: Str 28, Dex 25, Con 18, Int 14, Wis 16, Cha 16
Skills: Appraise +17, Concentration +23, Craft +12, Diplomacy +18, Escape Artist +22, Gather Information +13, Knowledge (nobility) +12, Knowledge (the planes) +17, Listen +20, Move Silently +22, Sense Motive +18, Spellcraft +17, Spot +20
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved initiative (B), Mobility, Spring Attack
Environment: Air
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic good
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: +8

Greater djinn appear to be larger versions of the regular djinn. They are much more powerful, and act as the rulers of the djinn. Pashas rarely appear on the Material Plane, often only in response to a harassed djinni.

Combat
Greater djinn would rather talk to adventurers than fight them. Pashas rely on magic and their whirlwind if forced into combat. Despite their good nature, they are fierce foes. The most powerful pashas have added additional wizard or sorceror abilities to their already formidable skills.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a greater djinni.

Spell-like Abilities (Sp): At will—create food and water, create wine (as create water, but wine instead), invisibility (self only), invisibility purge, major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk; 3/day— wish (others only); 1/day- cloudkill, control weather, transmute water to gas (as per transmute rock to mud except it converts water to harmless gas). At will, a greater djinni can assume gaseous form (as the spell) for up to 2 hours. Caster level 30th. The save DCs are Charisma-based.

Whirlwind (Su): A greater djinni can transform itself into a whirlwind once every 5 minutes and remain in that form for up to 10 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 10 feet wide at the base, up to 40 feet wide at the top and up to 120 feet tall. The greater djinni controls the exact height, but it must be at least 10 feet.
A greater djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the greater djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the greater djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the greater djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 29 Reflex save when it comes into contact with the whirlwind or take 3d12 points of damage. It must also succeed on a second DC 29 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points of damage each round. A creature with a fly speed is allowed a DC 29 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the greater djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The greater djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The greater djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A greater djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Damage Reduction (Su): A greater djinni has damage reduction of 15/magic.

Ethereal Shift (Sp): A greater djinni can enter or leave the Ethereal Plane at will as a move-equivalent action.

Fast Healing (Ex): A greater djinni regains 3 hit points per round.

Flight (Ex): A greater djinni can cease or resume flight as a free action.

Immunity to Acid (Ex): A greater djinni is 100% immune to all acid damage.

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

Telepathy (Su): A greater djinni can communicate telepathically with any other creature within 100ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Traianus Decius Aureus

07-28-06, 03:20 PM
Dolphin
CO, X7 29, RC 167
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (+3 Dex)
Speed: swim 80 ft. (16 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+7
Attack: Slam +2 melee (2d4 +1)
Full Attack: Slam +2 melee (2d4 +1)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Hold breath, tremeorsense, low-light vision
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 15, Cha 12
Skills: Jump +2, Listen +6, Spot +6, Swim +10
Feats: Alertness, Swim-by Attack
Environment: Any aquatic
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: -

Dolphins are seagoing mammals; their favorite food is fish. They are related to whales, but are much smaller. They are 10’ long with a smooth hide. Dolphins cannot breathe in water and must come to the surface for air.
Dolphins are very intelligent for an animal (much moreso than a dog or horse) and have their own high-pitched language that can be heard for 50 miles underwater. They are very capable of being trained (reduce all training Handle Animal training DCs by 2).
Dolphins hate sharks and occassionally attack them. Dolphins are the friends of most sailors and have been known to help people in trouble. Mermen sometimes ride dolphins as steeds, or use them to pull underwater chariots.

Combat
Dolphins are generally friendly creatures unless they are threatened. When they do attack, they slam into the foe and attempt to get out of danger quickly. They only sustain combat if too injured to flee, or their young are threatened.

Hold Breath (Ex): A dolphin can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical dolphin, this equals 150 rounds, or 15 minutes.

Tremorsense (Ex): A dolphin is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in the water within 360ft of its body.

Skills: A dolphin gains a +8 racial bonus to any swim check. It may always 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
Traianus Decius Aureus

08-02-06, 02:50 PM
Noble Dolphin
CO, X7 29, RC 167
Large Magical Beast (Augmented Dolphin)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3 (+3 Dex)
Speed: swim 80 ft. (16 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Slam +3 melee (2d4 +1)
Full Attack: Slam +3 melee (2d4 +1)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., detect magic, hold breath, low-light vision, telepathy, tremorsense
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 13, Dex 17, Con 15, Int 15, Wis 15, Cha 18
Skills: Diplomacy +8, Gather Information +6, Hide -1, Jump +2, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +7, Sense Motive +4, Spot +7, Survival +6, Swim +10
Feats: Alertness, Swim-by Attack
Environment: Any aquatic
Organization: Solitary (plus 5-20 normal dolphins)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful good
Advancement: 4-6 HD (Large)
Level Adjustment: +1

Ages ago, an unknown Undersea spellcaster awakened one or more dolphins. These intelligent dolphins were able to breed, creating a variety of dolphin much more intelligent than the normal dolphin.
Noble dolphins believe it is their duty to help and protect their brethren. Tradition has held that their intelligence was a gift to be used to this end and should they stray from that path, they will lose the gift. A noble dolphin will often be found in a pack of normal dolphins, usually in the role of a benevolent guide rather than as a de facto leader. They often act as intermediaries with sentient Undersea species, though they do not go out of their way to make strangers aware of their intelligence. Because of their detect magic abilities, they can often negociate for favors in return for their aid in finding magical treasure.
Noble dolphins are peaceful, and will always try to avoid combat, for themselves and the dolphins they live among. Noble dolphins are friendly with the Aquarendi, nereids, merfolk, and tritons- all species that are dolphin-friendly and respect the noble dolphin's desire for a low-key presence. They have a dislike of sharks and killer whales, both of whom are dangerous dolphin predators. Noble dolphins, however, have a true hatred of devilfish and shimmerfish. Sharks and killer whales may harm dolphins, but it is through instinct and the circle of life. They find devilfish and shimmerfish wicked and cruel, and a bane to a peaceful Undersea. Noble dolphins will help surface-dwellers in need, but will hide their true nature from them.
Noble dolphins can only speak dolphin. They communicate telepathically with others. They understand Undersea Common and Elvish (Aquarendi dialect). They may know other regional languages.

Combat
Noble dolphins fight only when there is no other option. They fight in the same manner as normal dolphins. Some noble dolphins that have spent a great deal of time with the Aquarendi and other friendly sea peoples may have gained levels in wizard, cleric or, most likely, sorceror.

Detect Magic (Sp): Noble dolphins, at will, can detect magic up to 360ft from them. Otherwise this ability functions as the spell of the same name.

Hold Breath (Ex): A noble dolphin can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical noble dolphin, this equals 150 rounds, or 15 minutes.

Telepathy (Su): A noble dolphin can communicate telepathically with any other creature within 100 feet that has a language.

Tremorsense (Ex): A noble dolphin is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in the water within 360ft of its body.

Skills: A noble dolphin gains a +8 racial bonus to any swim check. It may always 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.
Traianus Decius Aureus

08-02-06, 03:27 PM
Shimmerfish
SCMC
Medium Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +3 (+3 Dex)
Speed: swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (2d4 +3)
Full Attack: Bite +5 melee (2d4 +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Boat ram, lure
Special Qualities: Darkvision 60ft., hold breath, low-light vision, sprint, tremorsense
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 16, Dex 17, Con 15, Int 12, Wis 17, Cha 17
Skills: Jump +11, Listen +9, Spot +9, Swim +14
Feats: Alertness, Improved Overrun (B)
Environment: Any aquatic
Organization: Solitary, Gang (2-5), or Pack (5-20)
Challenge Rating: 1
Treasure: See Below
Alignment: Always neutral evil
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Shimmerfish are deadly, evil relatives of the friendly dolphins. These sleek and powerful swimmers are found in warm seas. Shimmerfish, unlike dolphins, are never found in fresh water. Both dolphins and shimmerfish often appear in open waters, making their characteristic arched bounds, frequently before the bow waves of ships.
Shimmerfish follow schools of fish in groups of varying size. Most groups contain only a few members, although occasionally larger groups will form temporarily. In one day, a shimmerfish eats nearly one-third of its weight, mostly in fish and squid.
Shimmerfish reach maturity at about six years old, at which time their previously dull skin becomes shimmery. They mate in the spring and have a gestation period of eleven or twelve months. Calves swim and breathe minutes after birth.
Shimmerfish have a language composed primarily of clicking sounds and whistles. These also act as part of an echolocation system, similar to that of a bat, enabling the shimmerfish to navigate and detect prey.
Shimmerfish have a gland in the head that holds a small quantity of valuable oil, which is used to lubricate delicate mechanisms. Each shimmerfish gland holds about one ounce of oil, which sells for between one and five gold pieces. Also, raw, uncured hide sells for about two gold pieces, and a cured shimmerfish hide is a beautiful thing worth at least 10 gold pieces.

Combat
Shimmerfish can form rough, shimmering images underwater with their glowing bodies, sometimes appearing like golden, sunken treasure or even luminescent humanoid forms. A group of four or more shimmerfish acts as a magical lure. This is their prefered method of attack. Once the victim(s) is in the water, the shimmerfish will close in for the kill, biting with their hundreds of razor-sharp teeth.
If it becomes clear that their attempts at luring are ineffective, shimmerfish will ram small boats. Shimmerfish will also leap up in the air to knock victims into the water.
Shimmerfish love to prolong a victim's death, teasing, drawing out the terror. Shimmerfish sometimes "rescue" victims of a shipwreck, carry them heartbreakingly close to shore, and then attack, just to watch the victims' rising hopes come crashing down in a rising tide of desperation.

Boat Ram (Ex): A shimmerfish may ram a wooden boat as part of a charge. This ram attack does 1d6+4 damage to the vessel (or section thereof) and ignores any hardness.

Lure (Su): A group of four or more shimmerfish may create an illusion of treasure or other appealling image. Any creature viewing this image must make a Will save vs DC 14 (Cha based) or immediately move at full speed towards the image (victims above the water will jump in unless restrained). The lure is dispelled when the victim reaches the image or the shimmerfish attack.
Fisherfolk, sailors, and others who spend most of their lives at sea are resistant to the lure of the shimmerfish (+4 bonus on saving throws).

Hold Breath (Ex): A shimmerfish can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical shimmerfish, this equals 150 rounds, or 15 minutes.

Sprint (Ex): Once every hour, a shimmerfish can move ten times its normal speed (800 feet) when it makes a charge.

Tremorsense (Ex): A shimmerfish is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in the water within 360ft of its body.

Skills: A shimmerfish has a +4 racial bonus to all Jump checks. A shimmerfish gains a +8 racial bonus to any swim check. It may always 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.

The Red Curse
Shimmerfish never acquire Legacies or require cinnabryl.
Hugin

08-02-06, 07:41 PM
That Noble Dolphin idea was quite cool.

And I really like the 'Red Wednesday' entries. It's a catchy title. :cool:
JollyRotten

08-02-06, 07:55 PM
Hallo! :)
This thread will be very useful indeed! I'd like to submit my 3.5 conversion for the bronze golem from Expert Set/RC; I hope it is welcome. Please post any comment. Here it is:

Golem, bronze

Large Construct
HD: 20d10+30 (140 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +20 natural), touch 9, flat-footed 29
Base Attack/Grapple: +15/+29
Attack: slam +24 melee (2d10+10 plus 1d10 fire)
Full Attack: 2 slams +24 melee (2d10+10 plus 1d10 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: overwhelming heat
Special Qualities: construct traits, damage reduction 12/adamantite,
darkvision 60 ft., fiery blood, fire immunity, immunity to
magic, low-light vision
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 31, Dex 11, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: any
Organization: solitary or gang (2-4)
Challenge Rating: 16
Treasure: none
Alignment: always neutral
Advancement: 21-30 HD (Large), 31-60 HD (Huge)
Level Adjustment: -

This giant automaton is completely made of bronze and looks like a huge warrior of the ancient times. It moves with ease and the air around it is hot as that of a furnace. Its eyes blaze with incandescent magma.

A bronze golem is 16 feet tall and looks like a massive giant with bronze complexion. It is often sculpted to resemble an ancient warrior or athlet, wearing only a loincloth or few ancient clothings. The peculiarity of the bronze golem is that only its shell is made out of metal: liquid fire flow inside its body, a sort of fluid and incandescent magma that keeps itself at the highest temperatures, in order to make the outer shell of the golem heated - but without changing colour of melting.

COMBAT:
Bronze golems are implacable. They deliver blows with almost the same strenght as iron golems, without suffering their slowness. Their outer shell, theoretically more malleable than iron, is hardened by the powerful magic that keeps the golem alive.
Fiery Blood (Ex): Liquid fire at the highest temperatures flows under pressure inside the golem's body. Becouse of this, each time the outer shell is pierced, the liquid fire sprays out, gushing. Whenever the golem is damaged by a piercing or slashing attack coming from an attacker standing within 5 ft. of the golem's space, the opponent that delivered the blow must succeed on a Reflex save (DC 20), or she will be dealt 2d6 fire damage becouse of the fiery blood gushing out of the "wound". The save DC is Constitution-based.
Fire immunity (Ex): The bronze golem is immune to all effects or spells dealing fire damage, save for the effects noted below.
Immunity to magic (Ex): Bronze golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, some spells and effects function differently against the creature, as noted below.
A magical attack that deals cold damage slows the golem (as per slow spell) for 2d4 rounds, without save; during this time, the golem cannot emanate overwhelming heat, nor can it spray its fiery blood.
A quench spell keeps the golem from using overwhelming heat and fiery blood for 1 minute per level of the caster.
A magical attack that inflicts fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bronze golem gets no saving throw against fire effects.
Overwhelming heat (Ex): The heat emanating from the bronze golem's body is unbearable. Every creature that comes in contact with the body of the bronze golem suffers 1d10 fire damage for every round of contact (his belongings may also catch fire). This ability applies even when the golem hits in melee, is hit by a touch attack or holds/pins someone with grapple checks.

CONSTRUCTION
The body of a bronze golem is sculpted from 5,000 pounds of bronze, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a CD 20 Craft (metalworking) check.
CL 18th; Craft Construct, burning blood*, geas/quest, heat metal, limited wish, polymorph any object, caster must be at least 18th level; Price 170,000 gp; Cost 95,000 gp + 6,000 XP.

* Spell taken from the "Draconomicon".

Hi I really like this golem may I use it on my website of course you will be credited
Traianus Decius Aureus

08-03-06, 04:18 PM
Efreeti, Greater (Amir)
RC 174
Huge Outsider (Fire, Extraplanar)
Hit Dice: 20d8+100 (190 hp)
Initiative: +6 (+6 Dex, +4 Improv. Init.)
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armor Class: 21 (-2 size, +6 Dex, +7 natural), touch 14, flat-footed 15
Base Attack/Grapple: +20/+39
Attack: Slam +29 melee (3d10 +11)
Full Attack: 2 Slam +29 melee (3d10 +11)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Change size, heat, pillar of flame, spell-like abilities
Special Qualities: Change shape, Damage reduction 15/magic, darkvision 60ft., ethereal shift, fast healing 2, flight, outsider traits, plane shift, telepathy
Saves: Fort +17, Ref +18, Will +14
Abilities: Str 33, Dex 22, Con 20, Int 14, Wis 15, Cha 15
Skills: Bluff +20, Concentration +24, Craft +19, Diplomacy +16, Disguise +17, Gather Information +17, Hide -2, Intimidate +22, Knowledge (the planes) +17, Listen +20, Move Silently +21, Search +17, Sense Motive +19, Spellcraft +20, Spot +20
Feats: Cleave, Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Mobility, Power Attack, Quicken Spell-like Ability (scorching ray)
Environment: Plane of Fire
Organization: Solitary
Challenge Rating: 15
Treasure: Standard coins and Items, Double Goods
Alignment: Always lawful evil
Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: +8

In the elemental plane of Fire, the rulers of the efreet are known as amirs. They appear as very large normal efreet, about 15'-30' tall. They rarely appear on the Material Plane, and when they do, it is in extremely warm climates, such as deserts.

Combat
Amirs are much like the normal efreet- they are irritable and combative. They may converse with adventurers, but more than likely will eventually attack them regardless of what is discussed. Amirs hate helions and djinn with a passion, and will attack them on sight. The most dangerous of the Amirs have levels in sorceror.

Change size (Sp): Twice per day, a greater efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): A greater efreeti’s red-hot body deals 1d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Pillar of Flame (Ex): As a full round action, a greater efreeti can transform itself into a pillar of flame the same height as the efreeti. All flammable items within 15ft of the efreeti burst into flames- unattended objects get no save while carried items get a DC 25 (Con based) Fortitude save. While in pillar form, the greater efreeti's slam attacks do an additional 2d8 fire damage (cumulative with the Heat special attack). The greater efreeti may hold this form as long as desired, but cannot use spell-like abilities or change shape until reverting to normal form (a standard action).

Spell-Like Abilities(Sp):At will—detect magic, major creation, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, invisibility purge, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), fireball, gaseous form, incendiary cloud, permanent image (DC 18). Caster level 20th. The save DCs are Charisma-based.

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

Damage Reduction (Su): A greater efreeti has damage reduction of 15/magic.

Ethereal Shift (Sp): A greater efreeti can enter or leave the Ethereal Plane at will as a move-equivalent action.

Fast Healing (Ex): A greater efreeti regains 2 hit points per round.

Flight (Ex): A greater efreeti can cease or resume flight as a free action.

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

Telepathy (Su): A greater efreeti can communicate telepathically with any other creature within 100ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Fire Subtype: A greater efreeti has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

08-04-06, 03:35 PM
Elemental Ruler, Air
RC 176
Colossal Elemental (Air, Extraplanar)
Hit Dice: 41d8+246 (430 hp)
Initiative: +19 (+15 Dex, +4 Improved Initiative)
Speed: fly 100 ft. (perfect)
Armor Class: 29 (-8 size, +15 Dex, +12 natural), touch 17, flat-footed 14
Base Attack/Grapple: +30/+56
Attack: Slam +37 melee (8d12 +10)
Full Attack: 2 Slam +37 melee (8d12 +10)
Space/Reach: 30 ft.+/30 ft.+
Special Attacks: Air mastery, whirlwind
Special Qualities: Damage reduction 15/-, darkvision 60ft., elemental traits, spell immunity, state of air, summon air allies
Saves: Fort +19, Ref +37, Will +21
Abilities: Str 30, Dex 41, Con 22, Int 14, Wis 15, Cha 15
Skills: Bluff +18, Diplomacy +22, Gather Information +22, Knowledge (the planes) +27, Listen +29, Search +27, Sense Motive +22, Spot +29
Feats: Alertness, Blind Fighting, Cleave, Combat Reflexes, Dodge, Epic Will, Flyby Attack, Improved Combat Reflexes, Improved Flyby Attack, Improved Initiative (B), Improved Sunder, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Usually neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -

Air elemental rulers are colossal versions of regular air elementals. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are suspicious of natives of the Material Plane, and have a true hatred of creatures from the Plane of Earth.
Air elemental rulers speak Auran. They rarely bother to learn any other languages.

Combat
Although neither prone to violence nor averse to diplomacy, air elemental rulers are dangerous foes and not to be taken lightly. When threatened by powerful enemies, they most often will summon allies, and then turn into a whirlwind long enough for the allies to arrive. Weak foes will be battered and smashed quickly by slams.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental ruler.

Whirlwind (Su):The elemental ruler can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental ruler can move through the air or along a surface at its fly speed.
The whirlwind is 10 feet wide at the base, up to 60 feet wide at the top, and up to 82ft tall (2ft per HD). The elemental ruler controls the exact height, but it must be at least 20 feet.
The elemental ruler’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental ruler enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental ruler moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental ruler might take 4d8 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects is DC 40. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental ruler carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental ruler can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental ruler can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental ruler and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 20 + spell level) to cast a spell.
An elemental ruler in whirlwind form cannot make slam attacks and does not threaten the area around it.

Damage Reduction (Su): An air elemental ruler has damage reduction of 15/-.

Spell Immunity (Ex): An air elemental ruler is immune to all spells and spell-like abilities of 5th level or lower. It is also immune to all mind-affecting spells, and any spell that would result to instant death, such as disintegration.

State of Air (Ex): Air elemental rulers take minimum damage from water-based attacks and spells but take double damage from earth-based spells and attacks.

Summon Air Allies (Sp): Once per hour, an air elemental ruler can summon creatures native to the Plane of Air (air elementals, Anemos, and Eolians are most typical; djinn are less common). Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.
Traianus Decius Aureus

08-07-06, 03:16 PM
Earth Elemental Ruler
RC 176
Colossal Elemental (Earth)
Hit Dice: 41d8+511 (695 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 26 (-8 size, -1 Dex, +25 natural), touch 1, flat-footed 26
Base Attack/Grapple: +30/+65
Attack: Slam +42 melee (8d12 +19)
Full Attack: 2 Slam +42 melee (8d12 +19)
Space/Reach: 30 ft.+/30 ft.+
Special Attacks: Earth mastery, push
Special Qualities: Damage reduction 15/-, darkvision 60ft., earth glide, elemental traits, spell immunity, state of earth, summon earth allies
Saves: Fort +33, Ref +12, Will +16
Abilities: Str 49, Dex 8, Con 33, Int 12, Wis 13, Cha 13
Skills: Diplomacy +17, Gather Information +17, Knowledge (the planes) +17, Listen +29, Search +9, Sense Motive +17, Spot +29, Survival +9
Feats: Alertness, Awesome Blow, Cleave, Devastating Critical (slam), Great Cleave, Epic Toughness x2, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Usually neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -

Earth elemental rulers are colossal versions of regular earth elementals. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are suspicious of natives of the Material Plane, and have a true hatred of creatures from the Plane of Fire.
Earth elemental rulers speak Terran. They rarely bother to learn any other languages.

Combat
Earth elemental rulers are slow to anger, but are tenacious and powerful enemies if crossed. They tend to smash their foes into a pulp.

Earth Mastery (Ex): An earth elemental ruler gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental ruler can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Damage Reduction (Su): An earth elemental ruler has damage reduction of 15/-.

Earth Glide (Ex): An earth elemental ruler can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Spell Immunity (Ex): An earth elemental ruler is immune to all spells and spell-like abilities of 5th level or lower. It is also immune to all mind-affecting spells, and any spell that would result to instant death, such as disintegration.

State of Earth (Ex): Earth elemental rulers take minimum damage from air-based attacks and spells but take double damage from fire-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.

Summon Earth Allies (Sp): Once per hour, an earth elemental ruler can summon creatures native to the Plane of Earth. Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.
Shane

08-08-06, 05:08 AM
I downloaded the free pdf of the 1975 oD&D Blackmoor Supplement II at Dave Arneson's website (http://www.jovianclouds.com/blackmoor/bmc.html). There is a section on underwater adventuring which includes monster descriptions. If every creature in that section is a part of the Blackmoor setting, then by extension these would all be Mystaran monsters. Here's the list, along with comments (Consolidated Creature Conversion Index = CCCI; at http://www.pandius.com/ccci.html):

Merman
Giant Crab
Giant Octopus
Giant Squid
Giant Crocodile
Giant Toad
Giant Frog/Giant Man-Eating Frog (apparently equivalent to Killer Frog)
Giant Leech
Giant Beaver (not in CCCI; "They are remarkably intelligent and can be persuaded to build dams and other earthworks in exchange for jewelry, gold, or gourmet bark" :D)
Giant Otter (not in CCCI)
Giant Wasp
Giant Beetle: Stag
Giant Beetle: Rhinoceros
Giant Beetle: Bombadier
Giant Beetle: Fire
Giant Beetle: Boring (not in CCCI)
Fire Lizard/False Dragon (not in CCCI)
Minotaur Lizard (not in CCCI)
Elasmosaurus (not in CCCI)
Mosasaurus (not in CCCI)
Pleisiosaurus
Giant Shark (not exactly in CCCI)
Whale
Giant Eel
Lamprey (not in CCCI)
Sea Horse
Portuguese Man-of-War (may be same as Giant Man-of-War, unless this is a normal-sized version)
Dolphin
Aquatic Elf/Sea Elf
Pungi Ray (not in CCCI)
Manta Ray
Water Spider/Giant Sea Spider (not in CCCI)
Weed Eel
Sahuagin/Devil-Man of the Deep (equivalent to Shark-kin)
Eye of the Deep/Floating Eye/Eye (not in CCCI; not an Aquatic Beholder)
Ixitxachitl (equivalent to Devilfish)
Locathah (not in CCCI)
Morkoth/Morlock (not in CCCI)
Poisonous Coral (not in CCCI)
Masher
Strangle Weed
Lycanthrope (no specific kinds are mentioned)
Nymph (not in CCCI)
Mottled Worm (from the description, it is apparently synonymous with the Purple Worm)
Gnome
Kobold
Leech (may be equivalent to Giant Leech, unless this is a normal-sized version)
Ochre Jelly
Green Slime
Evil High Priest (not in CCCI)
Roper
Gelatinous Cube
Sea Hag
Kopoacinth (not in CCCI)
Koalinth (not in CCCI)
Lacedon (not in CCCI)

Shane
Gazza555

08-08-06, 05:23 AM
Thanks Shane

I've got the Blackmoor supplement on my hard drive somewhere, but haven't read it for awhile.

(Consolodated Creature Conversion Index = CCCI; at http://www.pandius.com/ccci.html):
Or here (http://boards1.wizards.com/showthread.php?t=544949) on the boards. ;)

I'll add the missing creatures to the index on the boards.

Regards
Gary
stanles

08-08-06, 06:44 AM
Thanks Shane

I've got the Blackmoor supplement on my hard drive somewhere, but haven't read it for awhile.


Or here (http://boards1.wizards.com/showthread.php?t=544949) on the boards. ;)

I'll add the missing creatures to the index on the boards.

Regards
Gary

Gary

there's a bit of other stuff on the version on the Vaults, and on the almost going up in an update soon, that I've added recently too.
Gazza555

08-08-06, 07:02 AM
there's a bit of other stuff on the version on the Vaults, and on the almost going up in an update soon, that I've added recently too.
Cheers Shawn

I've got a bit behind in updating the index. I should apologise for not including the various types of 'men' or humans but, IHMO, they don't belong in such a list. However, as has happened on the Vaults there's nothing stopping someone else compilign such a list.

Regards
Gary
Gazza555

08-08-06, 07:34 AM
Minotaur Lizard (not in CCCI)

I suspect that this is a typo in the original supplement, and that it should be monitor lizard - can anyone help? I've added it to the Index anyway. We could always have a bull-headed lizard that lives in labyrinth :D

Regards
Gary
BOZ

08-08-06, 08:54 AM
pretty sure AD&D had a minotaur lizard as well, so that's probably correct. :)
Gazza555

08-08-06, 08:58 AM
pretty sure AD&D had a minotaur lizard as well, so that's probably correct. :)
Thanks BOZ.

Maybe it started as typo but then became established as a new creature? :confused:

Anyway better add it to the Enworld CC to do list ;)

Regards
Gary
Traianus Decius Aureus

08-08-06, 12:50 PM
I downloaded the free pdf of the 1975 oD&D Blackmoor Supplement II at Dave Arneson's website (http://www.jovianclouds.com/blackmoor/bmc.html). There is a section on underwater adventuring which includes monster descriptions. If every creature in that section is a part of the Blackmoor setting, then by extension these would all be Mystaran monsters. Here's the list, along with comments (Consolidated Creature Conversion Index = CCCI; at http://www.pandius.com/ccci.html):

List removed

Shane
Let me see here....

Giant Beaver (not in CCCI) Need Conversion
Giant Otter (not in CCCI) Normal versions are in Stormwrack and Frostburn (Sea), Giant may need conversion
Giant Beetle: Boring (not in CCCI) Need Conversion
Fire Lizard/False Dragon (not in CCCI) Need Conversion
Minotaur Lizard (not in CCCI) Need Conversion
Elasmosaurus (not in CCCI) Found in 3.5MM
Mosasaurus (not in CCCI) Found in Stormwrack
Giant Shark (not exactly in CCCI) Could replace with other converted or SRD Sharks at this point
Lamprey (not in CCCI) Needs Conversion, Both Normal and Giant
Pungi Ray (not in CCCI) Needs Conversion
Water Spider/Giant Sea Spider (not in CCCI) Needs Conversion
Eye of the Deep/Floating Eye/Eye (not in CCCI; not an Aquatic Beholder) Needs Conversion
Locathah (not in CCCI) Found in 3.5 MM
Morkoth/Morlock (not in CCCI) Based on its description, it is a Mesmer
Poisonous Coral (not in CCCI) Needs Conversion
Nymph (not in CCCI) Noted as Equivalent to Dryad- I may work on this one to make it more unique
Leech (may be equivalent to Giant Leech, unless this is a normal-sized version) This is a Giant Leech
Kopoacinth (not in CCCI) Found in 3.5MM and maybe SRD
Koalinth (not in CCCI) This is an Underwater Hobgoblin, may need a conversion
Lacedon (not in CCCI) Found in 3.5MM
BOZ

08-08-06, 12:52 PM
could be - isn't that how the thoul came to be? ;)
Shane

08-08-06, 02:45 PM
Traianus Decius Aureus, thanks for correlating the Blackmoor creatures. I found some conversion info at the Creature Catalog http://www.enworld.org/cc/:

Beetle (Boring): http://www.enworld.org/cc/converted/beast/boring_beetle.htm (I noticed it should be Vermin not a Beast)

According to CC, the Morkoth is found in MMII

Also, the Giant Frog is in Return to the Temple of Elemental Evil

Shane
Traianus Decius Aureus

08-08-06, 02:59 PM
Traianus Decius Aureus, thanks for correlating the Blackmoor creatures. I found some conversion info at the Creature Catalog http://www.enworld.org/cc/:

Beetle (Boring): http://www.enworld.org/cc/converted/beast/boring_beetle.htm (I noticed it should be Vermin not a Beast)

According to CC, the Morkoth is found in MMII

Also, the Giant Frog is in Return to the Temple of Elemental Evil

Shane

I'll check out the Boring Beetle.

You should note that the Morkoth in MMII is a completely different creature than the one in the Blackmoor Supplement. Apparently, the original Blackmoor Morkoth became the Mesmer.
Shane

08-08-06, 03:02 PM
One additional tidbit: the Blackmoor Supplement II does give aquatic encounter information for standard races, such as how Gnomes and Kobolds live in tunnels with air-pockets beneath the sea around Blackmoor (and therefore Mystara), which may or may not be appropriate to include in the monster write-up.
Cthulhudrew

08-08-06, 03:45 PM
I'll check out the Boring Beetle.

Would that be George Harrison? :P

Sorry, couldn't resist- the name sounds like one of those April Fools monsters that would pop up in Dungeon from time to time.
havard

08-08-06, 04:07 PM
One additional tidbit: the Blackmoor Supplement II does give aquatic encounter information for standard races, such as how Gnomes and Kobolds live in tunnels with air-pockets beneath the sea around Blackmoor (and therefore Mystara), which may or may not be appropriate to include in the monster write-up.

Hey, cool tidbit! I will use this for my Blackmoor campaign... :)

Havard
Traianus Decius Aureus

08-08-06, 04:35 PM
Fire Elemental Ruler
RC 176
Colossal Elemental (Extraplanar, Fire)
Hit Dice: 41d8+328 (512 hp)
Initiative: +21 (+9 Dex, +4 Improved Initiative, +8 Superior Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 25 (-8 size, +9 Dex, +14 natural), touch 11, flat-footed 16
Base Attack/Grapple: +30/+60
Attack: Slam +42 melee (8d12 +14 +2d8 fire)
Full Attack: 2 Slam +42 melee (8d12 +14 +2d8 fire)
Space/Reach: 30 ft.+/30 ft.+
Special Attacks: Burn
Special Qualities: Damage reduction 15/-, darkvision 60ft., elemental traits, spell immunity, state of fire, summon fire allies
Saves: Fort +23, Ref +31, Will +16
Abilities: Str 38, Dex 29, Con 26, Int 8, Wis 13, Cha 13
Skills: Listen +25, Spot +25
Feats: Alertness, Blind Fighting, Combat Reflexes, Dodge, Epic Prowess, Great Fortitude, Improved Critical (slam), Improved Combat Relfexes, Improved Initiative(B), Iron Will, Mobility, Spring Attack, Superior Initiative, Weapon Finesse(B), Weapon Focus (Slam), Whirlwind Attack
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Always neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -

A fire elemental ruler cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
They normally appear as colossal pillars of flame, setting fire to all in their path. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are have a true hatred of creatures from the Plane of Water.
Fire elemental rulers speak Ignan, though they rarely choose to do so. They rarely know any other languages.

Combat
A fire elemental ruler is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes. They do not parlay with any non-fire creature unless forced to.

Burn (Ex): A fire elemental ruler’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental ruler’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is 38. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a fire elemental ruler with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Damage Reduction (Su): A fire elemental ruler has damage reduction of 15/-.

Spell Immunity (Ex): A fire elemental ruler is immune to all spells and spell-like abilities of 5th level or lower. It is also immune to all mind-affecting spells, and any spell that would result in instant death, such as disintegration.

State of Fire (Ex): Fire elemental rulers take minimum damage from earth-based attacks and spells but take double damage from water-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.

Summon Fire Allies (Sp): Once per hour, a fire elemental ruler can summon creatures native to the Plane of Fire (elementals, pyrophores, helions and efreet are most common). Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.

Fire Subtype: A fire elemental ruler has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.
Traianus Decius Aureus

08-09-06, 03:43 PM
Fiend, Narvaezan
SCMC
Medium Outsider (Incorporeal, Chaos, Evil)
Hit Dice: 6d8 (27 hp)
Initiative: +3 (+3 Dex)
Speed: fly 60 ft. (perfect)
Armor Class: 17 (+3 Dex, +4 Deflection), touch 17, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Claw +6 melee (1d6)
Full Attack: 4 Claw +6 melee (1d6) and bite +4 melee (2d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Pounce
Special Qualities: Aversion to Daylight, darkvision 60ft., melt into shadows, outsider traits, shadow lair, spell resistance 12, spell-like abilities, telepathy
Saves: Fort +5, Ref +8, Will +8
Abilities: Str -, Dex 16, Con 10, Int 14, Wis 16, Cha 18
Skills: Bluff +13, Diplomacy +13, Gather Information +13, Hide +24, Intimidate +13, Listen +14, Search +11, Sense Motive +12, Spot +14
Feats: Alertness, Flyby Attack, Multiattack
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

This creature of half shadow and half substance intentionally materializes as a being of twisted features, with dark horns and squirming shadows behind it. These shadows alternately appear as a billowing cloak or large bat wings. Its strangely proportioned arms hang almost to its knees, ending in large claws. Its feet also have great, hooking claws that would impede its movement if it did not fly everywhere. The most frightening aspect of this fiend's appearance is its eyes, which burn with an evil black-green intensity always visible unless the creature is hiding in the shadows.
These noncorporeal entities were attracted to Narvaez because of the negative emotions generated by religious persecution. The fiends feed off the fears, paranoia, and destructive thoughts of inquisitors—the Narvaezan priests who are responsible for finding and punishing heretics. The fiends' existence fuels their burning desire to stamp out evil, which to them means rooting out heresy. Wrapped in holy zeal, the inquisitors cause fear and paranoia, utterly delighting the fiends.
To escalate the persecution, fiends use their abilities to tempt the people of Narvaez into compromising situations. They also appear before the inquisitors, tormenting them with lies concerning a secret following the fiends have among loyal Narvaezan people and priests. The fiend's major impact is social, tearing apart the normally strong religious underpinnings of Narvaez. The fiends care nothing about the chaos they cause; it is simply their food supply.
The fiend can communicate through a limited form of telepathy, but does not speak.

Combat
The Narvaezan fiend attacks with stealth, pouncing on a victim from behind. It will then charge foes in order to pounce again or make swooping flyby attacks. Against dangerous prey, it will evade until it can melt into the shadows. It will then regroup and try to strike again by surprise.

Pounce (Ex): When a Narvaezan fiend makes a charge, it can follow with a full attack.

Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), Narvaezan fiends take a -4 penalty on all attack rolls, saving throws, and skill checks.

Melt into Shadows (Su): As a free round action, a Narvaezan fiend may melt into the shadows. A Narvaezan fiend can use the Hide skill to melt into shadows even while being observed. As long as it is within 10 feet of some sort of shadow, a Narvaezan fiend can hide from view in the open without anything to actually hide behind.
A Narvaezan fiend must wait 2 rounds after spilling a foe's blood (a sucessful attack) before being able to use this ability.

Shadow Lair (Su): Narvaezan fiends create lairs from shadow substance, usually about 1000 square feet in area. The entrance is no more than a dark shadow, which the fiend can move by at will. If hidden in an alley or other dark place, the door is nearly impossible to find (DC 30 Spot check). Even the special elf abilities grant no chance of recognizing the hidden entrance unless the character is actively searching for it. However, detect magic or true sight would reveal the shadow door.
Inside, the lair is filled with dark mist and shadows that automatically confuse anyone other than the fiend. Characters must succeed on a DC 25 Concentration or Survival check in order to move in the desired direction. This check must be made each round. Failure indicates moving in a random, undesired direction. Distances also seem out of proportion, and all doors are considered secret doors.
Inside his shadow-lair, the fiend can manipulate shadow and mist to create illusions as needed. Not incredibly detailed, these illusions appear along the peripheral vision and can be extremely distracting (Will save vs DC17 (Cha based) or suffer a -2 circumstance penalty to all attack rolls and skill checks).
If it wishes, the Narvaezan fiend can attempt to pull someone into its lair. It accomplishes this by quietly moving the shadow door behind the intended target and making a melee touch attack with each claw. If the victim is surprised and at least two of the fiend's four claw attacks are successful, the victim is pulled into the lair. No damage is actually inflicted by this attack. If all four claw attacks succeed, the being does not even make a sound as it is pulled within the lair. The lair cannot be moved if any creature other than a fiend is inside, so companions may search for the entrance and attempt a rescue. As the shadow-lair is considered a null-dimensional space and not of the Prime Material Plane, light, sound, and magic cannot pass through the door.
If the fiend dies, his lair immediately begins to dissipate. Anyone still inside has five rounds to vacate or be spilled out into a random, alternate plane of existence. The power of confusion dissipates in the first round, allowing easy access to the door. Still, those who lag behind, trying to take too much treasure, are likely to find themselves trapped.
The shadow-lair can be magically enchanted before it dissipates, allowing a wizard to save it. Through the use of a carefully worded wish, the lair essentially becomes a large portable hole. Dimensions can be altered as long as the total area remains the same.

Spells-like Abilities (Sp): 3/day: fear, enthrall, bestow curse; 1/day: suggestion; At will: cure light wounds (requires 30 minutes of mediatation). All spell-like abilities are treated as if cast by a 6th level caster.

Telepathy (Su): The Narvaezan fiend communicates telepathically but cannot select who it speaks to. It selects a range up to 30ft, and anyone within that radius can hear what it says. The telepathic connection allows it to speak any language. The creature can choose to sound like an enticing whisper or a raspy screech.

Skills: A Narvaezan fiend has a +12 racial bonus to all Hide checks.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

The Red Curse
The Narvaezan fiend never acquires a Legacy or requires cinnabryl to ward off Affliction.
Shane

08-09-06, 04:07 PM
Nice work on the Narvaezan Fiend. Should it have the Chaos and Evil subtypes?
Traianus Decius Aureus

08-09-06, 04:18 PM
Nice work on the Narvaezan Fiend. Should it have the Chaos and Evil subtypes?

Actually, yes it should. I flirted with making it a Native Outsider given its strong connection to the Prime. Since I didn't go with it, Chaos and Evil should be back in.
stanles

08-09-06, 06:25 PM
Cheers Shawn

I've got a bit behind in updating the index. I should apologise for not including the various types of 'men' or humans but, IHMO, they don't belong in such a list. However, as has happened on the Vaults there's nothing stopping someone else compilign such a list.

Regards
Gary

yeah but there are other changes and additions. I'll send you the current document when I do the next update.
Traianus Decius Aureus

08-10-06, 04:20 PM
Water Elemental Ruler
RC 176
Colossal Elemental (Water)
Hit Dice: 41d8+287 (471 hp)
Initiative: +6 (+6 Dex)
Speed: 20 ft. (4 squares), swim 90 ft. (18 squares)
Armor Class: 25 (-8 size, +6 Dex, +17 natural), touch 8, flat-footed 19
Base Attack/Grapple: +30/+62
Attack: Slam +39 melee (8d12 +16)
Full Attack: 2 Slam +39 melee (8d12 +16)
Space/Reach: 30 ft. +/30 ft.+
Special Attacks: Drench, summon water allies, vortex, water mastery
Special Qualities: Damage reduction 15/-, darkvision 60ft., elemental traits, state of water
Saves: Fort +29, Ref +21, Will +16
Abilities: Str 42, Dex 22, Con 25, Int 12, Wis 13, Cha 13
Skills: Diplomacy +11, Gather Information +11, Listen +39, Search +11, Sense Motive +11, Spot +39, Survival +11, Swim +34
Feats: Alertness, Awesome Blow, Cleave, Devastating Critical (slam), Swim-by Attack, Great Cleave, Improved Bull Rush, Improved Critical, Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Always neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -

Water elemental rulers are colossal versions of regular water elementals. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are suspicious of natives of the Material Plane, and have a true hatred of creatures from the Plane of Air.
Water elemental rulers must stay within 180ft of a large body of water.
Water elemental rulers speak Aquan. They rarely bother to learn any other languages.

Combat
Not particularly violent nor particularly friendly, water elemental rulers are difficult to deal with (by Material Plane standards). When annoyed or threatened, they will attack. When threatened by powerful enemies, water elemental rulers most often will summon allies, and then turn into a vortex long enough for the allies to arrive. Weak foes will be battered and smashed quickly by slams.

Drench (Ex): The water elemental ruler’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Summon Water Allies (Sp): Once per hour, a water elemental ruler can summon creatures native to the Plane of Water (elementals, undines, and hydrax are most common). Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 10 feet wide at the base, up to 60 feet wide at the top, and up to 82ft tall (2ft per HD). The elemental ruler controls the exact height, but it must be at least 20 feet. The elemental ruler’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental ruler moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental ruler might take 4d8 damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects is DC 46. The save DC is Strength based.
Creatures trapped in the vortex cannot move except to go where the elemental ruler carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls.
The elemental ruler can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The elemental ruler can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental ruler always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental ruler and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 20 + spell level) to cast a spell.
An elemental ruler in vortex form cannot make slam attacks and does not threaten the area around it

Water Mastery (Ex): A water elemental ruler gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental ruler can be a serious threat to a ship that crosses its path. An elemental can easily overturn a craft (5 feet of length per Hit Die of the elemental) and can stop larger vessels (10 feet long per HD). Even the largest of ships (20 feet long per HD) can be slowed to half speed.

Damage Reduction (Su): A water elemental ruler has damage reduction of 15/-.

State of Water (Ex): Water elemental rulers take minimum damage from fire-based attacks and spells but take double damage from air-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A water elemental ruler 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.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.
Traianus Decius Aureus

08-10-06, 04:30 PM
Air
EX, RC 175
Air elementals in Mystara are identical to those described in the 3.5E Monster Manual, with the following exception- Add the following special quality:

State of Air (Ex): Air elementals take minimum damage from water-based attacks and spells but take double damage from earth-based spells and attacks.


Earth
EX, RC 175
Earth elementals in Mystara are identical to those described in the 3.5E Monster Manual, with the following exception- Add the following special quality:

State of Earth(Ex): Earth elementals take minimum damage from air-based attacks and spells but take double damage from fire-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.


Fire
EX, RC 175
Fire elementals in Mystara are identical to those described in the 3.5E Monster Manual, with the following exception- Add the following special quality:

State of Fire (Ex): Fire elementals take minimum damage from earth-based attacks and spells but take double damage from water-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.


Water
EX, RC 175
Water elementals in Mystara are identical to those described in the 3.5E Monster Manual, with the following exception- Add the following special quality:

State of Water (Ex): Water elementals take minimum damage from fire-based attacks and spells but take double damage from air-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

08-11-06, 04:00 PM
First is the Faerie subtype, which plays an important role once I get to PC1, as it will apply to several of the creatures in it. Second is the Faerie creature, which makes use of the subtype.

Faerie Subtype
Faeries are a group of races within the Fey type. These creatures are associated with nature, the Dreamlands and with Oberon’s Court (at least the good ones). Not all Fey are Faeries, but all Faeries are Fey.

Traits
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.


Faerie
MA, RC 177
Small Fey (Faerie)
Hit Dice: 1d6+1 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-5
Attack: Small dagger +3 melee (1d3 -1)
Full Attack: Small dagger +3 melee (1d3 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Flight, low-light vision, see invisible, spell-like abilities
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 8, Dex 15, Con 12, Int 13, Wis 14, Cha 12
Skills: Bluff +5, Concentration +3, Escape Artist +7, Hide +8, Listen +11, Move Silently +4, Search +5, Sense Motive +3, Spot +11
Feats: Alertness, Dodge (B), Weapon finesse (B)
Environment: Any land
Organization: Solitary, Cluster (2-5), Pack (5-20), or Band (20-40)
Challenge Rating: 4
Treasure: No coins; 50% goods; 50% items
Alignment: Any
Advancement: by character class
Level Adjustment: +3

The true faeries inhabit the air and clouds. True faeries are close relatives of the demihumans, with features of each race: they appear as halfling-sized humanoids with gossamer wings, dwarvish noses and beards, and elvish ears and eyes. A faerie's body is light and they fly with little effort.
They build their homes of "clouds" and enjoy basking in the sun while storms rage below. They have their own great empire of the wind far above the earth, commonly known only to themselves, other faerie species and a few air creatures. Other faeries, particularly those of Oberon's Court, leave them be, as they find it odd they would be comfortable so high in the air and so isolated.
Due to their isolation, Mystaran scholars have mistakenly applied their name to a whole group of related fey species. Mentioning this to a true faerie is considered rude (although the other "faeries" find it hysterical) and is likely to guarantee the offender a vicious prank in return.
True faeries speak Sylvan and Auran. Any faerie with class levels may also speak Common, Draconic, Dwarvish, Elvish, and Hin.

Combat
Faeries are content to avoid combat if at all possible. They stay invisible to mortals, and if detected will use spells to flee. If forced into combat, they will gang up on one foe. Faeries are proficient with simple weapons. They are not proficient with armor or shields.

Flight (Ex): A faerie can cease or resume flight as a free action.

See Invisible (Su): A faerie naturally see invisible creatures. No form of invisibility can shield a creature from the faerie's sight.

Spell-like Abilities (Sp): At will: Control Winds, Fog Cloud, Gaseous Form, Precipitation*. Caster level 6th. The save DCs are Charisma-based. *This spell to be converted at a later date.

Faerie Traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills All faeries have a +2 racial bonus on Search, Spot, and Listen checks.

Faeries as Characters
A Faerie's favored class is sorceror or wizard. Encountered faeries are never clerics or paladins.
Traianus Decius Aureus

08-14-06, 01:23 PM
Ferret, Giant
BA, RC 177
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares), CLimb 20 ft. (4 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: 0/-5
Attack: Bite +3 melee (1d8 -1)
Full Attack: Bite +3 melee (1d8 -1)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 16, Con 13, Int 2, Wis 12, Cha 5
Skills: Balance +11, Climb +11, Escape Artist +3, Hide +7, Listen +9, Move Silently +7, Spot +9
Feats: Alertness, Track (B), Weapon Finesse (B)
Environment: Any forests,underground
Organization: Solitary, Pair, Pack (2-5), or Nest (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Giant ferrets, like normal ferrets, are long, slender mammals with yellow-white fur and red eyes. But giant ferrets grow to be about 3ft in length, more than twice as long as normal ferrets. Giant ferrets hunt giant rats, and are slender, fast and strong enough to seek these creatures out in their underground lairs. They are often trained for this purpose.

Combat
The tempers of giant ferrets are highly unpredicable, and they have been known to attack humans, even their trainers. They will always attack rats upon sight.
Scent (Ex): This special quality allows a giant ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Giant ferrets have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance checks. They have a +4 racial bonus to all Spot and Listen checks. Giant ferrets have a +8 bonus to all Climb checks. They use their Dexterity modifier for Climb checks. A giant ferret can always choose to take 10 on a Climb check, even if rushed or threatened.
Shane

08-14-06, 04:38 PM
Great work Traianus Decius Aureus. I wonder how you feel about including a increased Handle Animal DC for the giant ferret, to give some in-game affect to the quote:

The tempers of giant ferrets are highly unpredicable, and they have been known to attack humans, even their trainers.

I like the way you made Faeries a subtype within Fey, just like several of the extraplanar racial subtypes (Angel, Archon, Baatezu, Eladrin, Guardinal, and Tanar'ri) within Outsider.

Shane
Traianus Decius Aureus

08-15-06, 03:32 PM
Bass, Giant
EX, RC 177
Large Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (+1 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+7
Attack: Bite +2 melee (1d6 +2)
Full Attack: Bite +2 melee (1d6 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will -2
Abilities: Str 15, Dex 13, Con 12, Int 2, Wis 6, Cha 4
Skills: Listen +0, Spot +1, Swim +10
Feats: Run
Environment: Any aquatic
Organization: Solitary, or School (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

These oversize fish are normally shy, and generally are only aggressive if a morsel of food (halfling-size or smaller) is floating on the surface of the water.
Giant bass are quite friendly with nixies, and are often summoned by them, and will fight for them if directed to do so. The nixies feed them and watch out for them in return.
Among cultures that find the giant bass's normal-sized brethren a tasty meal, giant bass meat is considered a delicacy, although hunting one with nixies around is asking for trouble.

Combat
Giant bass usually do not fight unless they cannot flee or they are helping nixies. When they do fight, giant bass bite. Any remains of victims are usually eaten.

Skills: A giant bass 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.
Traianus Decius Aureus

08-15-06, 03:42 PM
Great work Traianus Decius Aureus. I wonder how you feel about including a increased Handle Animal DC for the giant ferret, to give some in-game affect to the quote:

Although I don't personally think it needs a Handle Animal DC increase, a +2 (+4 if you're an evil DM) to all Handle Animal DCs relate to the giant ferret should keep the inexperienced away from training it.


I like the way you made Faeries a subtype within Fey, just like several of the extraplanar racial subtypes (Angel, Archon, Baatezu, Eladrin, Guardinal, and Tanar'ri) within Outsider.

Shane

Thanks, its usefulness will be more apparent down the road with the PC1 conversions.
Traianus Decius Aureus

08-16-06, 03:25 PM
Utukku
SCMC
Large Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 10d8+70 (115 hp)
Initiative: +1 (+1 Dex)
Speed: 35 ft. (7 squares)
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +10/+18
Attack: Claw +13 melee (4d4 +4)
Full Attack: 2 Claw +13 melee (4d4 +4) and bite +8 melee (3d4 +2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 120ft., immunity to mind-affecting spells, outsider traits, partial fire and electrical immunity, poison resistance, spell resistance 20, telepathy
Saves: Fort +14, Ref +8, Will +9
Abilities: Str 19, Dex 12, Con 25, Int 16, Wis 14, Cha 20
Skills: Climb +17, Concentration +20, Disguise +12, Escape Artist +14, Hide +10, Intimidate +18, Listen +23, Move Silently +14, Search +16, Spellcraft +16, Spot +23, Survival +5, Use Rope +4
Feats: Blind Fighting, Cleave, Improved Critical (claws), Power Attack
Environment: Carceri (or other Entropic Planes)
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: +8

Utukku usually inhabit the planes of Carceri, but on rare occasions they will come to the Prime Material Plane, inhabiting caverns or pits in desolate regions. On the Savage Coast, they are most often found in the deserts around the Horn and the Land of the Shifting Dunes, near Trident Bay.
Utukku are roughly humanoid in shape, standing about 12 feet high. An utukku has the head of a lion, with long quills in place of a mane, and a scaled humanoid body. It also has huge, white claws on its hands and feet. These creatures are mostly dark red in colour, but their faces are a golden-red. An utukku's eyes are bright yellow with catlike blue pupils.
Once per century, each utukku can plane shift itself into the Prime Material Plane from its home plane; it can remain on the Prime Material Plane for one year, after which it automatically shifts back to its home plane, taking up to 4,000 pounds of material with it. Because of its relatively short stay on the Prime Material Plane, its lairs are hastily made, and its defences will not be very complex.
On the Prime Material Plane, utukku use their powers to spread misery and evil through nearby humanoid communities. They do not attempt to gain followers or lead humanoids, preferring to work alone. They attack other creatures from the Outer Planes on sight, regardless of alignment or plane of origin, unless they are outnumbered. They also have an intense hatred of the enduks, and seek to wreak havoc on their communities before any others.
Rumors claim that the utukku are the minions or servants of a long-forgotten Immortal that was either destroyed or imprisoned by the enduk patron Immortal. The enmity between this shadowy Immortal patron and Idu would certainly explain the utukku's fierce hatred for the enduks.
Utukku have their own language, which resembles low growls and is composed of very few words; meaning is conveyed by tone and inflection. They also have their own written language a harsh and angular script, which bears some resemblance to the enduk writing style. In addition, they speak Abyssal, Celestial and Draconic.

Combat
Utukku use their hands to slash at opponents in battle. They bite less frequently. They are intelligent foes that will use their spell-like abilities to gain whatever advantage possible. They are brave and fierce, but are smart enough to know when to retreat, and may have traps and contingencies in place for that circumstance.

Spell-like Abilities (Sp): At will: comprehend languages, detect magic, detect chaos/evil/good/law*, invisibility purge; 3/day: cause fear, darkness, greater teleport, lightning bolt; 1/day: control weather, symbol of insanity; 1/week: contagion, polymorph (self only, limited to humanoid forms). Caster level is 18th, all saves are Cha based. *The utukku selects the desired version when it activates the ability.

Damage Reduction (Su): An utukku has damage reduction of 10/magic. Its claws and bite are treated as magic weapons for the purposes of bypassing damage reduction.

Immunity to Mind-Affecting Spells (Ex): An utukku is immune to all mind-affecting spells and effects.

Partial Fire and Electrical Immunity (Ex): An utukku has 50% immunity to all fire and electrical damage.

Poison Resistance (Ex): An utukku has a +4 bonus to any saving throw made against poison attacks. In addition, uttukus only suffer half damage (quarter damage if a save is successful) from damage-causing, poisonous gas attacks.

Telepathy (Su): An utukku can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Chaotic Traits: Any natural attack and/or wielded weapon is treated as chaotic-aligned for purposes of overcoming damage reduction.

Evil Traits: Any natural attack and/or wielded weapon is treated as evil-aligned for purposes of overcoming damage reduction.

Skills Utukkus have a +8 racial bonus on Listen and Spot checks.

The Red Curse
Utukku never gain Legacies, and they do not require cinnabryl.
BOZ

08-16-06, 07:47 PM
while researching our Utukku (http://www.enworld.org/cc/converted/view_c.php?CreatureID=768) conversion, we found that it was originally from Dragon Magazine #89 (“Creature Catalog,” September 1984, Roger Moore). :)
Traianus Decius Aureus

08-17-06, 03:17 PM
Rockfish, Giant
EX, RC 177
Huge Animal (Aquatic)
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: swim 60 ft. (12 squares)
Armor Class: 12 (-2 size, +4 natural), touch 8, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Spikes +4 melee (1d4 +3 plus poison)
Full Attack: 4 Spikes +4 melee (1d4 +3 plus poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Poison
Special Qualities: Dangerous to touch, low-light vision, tremorsense
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 16, Dex 10, Con 20, Int 2, Wis 12, Cha 8
Skills: Hide +8, Listen +5, Move Silently +4, Spot +5, Swim +11
Feats: Alertness, Stealthy
Environment: Any aquatic
Organization: Solitary, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: -

This fish, found in shallow saltwater, is very difficult to spot. It is often mistaken for a large rock. They are roughly 16ft long, and covered with sharp, poisonous spines. They are seemingly oblivious to anything around them, but are well aware of approaching predators.

Combat
Despite their appearance, these fish are normally peaceful, only attacking if disturbed. They attack by trying to smash their spines into their foes. Due to the difficulty of this, all of the spine attacks made in a round must be directed at the same foe.

Poison (Ex): Any creature that is damaged by the giant rockfish's spikes must make a DC 17 (Con based) Fortitude save or be poisoned. The poison inflicts 2d6 Con damage, both primary and secondary.

Dangerous to Touch (Ex): In addition to being used offensively, the giant rockfish's spikes provide an active defense. Any creature attacking the giant rockfish with a melee weapon must succeed on a DC 12 (Dex based) Reflex save or suffer 1d4 damage and may be poisoned. The save DC is 14 for melee touch attacks and unarmed strikes. Any creature attempting to grapple a giant rockfish immediately suffers 4d4 damage and may be poisoned.

Tremorsense (Ex): A giant rockfish is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is moving through the water within 120ft.

Skills: A giant rockfish has a +12 racial bonus to all Hide checks. A giant rockfish gains a +8 racial bonus to any swim check. It may always 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.
Traianus Decius Aureus

08-18-06, 04:58 PM
Sturgeon, Giant
EX, RC 177
Huge Animal (Aquatic)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1 (+1 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +7/+25
Attack: Bite +15 melee (2d10 +10)
Full Attack: Bite +15 melee (2d10 +10)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, paralysis, swallow whole
Special Qualities: Low-light vision, scent, tremorsense
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 31, Dex 12, Con 15, Int 2, Wis 12, Cha 7
Skills: Listen +9, Spot +9, Swim +19
Feats: Alertness, Die Hard, Endurance, Power Attack
Environment: Any aquatic
Organization: Solitary, Pair, or School (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

This is a very dangerous fish- almost 30ft long and covered in armor-like scales. They are reputed for having bad temperment. The giant sturgeon can be found in both freshwater and saltwater.

Combat
A fierce predator, the giant sturgeon will attack anything it considers food. It loves to swallow its prey whole.

Improved Grab (Ex): If a giant sturgeon hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the sturgeon may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.

Paralysis (Ex): Any creature swallowed whole by the giant sturgeon must make a Fortitude save vs DC17 (Con based) or be paralyzed for 3d10 rounds.

Swallow Whole (Ex): A giant sturgeon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d6+10 points of bludgeoning damage and 1d6 points of acid damage per round from the sturgeon’s gizzard. In addition the acid may paralyze the swallowed creature. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A huge giant sturgeon’s gizzard can hold 2 medium, 8 small, 32 tiny, 128 diminuative or 512 fine or smaller opponents.

Scent (Ex): This special quality allows a giant sturgeon to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Tremorsense (Ex): A giant sturgeon is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is moving through the water within 120ft.

Skills: A giant sturgeon gains a +8 racial bonus to any swim check. It may always 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.
vgeisz

08-19-06, 08:06 PM
Hey guys need a couple of critters for the main campaign book.
we need:
Cheval
Vampire Rose
Decapus


Thanks
Vern :ayyyy!:
BOZ

08-19-06, 10:50 PM
http://www.pandius.com/newcrea.html

or, i'm fairly sure that we have them all here: http://www.enworld.org/cc/converted/index.php
Gazza555

08-21-06, 04:20 AM
Enworld does have all three conversions - unfortunately only the chevall (http://www.enworld.org/cc/converted/view_c.php?CreatureID=838) is 3.5 the decapus (http://www.enworld.org/cc/converted/aberration/decapus.htm) and vampire rose (http://www.enworld.org/cc/converted/plant/vampire_rose.htm) are 3.0.

The Vaults also has 3.0 conversions of the chevall (http://www.pandius.com/chevall.html) and the decapus (http://www.pandius.com/decapus.html) but no 3.5 conversions.

Regards
Gary
Traianus Decius Aureus

08-24-06, 03:54 PM
Wood Golem
EX, RC 180
Small Construct
Hit Dice: 2d10+10 (21 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 13 (+1 size, -1 Dex, +3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d8 +2)
Full Attack: Slam +4 melee (1d8 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, damage reduction 5/magic , darkvision 60ft., immunity to cold, immunity to magic, low-light vision, missilebane, vulnerability to fire
Saves: Fort +0, Ref -1, Will +0
Abilities: Str 14, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Wood golems are crude 3ft tall, man-like constructs. They move about stiffly, and have little in the way of mobility. They are however, inexpensive to make and easily enchanted, which makes them more common than their usefulness would indicate.

Combat
Wood golems slam their foes with their fist.

Damage Reduction (Su): A wood golem has damage reduction of 5/magic.

Immunity to Cold (Ex): A wood golem has 100% immunity to all cold-based attacks and damage.

Immunity to Magic (Ex): The wood golem is immune to all effects and spells that allows a spell resistance. Besides, certain spells and effects function differently on this creature:
• Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.
• Fire-based spells affect the wood golem normally.
• A warp wood spell targeting the wood golem inflicts 1d6 Str and Dex damage if the Will save is failed.

Missilebane (Su): A wood golem has damage reduction of 20/- against all ranged attacks (including ranged touch attacks and rays). It receives a +4 circumstantial bonus to AC against these attacks.

Vulnerability to Fire (Ex): A wood golem has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
The wood golem’s body must be fashioned from 200 pounds of wood pieces costing no less than 1,000 gp, which must be formed and bound together into the desired shape. Additional rare substances and oils needed to complete the golem’s body costs another 1,000 gp. Assembling the body requires a DC 14 Craft (sculpure) check.
CL 9th; Craft Construct, animate objects, command, geas/quest, protection from arrows, caster must be at least 9th level; Price 30,000 gp; Cost 16,000 gp + 1,120 XP.
Traianus Decius Aureus

08-24-06, 03:55 PM
Black Hag
MA, RC 182
Medium Monstrous Humanoid
Hit Dice: 11d8+11 (60 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares), swim 20 ft. (4 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +11/+15
Attack: Claw +15 melee (2d4 +4 plus poison)
Full Attack: 2 Claw +15 melee (2d4 +4 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison, rebuke undead, spells
Special Qualities: Beyond undeath's grasp, darkvision 60ft.
Saves: Fort +4, Ref +8, Will +10
Abilities: Str 19, Dex 12, Con 12, Int 12, Wis 16, Cha 18
Skills: Concentration +9 (+13 while casting), Hide +11, Knowledge (religion) +9, Listen +14, Spot +14, Swim +12
Feats: Alertness, Blind Fighting, Combat Casting, Spell Penetration
Environment: Any forests
Organization: Solitary (plus 3d6 companions)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: -

A black hag has black hair and blue-black warty skin. It can cast spells as a cleric, and is very dangerous to everything around it.
Black hags live in dark caves or in rude thatched huts deep in gloomy forests. They often keep various slime, oozes and puddings for company, and are always accompanied by evil monsters (most of which are undead).
Black hags speak Giant, Sylvan and common.

Combat
Black hags prefer to attack their foes with spells. If unable to do so safely, they when slash at their foes with their razor-sharp, iron claws.

Poison (Ex): Any creature that is damaged by the black hag's claws must make a DC 20 (Con based, +4 racial bonus) Fortitude save or be poisoned. The poison inflicts 2d4 Con damage, both primary and secondary.

Rebuke Undead (Su): A black hag may rebuke or command undead as a cleric. The black hag's effective level is 22 (HDx2) and it may use this ability 7/day. Due to the black hag's ranks in Knowledge (religion), it receives a +2 bonus on all rebuke checks.

Spells: Black hags can cast spells as a cleric of a level equal to its HD. They do not receive domain spells or the ability to spontaneously cast inflict spells unless they possess levels in a class that would grant that ability normally. These spell-casting levels stack with any cleric levels possessed.
A black hag can cast 6/6/5/5/3/2/1 divine spells as a cleric per day. The black hag must choose and prepare her spells ahead of time.

Beyond Undeath's Grasp (Ex): Black hags are immune to all the Extraordinary and Supernatural special abilities of undead creatures (including energy drain, ability damage, ability drain, poison, paralysis and disease). These immunities do not protect the hag from these types of attacks when they come from a non-undead creature.

Skills: A black hag 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.
Traianus Decius Aureus

08-24-06, 03:56 PM
Vermilion Pudding
SCMC
Large Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: -5 (-5 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +7/+15
Attack: Slam +10 melee touch (Consumed Alive)
Full Attack: Slam +10 melee touch (Consumed Alive)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Consumed Alive, Improved grab
Special Qualities: Blindsight 90ft, ooze traits, split, vermilion immunities
Saves: Fort +9, Ref -2, Will -2
Abilities: Str 19, Dex 1, Con 23, Int -, Wis 1, Cha 1
Skills: Climb +12
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Vermilion pudding is the name given to an aggregate colony of the flesh-eating vermilia bacteria. The Red Curse has affected these colonies, imbuing them with the ability to act together as one creature.
The vermilion pudding glows with an eerie internal red light. It usually takes the form of a red-tinged amorphous blob, and like other puddings, it can change shape rapidly and flow through almost any opening and can squeeze through very small cracks (such as the chinks and gaps in armour). The pudding is extremely sticky and tar-like enabling it to travel on ceilings and walls..
Vermilion puddings reproduce by fission. If a vermilion pudding becomes too large, it will split into two separate puddings. They adapt to live in a wide variety of climates.

Combat

Vermilion puddings are driven by the need to consume flesh. In order to determine if something is edible, the vermilion pudding can sense heat and vibration from a distance. The vermilion pudding will even attack undead creatures that have organic matter in their bodies. The puddings count as magical weapons for the purpose of eating undead or magical flesh.
Vermilion puddings prefer to attack Legacy-using creatures and will attack Inheritors before attacking those with a single Legacy.
The attack mode of the rapacious vermilion pudding is similar to that of the vermilia infection, except much faster- the bacteria literally eat the flesh from the bone. It only stops once the victim is consumed. Metal armor is no defense- the pudding will find a hole or a chink in the armour to flow through. The vermilion pudding does not eat the armour itself; it simply flows past it to get at the flesh beneath.
The vermilion pudding is mindless and will never retreat as long as there remains flesh to be eaten.

Consumed Alive (Ex): Vermilion puddings infect their victims with a Red Curse-mutated version of the vermilia bacteria. When a victim is first hit by the pudding, he suffers 2 hp of damage (Fort save vs DC 21 for half damage). Each subsequent hit doubles the damage per hit (save allowed for half damage). Thus 4 hp damage is done by the 2nd hit, 8 for the 3rd, 16 for the 4th, etc... A character that is held by the pudding automatically suffers damage each round, and has a -4 penalty to its fortitude save.

Improved Grab (Ex): To use this ability, the vermilion pudding must hit an opponent with its slam attack. If it gets a hold, the vermilion pudding may use its Consumed Alive attack automatically each round, and the victim suffers a -4 penalty to all associated saves.

Split (Ex): Slashing and piercing weapons (and lightning attacks) deal no damage to a vermilion pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Vermilion Immunities (Ex): A vermilion pudding has 100% immunity to all cold and acid damage

Ooze Traits: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits or flanking; Oozes eat and breathe, but do not sleep.

Skills: A vermilion pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The Red Curse
Vermilion puddings never acquire Legacies or become Afflicted.
Traianus Decius Aureus

08-24-06, 03:57 PM
Sea Hag (Mystaran)
MA, RC 182
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+11 (47 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares), swim 50 ft. (10 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +8/+13
Attack: +13 melee touch (Energy Drain and Hag's Filth)
Full Attack: +13 melee touch (Energy Drain and Hag's Filth) or dagger +13/+8 melee (1d4 +5)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Energy drain, Hag's Filth, horrific appearance, rebuke undead, stench
Special Qualities: Amphibious, beyond undeath's grasp, Damage reduction 10/silver or magic, darkvision 60ft.
Saves: Fort +3, Ref +7, Will +8
Abilities: Str 20, Dex 12, Con 12, Int 10, Wis 14, Cha 18
Skills: Hide +5, Knowledge (nature) +4, Knowledge (religion) +4, Listen +8, Spot +8, Survival +4, Swim +13
Feats: Alertness, Improved Critical (dagger), Toughness
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: -

This is one of the ugliest creatures known in Mystara, and it is without a doubt possesses the foulest and most repulsive habit imaginable.
Mystaran sea hags live primarily in coastal regions, although they may be found along the shores of large lakes as well.
Adventurers should be warned that the Mystaran sea hag is far more powerful than the more common sea hag. At first glance it is not always apparent which is which, and the confusion has cost many their lives.

Combat
Mystaran sea hags prefer to ambush foe's and trap them so that frightened and sickened foes have no chance of escape. They enjoy causing havoc and panic with their energy drain. They are skilled with causing wicked injuries with their daggers. They favor daggers, but are proficient with all simple weapons.

Energy Drain (Su): Each successful touch attack from a Mystaran sea hag energy drain bestows one negative level on the victim. The sea hag gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 18, Cha based). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.

Hag's Filth (Ex): Each time a creature is touched by the sea hag, it must make a DC 15 (Con based) Fortitude save or become diseased with Hag's Filth. The disease has the following effects: Disease—contact; Fortitude DC 15; incubation period 1 day; damage 1d4 Con and 1d4 Dex. The save DC is Constitution-based. Each time the victim takes 2 or more Con damage from the disease, he must make another Fortitude save or be permanently blinded.

Horrific Appearance (Su): The sight of a Mystaran sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 24 Will save or instantly be frightened for 1d20 +5 rounds. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same sea hag’s horrific appearance for 24 hours. The save DC is Charisma-based and the sea hag has a +6 racial bonus to the DC.

Rebuke Undead (Su): A Mystaran sea hag may rebuke or command undead as a cleric. The sea hag's effective level is 16 (HDx2) and it may use this ability 7/day.

Stench (Ex): A Mystaran sea hag reeks of death and filth- a odor that nearly every form of animal life finds repulsive. All living creatures (except hags) within 10 feet of a Mystaran sea hag must succeed on a DC 15 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same sea hag’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Amphibious (Ex): Although Mystaran sea hags are aquatic, they can survive indefinitely on land. They must however stay within 3 hours travel time of a large body of water.

Beyond Undeath's Grasp (Ex): Mystarn sea hags are immune to all the Extraordinary and Supernatural special abilities of undead creatures (including energy drain, ability damage, ability drain, poison, paralysis and disease). These immunities do not protect the hag from these types of attacks when they come from a non-undead creature.

Damage Reduction (Su): A Mystaran sea hag has damage reduction of 10/silver or magic. Her dagger counts as a silver and magic weapon for the purposes of overcoming her foe's damage reduction.

Skills: A Mystaran sea hag 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.
vgeisz

08-25-06, 02:06 PM
Ok which one is liked better enworld 3.0 or Pandius 3.0 ya'll choose and i will convert the critters
Vern
ps. Sorry if it looks like i'm being lazy, but i am heading to atlanta tomorrow to do some work so I don't have to pay 85 dollars to get into Dragoncon next weekend. so I am kinda busy right now.
Traianus Decius Aureus

08-25-06, 02:26 PM
Vern- based on what I know, the enworld conversions are usually well-thought out and quite balanced, which is why I tend to not convert creatures they have done. I think that would be your best bet.
Traianus Decius Aureus

08-25-06, 06:14 PM
Headsman/Thug
RC 184
5th/2nd Level Human Rogue/Assassin
Medium-size Humanoid (Human)
Hit Dice: 7d6+7 (31 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 masterwork studded leather armor), touch 13, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: +1 keen short sword +8 melee (1d6 +2, 17-19/x2)
Full Attack: +1 keen short sword +8 melee (1d6 +2, 17-19/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death Attack, Sneak Attack(+4d6), Spells
Special Qualities: Evasion, Human Traits, Improved Uncanny Dodge, Poison Resistance, Poison Use, Trap Sense, Uncanny Dodge
Saves: Fort +2, Ref +10, Will +0
Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 8, Cha 10
Skills: Balance +11, Bluff +5, Disable Device +9, Disguise +9, Escape Artist +12, Gather Information +4, Hide +15, Intimidate +5, Jump +8, Listen +6, Move Silently +11, Open Lock +7, Search +8, Sleight of Hand +8, Spot +8, Tumble +11, Use Rope +6
Feats: Alertness, Dodge, Stealthy, Weapon Finesse
Environment: Any
Organization: Solitary, Team (2-5), or Death Squad (5-20)
Challenge Rating: 7
Treasure: Half Standard
Alignment: Often neutral evil
Advancement: by character class
Level Adjustment: -

Headsmen (also called "executioners") are NPC’s commonly employed by dominion rulers. They are trained in the business of killing criminals who have received the death penalty. Most headsmen are skilled in the proper use of bladed weapons, ropes, and poisons and are able to execute criminals quickly and neatly.
All professional headsmen belong to their own guild, which is associated with the Thieves' Guild. Headsmen keep their true identities completely secret, wearing hoods or disguises when engaged in professional activities. Many own ordinary shops, and can seem to be perfectly ordinary townsfolk.
A secret organization exists within the Guild of Headsmen. These evil headsmen enjoy their work too much, and offer their services for open hire. Others call them Assassins or Thugs; they call themselvcs Pragmati ("the practical people").
Unlike the Thieves' Guild, the Pragmati are not supported by adventurers or rulers. They are sometimes hired by other NPCs, especially evil ones. However, PCs do not normally contact these headsmen for any reason; their organization is dangerous as either as enemy or as an ally. Thugs are treacherous and self-serving, known to extort money from their previous "clients" with threats of exposure, kidnapping, or even murder.
Thugs rarely are willing to attack adventurers by themselves, knowing that adventurers are well equipped and often have magic. However a group of thugs may try to ambush a party if the chance for success is good, especially if the party has recently been wounded. Sometimes thugs may be hired as guards, if assured of high level clerical assistance when injured or slain. They may rarely be found working with bandits or other renegade groups, often unbeknownst to the bandits themselves.
The thug presented above has base stats of Str 12, Dex 15, Con 13, Int 14, Wis 8, Cha 10 and added its bonus ability point to Dex.

Combat
Thugs are masters of stealth, treachery, traps and ambushes. They will do whatever is necessary to avoid a fair fight, including the use of magic and poison. They often use magical devices when attacking powerful opponents; potions, rings and other small, easily used items are preferred. Thugs rarely use expensive magic weapons and armor, preferring cheap but effective tools that could easily be left behind. They never use spells to attack their targets, though they may prep themselves with spells before the attack. If they cannot achieve a first strike kill, they will retreat and bide their time before striking again.
Thugs are proficient in light armor. They are proficient with all simple weapons, and with Hand Crossbow, Rapier, Sap, Shortbow, Composite Shortbow, and Short Sword. They usually try to look as non-descript as possible, and use as much mundane-looking equipment as possible to avoid attracting attention and facilitate easy disposal of equipment.

Uncanny Dodge (Ex): A thug retains his Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.

Improved Uncanny Dodge (Ex): A thug cannot be flanked, except by an 11th level or higher rogue.

Trap Sense (Ex): A thug has a +1 to Reflex saves and AC against traps.

Evasion (Ex): On a successful Reflex save against a magical attack, a thug takes no damage.

Sneak Attack: Any time the thug attacks someone who is denied their Dexterity bonus to AC, or he is flanking, he inflicts an extra 4d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment

Trapfinding (Ex): Thugs can use the Search skill to locate traps when the task has a DC higher than 20. Thugs can use the Disable Device skill to disarm magic traps.

Death Attack: If the thug studies his victim for 3 rounds, attacks that target within another 3 rounds, then makes a sneak attack with a melee weapon that successfully deals damage, he can paralyze or kill the target if they fail a Fortitude save (DC 14, DC 10 + the assassin’s class level + the assassin’s Int modifier).

Poison Use: Thugs do not risk accidentally poisoning themselves when applying poison to a blade.

Poison Resistance: Thugs have a +1 to all saving throws against poison.

Spells: Due to levels in assassin, thugs can cast arcane spells as bard from the assassin spell list. Saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus.
The above thug can cast 4 first level spells per day form the following list:
1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike

Organization
Most members of the Guild of Headsmen are low to mid-level rogues (there are even 1st level apprentices), some of whom may have some levels of fighter. The limited use of their professional skills, by default, prevents them from ever achieving higher levels. Their equipment will be very simple, and they may be armed with a special weapon to guarantee an execution goes smoothly.
Thugs tend to be higher in level than regular headsmen. They usually are a minimum of 6th level, and thugs of up to 12th level are relatively common. Higher level thugs are very dangerous, and fortunately, very rare. Most thugs are a combination of rogue and assassin. More rarely, thugs with levels in fighter and ranger can be found. High-level thugs often forego armor in favor of magic items and clothes that provide AC bonuses (and other special protections) - these help them look non-descript and also do not hinder their mobility.
vgeisz

08-25-06, 09:38 PM
Vern- based on what I know, the enworld conversions are usually well-thought out and quite balanced, which is why I tend to not convert creatures they have done. I think that would be your best bet.
ok I will 3.5 the puppies next week and contact the authors to get permission
Vern
Gazza555

08-26-06, 03:43 AM
Jamie

Seeing as you've done most of the non Savage Coast creatures, how about a 'Red October' with just Savage Coast conversions?

Regards
Gary
MrAdam

08-26-06, 11:22 AM
Wow! This is the coolest thread ever. I've been playing D+D for a long time now, (since od&d) and I never expected to see many of my favorite monsters again! Anyhow I have a few requests of monsters I'd like to see revived...

ape, Snow
Ape, White
Ameboa, Giant
Babboon, Rock
Blackball
Blast Spore
Devil Swine
Living Statue Rock/ooze

More to come. Thanks for creating such an amazing thread
Adam
Gazza555

08-26-06, 11:34 AM
Ape, White
Ameboa, Giant
Babboon, Rock
Blackball
Blast Spore
Devil Swine
Living Statue Rock/ooze

Check out the Creature Index (http://www.pandius.com/ccci.htmlConsolidated ) or just scroll down this page (http://www.pandius.com/newcrea.html#3e) and you'll find at lot of them have already been converted.

The blackball is in the Epic Level Handbook!

Regards
Gary
Traianus Decius Aureus

08-26-06, 01:59 PM
Wow! This is the coolest thread ever. I've been playing D+D for a long time now, (since od&d) and I never expected to see many of my favorite monsters again! Anyhow I have a few requests of monsters I'd like to see revived...

ape, Snow
Ape, White
Ameboa, Giant
Babboon, Rock
Blackball
Blast Spore
Devil Swine
Living Statue Rock/ooze

More to come. Thanks for creating such an amazing thread
Adam
Glad you like the conversions!

In regards to your list...

ape, Snow- Converted

Ape, White- White apes are similar to normal apes, but have lost their coloration due to the length of time they have spent in caves. They are herbivores and less aggressive than other apes, generally only attacking when creatures ignore their warnings to leave. They are sometimes kept as pets among Neanderthals.
Use statistics for the Normal Ape in the 3.5 Monster Manual, but it may also throw rocks (+5 range (1d4+5, 20/x2), 10ft range increment) and change its environment to Any Mountain or Underground.

Ameboa, Giant- Converted
Babboon, Rock- Converted
Blackball- Epic Level Handbook
Blast Spore - Lords of Madness as Gas Spore
Devil Swine- To be converted once I work my way to PC4, ETA unknown
Living Statue Rock/ooze- Converted

All of the conversions eventually are placed on the Vaults of Pandius, and all of these should be there already. It can be hard to navigate this thread, but the Vaults makes it easy to find specific creatures.
Traianus Decius Aureus

08-26-06, 02:02 PM
Jamie

Seeing as you've done most of the non Savage Coast creatures, how about a 'Red October' with just Savage Coast conversions?

Regards
Gary

I like that idea a lot. Consider it pencilled in.
Traianus Decius Aureus

08-28-06, 02:39 PM
Brigand
RC 193
Foot Soldier
1st Level Human Warrior
Medium-size Humanoid (Human)
Hit Dice: 1d8+5 (9 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +3 studded leather armor, +2 heavy wooden shield), touch 11, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Longsword +4 melee (1d8 +2) or Shortbow +2 (1d6)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +0, Intimidate +3, Jump +0, Knowledge (local) +1, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (Longsword)
Environment: Any
Organization: Solitary, Band (2-20 + 1 2nd level lieutenent), or Company (4-40 + 2 2nd level lieutenents and 1 4th level captain) or Camp (50-300 + 3-15 2nd level lieutenants, 1-8 4th level captains, 1 9th level commander, 50% chance 9th -11th level wizard and 30% chance 8th level cleric.).
Challenge Rating: ½
Treasure: Standard
Alignment: Any Chaotic
Advancement: by character class
Level Adjustment: -

Mounted
1st Level Human Warrior
Medium-size Humanoid (Human)
Hit Dice: 1d8+5 (9 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares) in armor (30ft normally), 40ft when mounted
Armor Class: 18 (+1 Dex, +5 chainmail armor, +2 heavy steel shield), touch 11, flat-footed 17
Base Attack/Grapple: +1/+3
Attack: Longsword +3 melee (1d8 +2)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Intimidate +3, Knowledge (local) +1, Listen +2, Ride +2, Spot +2
Feats: Mounted Combat, Toughness
Environment: Any
Organization: Solitary, Band (2-20 + 1 2nd level lieutenent), or Company (4-40 + 2 2nd level lieutenents and 1 4th level captain) or Camp (50-300 + 3-15 2nd level lieutenants, 1-8 4th level captains, 1 9th level commander, 50% chance 9th -11th level wizard and 30% chance 8th level cleric.).
Challenge Rating: ½
Treasure: Standard
Alignment: Any Chaotic
Advancement: by character class
Level Adjustment: -

Brigands are loosely organized outlaws and renegade mercenaries who live by raising towns and robbing caravans and travelers.
The brigands presented above are humans with the base stats of Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Combat
Brigands are not above any tactic or act to gain plunder. They love to intimidate their prey into surrender- partly to enjoy the terror they cause, partly to avoid loses to their numbers. Brigands will usually avoid any target that could be dangerous- they prefer weak and defenseless targets.
Brigands often are able to use a number of different tactics and are armed accordingly. They are proficient with all simple and martial weapons, as well as all armors, and shields.

Organization
Brigands are usually low level warriors. Among their number are a few fighters, rangers, and rogues. Half of the brigands in any group will be armed with studded leather, shields, shortbows and longswords. The other half will be riding light horses and are armed with longswords, chainmail and shields.
They are very loosely organized on a large scale, but do have some semblance of chain of command. Ability and plunder often keep brigand leaders in power.

Brigand lieutenents are 2nd level fighters. They ride light warhorses and wear platemail. They carry heavy steel shields and are armed with light lances and longswords. The quality of their equipment will be better than that of the normal brigand.

Brigand captains are 4th level fighters. They ride heavy warhorses and wear half plate armor. They carry heavy steel shields and are armed with heavy lances and longswords. They often possess magic or masterwork weapons, armor and equipment.

Brigand commanders are at least 9th level fighters. They ride heavy warhorses with barding and wear full plate armor. They carry heavy steel shields and are armed with heavy lances and longswords. They are usually well-armed with magic or masterwork weapons, armor and equipment.

Any spellcasters attached to a brigand camp will have equipment typical to their class and level, but of high quality. They will have considerable wealth given their unque skills within the brigand camp and will likely have numerous magic items that cannot be used by non-spellcasters (ie wands, scrolls and staves).
Cthulhudrew

08-28-06, 03:15 PM
Shouldn't those brigands only have 1d8 hp as warriors? Or are they meant to be barbarians?
Traianus Decius Aureus

08-28-06, 03:26 PM
Shouldn't those brigands only have 1d8 hp as warriors? Or are they meant to be barbarians?

Thanks Andrew, the cut and paste bandit struck again!
Traianus Decius Aureus

08-29-06, 02:43 PM
Buccanneer/ Pirate
RC 193
1st Level Human Fighter
Medium-size Humanoid (Human)
Hit Dice: 1d10+2 (7 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 leather armor), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Cutlass +3 melee (1d6 +1) (or Light Crossbow +3 range (1d8))
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills: Balance +3, Climb +3, Intimidate +1, Jump +2, Profession (Sailor) +2, Spot +2, Swim +2
Feats: Dodge, Power Attack, Weapon Focus (Cutlass)
Environment: Any Aquatic
Organization: based on ship type: 1-8 river boats (10-20 per ship), 1-6 galleys (20-40 per ship), 1-4 longships (30-50 per ship), and 1-3 warships (40-80 per ship). See below for additional information.
Challenge Rating: 1
Treasure: Standard
Alignment: Any non-good Neutral or Chaotic
Advancement: by character class
Level Adjustment: -

Buccaneers are found on seas, rivers, great lakes and oceans. They live by raising coastal towns and capturing ships, selling the booty elsewhere.
Pirates are seagoing men who plunder other vessels, raid coastal towns and engage in the slave trades. They are noted for their evil acts and cruelty towards prisoners. They freely attack each other if there is a chance for profit.
Well-defended coastal towns often serve as havens for pirates and buccaneers. These are law-less and dangerous places, full of adventure.
The buccaneer presented above is a human with the base stats of Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8. Buccaneers and pirates are usually of the same race as the dominant race in an area. However, the operational range of pirates and buccaneers is large, so any race or nationality may make up the members of a crew.

Combat
Buccaneers amd pirates will soften their foes with missile fire from crossbows and ship-mounted artillery at the start of any engagement. Once foes are sufficiently weakened and unable to flee, they will swarm their foes, killing any who resist.
Of the two, pirates have a reputation for cruelty in addition to their covetousness that terrifies any whom sail the seas. Buccaneers fight more for the plunder, and while to be avoided, they do not have the cruel reputation of pirates.
Buccaneers and pirates, when faced with tough enemies, will usually flee in order “to live to fight another day.”
Buccaneers and pirates, although proficient with all simple and martial weapons and all armors and shields, prefer light armor that doesn’t interfere with running a ship or become a deathtrap if knocked overboard. Similarly, they like small and light weapons that can be used in close quarters.

Organization
Buccaneers and pirates are usually low level fighters, with the occasional barbarian, commoner, ranger, rogue and warrior mixed in. 90% of buccaneers and 85% of pirates are armed with cutlasses and leather armor. One third of those men are also armed with a light crossbow. The remaining 10% of buccaneers are armed with a chain shirt, cutlass and heavy crossbow. The remaining 15% of pirates are armed with chain shirts and cutlasses.

For every 30 buccaneers, there is a 4th level fighter that serves as a leader. He will be armed in a similar fashion to the men under him.

Every buccaneer ship has a 7th level fighter as a captain, and the entire buccaneer fleet is commanded by a 9th level or higher fighter. There is a 30% chance the fleet has a 10th-11th level wizard attached to the commander, and there is a 25% chance a 8th level cleric is present.

For every 30 pirates, there is a 4th level fighter acting as a leader. He will be armed in a similar fashion to the men under him.

For every pirate ship, there is a 5th level fighter acting as the captain, and the entire fleet is commanded by an 8th level fighter. If the fleet has more than 300 men in it, it is commanded by a Pirate Lord, an 11th level fighter. There is a 75% chance a Pirate Lord will have a 9th-10th level wizard working for him. There is a 25% chance that the fleet commander or Pirate Lord will have 1d3 prisoners with him, awaiting ransom or sale into slavery.

Buccaneer and pirate ship captains and the fleet commanders often dress richly and flamboyantly, and will have suitably flamboyant arms, armor and magic items at their disposal. Any wizards and clerics will likely be quite wealthy (and well-equipped) as well.

Although the standard class for ship captains and fleet commanders is fighter, almost any class can achieve this rank. Rank is determined largely by who is the strongest, able to run a ship and able to secure booty. Some of these leaders (and attached spellcasters) may possess levels in the following prestige classes: dread pirate, legendary captain, scarlet corsair, and sea witch.
Shane

08-29-06, 07:30 PM
Traianus Decius Aureus, I wonder why you chose the Fighter class for the Buccanneer versus the Warrior class for Brigands? Anyway, nice work!

Shane
Traianus Decius Aureus

08-30-06, 09:37 AM
Traianus Decius Aureus, I wonder why you chose the Fighter class for the Buccanneer versus the Warrior class for Brigands? Anyway, nice work!

Shane

I wish there was a short answer for that. Variety is part of it. Part is how they fit in my campaign. And part is how they exist within Mystara itself.

One of the advantages of 3E is the variety of classes. In OD&D these were all fighters with different equipment and organization. 3E allows you to tailor the classes a bit more (fighters become fighter-types), so you can make each group a bit more distinctive based on their descriptions.

Brigands, IMC and from the decription, really tend to be deserting soldiers and renegade mercenaries. In much of 3E material, these types at low-level tend to be warriors. Fighters participate in an adventuring lifestyle, warriors do a job (even if its pillaging :) ) Pirates/Buccaneers by there nature seem to be much more "adventurous". Slight distinction, but one that I factor in.

And lastly, pirates have a decent sized role in our campaign, so I want them to stand out a bit more. Ultimately your question is why I try to include some class recommedations in the organization section- the stated warrior version is the most common brigand, but you are likely to find some other classes mixed in (most groups are unlikely to be homogenous class-wise).

Sorry for the long explanation for your question, but its a good question.
havard

08-30-06, 09:57 AM
Thanks for posting the Buccaneer/Pirates! They will also be very useful IMC.

I agree with making them Fighters. I see Pirates and swashbucklers as more sophisticated warriors than most Brigands. Ofcourse, there could be a case for making them Rogues as well.

Keep the monsters coming! I am looking forward to the Red October! :cool:

PS: If you havent converted them already, any chance of seeing the Protectors from B3?

Håvard
havard

08-30-06, 10:06 AM
PS: If you havent converted them already, any chance of seeing the Protectors from B3?

Nevermind, I found them on the Vaults :)

Håvard
maddog

08-30-06, 10:37 AM
Thanks for posting the Buccaneer/Pirates! They will also be very useful IMC.

Mine too! I'm going to run the STAP in Mystara from Dungeon at some point in the future.
--Ray.
havard

08-30-06, 10:51 AM
Mine too! I'm going to run the STAP in Mystara from Dungeon at some point in the future.
--Ray.

I'm running Freeport in Mystara now, but I will also move onto STAP eventually! I think I will wait untill I have bought most of the episodes before I start the campaign though. Would be nice to combine the two, but I guess my Freeport group are already of too high a level to get into STAP.

Håvard
Traianus Decius Aureus

08-30-06, 03:21 PM
Dervish
RC 193
1st Level Human Fighter
Medium-size Humanoid (Human)
Hit Dice: 1d10+1 (6 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 padded armor), touch 11, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Scimitar +4 melee (1d6 +2) or composite shortbow +3 range (1d6 +1)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 14, Dex 15, Con 12, Int 8, Wis 12, Cha 10
Skills: Diplomacy +1, Handle Animal +1, Intimidate +1, Knowledge (religion) +0, Tumble+3
Feats: Dodge, Power Attack, Weapon Focus (Cutlass)
Environment: Any desert
Organization: Solitary, Raiding Party (2-5), Host (10-30), Camp (30-300 plus 1 10th level cleric and 100% non-combatants)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually any Lawful
Advancement: by character class
Level Adjustment: -

Dervishes are desert raiders. Their camps are usually made up of tents, but dervishes that are able to build wooden or brick stockades to help protect them. These camps contain the dervishes' treasure, livestock, women and children. As a result, many camps are self-sufficent.
Dervishes are noted for their fanatic belief in their philosophies and their intolerance of other views. On occasion they will wage a holy war in which they attempt to capture or kill all who have differing beliefs. Captives are given an opportunity to convert: if they refuse they could be killed or enslaved. Those encountered with similar beliefs might be asked to join the holy war, and those that refuse will be viewed with suspicion unless they can provide an acceptable reason not to.
Dervishes are most likely to be encountered in the Emirates of Ylaruam, but may be found in other areas of Mystara such as the Great Waste.

The dervish presented above is a human with the base stats of Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 10. Dervishes are always of the same race as the dominant race in an area. Dervishes do not generally accept outsiders of a different race into their group, even if they follow the same immortal or philosophy.

Combat
Dervishes rely on speed and quickness when fighting. They are fanatical and do not surrender. They will attempt to capture, rather than kill, foes to convert them.
Dervishs, although proficient with all simple and martial weapons and all armors and shields, prefer light armors that don’t interfere with movement. Similarly, they like small and light weapons that can be used in close quarters. Higher level dervishes may duel-wield scimitars or other light weapons.

Organization
Most dervish combatants are fighters, but paladins, clerics, rogues, warriors, rangers and even druids may fill out their ranks. A variety of armaments and equipment may be found among them, and while most will be 1st or 2nd level, some higher level dervishes will be found. Non-combatants within the camp will cover a full spectrum of classes, professions and trades. Many dervish groups view arcane casting with great suspicion, and as a result will not have any wizards, sorcerers or bards in their numbers.

Dervish leaders are at least 11th level and are most likely clerics, paladins, or on occasion, a druid. Suggested prestige class options for dervish leaders are as follows: divine crusader, divine champion, divine oracle, evangelist, war priest and the Mystaran prestige class Ylari Dervish (only if in Ylaruam). These leaders will be very charismatic. They will be well-equipped, even if they don’t appear to be well-equipped.
Traianus Decius Aureus

08-31-06, 03:29 PM
Noble
RC 193
3rd Level Human Aristocrat
Medium-size Humanoid (Human)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft. (4 squares) in masterwork full plate armor; base speed 30 ft.
Armor Class: 19 (-1 Dex, +8 masterwork full plate armor, +2 masterwork heavy wooden shield), touch 9, flat-footed 19
Base Attack/Grapple: +2/+4
Attack: Masterwork longsword +5 melee (1d8 +2) or masterwork lance +5 melee (1d8 +2)
Full Attack: As attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +3, Ref +0, Will +3
Abilities: Str 15, Dex 8, Con 14, Int 12, Wis 10, Cha 13
Skills: Diplomacy +7, Gather Information +4, Handle Animal +5, Knowledge (local) +4, Knowledge (nobility) +5, Listen +4, Ride +5, Sense Motive +6, Spot +5
Feats: Mounted combat, Negotiator, Power Attack
Environment: Any
Organization: Solitary (+ 1 2nd level squire and 2-12 retainers and hirelings)
Challenge Rating: 2
Treasure: Double Standard
Alignment: Any
Advancement: by character class
Level Adjustment: -

Nobles encompass a general group of individuals that are part of a social class of rulers. Encountered nobles may be doing any number of things: hunting, traveling, questing, etc… They rarely adventure in the same sense as a player character.
The noble presented above is assumed to come from The Grand Duchy of Karameikos. Nobles from other countries may be equipped and stated differently based on the norms for their native culture.
The noble presented above has base stats of Str 15, Dex 8, Con 14, Int 12, Wis 10, Cha 13. Typically nobles will be the same race as the inhabitants of their domain.

Combat
Nobles generally do not fight. Their squire and retainers will usuallydefend them first. When forced to fight, they will attack with their lance from horseback, using their sword as a back up.
Nobles are proficient with all simple and martial weapons, as well as all armors and shields. They ride heavy warhorses with at least chain mail barding. Any equipment they possess will be of masterwork quality, if not magical.

Organization
Many nobles have levels in aristocrat, although this is not required. More experienced nobles may mix in other class levels with their aristocrat levels, fighter being the most common. Nobles from other nations will have class levels that reflect the culture of the nations they hail from: Glantrian nobles are arcane casters, Alphatian nobles will be a spellcaster of some type (usually a wizard), for example.
A noble will be accompanied by a 2nd level fighter who is a squire. The squire will be equipped in a manner similar to the noble, although with poorer quality items. In addition, the noble will have 2-12 hirelings or retainers with them as well. Their composition should be determined by the DM based on where and why the noble is encountered. They may include servants, men-at-arms, tax collectors, heralds, or bards depending on the circumstances. The noble may be escorting 1d4 non-combatant nobles when encountered (33% chance).
Traianus Decius Aureus

09-01-06, 04:42 PM
Nomad
RC 193
Desert
1st Level Human Fighter
Medium-size Humanoid (Human)
Hit Dice: 1d10+1 (6 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +1 padded armor, +1 light wooden shield), touch 12, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Lance +3 melee (1d8 +2)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Skills: Handle Animal +4, Listen +2, Ride +6, Spot +2
Feats: Animal Affinity, Mounted Combat, Ride-by Attack
Environment: Any Desert
Organization: Solitary, Band (2-25 + 1 2nd level champion), Group (4-40 + 2 2nd level champions and 1 4th level faris) or Camp (50-300 + 3-15 2nd level champions, 1-8 4th level faris, 1-3 5th level faris, 1 8th level chief, 50% chance 9th level cleric and 25% chance 8th level wizard).
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: by character class
Level Adjustment: -

Steppe
1st Level Human Fighter
Medium-size Humanoid (Human)
Hit Dice: 1d10+2 (7 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 leather armor), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Composite shortbow +3 range (1d6+1)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills: Handle Animal +1, Intimidate +3, Listen +2, Ride +7, Spot +2
Feats: Horse Nomad, Mounted Archery, Mounted Combat
Environment: Any Steppe or Grasslands
Organization: Solitary, Arban (2-25 + 1 2nd level chief), Jaghun (4-40 + 2 2nd chiefs and 1 4th level noyan) or Tumen (50-300 + 3-15 2nd level chiefs, 1-8 4th level noyen, 1-3 5th level noyen, 1 8th level orlok, 50% chance 9th level cleric and 25% chance 8th level wizard).
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: by character class
Level Adjustment: -

Nomads are groups of wandering tribesmen that may be peaceful or warlike. Small bands that are encountered are often hunting or foraging for food to supply a main camp nearby. Camps are always temporary, and nomads will move on once an area is exhausted of food, supplies, and plunder. Peaceful nomads are often keen traders and are a good source of information on distant lands. They are terribly superstitious.
Nomads are most likely to be encountered in Ethengar (steppe), Sind/Hule (desert) and Ylaruam (desert), although they certainly could be found in other areas of Mystara.
The nomads presented above are humans with the base stats of Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 10 (desert) or Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8 (steppe).

Combat
Desert nomads prefer to run down foes with their lances while some of their number provide cover fire with bows. Steppe nomads are very proficient using mounted archery in combination with hit-and-run tactics.
Nomads often are able to use a number of different tactics and are armed accordingly. They are proficient with all simple and martial weapons, as well as all armors, and shields. Desert nomads prefer little to no armor and usually use lances or bows in combat. Steppe nomads prefer leather and hide armors, with bows, lances, and scimitars as weaponry.

Organization
Most nomads are usually low level warriors or fighters. Among their number are a few barbarians, rangers and rogues. Half of the desert nomads in any group will be armed with padded armor, shields, and lances. Another 20% will be armed with a bow and leather armor. The last 30% will be armed with a lance, chain mail and a shield. Regardless of equipment, they all will be riding light horses or camels.
Desert nomad leaders are equipped with higher quality gear than the common nomads, but it will be similar to what is carried by the rank and file. Most leaders are fighters, and may have levels in the cavalier or bowman charger prestige classes. Leaders ride light warhorses or war camels.

Half of all steppe nomads will be armed with composite shortbows and leather armor. 20% will be armed with a lance, studded leather armor, and a light wooden shield. Another 20% will be armed with a composite shortbow, and chain mail. The last 10% will be armed with a lance, scimitar, chain mail, and a shield. All but the last 10% ride light horses. The last 10% ride light warhorses.
Steppe nomad leaders are indistinguishable from the masses, although they may have higher quality gear. They all ride light warhorses. They are typically fighters, and may have levels in Bowman Charger.

Any spellcasters attached to a nomad camp will have equipment typical to their class and level. Despite their skills, they are largely regarded with a level of suspicion because of their lack of martial skill and attunement to supernatural things.
havard

09-01-06, 05:01 PM
Nice one! Maybe the Sind Desert/Hule should be included as a land of Nomads too?

The monsters of the Ethengar gaz are also on my list of wishes by the way....

Håvard
Shane

09-04-06, 05:31 PM
A couple of creatures that aren't in the CCCI, both from the "From Hatchling to Immortal Guardian" DRAGON article here (http://pandius.com/immguard.html):

Dragon Soul
Dragon Guardian

I was wondering, have the Sublimation Ceremony and other Mystara-specific features of dragonkind been incorporated into the 3E dragon descriptions? There's also the background on Pocket Dragons, where many (all?) of them are reincarnated renegade dragons.

(EDIT: Nevermind, I found the inclusion of the Sublimation Ceremony on page 21 of this thread :))

Shane
Shane

09-04-06, 05:33 PM
Nice one! Maybe the Sind Desert/Hule should be included as a land of Nomads too?

Maybe the Horse Clan of the Atruaghins too?

Shane
Shane

09-04-06, 09:30 PM
As LoZompatore stated on another thread, the NPC Strongheart had a Nihrain Horse, which is from the Elric setting. A google search indicates this creature was included in 1E Gods, Demigods, & Heroes . Maybe it's been given a 3E update somewhere - there was a short-lived 3E Elric product line.

Shane
Shane

09-04-06, 11:50 PM
There's also the Gray Dragons of ancient times. BTW, who's in charge of updating the CCCI? Would it better to post these suggestions here or on the CCCI thread?

Shane
Gazza555

09-05-06, 03:56 AM
BTW, who's in charge of updating the CCCI?
I guess that would be me
Would it better to post these suggestions here or on the CCCI thread?
I think the CCCI thread would be best.

I was only including creatures that had stats in the BECMI rules and Known World/Mystara supplements.

However, Shane (or any other volunteer), if you want to add a table for such things as the gray dragon, Nihrain horse etc. I'll add a link to it in the first post and also update the legend post.

Regards
Gary
Traianus Decius Aureus

09-05-06, 03:38 PM
Trader
RC 193
1st Level Human Expert
Medium-size Humanoid (Human)
Hit Dice: 1d6 (3 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares).
Armor Class: 12 (+1 Dex, +1 padded armor), touch 11, flat-footed 11
Base Attack/Grapple: +0/-1
Attack: Dagger -1 melee (1d4 -1)
Full Attack: As attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Human Traits
Saves: Fort +0, Ref +1, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 14
Skills: Appraise +4, Bluff +5, Craft (Any one) +5, Diplomacy +7, Gather Information +5, Handle Animal +5, Listen +5, Profession (Merchant) +9, Sense Motive +7, Spot +5
Feats: Negotiator, Skill Focus- Profession (Merchant)
Environment: Any
Organization: Caravan (1d20 + guards, see below)
Challenge Rating: 1/2
Treasure: Triple Standard
Alignment: Any
Advancement: by character class
Level Adjustment: -

Traders are merchants who travel in caravans from town to town, buying and selling various goods (wines, silks, jewels, precious metals and the like). Those in the caravans are likely to travel by horse, but are likely to use camels in the desert or barren lands and mules when in the mountains.
The trader presented above is one with predominately merchant skills. Some traders encountered will be predominately craftsman, and should be adjusted to reflect that.
The trader presented above has base stats of Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 14. Traders can be found in many different regions and be from a variety of races. Due to their extensive travel, they may be encountered far from their normal home.

Combat
Traders do not fight unless no other option exists. That is what their guards are for.
Traders are proficient with all simple weapons and a composite shortbow, as well as light armors. They may ride light horses or camels, or in a wagon.

Organization
Most encountered traders will be experts or commoners, and usually of low level. Occasionally, higher level traders are encountered. They may have levels in the Merchant- Prince prestige class from Power of Faerun (adapted to Mystara). Darokinian merchants may have levels in the Dorkinian Merchant prestige class. Traders from the Minrthad Guilds may have levels in the Minrothad Merchant-Prince prestige class.
A trader caravan will be accompanied by a number of guards, wagons, and extra animals based on their number:

1-5 traders: 10 wagons, 20 1st level warriors, 2 2nd-3rd level fighters, 1 4th-5th level fighter and 1-12 extra animals.

6-10 traders: 20 wagons, 40 1st level warriors, 4 2nd-3rd level fighters, 1 4th-5th level fighter and 1-12 extra animals.

11-15 traders: 30 wagons, 60 1st level warriors, 6 2nd-3rd level fighters, 1 4th-5th level fighter and 1-12 extra animals.

16-20 traders: 40 wagons, 80 1st level warriors, 8 2nd-3rd level fighters, 1 4th-5th level fighter and 1-12 extra animals.

Guards are armed with chainmail, shields, swords, daggers and light crossbows. Higher level guards may be armed with masterwork or magical items.
Traianus Decius Aureus

09-06-06, 05:34 PM
Manta Ray, Normal
CO, RC 192
The normal manta ray is identical to the manta ray presented in the SRD with the following exceptions:

Attack: Tail +4 melee (1d8 +2 plus paralysis) or Ram -1 melee* (1d6+1)
Full Attack: Tail +4 melee (1d8 +2 plus paralysis) or Ram -1 melee* (1d6+1)
Special Attacks: Paralysis
Skills: Hide +4*, Listen +7, Spot +6, Swim +10
Challenge Rating: 2

Combat
The normal manta ray is usually non-aggressive, but it is capable of defending itself with its dangerous tail. *A manta ray may also ram its foe, although this clumsy attack is treated as a secondary attack.

Paralysis (Ex): Any creature hit by the manta ray's tail must make a Fortitude save vs DC 12 or become paralyzed for 20-80 minutes. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. A swimmer can’t swim and may drown if they can't breathe underwater.

Skills: A manta ray has a +8 racial bonus to all Hide checks. *If on the sea floor, this Hide bonus improves to +16. A giant manta ray 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.

Giant
CO, RC 192
Gargantuan Animal (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: -2 (-2 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 11 (-4 size, -2 Dex, +7 natural), touch 4, flat-footed 11
Base Attack/Grapple: +7/+29
Attack: Tail +13 melee (2d10 +10 plus paralysis) or ram +13 melee (3d4 +10)
Full Attack: Tail +13 melee (2d10 +10 plus paralysis) or ram +13 melee (3d4 +10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Paralysis
Special Qualities: Low-light vision
Saves: Fort +11, Ref +5, Will +4
Abilities: Str 31, Dex 7, Con 18, Int 1, Wis 12, Cha 3
Skills: Hide -2*, Listen +8, Spot +7, Swim +18
Feats: Alertness, Endurance, Improved Overrun, Power Attack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: Half Standard
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan)
Level Adjustment: -

Manta rays are aquatic creatures, flat fish whose bodies are shaped like broad wings or sails. They flap their "wings" to propel them through the watet. When a manta ray lies in the sand on the sea floor it is very difficult to see.
Giant manta rays can be up to about 40' in width and 75' in length. They feed from the ocean floor and sometimes swallow treasure that has settled there.

Combat
Unlike the normal manta ray, the giant variety can be aggressive, prefering to attack with its tail to paralyze foes. It also can ram a foe, usually trying to overrun it in the process.

Paralysis (Ex): Any creature hit by the giant manta ray's tail must make a Fortitude save vs DC 17 or become paralyzed for 20-80 minutes. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. A swimmer can’t swim and may drown if they can't breathe underwater.

Skills: A giant manta ray has a +8 racial bonus to all Hide checks. *If on the sea floor, this Hide bonus improves to +16. A giant manta ray 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.
Traianus Decius Aureus

09-07-06, 03:26 PM
Mystic
RC 195
4th Level Human Monk
Medium-size Humanoid (Human)
Hit Dice: 4d8+4 (22 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+3 Dex, +1 Misc), touch 14, flat-footed 11
Base Attack/Grapple: +3/+5
Attack: Unarmed Strike +5 melee (1d8 +2)
Full Attack: Unarmed Strike +5 melee (1d8 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Flurry of Blows, Ki Strike
Special Qualities: AC Bonus, Armor Restriction, Evasion, Human Traits, Slow Fall, Still Mind, Unarmed Stike
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 14, Dex 16 Con 13, Int 10, Wis 12, Cha 8
Skills: Balance +5, Climb +4, Concentration +3, Disable Device +2, Escape Artist +6, Hide +10, Jump +7, Knowledge (Religion) +1, Listen +5, Move Silently +9, Search +2, Spot +5, Tumble +6
Feats: Alertness, Combat Reflexes (B), Dodge, Improved Unarmed Strike (B), Stunning Fist (B), Stealthy
Environment: Any
Organization: Solitary, Pair, Party (2-8 +1 7th level leader), or Cloister (8-80 + 1-10 7th level leaders and 1 10th level Grand Abbot)
Challenge Rating: 4
Treasure: Half Standard
Alignment: Always Lawful, Often neutral
Advancement: by character class
Level Adjustment: -

Mystics are humans who rigorously follow a way of life involving a special discipline of meditation, study and physical training. They live in special building complexes (called cloisters or monasteries) located far from towns and common civilization. Mystics are most likely to be encountered on a pilgrimage, mission or adventure for their cloister.
Mystics are always Lawful, but depending on the cloisters worldview, maybe good, neutral or evil. Regardless of alignment, they are utterly devoted to their discipline. All their material goods are owned by the cloister as a whole, and are loaned to individual mystics as needed.
Mystics can often be recognized by their robes or other unusual garb, but another distinctive feature is their salute. Upon meeting another creature presumed to be peaceful, the mystic raises a fist, covers it with the other hand, and bows slightly. This symbolizes greetings (the bow), readiness to fight if necessary (the fist), but peaceful intentions (the covered fist).
The mystic presented above has base stats of Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 and added its bonus ability point to Dex.

Combat
Most mystics tend to be peaceful and try to avoid unnecessary violence. When forced, mystics usually fight unarmed although they are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. They are not proficient with any armors or shields.

Armor Restriction: If wearing ANY armor or carrying a shield, a mystic loses his Wisdom bonus to AC, fast movement and flurry of blows abilities.

AC Bonus (Ex): A mystic gains a bonus to his AC equal to his Wisdom bonus (+1 AC with this mystic). In addition, a mystic gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. These bonuses are not lost unless the mystic is immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.

Flurry of Blows (Ex): As a full attack, a mystic may make one extra attack All attacks made in the round suffer a –2 penalty. This ability improves as the mystic gains monk levels, and it may be used while wielding special monk weapons.

Evasion (Ex): On a successful Reflex save against a magical attack, a mystic takes no damage.

Fast Movement (Ex): This mystic’s speed increases 10 ft/round (limited by armor and encumberance). This ability improves as the mystic’s monk levels increase.

Still Mind (Ex): A mystic has a +2 to save against Enchantment spells and effects.

Ki Strike (Su): A mystic’s unarmed attacks are treated as magic weapons. Ki strike improves with the mysticr’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): As long as a wall is within arm's reach, a mystic takes damage as if the fall were 20 feet shorter than it actually is. The mystic’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Unarmed Strike: At 1st level, a mystic gains Improved Unarmed Strike as a bonus feat. A mystic’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a mystic may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a mystic striking unarmed. A mystic may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a mystic’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A mystic’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would; please see the monk class information in the SRD.

Organization
All mystics are monks. They rarely take levels in any other class. Leaders may specialize in a monk-only prestige class if it reflects the philosophy of his order. Most mystics appear in similar clothing and equipment, so it is often difficult to distinguish the leaders from the normal mystics.
Mystic cloisters are excellent places to seek knowledge of all types. Many also open their doors to those seeking martial training and enlightenment- as long as abode by the strict code the mystics follow.
Hugin

09-07-06, 06:21 PM
Hey! Wasn't yesterday supposed to be a 'Red' Wednesday? ;)
Traianus Decius Aureus

09-08-06, 03:05 PM
Red Zombie
SCMC
Red zombies are usually formed when a wicked mage or cleric uses the spell animate dead to enchant the corpse of an Afflicted person. A red zombie will sometimes spontaneously form when somebody dies from the "red blight," a form of illness that causes non-Legacy using creatures, or those beyond the limits of the Haze, who wear cinnabryl to lose 1 point of Constitution per day until dead. A person who dies from the red blight and is not blessed during the burial has a 10% of rising one day later as a red zombie.
Red zombies ceaselessly pursue cinnabryl-using creatures. Because the malady that killed them was caused by wearing cinnabryl, they are obsessed with destroying as much of the magical metal as they can. Regardless of the creature's alignment in life, the desire for destruction warps the red zombie into an evil creature. Their dim intelligence and ability to follow complex orders makes them slightly more useful than normal zombies to the evil mages and clerics who animate these creatures. Still, their obsession with cinnabryl makes red zombies difficult to control. While under the control of a cleric or mage, a red zombie is allowed a saving throw vs. spell once every four weeks. If the saving throw succeeds, it escapes control and turns on its master.
A red zombie looks much as it did at the moment of its death, except for its dull red skin. It also emanates a bright red glow from the eyes and mouth. Red zombies have terrible mutations as a result of their Afflictions. Even if they do not have Legacies, the curse still warps them horribly.
Red zombies behave much like standard zombies in combat. They are slow and unsteady, so they strike last in the combat round. They claw and gouge the flesh from their victims, eating it as they go. Red zombies prefer to attack creatures carrying cinnabryl. A red zombie will keep attacking relentlessly, stopping only when all of its potential victims are dead.
Red zombies congregate near sources of cinnabryl and pursue creatures that use cinnabryl. They have the ability to automatically detect this magical metal.
Each red zombie is an individual creature; they rarely act as a group unless controlled by some outside force. They can be controlled by evil mages and clerics.

The Red Curse
A red zombie that was a non-Legacy-using creature in life never acquires any Legacies. However, a red zombie that did have Legacies in life retains them in undeath. A red zombie that was an Inheritor in life will have at least two Legacies, and may have more (DM's option).

Creating a RedZombie
“Red Zombie” is an acquired template that can be added to any corporeal humanoid or monstrous humanoid creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature) that was Afflicted or died from “red blight”.

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a red zombie with the animate dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the red zombie’s size:
Tiny or smaller +1
Small +2
Medium +3
Large +4
Huge +5
Gargantuan +8
Colossal +12

Base Attack: A red zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A red zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A red zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8

Special Attacks: A red zombie retains none of the base creature’s special attacks, except for legacies if possessed. It gains the following special attack:
Cinnabryl Depletion (Ex): Whenever a red zombie hits a target with a slam attack or natural attack, each point of damage inflicted depletes one day's worth of cinnabryl from its victim. A victim struck for 7 points of damage would immediately lose 7 day's worth (1 ounce) of cinnabryl.
In addition, the red zombie gains 1 hit point for each full ounce of cinnabryl that it depletes from its victims. These extra hit points are temporary and vanish when the sun rises the next morning.

Special Qualities: A red zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks, as well as any Legacies. A red zombie gains the following special qualities:

Damage Reduction: 5/Slashing or red steel.

Red Steel Vulnerability (Ex): Red zombies automatically take double damage from any weapon made of red steel.

Single Actions Only (Ex): Red zombies have poor reflexes and can perform only a single move action or attack action each round. A frost zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A red zombie’s Strength increases by +2, its Dexterity decreases by 2; it has no Constitution score, its Intelligence changes to 3, its Wisdom changes to 10, and its Charisma changes to 3.

Skills: A red zombie has skill points equal to 1 per Hit Die, with quadruple skill points for the first Hit Die.

Feats: A red zombie loses all feats of the base creature and gains Toughness.

Environment: Any

Organization: Any

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 ¼
1 ½
2 1
4 2
6 3
8–10 4
12–14 5
15–16 6
18–20 7

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.
Traianus Decius Aureus

09-11-06, 03:25 PM
Note for Greater Phoenix: DM's have two options for using the Greater Phoenix in their game. The first is to use the version found in the Monster Manual II, which is slightly different and more powerful than the OD&D version, but a suitable challege for higher level characters. The second is to advance the lesser phoenix presented below, which would produce a closer representation of the OD&D greater phoenix, if somewhat less powerful than the MMII version.

Phoenix, Lesser
MA, RC 200
Medium Magical Beast (Extraplanar, Fire)
Hit Dice: 10d10+10 (65 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 130 ft. (average)
Armor Class: 21 (+4 Dex, +4 natural, +3 deflection), touch 17, flat-footed 17
Base Attack/Grapple: +10/+10
Attack: Claw +10 melee (1d6)
Full Attack: 2 Claws +10 melee (1d6) or bite +10 melee (2d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Ring of fire
Special Qualities: Damage reduction 10/cold iron, darkvision 60ft., immolation, immunity to mind-affecting spells, low-light vision, planar travel, telepathy, uncanny dodge
Saves: Fort +8, Ref +11, Will +8
Abilities: Str 10, Dex 18, Con 13, Int 18, Wis 17, Cha 19
Skills: Knowledge (arcana) +17, Knowledge (history) +17, Listen +16, Search +17, Sense Motive +16, Spot +16
Feats: Flyby Attack, Improved Critical (claw), Improved Initiative, Iron Will
Environment: Plane of Fire
Organization: Solitary, or Pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral good
Advancement: 11-20 HD (Medium); 21-30 HD (Large, "Greater")
Level Adjustment: -

The Mystaran variant of the phoenix is a native of the Plane of Fire. It appears as all others of its kind do: as a red-orange eagle surrounded in flames. It stands about 5ft tall with a 10ft wingspan, though the most powerful of its kind are 10ft tall with a 25ft wingspan.
It is quite rare on the Prime Plane, but may be found in any climate. It will never willingly go underground.
Except for a wish spell, there is no known way to permanently destroy a phoenix, and its method of reproduction is unknown.
A lesser phoenix can communicate with any non-avian creature through telepathy, and communicates normally to other avian creatures.

Combat
Completely peaceful creatures, a phoenix will not attack unless attacked first. When provoked it slashes with its claws and pecks with its beak. If forced to immolate, it will flee from its attackers when reborn.

Ring of Fire (Su): A lesser phoenix surrounds itself with a 10ft ring of fire (a large phoenix radiates 20ft out). This ring give the phoenix a +3 deflection bonus to AC (increases to +5 for a large phoenix), and causes all foes within the ring 3d6 fire damage per round (no save, increases to 6d6 for a large phoenix). This fire damage bypasses all resistances to fire other than 100% fire immunity. This ability is always in affect.

Damage Reduction (Su): A lesser phoenix has damage reduction of 10/cold iron. A large-sized phoenix has DR 15/cold iron.

Immolation (Su): When it knows death is near, a lesser phoenix immolates itself as a full-round action. This produces a cloud of flame in a 10ft high, 10 ft radius spread (20ft x 15ft for a large phoenix). Each creature in the area takes 5-50 points of damage (10-100 for a large phoenix). A successful Reflex save vs DC 16 (Con based) halves the damage. Half of this damage is fire, the other half is divine and not subject to reduction by mortal magic. This action kills the original phoenix and produces a new one, fully grown and unharmed, from the ashes. This new bird arrives at the end of the round.
Immunity to Mind-Affecting Spells (Ex): A lesser phoenix is immune to all mind-affecting spells and spell-like abilities.

Planar Travel (Sp): A phoenix can enter and exit the Astral Plane, Plane of Fire, or Ethereal Plane at will and navigate through these planes without error or risk.

Telepathy (Sp): A lesser phoenix can communicate telepathically with any other non-avian creature within 60 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Uncanny Dodge (Ex): A lesser phoenix can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Fire Subtype: A lesser phoenix has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Traianus Decius Aureus

09-12-06, 02:58 PM
Shark, Bull
CO, RC 203
Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (+1 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/ +4
Attack: Bite +4 melee (2d4+2)
Full Attack: Bite +4 melee (2d4+2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Stunning Rush
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +5, Swim +10
Feats: Alertness, Improved Bull Rush (B), Power Attack
Environment: Any aquatic
Organization: Solitary, Pair, or School (3-18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment: -

The bull shark is about 8ft long and brown in color. Bull sharks tend to be territorial and will quickly quickly threaten any creature near it. Like other sharks, bull sharks are curious and attracted to movement.

Combat
Bull sharks start their attack by charging and bull rushing their prey in an attempt to stun it. It then will attack the helpless prey with its bite. Blood in the water will make them ultra-aggressive and very dangerous.

Stunning Rush (Ex): If a bull shark successfully hits a foe with bull rush, in addition to the normal results of a bull rush, it stuns the victim for 1d4 rounds if the victim fails a DC 13 (Str based) Fortitude save.

Blindsense (Ex): A bull shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Blood Frenzy (Ex): Bull sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Bull sharks, while frenzied receive a +2 bonus to all attack rolls and are immune to all fear-based spells and affects.

Keen Scent (Ex): A bull shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A bull shark 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.
Traianus Decius Aureus

09-13-06, 06:32 PM
Cat, Marine
SCMC
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3 (+3 Dex)
Speed: 35 ft. (7 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Claw +5 melee (1d2 -3)
Full Attack: 2 Claw +5 melee (1d2 -3) and bite +0 melee (1d3 -5)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Pounce, rake 1d2-3/1d2-3
Special Qualities: Darkvision 60ft., low-light vision, welfare of the ship
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 4, Dex 16, Con 10, Int 2, Wis 13, Cha 13
Skills: Balance +11, Climb +7, Hide +15*, Jump +11, Listen +5, Move Silently +7, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Shipboard
Organization: Solitary or Pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Level Adjustment: -

Found only on sailing vessels, this rare breed of cat is thought to bring luck on long voyages.
Marine cats are slightly larger and faster than normal cats and tend to be longer-lived as well. Most tend to be female, so males are both rare and valuable. Coloration resembles that of regular cats, with a tendency toward dark shades and bright eye colour.
Marine cats leave their vessels only for a brief tour of the docks. Though they sometimes visit other ships, they never board one that has its own marine cat. This is simply a manner of etiquette. Marine cats meet each other either on the docks or if one captain brings his cat to "visit" the other's ship. These creatures are never taken by sailors from other ships, because it is very bad luck to steal another ship's marine cat.
On the vessel a marine cat can get into any area. Sailors often find their cats up in the rigging, in locked staterooms, or sleeping in the weapons magazines. A marine cat loves to generate surprise and will seek to position itself high enough that when a nearby person turns around he is staring right into the cat's unblinking eyes.
Sailors often feed their cats by hand, offering pieces of fish and beef from their own plates. Marine cats also hunt the cargo holds, feeding on rats and keeping the ship free of rats and voats. Strangers taking passage on the vessel will find themselves under constant scrutiny by the cat, who likes change only when it is the one causing it.
Marine cats do protect the welfare of the ship. If someone is not where he is supposed to be, likely as not he will step on the cat's tail, causing it to cry out and notifying everyone nearby of his presence. When a lookout falls asleep, oblivious to a nearby danger, the cat may then decide that the man's earring makes a perfect toy.

Combat
These cats attack with both front claws and a bite. They can be very nasty if threatened, often aiming straight for an opponent's eyes. The marine cat likes to pounce if possible.

Pounce (Ex): When a marine cat makes a charge, it can follow with a full attack, including its two rake attacks.

Rake (Ex): A marine cat that gets a hold can make two rake attacks (+5 melee) with its hind legs for 1d2-3 damage each. If the marine cat pounces on an opponent, it can also rake.

Welfare of the Ship (Su): Marine cats bring their ship good luck. All aboard a marine cat's ship gain a +1 morale bonus to all Balance, Climb and Profession (Sailor) skill checks made for shipboard activities.
Skills: Marine cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In the lower decks of its ship, the Hide bonus rises to +8.

The Red Curse
Marine cats are occasionally born with Legacies, but they never require cinnabryl. They always acquire Legacies such as Swim, Breathe Water, or another similarly water-oriented Legacy. Such marine cats are very rare, and sailors consider them even luckier than normal. No vessel captain would dare part with such a cat.
Traianus Decius Aureus

09-14-06, 02:05 PM
Shark, Great White
CO, RC 203
Huge Animal (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+20
Attack: Bite +10 melee (2d10 +6)
Full Attack: Bite +10 melee (2d10 +6)
Space/Reach: 15 ft. /10 ft.
Special Attacks: -
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +11, Ref +8, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills: Listen +9, Spot +9, Swim +14
Feats: Alertness, Great Fortitude, Improved Initiative, Swim-by Attack (B)
Environment: Any aquatic
Organization: Solitary, Pair, or School (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

Great whites are terrors of the deep. When at maturity, they can easily be 30ft long or larger. They are colored grey with a white underside. They have notoriously bad tempers and will attack anything it considers prey nearby. Larger specimens will attack small ships, seemingly knowing a meal resides within the hull.

Combat
Great white sharks attack with a vicious, ripping bite. These sharks love to charge their foes, often making several passes against them.

Blindsense (Ex): A great white shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Blood Frenzy (Ex): Great white sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Great white sharks, while frenzied receive a +2 bonus to all attack rolls and are immune to all fear-based spells and affects.

Keen Scent (Ex): A great white shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A great white shark 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.
Traianus Decius Aureus

09-15-06, 05:24 PM
Shark, Mako
CO, RC 203
Large Animal (Aquatic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (2d6 +3)
Full Attack: Bite +5 melee (2d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +11
Feats: Alertness, Great Fortitude
Environment: Any aquatic
Organization: Solitary, Pair, or School (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

Mako sharks are 12ft long and blue-gray or tan in color. Mako sharks are very unpredictable, ignoring prey one moment and attacking another. Makos are a very common species and may be found both in deep water and shallow coastal areas.

Combat
Mako sharks attack with a vicious bite. They rarely focus on one foe, spreading their attacks around.

Blindsense (Ex): A mako shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Blood Frenzy (Ex): Mako sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Great white sharks, while frenzied receive a +2 bonus to all attack rolls and are immune to all fear-based spells and affects.

Keen Scent (Ex): A mako shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A mako shark 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.
Gazza555

09-18-06, 12:29 PM
Found another version of the Thoul (http://www.enworld.org/forums/showpost.php?p=3021319&postcount=11).

Regards
Gary
BOZ

09-18-06, 11:24 PM
plus the versions in the creature catalog. :)
Gazza555

09-19-06, 04:12 AM
plus the versions in the creature catalog. :)
Yup - already included


Thoul BA,RC - CC (http://www.enworld.org/cc/converted/view_c.php?CreatureID=689) VoP (http://pandius.com/thoul3e.html) - CC (http://www.enworld.org/cc/converted/view_c.php?CreatureID=884) VoP (http://pandius.com/thoul3e2.html)


Regards
Gary
Traianus Decius Aureus

09-19-06, 01:56 PM
Shrew, Giant
BA, RC 203
Small Animal
Hit Dice: 1d8 (5 hp)
Initiative: +4 (+3 Dex, +1 Misc.)
Speed: 30 ft. (6 squares), burrow 10ft
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +4 melee (1d2 -3)
Full Attack: Bite +4 melee (1d6 -2) and bite -1 melee (1d6 -3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Furious Assault
Special Qualities: Blindsense 60ft., low-light vision
Saves: Fort +2, Ref +5, Will -1
Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 8, Cha 2
Skills: Climb +8, Hide +12, Jump +11, Listen +6, Spot +6
Feats: Alertness, Weapon Finesse (B)
Environment: Any Underground or Forest
Organization: Solitary, Pair or Pack (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: -

Giant shrews look like large, brown-furred rats with long snouts. They can burrow, climb, or jump. The eyes of a giant shrew are so weak that the creature is not affected by light or the lack of it. A shrew uses radarlike squeks to “see” its surroundings (as bats do), and can “see” things within 60ft as well as a creature with normal sight. Since it relies on echoes to see, it dislikes open areas and will remain underground most of the time.
Shrews only eat insects and vegetable matter, but they are so nervous and aggressive that they are likely to attack anything that comes within 20ft of them.

Combat
Shrews are nervous creatures, and are prone to panic and getting agitated easily. When this occurs, they will attack anything nearby with their vicious bite. They like to jump at their foes in order to panic them.

Furious Assault (Ex): When giant shrews fight, they attack with reckless abandon at their enemies‘ necks, heads and shoulders. This gives the shrew a +1 bonus to Initiative. It also allows the giant shrew a second bite attack (as a secondary attack) during a full attack. Lastly, the shrews attacks are so unnerving that any creature attacked by the shrew with 3HD or less must make a DC 13 (Dex based) Will save or become panicked for 1d2 rounds.

Blindsense (Ex): A giant shrew notices and locates creatures within 60 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: Giant shrews have a +4 racial bonus on Climb and Hide checks and a +8 racial bonus on Jump checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. They also have a +4 racial bonus to all Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Traianus Decius Aureus

09-20-06, 03:26 PM
Inheritor Lice: These tiny parasites resemble common head lice, usually inhabiting the hair or fur of the host creature. They cause their victims to deplete cinnabryl more quickly; the level of increase depends on how badly the carrier is infested. Inheritor lice will attempt to "protect" their host from harm by teleporting them when in harm's way.

Disease—contact; Fortitude DC 14; incubation period 1 day; damage 25% increased cinnabryl depletion. Each failed save increases the depletion rate by another 25%. In addition, 3/day an infected character may be teleported to a random location up to a mile from their current location by the lice.

Those suffering from inheritor lice who make their daily save do not have their cinnabryl depletion increase. Inheritor lice can only be cured by a Cure disease or a Heal spell applied to the victim, regardless of how many saves are made. Saragón lyra birds prey upon these lice, and any victim that can charm some of the birds may have them attempt to pick him clean of the lice. This process takes 2-6 days, during which time the victim automatically makes his save.

Lupin Plague: The lupin plague is an extremely deadly infestation of disgusting burgundy, purple, or ginger-coloured maggots. These creatures are usually attracted to maturing grapes, in which they lay tiny eggs. The eggs survive the fermentation of the grapes, hatching months later in the wine. Even worse, the eggs survive if they are ingested by someone unfortunate enough to consume tainted wine or grapes. Once hatched, these maggots grow quickly and eat their host from the inside unless proper medication or magical healing is used. More than one unscrupulous assassin has used wine tainted with the lupin plague to kill a victim.
These pests were dubbed the lupin plague because Renardy (the home of the lupins) is the main producer of wine (and thus grapes) on the Savage Coast. However, new strains could feasibly spread to other vegetables, like hops, potatoes, grain, rice, or scarlet pimpernels.

Disease—ingested; Fortitude DC 18; incubation period 1 day; damage 2d4 Con.

The victim must make three successful Fortitude saving throws in a row to recover from lupin plague.

Vermilia: Vermilia are red, glowing bacteria which are often mistaken for vermeil. Unlike the harmless vermeil, however, vermilia are flesh-eating bacteria. They are sometimes found on the decaying bodies of dead, Legacy-using creatures, along with vermeil fungus and scarlet pimpernels.

Disease—contact; Fortitude DC 12 (+1 per Legacy victim possesses); incubation period 1 round; damage 1 hp after incubation, 2 hp the second day, 4 hp the third, 8 hp the fourth, etc, and it prevents natural healing.

Those suffering from vermilia who make their daily save take no damage but still do not naturally heal. Vermilia can only be cured by a Cure disease or a Heal spell applied to the victim, regardless of how many saves are made.


Note: the Jibaru Pest, Cardinal Tick and Powder Moth will be converted later as swarms.
Traianus Decius Aureus

09-21-06, 05:28 PM
Giant Slug
MA, RC 204
Large Vermin
Hit Dice: 9d8+9 (49 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares), burrow 10 ft. (2 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +6/+15
Attack: Tongue +10 melee (1d12 +5) or Acidic Spit +6 ranged touch (see below)
Full Attack: Tongue +10 melee (1d12 +5) or Acidic Spit +6 ranged touch (see below)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acidic Spit
Special Qualities: Darkvision 60ft., Damage Reduction 15/piercing, Rubbery Body
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 21, Dex 12, Con 13, Int -, Wis 6, Cha 3
Skills: Hide -3*, Listen +2, Spot +2
Feats: ---
Environment: Anyunderground or forest
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

The giant slug is a huge boneless creature that dwells in underground caverns and dungeons. It may occasionally be found above ground in dark forests. They are typically around 15ft long, but may grow up to 30ft long. They eat just about anything.
If a giant slug is killed and cut open, there is a 10% chance that its stomach contains a gem, gold item, or 2d6+1 gold coins. All other metals dissolve in the slug’s corrosive stomach juices.

Combat
Giant slugs prefer to attack with their Acidic Spit attack, but will attack with their sharp tongues if foes get close enough.

Acidic Spit (Ex): Each round, a giant slug may make an acidic spit attack as a full round attack against any foe with 45ft (5ft per HD). The attack causes 12d4 acid damage (16d4 for a Huge slugs). A victim that makes a Reflex save vs DC 15 (Con based) takes half damage. If the victim rolls a 1 for his saving throw, it is a critical failure and an item maybe damaged by the acidic spit (see Items Surviving After a Saving Throw in the SRD).

Damage Reduction (Ex): A giant slug has damage reduction of 15/piercing.

Rubbery Body (Ex): A giant slug’s body is flexable and rubbery, allowing it to squeeze through openings as small as 5ft x 5ft.

Skills: A giant slug has a +4 racial bonus to any Spot and Listen checks. *A giant slug has a +12 racial bonus to all hide checks when it is underground.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

09-22-06, 03:00 PM
Snail, Giant
RC 204
Large Vermin
Hit Dice: 9d8+9 (49 hp)
Initiative: +1 (+1 Dex)
Speed: 15 ft. (3 squares)
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +6/+15
Attack: Tongue +10 melee (1d12 +5) or Acidic Spit +6 ranged touch (see below)
Full Attack: Tongue +10 melee (1d12 +5) or Acidic Spit +6 ranged touch (see below)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acidic Spit
Special Qualities: Darkvision 60ft., Damage Reduction 15/piercing, Shell Cover
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 21, Dex 12, Con 13, Int -, Wis 6, Cha 3
Skills: Hide -3*, Listen +2, Spot +2
Feats: ---
Environment: Any forest
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

The giant snail is a close relative of the giant slug, except that it has a large, tough shell protecting its body. They are typically around 15ft long, but may grow upt to 30ft long. They eat just about anything.
If a giant snail is killed and cut open, there is a 10% chance that its stomach contains a gem, gold item, or 2d6+1 gold coins. All other metals dissolve in the snail’s corrosive stomach juices.

Combat
Giant snails prefer to attack with their Acidic Spit attack, but will attack with their sharp tongues if foes get close enough. If in danger, they will retrest into their shells.

Acidic Spit (Ex): Each round, a giant snail may make an acidic spit attack as a full round attack against any foe with 45ft (5ft per HD). The attack causes 12d4 acid damage (16d4 for a Huge snails). A victim that makes a Reflex save vs DC 15 (Con based) takes half damage. If the victim rolls a 1 for his saving throw, it is a critical failure and an item maybe damaged by the acidic spit (see Items Surviving After a Saving Throw in the SRD).

Damage Reduction (Ex): A giant snail has damage reduction of 15/piercing.

Shell Cover (Ex): A giant snail may pull its body completely into its shell. This move-equivalent action gives the creature improved cover: a +8 bonus to AC, +4 bonus to Reflex saves, and the snail effectively gains the Improved Evasion ability. The giant snail may not attack while in its shell.

Skills: A giant snail has a +4 racial bonus to any Spot and Listen checks. *A giant snail has a +12 racial bonus to all hide checks when it is underground.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Snail Shell Armor and Shields
Armorsmiths can work with the shells of giant snails to produce armor or shields of masterwork quality. One snail shell produces enough material for a single suit of masterwork scale armor for a creature the size of the snail. By selecting only choice pieces of shell, an armorsmith can produce one suit of masterwork banded mail for a creature one size smaller, one suit of masterwork half-plate for a creature two sizes smaller, or one masterwork breastplate or suit of full plate for a creature three sizes smaller. In each case, enough shell is available to produce a small or large masterwork shield in addition to the armor.
Any armor made of snail shell provides the wearer with an acid resistance of 10. Snail shell shields give the bearer a +2 bonus to all saves made against acid-based attacks.
Because snail shell armor isn’t made of metal, druids can wear it without penalty.
Snail shell armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Snail shell has 20 hit points per inch of thickness and hardness 10.
Gazza555

09-29-06, 09:32 AM
Ok it's not Mystara canon but here's a little something I came up with.

Regards
Gary

This was inspired by the leaflet on this page (http://www.eemspct.nhs.uk/main.asp?page=1199).

Beholder-kin Eyeless Orb
Large Aberration

Hit Dice: 9d8+21 (61 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), Flat-footed 19, Touch, 10
Base Attack/Grapple: +6/+12
Attack: Bite +8 melee (2d8+3)
Full Attack: Bite +8 melee (2d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Blindsight 90 ft.
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 14, Dex 12, Con 14, Int 15, Wis 14, Cha 14
Skills: Hide +9, Knowledge (Dungeoneering) +8, Knowledge (The Planes) +6, Listen +14, Move Silently +12, Survival +10
Feats: Flyby Attack, Improved Initiative, Toughness, Weapon Focus (bite)

Environment: Any underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 10-14 HD (Large), 15-18 HD (Huge)
Level Adjustment: --

Ahead of you floats a spherical creature slowly rotating in your direction to reveal an enormous maw filled with row upon row of teeth.

Eyeless orbs came into being when a small rift opened between the Abyss and an unknown beholder settlement killing all the adult beholders and warping the young in their birthing pools.
The eyeless ones live alone, knowing that any beholder would attack it on sight.
Eyeless orbs are 7 feet wide spheres with an enormous maw filled ith shark like teeth.
Eyeless orbs speak Abyssal, Undercommon, and Beholder.

COMBAT
Lacking the ranged spell-like effects of their fore fathers eyeless orbs have to rely upon their myriad of teeth

Breath Weapon (Ex): Every 1d4 rounds a eyeless orb can let forth a 30 ft. cone of pneumonia. Inhale Fortitude DC 16, Incubation period 1d4 days, initial damage 1 Str, secondary damage 1d3 Str & 1d3 Con. The save DC is Constitution-based.
havard

09-29-06, 09:45 AM
Cool concept! In would have included "eyeless" somewhere in their description, assuming they don't have eyes...

Håvard
Gazza555

09-29-06, 10:39 AM
Cool concept! In would have included "eyeless" somewhere in their description, assuming they don't have eyes...
Done :)

Regards
Gary
Traianus Decius Aureus

10-02-06, 02:35 PM
Red October has started, so break out the cinnabryl, red steel and smokepowder and pray the you don't run afoul of an accomplished swordsman...

Cläu-rin
SCMC
Large Magical Beast (Aquatic)
Hit Dice: 8d10+24 (68 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), swim 60 ft. (12 squares)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Bite +12 melee (4d8 +5)
Full Attack: Bite +12 melee (4d8 +5) and 2 claw +7 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Amphibious, darkvision 90ft., low-light vision, shell defense
Saves: Fort +11, Ref +9, Will +6
Abilities: Str 20, Dex 13, Con 17, Int 14, Wis 15, Cha 15
Skills: Appraise +7, Intimidate +6, Knowledge (local) +4, Knowledge (nature) +4, Listen +13, Search +6, Spot +13, Survival +6, Swim +18
Feats: Alertness, Endurance, Power Attack
Environment: Temperate, Warm aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: Triple Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This highly intelligent turtle is primarily a sea creature, occasionally seen wandering the shores near the snapper people. It is a close cousin of the kla'a-tah. Cläu-rin protect the evil snappers, as the kla'a-tah protects the tortles. These creatures guard the snappers' waters against intrusion by other races or large sea creatures, such as the sea glutton. Though rarely, they will sometimes come up on shore to attack enemies of the snappers.
Cläu-rin are extremely protective of their territory, defending it against other cläu-rin as well. However, the cläu-rin's protection is not so benevolent as that of the kla'a-tah. It demands that treasure be thrown into the ocean, later collecting it and moving it to its lair. Even if the snappers do not wish protection, a cläu-rin demands tribute. Snappers have learned better than to argue.
Like the kla'a-tah, the cläu-rin boasts a huge, colorful upper shell, often studded with uncut gems. The undershell is pink and extremely hard. The legs and head of the cläu-rin are a dark red, and the skin looks plated. Its rear feet taper back into two giant flippers, and the front feet have very sharp-edged toenails. The creature's head resembles that of a turtle—with large, deep set eyes and a sharp, powerful horned beak. When out of the water for more than a few minutes, the cläu-rin coughs with a deep, booming bark. At about 10ft long, the cläu-rin is a bit smaller and sleeker than a kla'a-tah, allowing it to bring both front claws to bear on a victim as well as its bite.
Cläu-rin speak Kla'a-tah, and Tortle (Snapper dialect).

Combat
A cläu-rin attacks with front claws and a powerful bite. Its attacks are powerful enough that even the powerful sea glutton fears this creature.
With the protection its shell offers, a cläu-rin rarely retreats from combat. If necessary, this giant turtle can pull in its legs and head, partially retreating into its lower shell. This seals off the leg openings and protects (but does not seal off) the head, providing several benefits to the creature.
The cläu-rin can make extremely quick snapping attacks for a creature its size, extending its neck to get a decent range of motion around the front of its shell. It does not worry too much about rear attacks, as its thick shell is nearly impervious.
Cläu-rin are arrogant, easily angered and will attack anything that appears to be a threat or doesn't have an offering for it.

Amphibious (Ex): A A cläu-rin can breathe while in air and while submerged in water.

Shell Defense (Ex): A cläu-rin has a protective shell that gives it may benefits. They have a +2 bonus to all saving throws (included above), which increases to +4 if they retreat into their shell.
When retreated in their shell, they receive an additional +2 bonus to their natural armor class, are immune to sneak attacks, and have the equivalent of moderate fortification.

Skills: A cläu-rin 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.

The Red Curse
A cläu-rin gains at least one Legacy; many of them (25%) gain two or more. These Legacies vary from one creature to another. Cläu-rin do require cinnabryl to ward off Affliction, which they demand from the snappers as part of their regular tribute. The snappers comply readily, because an Afflicted cläu-rin is a snapper's worst nightmare.
Traianus Decius Aureus

10-03-06, 03:09 PM
Kla'a-Tah
SCMC
Large Magical Beast (Aquatic)
Hit Dice: 7d10+7 (45 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +7/+18
Attack: Bite +13 melee (2d12 +7)
Full Attack: Bite +13 melee (2d12 +7) and claw +8 melee (2d4 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Amphibious, darkvision 90ft., low-light vision, shell defense
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 24, Dex 11, Con 13, Int 14, Wis 17, Cha 15
Skills: Diplomacy +6, Knowledge (local) +8, Knowledge (nature) +8, Listen +12, Search +5, Spot +12, Survival +7, Swim +18
Feats: Alertness, Combat Expertise, Endurance
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: Double Standard
Alignment: Always neutral good
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

This highly intelligent turtle is primarily a sea creature, occasionally seen wandering the shores of the tortle people. Its behavior is very similar in manner to that of a good dragon— solitary in nature, though sometimes preventing catastrophes about to befall tortles. For this reason, the kla'a-tah is referred to as the Tortle Guardian.
The kla'a-tah boasts a huge, colorful upper shell, often studded with uncut gems. The undershell is pink and extremely hard. The legs and head of the kla'a-tah are a dark red, and the skin looks plated. Its rear feet taper back into two giant flippers, and the front feet have very sharp-edged toenails. The creature's head resembles that of a turtle—with large, deep set eyes and a sharp, powerful horned beak. When out of the water for more than a few minutes, the kla'a-tah coughs with a deep, booming bark. They are about 12ft long.
No more than one kla'a-tah is ever seen at one time, so not much is known about their society. Different kla'a-tah have been seen helping the same tortle community, though, so they must move around. Kla'a-tah are thought to live in deep trenches along the ocean floor. They have been seen sunning themselves on the surface while eating seaweed or the carcass of a freshly-killed sea glutton.
It is known that kla'a-tah have a language of their own. They have been observed conversing with tortle shamans, but whether they will talk to others is unknown. Certainly they have never spoken to anyone but the tortles, and the shamans keep most others away from the large creatures. The tortle people do collect cinnabryl for the kla'a-tah, which the shamans deliver, but they do this out of gratitude rather than payment.
Kla'a-tah work to keep the sea gluttons from achieving a dominant position in the Western Sea. They can survive on seaweed alone, but they would consider it wasteful not to eat a creature they have taken the effort to kill. Kla'a-tah never overhunt an area. Their population is actually quite small, making them a valuable part of the ecosystem with no need for a larger predator to keep them in check.
Tortle legends have a lot to say about the kla'a-tah, much of it contradictory. One legend claims that the kla'a-tah are indeed Tortle Guardians, set in place by the Immortals to watch over the simple tortle race. Another claims that tortles who master the Red Curse are made into kla'a-tah by the Immortals, to watch over others and lead them down the same path. However, this last one poses a few questions, since kla'a-tah still have Legacies and require cinnabryl.
Other legends about the kla'a-tah relate to the Monoliths of Zul, ancient ruins that the tortles claim were built by their ancestors (much debated by sages). According to these legends, certain tortles achieved enlightenment and grew into the guardians of the rest of the tortle race, helped by the behind-the-scenes work of certain Immortals.
The kla'a-tah speak their own language and that of the tortles.

Combat
Only the ignorant, evil or foolish attack a kla'a-tah. Generally benevolent and non-aggressive, they will act to defend themselves and tortles. A kla'a-tah attacks with front claws and a powerful bite. Because of its girth, it can only bring one claw to bear at any particular target in a given round. However, the attack is powerful enough that even the powerful sea glutton fears this creature. With the protection its shell offers, a kla'a-tah rarely retreats from combat. If necessary, this giant turtle can pull in its legs and head, partially retreating into its lower shell. This seals off the leg openings and protects (but does not seal off) the head.
The kla'a-tah can make extremely quick snapping attacks for a creature its size, extending its neck to get a decent range of motion around the front of its shell. It does not worry too much about rear attacks, as its thick shell is nearly impervious.

Amphibious (Ex): A kla'a-tah can breathe while in air and while submerged in water.

Shell Defense (Ex): A kla'a-tah has a protective shell that gives it may benefits. They have a +2 bonus to all saving throws (included above), which increases to +4 if they retreat into their shell.
When retreated in their shell, they receive an additional +2 bonus to their natural armor class, are immune to sneak attacks, and have the equivalent of moderate fortification.

Skills: A kla'a-tah 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.

The Red Curse
A kla'a-tah gains at least one Legacy; many of them (25%) gain two or more. These Legacies vary from one creature to another, but some— Blend, Phase, Sight, Stone Shape, and Cure— show up often enough to be considered regular. Kla'a-tah do require cinnabryl to ward off Affliction. Tortles provide most of this magical metal for them, but where they get the rest is unknown. No one has ever reported an Afflicted kla'a-tah, however.
Traianus Decius Aureus

10-04-06, 03:36 PM
And now the aranea, with thanks to Andrew for his work on the Sentient Races list over at the Vaults.

Aranea, Normal
X1 30, X2 24, DMR2 11
The normal aranea is a more primitive form of aranea- specifically lacking in shapeshifting abilities. They are similar to the aranea presented in the SRD and Monster Manual, with the following exceptions:

Hit Dice: 3d10+9 (25 hp)
Base Attack/Grapple: +3/+4
Attack: Bite +5 melee (1d6+1 plus poison) or web +5 ranged
Full Attack: Bite +5 melee (1d6+1 plus poison) or web +5 ranged
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 13, Dex 15, Con 16, Int 14, Wis 13, Cha 14
Skills: Climb +15, Concentration +9, Escape Artist +5, Jump +14, Listen +6, Spot +6
Challenge Rating: 4
Alignment: Usually neutral (evil if from Isle of Dawn)
Level Adjustment: +3

Spells
An aranea casts spells as a 3rd-level wizard. It prefers illusions and enchantments and avoids fire spells. She can cast 4/3/2 arcane spells as a wizard per day. The aranea must choose and prepare her spells ahead of time.

The normal aranea is Mystara cannot change its form like the Herathian aranea. There are two primary concentrations of these normal aranea: the Thanegioth Archipelago and the Isle of Dawn.
The aranea arrived in Mystara through a planar gate under the Isle of Dawn. These colonies originally were underground, and only later did the aranea emerge to the surface world, and started influencing it.
The aranea of the Isle of Dawn live in the Great Escarpment area and are followers of the evil Immortal Arachne Prime. They exercised control over Thothian society for a long time. For a variety of reasons, these aranea now may be forced to find new ways to prevent and dissuade human expansion into their territories.
Those found in the Thanegioth Archipelago live in small forest communities and occasionally ally with the monstrous humanoids nearby to keep humans away. They are likely the descendants of a colony founded ages ago by the Isle of Dawn aranea.

Aranea as Characters
An aranea’s favored class is wizard. Most araneas do continue to pursue the magical practices and are higher than 3rd level. Many araneas become multi-class mages, gaining the additional benefit of swordplay or thieving abilities. Single-class rogues are not uncommon, but single-class clerics or fighters are very rare. Aranea clerics may choose two of the following domains: Knowledge, Magic, or Trickery. Those that follow Arachne Prime may choose from Death, Evil, Night, and Sphere of Entropy.

Herathian
SCMC
Statistically, a Herathian aranea is identical to the aranea presented in the SRD and Monster Manual, with the following exception:

Spells
An aranea casts spells as a 3rd-level wizard. It prefers illusions and enchantments and avoids fire spells. She can cast 4/3/2 arcane spells as a wizard per day. The aranea must choose and prepare her spells ahead of time.

The below information expands on the Herathian aranea:
From the Savage Coast Monstrous Compendium
The legendary araneas are exceptionally intelligent and skilled in the use of magic. However, few even know of their continued existence. To hide their true form from expanding humanoid civilizations, the araneas developed shapeshifting abilities. Because of this ability, araneas possess three distinct forms: arachnid, human-spider hybrid, and humanoid.
In arachnid form, araneas range from 3 to 6 feet long. Two spinnerets are located on the abdomen. Eight large, segmented legs attach to the spider's thorax. Two smaller appendages, each about 2 feet long, sprout from the front of the thorax beneath the mandibles and eyes, each ending in four, multiple-jointed fingers and a single thumb. These can manipulate simple tools or perform somatic components for casting spells. Araneas also boast an impressive set of mandibles and eight eyes, four of which are small, used only to detect motion. The other four resemble human eyes with colored iris and black pupil, though set in a round, lidless socket. Two of the larger eyes face directly forward, while the other six eyes are positioned on either side of the aranea's head. The head, body, and legs are all covered with a coarse, grayish-black hair. Araneas can mate only in arachnid form.
Each aranea chooses a single humanoid form. This race must be one the araneas are familiar with. Size differences limit the araneas to races ranging between halfling and gnoll. The most common choices include human, elf, half-elf, dwarf, lupin, rakasta, and shazak. Few araneas choose a goblinoid form, and none imitate wallaras.
An aranea's humanoid form is chosen soon after birth and cannot be changed to another form later. The form typically remains the same within a family unit and must be of the same gender as the aranea. Height, weight, eye and hair color are always appropriate for the race being imitated.
In its hybrid form, an aranea appears as a humanoid with arachnid elements. These elements always include fangs, spinnerets in the palm of each hand, two extra eyes on the temples, and an extra joint on each finger. Still, no two hybrids look exactly alike. As araneas do not gain an initial Legacy from the Red Curse, they typically claim that the hybrid form is due to a Legacy. This seems to work well, as some Legacies actually do have these characteristics.
Araneas have their own language, known as Herathan. All araneas know both Herathan and the native language of the humanoid race they are emulating. Though most araneas are neutral in alignment, other races assume that the giant spiders were evil. This assumption has forced the araneas to continue hiding their natural forms.
Araneas use magic to subdue their environment, shaping it to fit their desires. For this reason they can never resist magical items and will go to any extremes to obtain them. They are predators, and many enjoy the flesh of sentient beings, though these are the exception rather than the rule. Araneas are generally talented in cloth production and naturally dominate the silk market with the silk they produce.
Most araneas feel superior to other races due to their long history and special abilities. They can be cold, calculating, and secretive, but they are rarely evil. They also tend to be suspicious of others, expecting them to have secrets as well. Currently, these shapeshifters get along with the nearby races.
Araneas prefer to live in forests, the natural home of their ancestors, where they can hunt and hide. They are the secret rulers of the Magiocracy of Herath, where the cities and villages resemble those of neighboring lands, though with a more diverse mixture of races.
Araneas take great pains to conceal their dual nature, partly because of the unjust animosity felt toward them by other races. From birth, they are taught that they have two distinct identities. Individuals are forced to keep these two identities separate, never to reveal the secret to other races. Those who do are considered traitors; they are dealt with harshly and quickly by other araneas.
Due to old legends of their purported evil, araneas are almost universally despised as a sort of "bogeyman." A revealed aranea will most likely be hunted down by everyone in the area—especially other araneas. The pose of a "tame" aranea who has "converted to the cause of good" may be possible, but it would still be hunted by other araneas.

Combat
Araneas prefer to avoid physical combat when possible, relying instead on magical abilities. In arachnid form, they wait in trees for prey to pass underneath; then, they lower themselves silently on web strands and attack with spells.
Most are wizards, preferring illusions and charms but avoiding fire-based spells. Araneas can cast spells in any of their three forms. To avoid arousing suspicion, araneas living among other humanoids keep their spellcasting abilities secret unless they are posing as mages.
If forced into physical combat, an adult aranea can attempt to bite and inject venom into an opponent. This can only be accomplished in spider or hybrid form.
Upon reaching maturity, araneas can also learn to spin webs. As with the poisonous bite, an aranea can spin or climb webs only while in arachnid or hybrid form.
Araneas can wear any armor allowed by their class(es) while in humanoid or hybrid form. They are also proficient with the use of simple weapons, and may be proficient with others as their classes allow.

The Red Curse
Because of their abilities and involvement with the creation of the Red Curse, araneas do not gain an initial Legacy. However, upon reaching maturity they must wear cinnabryl or suffer the Affliction of a randomly chosen Legacy. An aranea can gain Legacies only by becoming an Inheritor.

Herathian Aranea as Characters
An aranea’s favored class is wizard. Most araneas do continue to pursue the magical practices—at least in private—and are higher than 3rd level. Many araneas become multi-class mages, gaining the additional benefit of swordplay or thieving abilities. Single-class rogues are not uncommon, but single-class clerics or fighters are very rare. Herathian aranea clerics may choose two of the following domains: Knowledge, Magic, or Trickery.
Traianus Decius Aureus

10-05-06, 04:21 PM
Arashaeem
SCMC

These undead araneas retain the High Intelligence of the spider-humanoid race and still possess superior magical ability. Though they are rumored to be failed liches, no proof of this fact has been discovered.
Arashaeem can assume the same three forms as their living counterparts—arachnid, hybrid humanoid-spider, and humanoid. The arachnid form reflects the arashaeem's hideous nature: a giant, horrifying spider with loose flesh hanging from its body and poison constantly dripping from its fangs. In humanoid form, the arashaeem resemble zombies wearing noble, if somewhat tattered, trappings. As before, the hybrid form consists of a slightly altered version of the humanoid form.
Failed lich or not, the arashaeem are still among the most dangerous undead because of their magical abilities and High Intelligence. They live in solitude, driven by the desire for power. Arashaeem spend most of their time in arachnid form, enjoying this freedom after a lifetime of hiding and secrecy. However, so strong is the aranean education, that even after death, they will not divulge the secret of the living araneas. The arashaeem do, however, build off the legends to broaden their own influence.
More people know of the arashaeem than the araneas, and some adventurers hunt the creatures for their treasure and powerful venom. Araneas also listen for details that might indicate arashaeem presence; because the undead creatures are a possible weakness in their camouflage, araneas try to eliminate them quickly and discreetly.
The arashaeem are thought by most other races to be spirits of the outer planes. Those who do connect the arashaeem to the araneas usually theorize that the araneas must have been punished by the Immortals, the entire race being turned into spirits of the netherworld. Quite often, the araneas themselves support such claims as a way of further shielding their own continued existence.
The arashaeem crave power, sometimes making deals with humanoids and offering treasure to those who will serve. These few attempt to create a power base from which they might find a way to achieve levels of magic they failed to reach during their lives. Other arashaeem are content to simply prey on humanoids. Still, all arashaeem agree that they were meant to dominate.
Arashaeem still remember any languages they learned during their lifetime. In any of their three forms, they speak in quiet, ominous whispers.

The Red Curse
Arashaeem cannot gain new Legacies. Cinnabryl is therefore useless to them, unless they possessed Legacies in life. If so, wearing cinnabryl maintains the Legacy. Because their Legacies drain cinnabryl at the regular rate, arashaeem always need a fresh supply. As they never suffer from Affliction, many arashaeem do not wear cinnabryl unless they need to use a Legacy.

Creating an Arashaeem
Arashaeem is an acquired template that can be added to any aranea (referred to hereafter as the base creature).
An arashaeem uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The aranea’s type changes to Undead (Shapeshifter). It keeps any other subtypes the original creature possessed. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +4.
Attack: An arashaeem maintains all of the attacks it possessed as an aranea.

Full Attack: An arashaeem maintains all of the attacks it possessed as an aranea.

Damage: Arashaeem inflicts 1d8 plus paralytic poison damage with their bite.

Special Attacks: An arashaeem retains the ability to cast spells, loses the
Poison (Ex) and Web (Ex) and gains those described below. Saves have a DC of 10 + 1/2 arashaeem’s HD + arashaeem’s Cha modifier unless noted otherwise.

Paralytic Poison (Ex): Any creature bitten by an arashaeem must make a Fortitude save or be poisoned. An arashaeem’s poison causes paralysis that has a duration of 1d6+2 rounds.

Paralytic Web (Ex): In spider or hybrid form, an arashaeem can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with an Escape Artist check or burst the web with a Strength check. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
In addition to possibly entangling a foe, the web is coated with paralytic poison, and anyone hit by the webbing must make a Fortitude save or be paralyzed for 1d6+2 rounds.

Special Qualities: An arashaeem retains all the special qualities of the aranea and gains those described below.

Spell Resistance (Su): An arashaeem has a spell Resistance of 16.

Abilities: Increase from the base aranea as follows: Str +4, Dex -2 and Cha +6. As an undead creature, an arashaeem has no Constitution score.

Skills: An arashaeem has a +8 racial bonus on Bluff, Hide, Move Silently, and Sense Motive checks. It receives a +4 racial bonus to disguise checks. It also receives an additional +6 bonus to Listen and Spot checks. Otherwise, skills are the same as the base aranea.

Feats: Arashaeem have the same feats as the base creature.
Environment: Any
Organization: Solitary
Challenge Rating: Same as the base creature +2.
Treasure: Triple standard.
Alignment: Changes to Evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +5.

Sample Arashaeem (former 6th Level Aranea Wizard)
Medium Undead (Shapeshifter)
Hit Dice: 9d12 (58 hp)
Initiative: +5 (+1 Dex, +4 Improved Initative)
Speed: 50 ft. (10 squares), Climb 25ft
Armor Class: 17 (+1 Dex, +6 natural), touch 9, flat-footed 35
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8 + 2 + Paralytic Poison) or By Weapon or paralytic web +6 ranged
Full Attack: Bite +8 melee (1d8 + 2 + Paralytic Poison) or By Weapon or paralytic web +6 ranged
Space/Reach: 5 ft. /5 ft.
Special Attacks: Paralytic Poison, Paralytic Web, Spells
Special Qualities: Change shape, darkvision 60 ft., low-light vision, Spell Resistance 16, Undead Traits
Saves: Fort +5, Ref +6, Will +10
Abilities: Str 15, Dex 13, Con -, Int 16, Wis 15, Cha 20
Skills: Bluff +14, Climb +16, Concentration +14, Disguise +10, Escape Artist +4, Jump +15, Kowledge (arcane) +11, Listen +7, Sense Motive +10, Spellcraft +11, Spot +7
Feats: Improved Initiative, Iron Will (B), Empower Spell, Quicken Spell (B), Scribe Scroll, Spell Penetration, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Usually Chaotic, Always Evil
Advancement: By character class
Level Adjustment: +5

This thoroughly corrupt creature was once an aranea. The base ability scores of the aranea were Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14, with two additional points from leveling placed in Int.

Combat
This arashaeem is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. As when it was alive, this creature prefers magic over physical combat. It casts spells as a 9th-level level wizard, still holding to the aranean preferences for illusion and charm and their aversion to all fire-based spells. It employs stealth when possible, attacking from behind webbing or dropping down quietly from above.

Paralytic Poison (Ex): Any creature bitten by an arashaeem must make a Fortitude save vs DC 19 or be poisoned. An arashaeem’s poison causes paralysis that has a duration of 1d6+2 rounds.

Paralytic Web (Ex): In spider or hybrid form, an arashaeem can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with an Escape Artist check vs DC 19 or burst the web with a Strength check vs DC 23. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
In addition to possibly entangling a foe, the web is coated with paralytic poison, and anyone hit by the webbing must make a Fortitude save vs DC 19 (Cha based) or be paralyzed for 1d6+2 rounds.

Spells: This arashaeem can cast spells as a 9th level wizard. It may cast 4/5/4/4/2 spells per day.

Change Shape (Su): An arashaeem’s natural form is that of an undead Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid with a zombie-like appearance; an arashaeem in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an arashaeem cannot use its bite attack, webs, or poison.
The second form is a Medium spider-humanoid hybrid. In hybrid form, an arashaeem looks like an undead Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The arashaeem retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an arashaeem’s speed is 30 feet (6 squares).
An arashaeem remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an arashaeem revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Skills: This arashaeem has a +8 racial bonus on Bluff, Hide, Move Silently, and Sense Motive checks. It receives a +4 racial bonus to Disguise checks. It also has a +8 bonus to Listen and Spot checks, and a +2 racial bonus to Jump checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
This arashaeem does not possess a Legacy, and does not need cinnabryl.
havard

10-06-06, 07:30 AM
Nice writeups on the Araneas and the Arasheem. I might have preferred the entries changed to:

Aranea, Primal - referencing the Dawn/IoD Aranea as the original ones, and linking them to Arachne Prime.

Aranea, Herathian

and

Aranea, Arasheem

Just a minor detail though :)

Håvard
Traianus Decius Aureus

10-06-06, 04:05 PM
Critter, Temple
SCMC
Tiny Construct
Hit Dice: 3d10 (16 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) (can't run)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +2/-8
Attack: Bite +5 melee (1d4 -2)
Full Attack: Bite +5 melee (1d4 -2) and 2 claws +0 melee (1d2 -3)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 10/magic, darkvision 60ft., low-light vision
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 7, Dex 17, Con -, Int 7, Wis 14, Cha 2
Skills: Climb +12, Hide +15, Jump +12, Listen +8, Move Silently +7, Spot +8
Feats: Alertness, Improved Initiative, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral, Often Evil
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment: -

These 1-foot-tall constructs resemble gargoyles. They were created by clerics of the Savage Coast to serve as spies, servants, and watchdogs in their temples. These creatures are fashioned from either rock or hard clay, always possessing a gray or black cast. Their forms are rarely that of a traditional gargoyle, though. Instead, they are more often modeled after standard religious icons like cherubs and little demons; sometimes, they are even formed into replicas of native races such as manscorpions and enduks. Often, features such as hands, feet, and ears are exaggerated. Though many temple critters have wings, none can actually fly.
Temple critters are intelligent for constructs (possibly due to their divine rather than arcane origins) but remain under the complete power of the cleric who created them. These creatures live in the shadowy recesses of temples, cathedrals, and crypts. They are full of nervous energy and usually roam about aimlessly. When spying, they often attempt to pass themselves off as normal sculptures, but they are unable to stay completely still for more then a few minutes at a time. Temple critters watch for people who wander into off-limits areas or those who cause mischief of some kind. Narvaezan, Hulean, and Nimmurian priests often set them to guard precious items. Temple critters can sound very effective alarms by employing the same high-pitched shriek used in combat.
Temple critters move very quickly for their size, darting from place to place with sudden bursts of speed. They can even jump up into the air, landing on tables and shelves or using their claws to dig into walls or doors.

Combat
Temple critters generally avoid combat whenever possible. Except in large numbers, they are too small to be much more than a nuisance. However, if commanded into combat by their creator, a temple critter unhesitatingly attacks with a ferocity that surprises many people. Emitting a high-pitched shriek, it jumps onto its opponent and scrambles around to any unprotected areas, attacking with both claws and teeth. Once the battle has begun, it will not stop unless destroyed or commanded away by its master.
Temple critters are proficient with simple weapons, and are occasionally found with tiny versions of these weapons.

Damage Reduction (Su): A temple critter has damage reduction of 10/magic. For the purposes of bypassing damage reduction, its bite and claws count as magic weapons.

Skills: Temple critters have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus to Hide and Move Silently checks. They possess a +8 racial bonus on all Climb and Jump checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

The Red Curse
As a constructed creature, the temple critter never acquires Legacies or requires cinnabryl.

Construction
The body of a temple critter is sculpted from 100 pounds of granite, clay, marble or other mineral substance suited for scuplting annoited with rare tinctures and admixtures costing at least 3,000 gp. Creating the body requires a DC 15 Craft (scuplture) check.
CL 12th; Craft Construct, animate objects, conscrete or desecrete (depends on caster's alignment), geas/quest, prayer, stone shape, caster must be at least 12th level; Price 20,000 gp; Cost 8,500 gp + 680 XP.
Traianus Decius Aureus

10-09-06, 02:58 PM
Cursed One
SCMC
Medium Undead (Incorporeal)
Hit Dice: 6d12+3 (42 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Incorporal Touch +7 melee (1d8 plus cinnabryl drain)
Full Attack: Incorporal Touch +7 melee (1d8 plus cinnabryl drain)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Cinnabryl drain
Special Qualities: Damage reduction 10/red steel, darkvision 60ft., daylight powerlessness, detect cinnabryl and red steel, red steel vulnerability, rejuvenation, spell resistance 16, undead traits
Saves: Fort +2, Ref +6, Will +4
Abilities: Str -, Dex 19, Con -, Int 7, Wis 8, Cha 18
Skills: Listen +7, Search +4, Spot +7
Feats: Alertness, Toughness, Weapon Finesse
Environment: Any land
Organization: Solitary, or Gang (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

The onset of the Red Curse always causes the loss of ability score points, and in some cases, cinnabryl cannot be found in time to stop this loss after the first point. When a person dies as a result of the Red Curse, they will rise again as a cursed one if special measures are not taken. Cursed ones always seek out the substance that could have saved their lives: cinnabryl.
A cursed one appears insubstantial a faint, reddish, skeletal silhouette within a translucent red spectre. The creature's eyes are gaping pools of darkness, while its body gives off a faint red glow, making it appear more evil than it actually is.
A cursed one leads a lonely existence, suffering constant pain that can be relieved only for a few fleeting moments by cinnabryl.
These undead creatures are not confined to their place of origin, but roam free. They wander mostly at night but can move around in darkened areas by day. In sunlight, cursed ones are completely powerless and immobile; however, sunlight also makes them invisible. If the sun's rays touch them, cursed ones freeze in place until the sun sets. A cursed one generally travels as far as possible from the area of its demise to escape painful memories.
Besides feeding cinnabryl to a cursed one, a temporary and rather foolish option, nothing can be done to help the creature. To prevent the rise of a cursed one, one ounce of cinnabryl must be buried with the remains of anyone who dies from the attribute point loss brought on by the Red Curse.

Combat
A cursed one ignores anything that does not have cinnabryl. When it detects cinnabryl, a cursed one rushes forward to attack. Once a victim is drained of cinnabryl, the cursed one will attack the next closest source of cinnabryl.

Cinnabryl Drain (Su): Each successful attack by the cursed one allows the undead creature to deplete some of the victim's cinnabryl, one ounce (one week's worth) for each successful hit. If the victim has less than one ounce left, the victim suffers an appropriate number of days of the Time of Loss and Change. (If the cursed one hits a character with only a two-day's supply of cinnabryl, the victim suffers five days worth of the Time of Loss and Change). This drain can only be negated if the victim is wearing red steel armor.

Damage Reduction (Su): A cursed one has damage reduction of 10/red steel.

Daylight Powerlessness (Ex): Cursed Ones are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. If caught in sunlight, the cursed one is frozen in place and become invisible until the sun sets.
Detect Cinnabryl and Red Steel (Sp): A cursed one can detect even the slightest amounts of cinnabryl and red steel within 30ft. This ability functions continously, but otherwise it fuctions in a similar manner as detect magic.

Red Steel Vulnerability (Ex): Cursed ones' are very vulnerable to red steel. For the purposes of affecting an incorporal creature, a red steel weapon is treated as magical when fighting a cursed one, whether or not it is actually enchanted. Additionally, red steel weapons give the wielder a +2 bonus to attacks and damage against the cursed one and red steel does not have a chance to miss because of the cursed one's incorporality. Red steel weapons are the only way to permanently kill a cursed one.

Rejuvenation (Su): In most cases, it’s difficult to destroy a cursed one through simple combat: The "destroyed" creature will often restore itself within 24 hours. Even the most powerful spells are usually only temporary solutions. A cursed one that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + cursed one's HD) against DC 12. The only way to permanently kill a cursed one is by having 50% or more damage inflicted on it (as well as the deathblow) come from a red steel weapon.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Gazza555

10-10-06, 11:46 AM
Here's one from Hollow World.

Regards
Gary



Lycanthropes are humanoids or giants that can turn themselves into animals. Weresabretooths are only encountered in Hollow World.


Size/Type: Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 7d8+35 (72 hp)
Initiative: +4
Speed: 20 ft. in hide (4 squares); base speed 30 ft.
Armor Class: 16 (+2 natural, +4 hide), touch 10, flat-footed 17
Base Attack/Grapple: +5/+6
Attack: Longspear +6 melee (1d8+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3)
Full Attack: Longspear +6 melee (1d8+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Alternate form, sabretooth empathy, low-light vision, scent
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +7, Move Silently +0, Spot +7
Feats: Alertness(B), Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will(B)
Environment: Any forest or plains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic
Advancement: By character class
Level Adjustment: 3



Size/Type: Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 7d8+35 (72 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+17
Attack: Claw +13 melee (1d8+9)
Full Attack: 2 claws +13 melee (1d8+9) and bite +8 melee (2d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake, curse of lycanthropy
Special Qualities: Alternate form, sabretooth empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 29, Dex 17, Con 20, Int 2, Wis 11, Cha 8
Skills: Balance +7, Climb +14, Handle Animal +3, Hide +3#, Listen +7, Move Silently +13, Spot +7
Feats: Alertness(B), Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will(B)
Environment: Any forest or plains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: 3



Size/Type: Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 7d8+35 (72 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+17
Attack: Claw +13 melee (1d8+9)
Full Attack: 2 claws +13 melee (1d8+9) and bite +8 melee (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, sabretooth empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 29, Dex 17, Con 20, Int 2, Wis 11, Cha 8
Skills: Balance +7, Climb +14, Handle Animal +3, Hide +3, Listen +7, Move Silently +13, Spot +7
Feats: Alertness(B), Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will(B)
Environment: Any forest or plains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: 3


The powerful feline humanoid in front of you stands about twice the height of a normal man. It lets out a tremendous roar, displaying its foot long canine teeth.

Were-sabretooths in humanoid form tend to be sleekly muscular, taller than average, and very agile. They also have quite pronounced canine teeth.

Were-sabretooths have a form of lycanthropy which only appears in Hollow World, the victim’s lycanthrope form takes on the characteristics of the sabretooth tiger.

COMBAT
Were-sabretooths can assume a hybrid form as well as an animal form. In sabretooth form, they can pounce and grab just as normal sabretooths do. In hybrid form, they rely on their deadly claws.

Alternate Form (Su): A were-sabretooth can assume a bipedal hybrid form or the form of a sabretooth.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a were-sabretooth’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex): To use this ability, a were-sabretooth in sabretooth form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a were-sabretooth in sabretooth form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +13 melee, damage 1d8+4.

Sabretooth Empathy (Ex): Communicate with sabretooths, and +4 racial bonus on Charisma-based checks against sabretooths.

Skills: In any form, were-sabretooths have a +4 bonus on Balance, Hide, and Move Silently checks. #In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the sabretooth form.

Were-Sabretooth Weaknesses

Bestial Aspect: Were-sabretooths in either their animal form or their hybrid form are wild, animalistic creatures with the intelligence of a normal sabretooth.

Unrelenting Hunger: Were-sabretooths are not affected by the full moon, however, they cannot eat in humanoid form and may only eat freshly killed meat. A were-sabretooth who goes more than one day (sleep) without eating becomes very hungry; unless he makes a successful Will save (DC 20 + number of days since he last ate) he changes spontaneously into the sabretooth form and cannot change back until he has eaten.

The were-sabretooth presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Cthulhudrew

10-10-06, 12:09 PM
Just out of curiosity, Gary, what animal did you use as the base creature for the sabretooth tiger? The 3rd edition version of the Sabretooth that I am most familiar with is the one from Frostburn, which has 9 HD. The dire tiger in the MM has 16 HD!!, while a regular tiger has only 6 HD.

(Of course, the sabretooth in OD&D had 8 HD, while the weresabretooth had 12 HD, so there you go with that. :))
Gazza555

10-10-06, 12:20 PM
Cthulhudrew

I used the smilodon (http://www.enworld.org/cc/converted/view_c.php?CreatureID=733) from Enworld's Creature Catalogue. I had converted it myself at one point but wasn't as generous with the bonus feats. My version is here (http://www.enworld.org/forums/showpost.php?p=1724689&postcount=7). Its part of a thread (http://www.enworld.org/forums/showthread.php?t=98948) where I converted Enworld's 3.0 animals and beasts to 3.5.

I was tempted to go for the 12HD option but with the bonus hp for Con it would have made it a rather tougher beast. Still we could always have a Were-sabretooth Lord or some such. ;)

Regards
Gary
Traianus Decius Aureus

10-10-06, 12:31 PM
Deathmare
SCMC
Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Hooves +7 melee (1d3 +5)
Full Attack: 2 Hooves +7 melee (1d3 +5) and bite +2 melee (1d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Rider's curse
Special Qualities: Damage reduction 10/silver or magic, darkvision 60ft., unfaithful steed, undead traits
Saves: Fort +2, Ref +3, Will +7
Abilities: Str 20, Dex 13, Con -, Int 6, Wis 15, Cha 15
Skills: Disguise +15, Jump +9, Listen +9, Spot +8
Feats: Alertness, Improved Initiative, Run
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large)
Level Adjustment: -

As undead creatures out for revenge against all living horsemen, deathmares present a fatal trap to the unwary.
A deathmares is the spirit of a horse that was abused and killed by an evil, sadistic owner. They return from the dead to exact revenge on all horsemen, regardless of alignment, feeding on the life forces of the riders they kill. The deathmare continues to search for victims until its previous owner dies, at which time it simply fades away.
A deathmare appears as a regular riding horse of average size. Their coats are always flawless black in colour a curious detail in itself, as vermeil causes a reddish tint in the coats of all other animals on the coast. However, because deathmares appear only at night or in the early evening, such a detail is hard to notice. These creatures normally stand idly by a roadside or field, patiently waiting to be approached or mounted, but sometimes one will walk up to a campsite as if wanting food. They appear completely docile, giving no outward sign of their undead status.
Deathmares can be found in any land or climate. They will rarely be far from some sort of lethal danger, but have been known to range farther in a desperate search for victims.
A deathmare does not collect treasure, but the wealth of its latest victims can sometimes be discovered. Deathmares will often use a method of killing riders several times before moving on, so a search of local dangerous locations might turn up a few dead bodies and their personal belongings.

Combat
Deathmares always prefer to trap the unwary rider. Once it has a victim, it immediately bolts for the nearest danger, seeking to kill the rider. It might throw itself off the nearest cliff or wade into deep water; deathmares have even been known to ride into a campsite and strike at people as if attacking, forcing them to kill its rider.
If the nature of a deathmare is discovered before a rider mounts, it will attack using its hooves and teeth. Deathmares will remain if attacked and try to kill its potential victim rather than flee.

Rider's Curse (Sp): Any creature mounting a deathmare, saddled or bareback, must immediately make a Will save vs DC 19 (Cha based, +4 racial bonus) or be unable to dismount the creature. The rider cannot control the creature unless he makes a DC 35 Ride check each round. Once mounted, only a remove curse spell can free the rider from the deathmare.

Damage Reduction (Su): A deathmare has damage reduction of 10/silver or magic. Its bite and hoof attacks count as silver and magic weapons for purposes of bypassing damage reduction.

Unfaithful Steed (Ex): A deathmare appears as a normal horse to all but the most discerning eye. A deathmare receives a +8 bonus to all Disguise checks (included above). In addition, anyone viewing the deathmare from more than 30ft doesn't notice any difference between a deathmare and a normal horse. Those within 30ft are allowed a Spot check opposed by the deathmare's Disguise check to discover the creature's true nature.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
Deathmares never acquire Legacies or require cinnabryl.
maddog

10-10-06, 02:42 PM
I used the smilodon (http://www.enworld.org/cc/converted/view_c.php?CreatureID=733) from Enworld's Creature Catalogue.

I think that Frostburn has a Smiliodon too, IIRC.
--Ray.
Traianus Decius Aureus

10-10-06, 03:32 PM
I think that Frostburn has a Smiliodon too, IIRC.
--Ray.

It does :)
Gazza555

10-11-06, 04:43 AM
It does :)
Indeed! But I don't have access to my books at work ;)

Regards
Gary
Traianus Decius Aureus

10-11-06, 09:07 AM
Indeed! But I don't have access to my books at work ;)

Regards
Gary

No problems, I understand the motivation to use a smilodon more in tune with the OD&D version for the were-sabertooth. Your results look good and fit well with the Hollow World. So far I've stalled on all the Mystaran lycanthropes until I get to PC4, so it is nice to see how others handle them.
Traianus Decius Aureus

10-11-06, 03:58 PM
Echyan
SCMC
Large Vermin (Aquatic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft. (3 squares), swim 80 ft. (16 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (2d4 +4)
Full Attack: Bite +6 melee (2d4 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Amphibious, Blindsight 60ft
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 19, Dex 14, Con 15, Int 0, Wis 12, Cha 5
Skills: Hide +2*, Listen +4, Move Silently +4*, Spot +4, Swim +16
Feats: Improved Critical (bite), Power Attack
Environment: Any aquatic
Organization: Solitary, Pair, String (2-5), or Swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

These large, predatory sea worms live in the Western Sea and, at times, in the rivers of the Savage Coast lands.
A typical echyan is approximately 12 feet in length and 2 feet in diameter, tapering into a flat tail. A barely noticeable bulge around the head area houses what small brain it possesses. It has no discernible eyes, and its skin and flesh are translucent, making it all but invisible in the water until it strikes. The mouth of the creature forms a giant suction cup, lined with three rows of crystalline fangs that help it lock onto and swallow its prey.
Echyans are one of the more dangerous water predators along the Savage Coast because of their near-invisibility in water and powerful bite. Despite this, most humanoid victims are those unlucky enough to stumble across an echyan that has been stranded on shore during the daylight. Echyans are not particularly useful and so are left to their own devices by most races. However, the lupins do take an active interest in the worms and try to keep them from returning to Dream River every year.
Echyans breed in the main rivers along the Savage Coast, digging into the mud to lay eggs which hatch in the spring. Newborn, already four feet in length when they emerge from the mud, swim down to the Western Sea. They grow quickly, spending the summer months off the coast, following schools of migrating fish. When possible, they also go for larger prey such as walruses, manatees, and whales. In the winter they return to the rivers and spawn a new generation. Eyeweeds, juhrions, and many other large creatures sometimes enter the echyan mating grounds to feed on the exhausted worms.
Echyans have been encountered as far as the Jururú and Xingí Rivers in Jibarú, and the Dream River hosts thousands of spawning echyans every winter. They feed on batracines, jorries, tortle eggs, and other river creatures during their brief freshwater stay. Once in the sea, they feed mostly on fish, though the occasional worm will crawl up on the beach in search of tortle eggs, which they particularly like. An echyan caught on shore after dawn will burrow partially into the sand to protect itself from the burning rays of the sun.

Combat
Echyans will prey on almost anything. They attack from behind or underneath, detecting their victims by motion. If able, they lock onto their prey and suck both blood and flesh. The echyan will often swallow whole any creature that is man-sized or smaller.
Only one echyan will attack at a time. A worm that loses half of its hit points will disengage, and another will attempt to attack. This rotation occurs until all are damaged. At that point, those still able to swim away will attempt to do so.

Improved Grab (Ex): To use this ability, the echyan must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe.

Swallow Whole (Ex): An echyan can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+6 points of crushing damage plus 2 points of acid damage per round. A swallowed creature can climb out of the digestive tract with a successful grapple check. This returns it to the worm’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 10 points of damage (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The echyan’s interior can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine or smaller opponents.

Amphibious (Ex): An echyan can breathe while in air and while submerged in water.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, an echyan maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the echyan must have line of effect to a creature or object to discern that creature or object. The echyan usually does not need to make Spot or Listen checks to notice creatures within 60ft.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision (unless otherwise noted) and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: An echyan has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An echyan completely submerged in water has a +8 racial bonus to all Hide and Move Silently checks.

The Red Curse
Though not often, echyans have been known to acquire a Legacy. Completely immune to Affliction, however, they never require cinnabryl.
Traianus Decius Aureus

10-12-06, 03:20 PM
Eyeweed
SCMC
Large Plant (Aquatic)
Hit Dice: 8d8+8 (44 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +6/+13
Attack: Feeler +8 melee (1d3 +3)
Full Attack: 2-8 Feelers +8 melee (1d3 +3)
Space/Reach: 10 ft. /5 ft. (up to 100ft with feelers)
Special Attacks: -
Special Qualities: Blindsight 30ft., Plant traits
Saves: Fort +9, Ref +4, Will -2
Abilities: Str 16, Dex 10, Con 12, Int 1, Wis 2, Cha 3
Skills: Hide +12, Listen +3, Spot +3
Feats: Alertness, Great Fortitude, Lightning Reflexes
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Eyeweed is a hideous semi-aquatic plant that grows on the on the seashores and in the rivers of the Savage Coast, usually near otherwise safe harbours. Eyeweed appears as either seaweed or a large collection of algae. These plants do not acquire Legacies.
Eyeweed, when hunting prey, sends out long feelers (up to 100 feet in length) along the coastline to look for food. The feelers resemble long vines or stalks except that the ends appear to be bulbous, unblinking eyes. In actuality, the eyeweed hunts by touch and smell; the unblinking "eyes" are actually closed mouths that attack by biting and then sucking meat, blood, and even bone into the eyeweed's body.
Eyeweeds will feed on wounded or exhausted echyans in preference to other prey if given the opportunity.

Combat
The eyeweed attacks with 2d4 feelers. Each feeler can sustain 6 hit points of damage before being severed. The eyeweed will regrow lost feelers within a week. Damage to the feelers does no damage to the eyeweed itself; only damage to the central body will kill the eyeweed.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, an eyeweed maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the eyeweed must have line of effect to a creature or object to discern that creature or object. The eyeweed usually does not need to make Spot or Listen checks to notice creatures within 30ft of one of its feelers.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: An eyeweed has a +16 racial bonus to all Hide checks due to its similarity to common algae, vines and seaweed.
Traianus Decius Aureus

10-13-06, 03:10 PM
Fachan
SCMC
Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: -2 (-2 Dex)
Speed: 15 ft. (3 squares) in hide armor; base speed 25 ft.
Armor Class: 16 (-1 size, -2 Dex, +6 natural, +3 hide armor), touch 7, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Large club +10 melee (1d8 +7)
Full Attack: Large club +10/+5 melee (1d8 +7) or kick +10 melee (2d6 +2) or rock +3 ranged (2d4 +5)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Punishing Blows
Special Qualities: Low-light vision, poor depth perception
Saves: Fort +9, Ref +0, Will +2
Abilities: Str 21, Dex 6, Con 17, Int 6, Wis 10, Cha 6
Skills: Climb +5, Jump +12, Listen +13, Spot +5
Feats: Alertness, Endurance, Power Attack
Environment: Any mountains
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: -

This unusual creature looks grotesque even compared to other ogres. Its vaguely humanoid body possesses only one leg, one arm, and one eye. The leg attaches to a special joint in the centre of its pelvis, and the arm hangs from a socket set in the middle of the creature's chest. The fachan's eye is centred in its face like that of a cyclops.
A fachan has dull grey skin, wiry black hair on its head, and no body hair. Its eye is purple with a white pupil, and they tend to possess very large ears. A fachan's heavily muscled body is actually quite agile for a one-legged creature. They move about with a short hopping run.
One out of every 400 ogre births produces a fachan, which may stay with the tribe but usually seeks out its own kind. Fachans prey on any creature other than ogres, showing marked preference for the flesh of humans and humanoids. Fachans are also prone to exceptionally cruel behaviour, directing it at anyone nearby. Only orcs and ogres make any attempt to get along with the creatures. Ogres try only because of the thin bonds of kinship between them; orcs bribe fachans to work as scouts and guards because of their great strength and exceptional hearing.
Fachans have a lifespan of approximately 90 years. They usually speak Giant and Orc.

Combat
In combat, fachans use clubs or morning stars as weapons, though some have discovered the usefulness of axes or swords. Because they have only one hand, fachans cannot use missile weapons or polearms, but they can wield a bastard sword one-handed.
If unarmed, a fachan may kick or stomp any creature Medium size or less. Fachans can also hurl rocks weighing up to 40 pounds apiece with a range increment of 15ft.
A fanchan is automatically proficient with simple weapons, martial weapons, light and medium armor, though few use anything more than primitive arms and armor.

Punishing Blows (Ex): A fachan inflicts 1-1/2 his strength bonus in damage when using a melee weapon.

Poor Depth Perception (Ex): A fachan suffers a -2 penalty to all ranged attack rolls due to the fachan's body structure and lack of depth perception (because of the single eye).

Skills: The fachan has a +8 racial bonus to all Jump and Listen skill checks.

The Red Curse
Fachans gain multiple Legacies, sometimes as many as 5 (1d4+1). Fachans require cinnabryl, and because they have trouble acquiring the metal, most are heavily Afflicted. Only their strong desire to inflict equal suffering on others keeps them functioning. Fachan wear cinnabryl when it can be found, but they prefer taking it from others.

Fachans as Characters
A Fachans favored class is barbarian. Fighters and rogues are also common. Rangers are uncommon, other classes are very rare. The rare fachan cleric usually follows one of the Entropic humanoid immortals: Jammudaru most commonly, but also Bagni Gullymaw, Bartziluth, Karaash or Ranivorus. They have also shown interest in Demogorgon and Orcus. Fachans clerics, if not directly tied to an immortal may choose two of the following domains: Chaos, Destruction, Evil or Strength.
Traianus Decius Aureus

10-16-06, 02:36 PM
Forest Ray
SCMC
Huge Magical Beast
Hit Dice: 8d10+16 (60 hp)
Initiative: -1 (-1 Dex)
Speed: fly 50 ft. (clumsy)
Armor Class: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +8/+24
Attack: Bite +14 melee (3d4 +8)
Full Attack: Bite +14 melee (3d4 +8) and tail +9 melee (2d10 +4 plus poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, poison, swallow whole
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 26, Dex 9, Con 14, Int 2, Wis 14, Cha 8
Skills: Hide +4*, Listen +7, Spot +7
Feats: Alertness, Endurance, Power Attack
Environment: Any forests
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

The forest ray, also known as the "forest devil," is a dark green creature that looks like a flying manta-ray. They live in forests, jungles, or other areas of heavy undergrowth, such as the forested areas of the Orc's Head Peninsula and Herath. These clumsy fliers can fly no higher than the treetops, but they can turn sideways to fly between the trees.
Forest rays are solitary predators and gather only to mate.
A forest ray typically ranges over an area of several square miles. It is an opportunistic feeder, so it seldom actively hunts. A forest ray needs surprisingly little food. It has a slow metabolism and goes into a state of hibernation when it has buried itself to wait for prey.
Unlike its cousin the manta ray, the forest devil has sharp, pointed teeth suitable to a carnivore. The forest ray is a fearsome predator. Even jaguars and other large predators avoid it.
A forest ray can weigh as much as 3,000 pounds. Its eyes are on the upper surface of its body. The underbelly has a mouth and a second set of eyes. The upper surface is dark and mottled to match the forest floor, but its underbelly is coloured to match the sky and the treetops. The forest ray can change its colour to provide better camouflage, but this change takes several days to complete. Their pectoral fins are huge, which gives them a bat-like appearance, and they use their short tails as a rudder.
The skin of a forest ray can be cured into a very fine and supple leather. This leather is useful in the manufacture of various magical cloaks and can also be used to make superior book covers. Treasure of prior victims can often be found in its stomach.

Combat
Forest rays usually set up ambushs to catch prey. They will try to quickly engulf their prey and swallow them whole. It uses its tail to stun as many foes as possible and then devour them in succession. They will flee is severely injured.

Improved Grab (Ex): To use this ability, the forest ray must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe.

Poison (Ex): Any creature hit by the taill attack of the forest ray must make a Fortitude save vs DC 16 (Con based) or be stunned for 2d4 rounds. A minute later, they must make a second fortitude save or suffer 1d4 Str and Dex damage as a secondary damage.

Swallow Whole (Ex): A forest ray can try to swallow a grabbed opponent of large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 2 points of acid damage per round. A swallowed creature can climb out of the digestive tract with a successful grapple check. This returns it to the ray’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 20 points of damage (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The forest ray’s interior can hold one Large, two Medium, four Small, eight Tiny, or sixteen Diminutive or smaller opponents.

Skills: A forest ray has a +8 racial bonus to all Hide skill checks. *This bonus increases to +16 if the forest ray is motionless on the ground in the forest undergrowth.

The Red Curse
A forest ray has a 25% chance of having a Legacy. They typically have Legacies that are common to Region 4, such as Duplicate or Regenerate. They will sometimes (10% chance) have Region 3 Legacies. Forest rays do not require cinnabryl.
Traianus Decius Aureus

10-17-06, 04:01 PM
Frelôn
SCMC
Large Dragon
Hit Dice: 10d12+10 (75 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +10/+19
Attack: Claw +14 melee (1d4 +5)
Full Attack: 2 Claws +14 melee (1d4 +5) and bite +12 melee (2d6 +2) and sting +12 melee (1d6 +2 plus Impregnate)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Impregnate, improved grab, rake
Special Qualities: Darkvision 60ft., dragon traits, flight, low-light vision
Saves: Fort +8, Ref +9, Will +11
Abilities: Str 20, Dex 14, Con 12, Int 9, Wis 14, Cha 14
Skills: Hide +5, Intimidate +4, Listen +16, Move Silently +9, Search +13, Spot +16, Survival +9
Feats: Dodge, Flyby Attack, Iron Will, Multiattack
Environment: Temperate forests, hills
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 8
Treasure: See Below
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

The frelôn were originally created by dragons to serve a specific function: to seek and destroy the hated araneas. They have since grown beyond this function, evolving into mysterious, yet very dangerous, creatures.
A frelôn looks like a cross between a dragon and a wasp. Its long, skinny body segments into two sections, though not quite the abdomen-and-thorax arrangement of a normal insect. Two pairs of long legs cause it to stand upright at 7 feet tall. A whip-like tail with a stinger extends from the base of the body, constantly snaking about as if restless to attack. The creature's upper pair of arms end in small claws that are capable of raking attacks and grasping small objects. The dragon-like head seems small for such a large creature, but its dangerous mouth is filled with a double row of tiny but sharp teeth. Head to tail, the creature is armoured with mostly black scales, though it usually has several decorative bands of red or blue circling its lower body or running in striped patterns on the upper body and head. The frelôn possesses a set of wings, similar to those of a dragonfly. These semi-transparent wings shimmer with a hint of reflected colour.
When fighting the araneas, the dragons created a new life form to be the bane of this spider race. They stripped away a part of themselves (and borrowed from a few other creatures) to create the frelôn. They endowed this predatory creature with the desire to seek and destroy the araneas, the Intelligence needed for both surviving in this harsh land and finding the reclusive spider people, and the natural abilities that make the frelôn a deadly hunter. The frelôns were designed as solitary creatures to make destroying large numbers of them at a time almost impossible. Each creature reaches maturity within six months and can then lay eggs, hopefully in an aranea. No mate is required for reproduction. The dominate ability of the parasite is for forcing a host to lead the soon-to-be hatched frelôn to other araneas.
Frelôns threatened aranean settlements for centuries. For quite a bit of that time, the araneas were not even sure what danger they faced. However, when the Immortal patron of the dragons retired from the Conflict, the araneas again possessed a superior wealth of magic.
The araneas also discovered a weakness in the single-minded directive given to the frelôn that they were able to exploit. The dragons had not counted on the dual nature of the araneas. By revealing the aranean humanoid aspect to the frelôns, the araneas managed to confuse them and divert a majority of the threat. In an effort to fulfil their mission of destruction, the frelôns began to hunt all humanoid creatures.
This change of focus spread the frelôns throughout the lands of the Savage Coast and into surrounding areas. Even as far as the Arm of the Immortals, the ee'aar were forced to launch a major campaign to eradicate the frelôn presence there. As the creatures spread, the araneas were also able to bring the menace under some semblance of control in Herath.
Today, frelôns seek the destruction of all humanoid races in their search for araneas. They do not care for treasure or power, taking only what they need to survive. At times they ally with non-humanoid, intelligent creatures.
The frelôns prey on humanoid races of any type and are very dangerous foes. One frelôn, in the absence of any true opposition, can decimate a small village by attacking a few remote homes and planting eggs. Within a few months, dozens of young frelôns swarm the surrounding countryside.
At this point, it is unlikely that the dragons could stop this experiment gone awry, and it is unsure whether they would even want to. Crimson dragons have actually been known to convince frelôns to join them as guardians and servants. Lucky for the humanoid races, the frelôns still remain separate from one another, as they were originally designed. If they were to begin constructing social ties and communities, working together toward their common goal, their power would multiply accordingly.
Fortunately, the races are aware that the frelôn pose a threat to their lives. Larger cities usually post a bounty on the creatures.
Frelôns communicate with each other through buzzes, hums, and clicks. They also know an abbreviated form of Draconic and can still make themselves understood to the descendants of their creators.
Wizards, alchemists and priests will pay well for frelôn body parts because of their usefulness in a variety of magical preparations. Some of the creature's smaller scales are necessary for crimson essence. Pieces of the creature's wings can be used in magic item creation if the item involves flying. The frelôn's brain, if the frelôn is caught young enough, can be used in items that are able to dominate person.
Some parts of the creature do not even require enchantment to be of benefit. The poison from one frelôn is enough to coat a blade three times or an arrow six times. One dose will cause paralysis for 1d4 rounds, negated by a successful Fortitude save vs. DC 16. Some frelôns (25%) possess 5d4 scales which will each act as one ounce of cinnabryl, depleting in the normal fashion. These are formed when a young frelôn is exposed to the magical interaction between cinnabryl and someone possessing a Legacy. These scales are usually the coloured ones up around the head. Once they are depleted, they are of no further use.

Combat
The frelôn attacks mostly for food. It has grown fond of the taste of human and demihuman flesh and eats it as often as possible. The creature prefers aerial combat, where it can wrap its tail underneath and use all four attacks easily. If fighting multiple opponents, the frelôn will fly off with the first one to fall. If the frelôn loses over half of its hit points, it will attempt to flee.
If the frelôn is attacking for the purpose of its created function, if it decides to flee, or if a victim proves too tenacious and the frelôn cannot escape, the creature will rely on its stinging attack. If multiple creatures attack the frelôn at melee range, the frelôn will always attack the first with conventional attack methods and the second with its stinger. After a successful sting attack, the frelôn will withdraw from combat, flying to safety.

Impregnate (Ex): Any sting victim must make a successful Fortitude save vs DC 16 or fall unconscious for 2d4 rounds and suffer 1d4x10 minutes of memory loss. In addition, the stinger inserts tiny eggs into the wound. Unless high-level magic (heal, limited wish, etc.) is used to immediately treat the wound, a young frelôn will eventually emerge and fly away. As most victims do not remember the frelôn attack due to memory loss, they rarely seek the help they need.
Frelôn young begin to hatch after two weeks. At that point the victim suffers 1d4 Con damage and suffers the loss of 1 hit point per day, as several of the tiny young feed on their host and each other. This hp damage does not heal naturally, but may be healed by magic. By the second week, only one frelôn is left, but its continued feeding causes another 1d2 Con damage and the loss of 2 hit points per day. This loss accompanies waves of nausea and muscle pains as if the victim has contracted a disease or a case of food poisoning. During and after the second week, the surviving frelôn can influence its host as per a dominate person spell once every 24 hours. During the third and fourth weeks, the creature limits itself to only 1 hit point every few days (as if the victim might be getting better) though the nausea and muscle spasms will increase slightly.
The young frelôn can actually live in its host for up to one month before emerging for other nourishment. Its emergence forces the victim to attempt a Fortitude save vs. DC20. Failure indicates death, while success limits the effect to 4d8 points of damage. The emergence wound must be treated for disease and magically healed within 48 hours (remove disease, limited wish etc..) or the victim will fall ill, dying within one week unless a wish or heal spell is used.

Improved Grab (Ex): To use this ability, a frelôn must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. A frelôn that has established a hold has a +4 bonus to any sting attack made against its victim.

Rake (Ex): If a frelôn has established a hold with both of its claw attacks, it may make two additional rake attacks against that target with its second pair of claws. These rake attacks have an attack bonus of +14 and inflict 1d3+5 points of damage each.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.

The Red Curse
When a frelôn hatches, it gains any Legacies that its host possesses. Even if the Legacy is dormant in the host, as with the araneas and ee'aar, it becomes active in the frelôn. If the host possesses multiple Legacies, the frelôn gains 1 for every week it remains inside, up to a maximum of 4 Legacies. The creature does not require cinnabryl, nor does it lose any attribute points due to the Red Curse.
Traianus Decius Aureus

10-18-06, 03:55 PM
Ghriest
SCMC
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (+3 Dex)
Speed: fly 70 ft. (good)
Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Base Attack/Grapple: +4/+12
Attack: Beak +7 melee (2d6 +4)
Full Attack: Beak +7 melee (2d6 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Belch flames, impale
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 18, Dex 17, Con 12, Int 2, Wis 12, Cha 11
Skills: Listen +8, Spot +9
Feats: Flyby Attack, Hover (B), Wingover
Environment: Temperate hills, mountains
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 2
Treasure: Pilot Feathers
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

This large flying creature spends its entire life in the air, hunting the skies over the Savage Coast.
The ghriest's body is wedge-shaped, hanging mostly below its extremely wide wingspan. Its large eyes give the creature near-perfect vision, with a 360-degree range. The creature's long, narrow head tapers up into a kind of fin. The ghriest's sharp beak is lined with a row of tiny teeth.
Two feet lay along the underside of the ghriest; atrophied from generations of disuse, these scrawny appendages are weak but agile. The ghriest's body is covered with feathers except on its head and along a bony ridge lining the front of each wing.
Ghriests travel in family units. The creatures carry their eggs with them in belly pouches, transferring both eggs and newborn ghriests back and forth with their nimble feet. Once able to fly on their own, a young ghriest stays with its family for protection for at least six months. Ghriests generally have two young per year. Males tend to be somewhat bigger and more colourful, though the female is the more deadly hunter.
Though its weak legs could not possible maintain its weight, this is not the reason that a ghriest never lands. Strangely, a ghriest cannot land, or it will die. Requiring a constant and heavy flow of air past its breathing cavities, if it were to land, the ghriest would choke to death within a few minutes. Even after the first few seconds, it is unlikely that the creature would have the strength to return to the air.
Ghriests live above the Forbidden Highlands and over the mountains on the Arm of the Immortals. They prefer to soar above hills or mountains, relying on the numerous updrafts to help keep them aloft while eating or mating. They also prefer to stay away from humanoid habitation, with the exception of the ee'aar. The ee'aar have even been known to join the creatures in flight.
Ghriests occupy a spot near the top of the aerial food chain. Ghriests hunt almost anything else in the air. They can be befriended and tamed by ee'aar, but they are occasionally hunted by other races for their feathers. Every ghriest possesses 4d4 "pilot" feathers along its wings with special flying abilities. Arrows and crossbow bolts fletched with these feathers have a 50% bonus to their range increment and are considered masterwork arrows or bolts.

Combat
The ghriest attacks by stabbing an opponent with its long, pointy beak. Despite its sharp, tiny teeth, it never bites. It rarely uses its blelch flames ability unless in grave danger.
When attacking, the ghriest flies above its prey; it then dives toward the target with incredible speed and accuracy, usually impaling the target. After a successful dive, the ghriest uses its feet to pull the victim from its beak. If the victim is still alive, the ghriest then stabs it again while holding on tightly. The ghriest can remain aloft even while carrying a Medium-sized victim.

Belch Flames (Su): Once per day, a ghriest may belch a 20ft cone of flames. These flames cause 4d6 damage, and anyone affected is allowed a Reflex save vs DC 13 (Con based) for half damage.

Impale (Ex): At the end of a charge, a ghriest may impale a Medium or smaller size foe hit by its beak attack. An impaled foe is stuck to the beak of a ghriest and can only free itself with a DC 25 Escape Artist check or Strength check (note the victim will suffer falling damage as the ghriest is always airborne). Each round the victim is impaled it automatically suffers beak damage.
A ghriest may make a grapple check against an impaled victim with a +8 bonus to the check. If sucessful, it has pried the victim from its beak with its claws and is holding it firmly. Subsequent beak attacks against the grappled foe receive a +4 bonus to attack. If the grapple check fails, the victim is dropped.

Scent (Ex): This special quality allows a ghriest to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A ghriest has a +4 racial bonus to all Spot and Listen checks.

The Red Curse
Ghriests never gain Legacies or need cinnabryl.
Traianus Decius Aureus

10-19-06, 04:03 PM
Goatman
SCMC
Medium Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Dagger +7 melee (1d4)
Full Attack: Dagger +7 melee (1d4) or ram +2 melee (1d4 ++0)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Sneak attack
Special Qualities: Darkvision 60ft., mountain dweller
Saves: Fort +2, Ref +7, Will +3
Abilities: Str 11, Dex 18, Con 15, Int 9, Wis 10, Cha 8
Skills: Balance +13, Climb +9, Hide +4, Listen +5, Move Silently +5, Spot +5
Feats: Improved bull rush (B), Weapon finesse (B), Weapon Focus (Dagger)
Environment: Any mountains
Organization: Solitary, Pair, String (2-5 plus 1 3rd level rogue), Patrol (5-20 plus 2-6 3rd level scouts and 1 5th level leader), or Clan (40-60 plus plus 13-20 3rd level scouts, 4-6 5th level leaders, 1 5th level shaman and 1 7th level patriarch )
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +3

A cross between a man and mountain goat, this creature is native to the Black Mountains east of the City-States, but it is becoming more and more common in the Savage Baronies. Smarter than orcs but not as capable as humans, these humanoids still make natural thieves.
Goatmen look like tall, bipedal goats with human arms. They have cloven hooves and powerful lower legs, but their torsos are vaguely humanoid with slender arms jointed like those of humans. The head is that of a mountain goat, with horns growing in a tight curl on each side. Except for the arms, the entire body of a goatman is covered with short, woolly fur ranging in colour from white to black. Their hair grows long and shaggy on the head and down the back, separated into braids with decorative beads and leather strips.
Goatmen are natives of the Black Mountains that lay to the east of the City-States. They live in small communities formed around a family patriarch or matriarch, numbering anywhere from 20 to 60 members per clan.
Clans might lay claim to a particular mountain valley or summit, controlling the terrain for several miles in any direction, but they always remain ready to move should game get too scarce to feed them or a neighbouring clan too powerful to deal with. The clans are fierce rivals, often fighting over borders. In hard times, one clan might try to raid another, but generally the weaker clan moves on to a better location before this happens.
Goatmen try to live near caves, which they use for emergency shelter or a common meeting place. They build simple stone dwellings for each mated couple and their immediate family, usually with a heavy thatch roof. Goatmen raise crops but do not tend them very well; they also hunt for wild game. Occasionally a clan will keep pigs and horses for food.
Evening meals are often a community event, with the patriarch deciding who should supply food and a clan shaman leading the festivities. Goatmen play a variety of simple instruments, and their music is very enthusiastic if not exactly beautiful. They love to sing and dance and will often build up a huge bonfire to supply light for their revelry, which can last well into the night.
In the face of deprivation, the clans sometimes put their differences aside to work together. This usually results in a large raiding force that comes down out of the Black Mountains to attack farms and villages of the eastern City-States, or perhaps the nation of Hule. Currently, under the leadership of Gr'anth Mountainwalker (Rogue 9/Cleric 5), several clans are waging a merciless guerrilla war to rid the hills northwest of Zvornik of all goblins.
In large numbers, goatmen strain any environment. They overhunt regions and their farming methods leach away the soil's nutrients. They fight against any race that appears weak and, often, among themselves. The only qualities that the goatmen have to offer other races are their roguish skills.
At times, small bands of goatmen and even individuals enter the lands of the Savage Coast, seeking work, fortune, and mischief. Goatmen are rare in the Savage Baronies, and are very rare east of Renardy. Their reputation precedes them, so goatmen are not particularly welcome, except by those who are in need of such unscrupulous sorts. However, goatmen are not persecuted except in the Baronía de Narvaez where they are thought to be "spawns of fiends." Goatmen also have a natural dislike for dogs, straining relations with the lupins of Renardy.
Goatmen have a language with so many different dialects that many of them have trouble communicating with each other. However, most of them know Common, speaking with a naturally rough and hoarse voice.

Combat
Goatmen move with both speed and stealth, allowing them to appear from an unexpected direction. In a fight, goatmen rely more on Dexterity than Strength. They will manuever to strike at their opponents’ flanks or from behind if possible.
Goatman are proficient with simple and martial one-handed weapons, and crossbows. Goatmen favour smaller weapons such as daggers, crude short swords, clubs, and maces. A goatman cannot wield a two-handed sword or any bow other than a crossbow. However, goatmen can learn to use firearms. Very few of them possess qualms about using poison, but it is difficult for them to attain. Goatmen are not a proficient with any armor or shields.
Ramming is a natural ability of the goatman, employed in combat only if the conditions are right. Their horns are not suited for goring though incredible strong, and the thick neck muscles of a goatman allow him to absorb incredible amounts of force with no negative effect. They frequently will bull rush with their ram as part of a charge against a foe. This attack is most useful when a person is standing within a few feet from the edge of a cliff or very steep slope.
Using their fast movement and stealth, goatmen usually make a coordinated effort to take advantage of their sneak attack ability. Sometimes, a small group appears ahead of the victims to make noise and draw attention away from the goatmen coming up from behind. If victory is not assured after the first few rounds of fighting, the goatman leader will call for a retreat. A second attack will proceed much like the first, but with a stronger diversionary force. The third attack will almost always be a normal battle, with no surprises. A goatman leader will not usually commit his people to a fight unless they possess overwhelming numbers.

Sneak Attack (Ex): If a goatman can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The goatman’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the goatman flanks her target. This extra damage is 1d6, and it stacks with any sneak attack damage from class levels. Should the goatman score a critical hit with a sneak attack, this extra damage is not multiplied.
A goatman can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The goatman must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A goatman cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Mountain Dweller (Ex): A goatman can move an additional 10ft per round (40ft rather than 30ft) while in mountainous terrain and suffers no movement penalties while moving through such terrain. A goatman in swampy or marshy terrain has a base movement of 20ft per round.

Skills: A goatman has a +4 racial bonus to all Listen and Spot checks. They have a +8 racial bonus to all Climb and Balance checks.

The Red Curse
The Red Curse affects any goatmen who enter the Savage Coast. As they usually come in from the east, goatmen tend to have Legacies from Region 1. Because they require cinnabryl to fight off Affliction, goatmen have been known to be quite ruthless in their efforts to acquire this magical metal.

Goatmen as Characters
Goatmen are exceptional rogues and have rogue as their favored class. There are quite a few goatman barbarians, rangers and fighters as well. Goatmen do have some bards, clerics and druids, but there are very few wizards, sorcerors and paladins among their kind. Goatman clerics may choose two of the following domains: Earth, Travel, or War.
Traianus Decius Aureus

10-20-06, 03:13 PM
Golem, Aelder
SCMC
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares) (can't run)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Leg +9 melee (2d6 +4)
Full Attack: 2 Legs +9 melee (2d6 +4)
Space/Reach: 10 ft./5 ft. (10ft with the legs)
Special Attacks: Glassteel web
Special Qualities: Construct traits, Damage reduction 10/adamantine, darkvision 60ft., gaze immunity, low-light vision, near invisibility, spell-like abilities, spell immunities
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 18, Dex 17, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: Combat Reflexes, Dodge, Lightning Reflexes, Mobility
Environment: Any mountains
Organization: Pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

The ee'aar build these glassteel golems for the express purpose of guarding sacred burial places up in the high mountains. Only ee'aar clerics can create them, and they are always constructed in pairs.
An aelder golem can be created in any of a dozen different forms including a spider, centaur, serpent, and gargoyle. The most common form chosen is a tall, slender spider. The eight segmented legs of this aelder rise 10 feet from the ground before slanting back down three feet to support the multifaceted body. The two forward legs end in pointed, serrated segments. Two spinnerets extend from the rear of the spider body.
Aelder communicate with the ee'aar through a series of shrieks and screeches translatable only by priests. Mythu'nn folk are allowed to hide in aelder webs from predators, so long as they do not try to venture farther into the burial site.

Combat
Aelder golems usually try to remain hidden until the right time to ambush intruders. When they attack, they try to hit their foes with their sharp front legs. They will first and foremost try to prevent further penetration into protected areas, so they will focus their attacks on creatures pushing forward, rather than those retreating out of the grounds.

Glassteel Web (Ex): An aelder golem can spin glassteel webs. These have one of two purposes: the first is a fine, brittle web that is practically invisible. If walked through, the web shatters, alerting all aelder golems within 500ft of the intruders.
The second purpose is to create a tough glassteel web for protection and cover. This creates a flat, vertical glassteel web, up to 100 sqft in area and 1 inch thick. The golem can control the area and thickness of the web (thus it could make a 4" thick, 25sqft area web or a 10" thick, 10sqft area web). The web attachs itself into any surrounding nonliving material if its area is sufficient to do so. The web must always be a flat plane, though the edges can be shaped to fit the space.
The tough glassteel web is transparent and requires a DC 20 Spot check to see (-1 per inch of thickness beyond 1").
Each 5-foot square of the web has 30 hit points per inch of thickness and hardness 10. A section of web whose hit points drop to 0 is breached. If a creature tries to break through the web with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

Damage Reduction (Su): A aelder golem has damage reduction of 10/adamantine.

Gaze Immunity(Ex): An aelder golem is immune to all gaze attacks.

Near Invisibility (Ex): A creature can generally notice the presence of an active aelder golem within 30 feet with a DC 15 Spot check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. An aelder golem that is holding still is very hard to notice (DC 25). Spotting an aelder golem from beyond 30ft requires a DC 25 (+5 per 10ft beyond 30ft) Spot check.
In addition, an aelder golem benefits from partial concealment, and any attacks against it have a 25% chance of missing. Creatures with darkvision cannot see an aelder golem any better than a normal sighted creature.

Spell Immunities (Ex): An aelder golem is immune to any spell or spell-like ability that is based on light (or its absence). In addition, certain spells and effects function differently against the creature, as noted below. A shatter spell affects the aelder golem as if it were a crystalline creature.

Spell-like Abilities (Sp): 3/day: color spray (DC 12), dancing lights (DC11), hypnotic pattern (DC13). The caster level is 10th, and the abilities are wisdom based.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

The Red Curse
Golems cannot gain Legacies, so they do not need cinnabryl.
Traianus Decius Aureus

10-23-06, 02:39 PM
Golem, Glassine Horror
SCMC
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20 ft. (4 squares) (can't run)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee (2d10 +4)
Full Attack: Slam +9 melee (2d10 +4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Cloud of whirling sand, dazzle
Special Qualities: Construct traits, darkvision 60ft., gem healing, low-light vision, spell immunities, slabform, spell-like abilities
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 18, Dex 10, Con -, Int 10, Wis 14, Cha 7
Skills: Hide +3 (+11), Listen +12, Spot +11
Feats: Alertness, Improved Initiative, Power Attack
Environment: Any land
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Another construct of the ee'aar, the glassine horror was an attempt by ee'aar wizards to design a more intelligent golem. They succeeded only too well; the higher Intelligence brought with it a more independent spirit, including an inherent desire for self-preservation.
Glassine horrors are roughly-shaped humanoid figures, approximately 15 feet tall and constructed of a scintillating, gem-like material, light glistening off the facets. It also has to other forms, the first, from which it takes its name, is a sheet of crystalline substance. In this inactive state, it rests across a window or doorway until needed or until a trespasser is detected. The second is a whirling cloud of glistening sand.
Glassine horrors, if commanded by the wizard who created them, are encountered in groups of 1d6 golems. However, most are encountered singly, far from the ee'aar lands. A glassine horror whose master dies is considered a free entity, usually leaving the vicinity. These creatures enjoy working as guards and will serve loyally for the price of a few gems. A glassine horror will adopt a new master with the same guidelines as before: It will not let itself be destroyed, and it expects to be rewarded.

Combat
Glassine horrors are usually in slabform when on duty. Once an opponent has been assessed, it will switch to its normal form or to the cloud of whirling sand. It never fights to its destruction, fleeing if it ever falls below 10% of its starting hit points.

Cloud of Whirling Sand (Su): A glassine horror can assume the form of a whirling cloud of glistening sand at will. This cloud can move at a speed of 90ft but cannot rise more than five feet above any surface. Any creature caught within this 100 cubic-foot cloud takes 2d8 points of damage and must make a successful saving throw vs. spell or be blinded for 2d4 turns.
The cloud is 10 feet wide at the base, 10 feet wide at the top, and 10 feet tall.
The glassine horror’s movement while in cloud form does not provoke attacks of opportunity, even if the horror enters the space another creature occupies.
Creatures caught in the cloud suffer 2d8 damage each round they are in the cloud. An affected creature must also succeed on a Reflex save vs DC 18 (Str based) when it comes into contact with the cloud or be blinded for 2d4x10 rounds.
Creatures in the cloud can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A glassine horror's cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
A glassine horror in whirling sand form cannot make slam attacks and does not threaten the area around it.

Dazzle (Ex): Any creture within 10ft of the glassine horror must make a Will save vs DC 15 (Cha based, +3 racial bonus) or be dazzled. Dazzled foes take a -1 penalty on attack rolls, Search checks, and Spot checks.

Gem Healing (Ex): Glassine horrors may heal them themselves by absorbing gems. Gems heal 1 hit point per 50 gp of their worth.

Spell Immunities (Ex): A glassine horror is immune to any spell or spell-like ability that is based on light (or its absence) and to all electircal attacks. In addition, certain spells and effects function differently against the creature, as noted below. A shatter spell affects the glassine horror as if it were a crystalline creature.

Slabform (Su): At will, a glassine horror may assume the form of a slab of glass, 50 to 100sqft in size, 1 to 6in. thick. In this form it receives a +8 racial bonus to all Hide checks, cannot move, and cannot attack.

Spell-like Abilities (Sp): At will: Light, Polymorph Any Object*, Sunbeam. Caster level is 16th and wisdom based. *Targets only non-living items and can only transform items into into crystal versions of themselves

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Cthulhudrew

10-24-06, 07:47 PM
Just a note here- Dragon #141 has statistics for the Masher in the Savage Tide article. Evidently (I didn't know this before), the Masher first appeared in the 1st Edition Monster Manual. I don't have that book, so I don't know if it is the same Masher that the Kna use or not.
Gazza555

10-25-06, 11:30 AM
Just a note here- Dragon #141 <snip>
That would be Dungeon :) - I just have to wait for it to float across 'the pond' before I can check it out. :(

Regards
Gary
Gazza555

10-25-06, 12:15 PM
And in Dungeon 142

NEXT MONTH IN DUNGEON

MASQUE OF DREAMS
by B. Matthew Conklin III
A masquerade ball at a remote desert oasis turns tragic when the party is crashed by goblin minions of a priestess of Zargon. Can the PCs rescue the kidnapped guests before they vanish into the desert, the latest victims of the Lost City of the Valley of Death? A D&D adventure for 1st-level characters.


And there's another Savage Tide adventure set on the Isle of Dread. So, two Mystaran adventures in one issude of Dungeon - things are looking up. :)

Regards
Gary
BOZ

10-25-06, 12:40 PM
wasn't Zargon also in a magazine issue in the last couple of years?
Gazza555

10-25-06, 12:55 PM
wasn't Zargon also in a magazine issue in the last couple of years?
Yeah in Dragon 315 (http://paizo.com/dragon/products/issues/2004/315).

He went from being a challenge to a basic level party to a CR 18? creature. :)

Regards
Gary
Traianus Decius Aureus

10-25-06, 03:03 PM
Red Golem
SCMC
Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: +0
Speed: 20 ft. (4 squares) (can't run)
Armor Class: 32 (-1 size, +23 natural), touch 9, flat-footed 32
Base Attack/Grapple: +13/+28
Attack: Slam +23 melee (2d12 +11)
Full Attack: 2 Slam +23 melee (2d12 +11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Depletion aura
Special Qualities: Construct traits, Damage reduction 15/adamantine and magic, darkvision 60ft., immunity to magic, low-light vision, spell-like abilities
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 33, Dex 10, Con -, Int -, Wis 12, Cha 16
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Large); 37-54 HD (Huge)
Level Adjustment: -

Red golems resemble iron golems, but they are made entirely out of red steel. Also, these golems are tougher than the iron golem, while weighing only half as much (about 2500 pounds). These golems understand verbal commands and can even differentiate between opponents, attacking the most threatening one first.
While physically powerful, often the most dangerous trait of teh red golem is its depletion aura, which can quickly strip away valuable cinnabryl from its foes.

Combat
A red golem attacks with two heavy punches (which must be aimed at the same opponent as long as that opponent is still standing).
Red golems were also imbued with the ability to taunt their opponents. When one of these golems is attacked with a non-magical weapon or a spell that it is immune to, it mocks its foes and casts crushing despair on them.
Red golems can also shapechange. A golem implements this ability only at the command of its master. By using this ability, the creature can alter its size and basic appearance. Often its master will command the red golem to resemble a humanoid under a heavy cloak.

Depletion Aura (Su): Red golems also radiate an aura that depletes cinnabryl within a 10-foot radius. The cinnabryl is depleted at a rate of one ounce per round, but this aura does not cause victims to enter the Time of Loss or Change.

Damage Reduction (Su): A red golem has damage reduction of 15/adamantine and magic.

Immunity to Magic (Ex): A red 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 an iron golem (as the slow spell) for 1d3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a red golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A red golem gets no saving throw against fire effects.
Please note that a red golem, unlike the iron golem, is not affected by rust attacks, such as that of a rust monster or a rusting grasp spell.

Spell-like Abilities (Sp): At will: Crushing Despair, Shapechange. Caster Level 18th.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Construction
A red golem’s body is sculpted from 2,500 pounds of pure red steel, smelted with rare tinctures and admixtures costing at least 30,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, crushing despair, geas/quest, shapechange, limited wish, caster must be at least 16th level; Price 180,000 gp; Cost 105,000 gp + 8,700XP.
Traianus Decius Aureus

10-26-06, 03:51 PM
Juggernaut, Hulean
SCMC
Gargantuan Construct
Hit Dice: 30d10+60 (225 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple: +22/+49
Attack: Crush and run (See Below)
Full Attack: Crush and run (See Below) and battering ram +33 melee (2d20 +15)
Space/Reach: 30 ft. /15 ft.
Special Attacks: Crush and run, double damage against objects
Special Qualities: Armored transport, battle hardened, construct traits, Damage reduction 25/magic, darkvision 60ft., immunity to fire, low-light vision
Saves: Fort +18, Ref +18, Will +18
Abilities: Str 41, Dex 10, Con -, Int -, Wis 10, Cha 10
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary (plus up to 24 soldiers and a master)
Challenge Rating: 20
Treasure: Triple Standard
Alignment: Always neutral
Advancement: 31-60 HD (Gargantuan); 61-90 HD (Colossal)
Level Adjustment: -

In pursuit of the ultimate war machine, the kingdom of Hule devised this juggernaut. Only the wizards of Hule know how this construct is given life. The Hulean juggernaut is a giant stone building built on a platform with huge, iron-banded wheels. Dimensions vary,but it usually stands about 30 feet wide, 40 feet high, and 40 feet long. Battlements and archer slits are both common features, allowing the juggernaut to carry humanoid soldiers and, thereby, increase its deadly power. Many are also affixed with a battering ram.
Hulean juggernauts often have treasure inside them (as one of the safest places to store spoils of war), but the creature must be killed in order to gain entry. Only its master can command it to allow entrance.
The juggernaut's dependence on its master remains the weak point in its design. While the construct obeys simple verbal commands (like "defend this area," "attack that fortress," or "destroy that army"), it is still answerable only to its creator. If the juggernaut's master is killed, the creature may continue following its last orders indefinitely. Those inside are trapped, and the juggernaut could even turn on its own army now.
At least once, a clever spellcaster has used animate dead to animate the corpse of the juggernaut's master and soldiers, giving him limited control over the now undead-manned war machine.

Combat
A Hulean juggernaut runs over its opponents. The juggernaut can stop, turn, or reverse in the space of one round, allowing it to attack creatures on any side from one round to the next. It will use its battering ram against Large size or larger creatures and against structures it can't flatten under its rollers.
Hulean juggernauts usually carry a complement of soldiers armed with bows, crossbows and pikes. These soldiers may also make attacks during the juggernaut's turn against creatures in range (rear and sides of the juggernaut only for pike attacks).

Crush and Run (Ex): A Hulean juggernaut attacks by rolling over its opponents. Every creature and structure in its path of movement must make a Reflex save vs DC 40 (Str based) or suffer 10d10 damage and be knocked prone. A successful save indicates the victim escaped to the sides of the creature, and the victim should be relocated to the closest square on the juggernaut's side.
A creature may intentionally stay within the juggernaut's path. Doing so causes it to automatically fail the save, but the creature is allowed an attack of opportunity against the juggernaut with a +4 attack bonus. If the attack hits it does double damage and ignores damage reduction.
Should a prone character be located underneath a juggernaut at the start of his turn, he must use a full round action to escape to the closest square outside of the juggernaut or suffer 5d10 damage automatically from the crushing weight. Staying underneath the juggernaut will prevent any movement or spellcasting but will allow the character to attack with a light weapon. A character underneath a juggernaut at the start of the juggernaut's turn automatically suffers 10d10 damage (no save).
Double Damage against Objects (Ex): A Hulean juggernaut that makes a crush and run attack or battering ram against an object or structure deals double damage.

Armored Transport (Ex): A hulean juggernaut is a moving fortress. It may carry up to 24 soldiers and 1 master. Soldiers along the top battlements receive the benefit of cover (+4 AC, +2 Reflex saves) and soldiers manning the arrowslits and murderholes, as well as the juggernaut's master, receive improved cover (+8 AC, +4 Reflex saves, benefits of Improved Evasion). These soldiers may attack independantly of the juggernaut.

Battle Hardened (Ex): A Hulean juggernaut has a +8 bonus to all saving throws (included above).

Damage Reduction (Su): A Hulean juggernaut has damage reduction of 25/magic.

Immunity to Fire (Ex): A Hulean juggernaut has 100% immunity to all normal and magical fire damage.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

10-27-06, 02:36 PM
Grudgling
SCMC
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +2/-3
Attack: Claw +2 melee (1d3 -1)
Full Attack: 2 Claw +2 melee (1d3 -1) and bite -3 melee (1d6 -2)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Pounce
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +7, Will -2
Abilities: Str 8, Dex 18, Con 14, Int 4, Wis 6, Cha 6
Skills: Balance +12, Climb +8, Hide +12*, Jump +13, Listen +2, Move Silently +8, Spot +2
Feats: Alertness (B), Dodge
Environment: Any land
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

These halfling-sized creatures have a combination of feline and human characteristics. Grudglings were originally created to serve as house pets and familiars to rakastas.
Grudglings heads are typically elf, human, or dwarf in appearance, though similarities to other races are not unknown. To most grudgling owners, elven ears and dwarven beards on their pets tend to be favourite features. A grudgling's body resembles that of a large cat, including the natural variations in fur colour and thickness. Yellow-orange colour and sleek pelts are the most common.
Grudglings were created by a talented some say insane rakasta wizard to serve as familiars for the feline humanoids. However, their unsteady morale made them less suitable than desired. Now they survive almost exclusively as pets in rakastan households. Finding a grudgling outside of a rakastan home is very rare, and in the wild rarer still.
Though grudglings have a limited intelligence, these creatures try to assert themselves as being more humanoid than animal, clumsily walking about on their hind legs and using their front paws as hands. These pathetic attempts do appeal to some rakastas, however, who continue to raise and breed them. Despite their delusions, grudglings are almost completely dependent on their rakastan masters.
Grudglings able to exist outside of domestic living are very rare. They invariably possess a Legacy which helps them to survive and are almost always Afflicted due to a lack of cinnabryl. These grudglings are often pitiful, intelligent enough to be unhappy with their plight, but not intelligent enough to do anything about it. A few wild grudglings can be found in the vicinity of most large rakastan settlements, living off refuse or begging for scraps.

Combat
Grudglings are clumsy, awkward beings until threatened or in some way provoked; even then, their skittishness usually send them running. When a grudgling does attack, it drops down to all four legs and springs with feline speed and grace. Their weak claws are little threat, but their large fangs set in an otherwise humanoid mouth deliver a nasty bite.

Pounce (Ex): When a grudgling makes a charge, it can follow with a full attack.

Skills: Grudglings have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Grudglings have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

The Red Curse
Not all (about 50%) grudglings gain a Legacy, but those who do always require cinnabryl to ward off Affliction. Quite often, its master trains it to attack on command, withholding cinnabryl as punishment for fleeing. Even so, only one or two attacks can be expected before the grudgling takes flight.
If the grudgling possesses a Legacy that is not useful to its master, it is often left to fend for itself and perhaps die of the Affliction that follows. The few grudglings that withstand the Affliction are turned out into the wilderness where they lack the skills to survive.
The_Great_Green_God

10-28-06, 06:58 PM
Originally Posted by Enworld Boards
NEXT MONTH IN DUNGEON

MASQUE OF DREAMS
by B. Matthew Conklin III
A masquerade ball at a remote desert oasis turns tragic when the party is crashed by goblin minions of a priestess of Zargon. Can the PCs rescue the kidnapped guests before they vanish into the desert, the latest victims of the Lost City of the Valley of Death? A D&D adventure for 1st-level characters.

And there's another Savage Tide adventure set on the Isle of Dread. So, two Mystaran adventures in one issude of Dungeon - things are looking up. :)

Regards
Gary

I've always been a big fan of the "Lost City." That place was like a mini-campaign with much better politics than any of the previous B series adventures. You just open it up and play until all the hooks where used up -and boy, where there a lot of hooks! I am dying to see how this adventure turns out and is received. One, for purely selfish reasons, but second because it would be cool to see more support for a cool setting that tends to get trampled upon by the current Big Three.

Maybe I'll try and submit something to Dungeon for my other favorite setting in the Known World - The Desert of Sind and the Kingdom of Hume.... the Master of the Desert Nomads! I feel a(nother) sequel coming on!

Wheels within wheels,
GGG

PS Nice thread!
Traianus Decius Aureus

10-30-06, 03:28 PM
Jorri
SCMC
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), swim 60 ft. (12 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Bite +6 melee (1d3)
Full Attack: Bite +6 melee (1d3) and 4 claws +1 melee (1d2)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Furious assault, lock jaw
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 9, Wis 14, Cha 11
Skills: Hide +7, Knowledge (local) +4, Knowledge (nature) +4, Listen +5, Spot +5, Swim +9
Feats: Alertness (B), Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Resembling nothing so much as otters, these creatures can be found in the seas and along the shoreline of the Savage Coast. They can also be a great source of information to those who treat them well and are often quite helpful a crisis.
Jorries are small, ranging from two to four feet in length, with stubby legs for such long bodies. The two rear legs end in large feet with long, webbed toes that can spread wide for stronger paddling. A jorri's crescent-shaped tail and back feet work together in single thrusts to move the jorri through the water quickly. The front claws of a jorri are long and sharp, perfect for prying food out of shells or defending itself. Short, oily fur covers the entire body of the jorri, appearing dark gray with black spots. Jorries have bristly, white whiskers for feeling their way through dark places.
Jorries live and travel in family groups. A jorri couple might have up to three young each year for several years. They make a den along the seashore, padding it with dried rushes or flat grasses. Jorries tend to feed on small fish and mollusks. Borrowing a tactic from their distant cousin, the otter, many jorries also use rocks for cracking the shells of more well-protected food. Jorries are often seen riding waves or sunning themselves on the beach. They love stormy weather, playing out where the water is roughest and along reefs where turbulence makes their diving more exciting. The pleasure they take from such weather does not blind them to its danger for others, however. Jorries will try to warn any ships they see approaching dangerous water; if they can, they will rescue swimmers in trouble or victims of shipwrecks. Some jorries can see through the subterfuge of the sea hermit and will warn potential victims. Though not often, jorries might ask a small service from someone they have saved.
The jorri population is kept down by echyans and a few other large sea predators. Jorries have beautiful pelts, but hunting them is thought to be in very bad taste; sailors actively defend jorries against any hunters.
This fairly intelligent creature can speak a broken version of the common tongue. Its vocabulary contains many nautical terms and colorful expressions, indicating an obvious verbal rapport between jorries and sailors.

Combat
Jorries would rather avoid combat, but they will fight if threatened, sometimes even coming to the aid of others.
When attacking, a jorrie will charge in with a fierce bite and a scrabbling attack of claws, each front claw getting two attacks. If the bite is successful, the jorri locks its jaws and the jorri simply rides along and continues to tear at its opponent with its front claws. Jorries are smart enough to recognize vulnerable areas, and they try to attack spots their opponents might not be able to reach easily (such as the underbelly of a horse).

Furious Assault (Ex): A jorri attacks quickly and furiously with its front claws. Each claw can attack twice during a full round attack.

Lock Jaw (Ex): If a jorri successfully bites a foe, it may lock its jaws on the victim. The victim is allowed a Reflex save vs DC 14 (Dex based) to prevent the jorri from attaching. If the save fails, the victim is considered flat-footed and loses its Dex bonus to AC. Once attached, it is difficult to remove. The jorrie's bite doesn't inflict any additional damage when attached, but its claw attacks have a +2 bonus to hit. The jorrie may be forcibly removed with a successful Str or Escape Artist check vs DC 15 (Str based, +4 racial bonus).

Skills: A jorrie has a +4 racial bonus to all knowledge (local) and knowledge (nature) skill checks. A jorrie gains a +8 racial bonus to any swim check. It may always 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.

The Red Curse
Jorries hardly ever (10%) acquire Legacies. However, if a jorri does acquire a Legacy, it will require cinnabryl to fight off Affliction. Most simply become Afflicted rather than constantly seek this magical metal.
Gazza555

10-31-06, 06:57 AM
Jamie

As I was looking over the conversions for the Monster Lore thread, I noticed that a single Giant Bison does more damage with its trample than a group of 5 do with a stampede! Ok a group of 5 would be a rather small herd and if you have a larger herd it ceases to be an issue.

A solution could be a rewrite of the Stampede ability to something like

Stampede (Ex): A frightened herd of giant bison flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing an initial 4d8 points of damage for the first five giant bison plus an additional 2d8 points of damage for each remaining group of five giant bison in the herd (Reflex DC 21 half ). The save DC is Strength-based.

Regards
Gary
Traianus Decius Aureus

10-31-06, 09:18 AM
That works for me, I'll update the entry.
Traianus Decius Aureus

10-31-06, 02:40 PM
Juhrion
SCMC
Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Claw +12 melee (1d8 +8)
Full Attack: 2 Claw +12 melee (1d8 +8) and bite +7 melee (2d6 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab, inheritor hatred, vermilia infection
Special Qualities: Darkvision 60ft., low-light vision, scent, sprint
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 27, Dex 12, Con 20, Int 2, Wis 14, Cha 8
Skills: Listen +8, Move Silently +5, Spot +8
Feats: Alertness, Power Attack, Track (B)
Environment: Any land
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

These huge, bearlike creatures are completely hairless, covered with a tough, reddish, leathery skin that is actually the detrimental effect of an Armor Legacy. They possess large teeth and short, harpoon-shaped claws. The juhrion normally travels about on all four feet, but it can rise up on its hind legs if it so desires. A juhrion's powerful growls and roars are very raspy and dry, rarely to be mistaken for those of another creature.
Juhrions can roam an area as large as 10 square miles when hunting is sparse, but they do not usually range more than a few miles from their den. Juhrions will eat roots and berries, but only in times of dire need. They prefer rodents, cinnavixens, and voats. When possible, they seek out caves to live in, but they can make do with a hollowed out bed in a thicket.
After its second year, a juhrion takes a mate; usually the male joins the female on her hunting grounds. They produce one or two young per season, always in the spring, keeping the cubs with them for one year. During the second year, the young are turned out to find their own hunting grounds.
Juhrions have a special hatred for Inheritors, whom they can smell up to a mile away. Juhrions seem to realize that Inheritors have a control over their Legacies that these creatures themselves lack, driving them into a frenzy of resentment. Cinnabryl might ease the resentment they hold for Inheritors, but few Inheritors will waste any of this precious metal on a juhrion.
Juhrions are hunted by some humanoids for their skin, which makes fine leather. The blood of a juhrion can also be made into a potion that will heal the effects of vermilia.
Cardinal ticks plague the juhrion, moreso than other animals. Juhrions often develop a symbiotic relationship with the Saragón Lyra bird, possibly the only creature that can safely approach the huge beasts.

Combat
A juhrion will attack when defending its hunting area or hunting for food; they also attack Inheritors on sight. Though they move rather quietly for creatures of their bulk, the juhrion disregards further attempts at stealth and charges in to attack when a potential victim is in sight. Its movement rate increases, allowing it to close the final distance quickly and possibly still surprise its victim.
These creatures attack with both claws and a bite, all three of which do considerable damage. The juhrion's claw attack also has a chance of infecting the victim with vermilia. They also grapple like bears, pinning another creature under its immense bulk while continuing to slash and bite.

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

Inheritor Hatred (Ex): The juhrion gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against inheritors. Likewise, he gets a +4 bonus on damage rolls against inheritors.

Vermilia Infection (Ex): The claws of a juhrion may infect the victim with vermilia.
Disease—injury (claws); Fortitude DC 17 (+1 per Legacy victim possesses); incubation period 1 round; damage 1 hp after incubation, 2 hp the second day, 4 hp the third, 8 hp the fourth, etc, and it prevents natural healing. The save DC is Constitution-based.
Those suffering from vermilia who make their daily save take no damage but still do not naturally heal. Vermilia can only be cured by a Cure disease or a Heal spell applied to the victim, regardless of how many saves are made.

Scent (Ex): This special quality allows a juhrion to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Sprint (Ex): Once per hour, a juhrion can move ten times its normal speed (300 feet) when it makes a charge.

Skills: Juhrions have a +4 racial bonus to all Move Silently checks.

The Red Curse
Juhrions become Afflicted with the detriments of the Armor Legacy without ever gaining the actual powers. While cinnabryl could ward off the Affliction, they are seldom able to acquire this metal.
Traianus Decius Aureus

11-01-06, 04:25 PM
Well, Red October has ended, so we're back to the RC today. SCMC conversions will be posted on "Red" Wednesdays again, starting next week.


Pit Viper
BA, RC 204
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/ 0
Attack: Bite +5 melee (1d4 -1 plus poison)
Full Attack: Bite +5 melee (1d4 -1 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft, low-light vision, scent
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 8, Dex 19, Con 13, Int 2, Wis 12, Cha 2
Skills: Balance +12, Climb +12, Hide +11, Listen +6, Spot +6, Swim +7
Feats: Improved Initiative (B), Weapon Finesse
Environment: Any land
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

A pit viper is a 5' long greenish-grey poisonous snake with small pits in its head. These pits act as heat sensors, with a range of 60ft. The combination of pits and darkvision makes it very hard to fight a pit viper; between its quickness, ability to remain concealed and its senses, it often gains the initiative.

Combat
Pit vipers are only aggressive if they feel threatened. They can be hard to spot, and often they are accidently provoked by people who don't notice them soon enough. Their bite is very poisonous.

Poison (Ex): A pit viper has a poisonous bite that deals initial and secondary damage of 2d4 Con. The save DC is 12 and Constitution-based.

Scent (Ex): This special quality allows a pit viper to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Pit vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A pit viper can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A pit viper 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.
BOZ

11-01-06, 05:04 PM
forgive my ignorance, but what's the RC? :D
Hugin

11-01-06, 06:18 PM
forgive my ignorance, but what's the RC? :D
RC = Rules Cyclopedia ;)
Traianus Decius Aureus

11-02-06, 02:51 PM
Rock Python
BA, RC 204
Huge Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+19
Attack: Bite +9 melee (1d4 +8)
Full Attack: Bite +9 melee (1d4 +8)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Constrict 2d4+12, improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 27, Dex 16, Con 13, Int 2, Wis 13, Cha 2
Skills: Balance +11, Climb +16, Hide +3, Listen +9, Spot +9, Swim +16
Feats: Alertness, Endurance
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: -

This 30ft long snake has brown and yellow scales set in a spiral pattern.

Combat
Rock pythons only attack if threatened or if they are in need of food. They will bite the nearest foe and sttempt to constrict them.

Constrict (Ex): On a successful grapple check, a rock python deals 2d4+12 points of damage.

Improved Grab (Ex): To use this ability, a rock python must hit with its bite 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.

Scent (Ex): This special quality allows a rock python to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rock pythons receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A rock python can always choose to take 10 on a Climb check, even if rushed or threatened. A rock python 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.
Traianus Decius Aureus

11-03-06, 03:57 PM
Sporacle
MA, RC 208
Medium Aberration
Hit Dice: 7d8+28 (59 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: fly 60 ft. (perfect)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +5/+11
Attack: Tentacle +7 melee (1d2 +2 plus paralysis)
Full Attack: 12 Tentacle +7 melee (1d2 +2 plus paralysis) and bite +2 melee (2d10 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death Throes, Paralysis
Special Qualities: All-around vision, Damage reduction 15/slashing or piercing, darkvision 60ft., flight, sporacle immunities, watery regeneration
Saves: Fort +6, Ref +4, Will +7
Abilities: Str 14, Dex 15, Con 18, Int 10, Wis 14, Cha 13
Skills: Hide +7, Listen +9, Search +9, Spot +13, Survival +2
Feats: Alertness, Flyby Attack, Improved Initiative
Environment: Any land
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

The sporacle appears identical to a beholder at first glance: a floating ball-like creature, 5ft in diameter, with a huge gaping mouth and a large central eye above it. Tentacles spout from its entire body. It has siz eyes, positioned evenly about the surface of the body (top, bottom, front, back, sides). It normally keeps all but a few tentacles retracted when not in combat.
Sporacles are often found near sources of fresh water because the creature can heal and regenerate while immersed in freshwater. They can regrow lost body parts, and a severed tentacle placed in water will create a new sporacle. This is their only way to reproduce.
Sporacles prefer humanoids for food, but will eat anything living if need be.
They speak beholder and Common

Combat
Sporacles attack anything coming near them. If the victim is suitable for eating, they will only attack with their tentacles, prefering to paralyze their foes before dining on them. Against less tasty fare, they will bite as well. They focus their attacks on one to two targets at a time to quickly disable their foes.
A sporacle's individual tentacles maybe attacked (AC 16). A sucessful hit will sever a tentacle, but does not affect the creatures hp total. If a sporacle has all of its tentacles severed, will attack with its bite, but will look for an opportunity to flee into water to heal.

Death Throes (Ex): When killed, a sporacle spins rapidly and explodes, sending chunks of its body in a 30ft radius. Every creature within the radius must make a DC 12 Reflex save to avoid the flying body parts. Those that fail are paralyzed as if hit by a tentacle (see below).

Paralysis (Ex): Any creature hit by the spoarcle's tentacle must make a Fortitude save vs DC 17 (Con based) or be paralyzed. The paralysis takes hold on the victim's next turn and lasts for 10 minutes.

All-Around Vision (Ex): Sporacles are exceptionally alert and circumspect. Their eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.

Damage Reduction (Su): A sporacle has damage reduction of 15/slashing or piercing.

Flight (Su): A sporacle can cease or resume flight as a free action. This also grants it a permanent feather fall effect.

Sporacle Immunities (Ex): A sporacle has many immunities. They have 100% immunity to sonic damage and effects. They are immune to poisons and paralysis. They are immune to all mind-affecting spells and spell-like abilities. Sporacles are immune to all spells and spell-like abilities that do not cause direct damage. Damage-causing spells cast at the sporacle simply destroy one tentacle and have no other effect. After the creature's tentacles are gone, damage causing spells no longer harm the sporacle.

Watery Regeneration (Su): A sporacle immersed in fresh water heals wounds at the rate of 3 hp per round. This immersion in water allows the sporacle to regrow its lost tentacles (tentacles regrow in 3 rounds). A severed tentacle placed in water will grow a new sporacle in 60 minutes.
Traianus Decius Aureus

11-06-06, 03:14 PM
Termite, Water: Fresh Water
EX, RC 209
Small Vermin (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: Swim 30 ft. (6 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-6
Attack: Bite +4 melee (1d4 -3)
Full Attack: Bite +4 melee (1d4 -3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Double damage against objects, ink spray
Special Qualities: Darkvision 60ft.
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 5, Dex 14, Con 13, Int -, Wis 10, Cha 2
Skills: Swim +5
Feats: Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Freshwater termites range from 2ft to 5ft long. They are shaped like normal termites, except for an elastic sac in their abdomen that can intake and expel water for movement and feeding. When the sac is completely expanded, the creature looks like a large balloon with a small insect head on the front.
The real terror of these creatures is the destruction they bring to ships. They will quickly cling to wooden hulls and attack them unless stopped.

Combat
Freshwater termites will only bite if cornered. Usually it will use its Ink Spray to help it flee to safety.

Double Damage Against Objects (Ex): A freshwater termite succeeding in a bite attack against an object or structure deals double damage.

Ink Spray (Ex): Above water, a freshwater termite may make a ranged touch attack against a target within 15ft. A victim hit by the spray must succeed at a Fortitude save (DC 12, Con based) or be paralyzed for 2d6 minutes. Underwater, the ink instead forms a spherical cloud roughly 10 ft. in diameter. Creatures inside the cloud are considered blinded unless they move outside of it. The ink cloud will dissipate after 1d4 minutes.

Skills: A freshwater termite 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.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

11-07-06, 03:27 PM
Termite, Water: Saltwater
EX, RC 209
Medium Vermin (Aquatic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (+2 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+2
Attack: Bite +5 melee (1d6 -1)
Full Attack: Bite +5 melee (1d6 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Double damage against objects, ink spray
Special Qualities: Darkvision 60ft.
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 8, Dex 14, Con 13, Int -, Wis 10, Cha 2
Skills: Swim +7
Feats: Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A tougher and larger version of the freshwater termite, the saltwater termite is only found on the open ocean, and more rarely in brackish coastal waters.

Combat
Saltwater termites will only bite if cornered. Usually it will use its Ink Spray to help it flee to safety.

Double Damage Against Objects (Ex): A saltwater termite succeeding in a bite attack against an object or structure deals double damage.

Ink Spray (Ex): Above water, a saltwater termite may make a ranged touch attack against a target within 15ft. A victim hit by the spray must succeed at a Fortitude save (DC 13, Con based) or be paralyzed for 2d6 minutes. Underwater, the ink instead forms a spherical cloud roughly 10 ft. in diameter. Creatures inside the cloud are considered blinded unless they move outside of it. The ink cloud will dissipate after 1d4 minutes.

Skills: A saltwater termite 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.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
BOZ

11-07-06, 05:34 PM
RC = Rules Cyclopedia ;)

hello - duh! :)
Traianus Decius Aureus

11-08-06, 05:44 PM
Nikt'oo
SCMC
Large Animal (Aquatic)
Hit Dice: 3d8+18 (31 hp)
Initiative: +0
Speed: 15 ft. (3 squares), swim 60 ft. (12 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +2/+13
Attack: Bite +8 melee (3d4 +7)
Full Attack: Bite +8 melee (3d4 +7)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Amphibious, low-light vision
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 24, Dex 10, Con 20, Int 2, Wis 10, Cha 2
Skills: Listen +3, Spot +3, Swim +15
Feats: Endurance, Improved critical (bite) (B), Toughness
Environment: Any aquatic, forests
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

These large, turtle-like creatures serve as mounts for the more intelligent tortles. Nikt'oos are amphibians, and their shells are just hard layers of leathery skin underlaid with large, bony plates. The skin of a nikt'oo is usually olive, and its back is spotted with brown and yellow. Their large, round eyes are deep black in colour. Nikt'oos are longer and stronger than horses, though only half as high. An adult female nikt'oo will often weigh more than 2,500 pounds.
Their feet make nikt'oos slow land creatures, though they can swim faster than many fish (above or under the water). These strong creatures can work for days without rest and, at half their normal movement, swim indefinitely (eating and even sleeping while they move, waking just long enough to make course corrections).
Most nikt'oos are domesticated and can be found in the company of tortles or snappers. The small number of wild nikt'oos tend to be very skittish of humanoids, fleeing if given an opportunity. During mating season, all nikt'oos become aggressive and bad tempered.
Wild nikt'oos who reach adulthood live for about 90 years, while domestic nikt'oos often live as long as 150 years. Female nikt'oos each lay 5d6 eggs every year, burying the eggs above the tide line on a warm beach. Hatchlings are extremely vulnerable to disease, ecological contamination, and sea predators. In the wild, less than 5% of nikt'oo offspring survive to reach adulthood.
Male nikt'oos spend most of their lives in the water; they weigh so much that they dislike leaving the water. They will leave the water if the female is threatened while egg-laying.
The male and female nikt'oos bellow to each other while the eggs are being laid, providing constant reassurance. Otherwise, the nikt'oos never make any vocal sounds.
For the most part, nikt'oos subsist on jellyfish, molluscs, and seaweed. They are not edible by most humanoid races, but snappers sometimes eat them.
Sailing ships sometimes encounter nikt'oos far out in the ocean. Nikt'oos out in the ocean seem to be more relaxed and will sometimes swim parallel to a sailing ship. Sailors believe that a major curse will befall anyone who kills such a nikt'oo.
A properly trained female nikt'oo can be used as an amphibious beast of burden, capable of carrying goods in the water and on land.

Combat
A nikt'oo can deliver a vicious bite. These giant creatures are usually quite passive, not biting unless severely provoked. However, they can be trained to bite on command. Evil snappers often train their mounts to behave this way.

Amphibious (Ex): A nikt'oo can breathe while in air and while submerged in water.

Skills: A nikt'oo 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.

Carrying Capacity: A nikt'oo can carry 700lbs as a light load, 701 to 1400lbs as a medium load and 1401 to 2100lbs as a heavy load.

The Red Curse
Nikt'oos acquire Legacies and require cinnabryl. Because most nikt'oos cannot acquire this magical metal, they have a high percentage of Affliction.
BOZ

11-08-06, 07:48 PM
klaatu, barata...?
Cthulhudrew

11-09-06, 03:28 PM
Rather than start a new thread, I thought I'd pose this question here:

The MMII version of the Kopru has it as a Monstrous Humanoid. I'd have thought they'd be aberrations (not unlike the Illithid) rather than MHs- they are very similar to the illithid, and they don't even have a pair of legs!

Does anyone know offhand whether this decision was ever addressed anywhere by designers or something? Or have some insight to offer as to why this is the case?
Traianus Decius Aureus

11-09-06, 03:42 PM
Rather than start a new thread, I thought I'd pose this question here:

The MMII version of the Kopru has it as a Monstrous Humanoid. I'd have thought they'd be aberrations (not unlike the Illithid) rather than MHs- they are very similar to the illithid, and they don't even have a pair of legs!

Does anyone know offhand whether this decision was ever addressed anywhere by designers or something? Or have some insight to offer as to why this is the case?

Good question, I would have personally made it an aberration too. My rule of thumb for Monstrous Humanoid is roughly humanoid in form (arms, legs, head- anthropomorphic generally) with some monsterous trait(s) (insect head, stinger tail etc...). If the interest is there, I could revisit them for our Mystaran setting when I get into PC3.
Traianus Decius Aureus

11-15-06, 04:24 PM
Saragón Lyra Bird
SCMC
Fine Magical Beast
Hit Dice: 1/8d10 (1 hp)
Initiative: +8 (+8 Dex)
Speed: fly 50 ft. (perfect)
Armor Class: 26 (+8 size, +8 Dex), touch 26, flat-footed 18
Base Attack/Grapple: 0 /-21
Attack: ---
Full Attack: ---
Space/Reach: 1/2 ft. /0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Bane of parasites, curse, darkvision 60ft., flight, low-light vision, protective aura
Saves: Fort +2, Ref +10, Will +1
Abilities: Str 1, Dex 27, Con 11, Int 2, Wis 12, Cha 19
Skills: Hide +24, Listen +9, Move Silently +9, Spot +9
Feats: Alertness
Environment: Any land
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: -

The Saragón Lyra bird is a tiny, colourful bird about the size of a hummingbird. It has a long, pointy beak which it uses to prey upon small insects, especially parasites like cardinal ticks and Inheritor lice. Mages of Saragón (possibly with the surreptitious aid of an Immortal) once created these beautiful birds to rid their land of parasites attracted to cinnabryl, Legacies, and vermeil. Their attempt was partially successful. The Lyra bird reduces a host's parasitic infestation as best it can. The Lyra bird then flies away and seeks other creatures with an infestation.
The Saragón Lyra bird is usually found in the company of another creature. It is rare to see more than one Lyra bird in an area, although occasionally a mated pair will share the same territory or symbiont. Mated pairs build beautiful, fragile egg-shaped nests, covered with lichens, spider webs, and small pieces of bark. Eggs are incubated only by the female. Males are slightly smaller than females, but in spite of their tiny size, they are fiercely territorial. They will do their best to chase other Lyra birds out of their nesting area.
Legend states that "no man may strike another" if a Lyra bird is singing within hearing distance. This is not true, but the power of belief is so strong that fights will often instantly stop if a Lyra bird starts singing nearby. The Lyra bird is often seen as a symbol of peace and hope.
The marvellous song of the Lyra bird often attracts parasite-infested creatures like voats, cinnavixens, juhrions, or even sometimes a Slagovich juggernaut. Once attracted, these creatures may develop a symbiotic relationship with the Lyra bird, which relieves them of their parasitic afflictions by eating the parasites. The bird dies if deprived of its diet of parasites for a whole week.
Killing a Lyra bird will bring a mild curse upon the culprits. The curse can often be lifted if the victim performs an appropriate penance as directed by a high-level druid.
A Lyra bird in captivity will quickly sicken and die. Killing a Lyra bird in this fashion is rumoured to bring a permanent, debilitating curse.
Lyra birds are brightly coloured and iridescent, commonly metallic green or blue on top. The throat of the male lyra bird is often glittering red, blue, emerald-green, or greenish-bronze. The underbelly is usually white, although some lyra birds have a soft tan underbelly.

Combat
Saragón Lyra birds are peaceful creatures and do not attack other creatures. If threatened and unable to flee, they will sing and use their spell-like abilities to gather defenders or subdue those that would hurt them.
Charisma is their primary spell-casting attribute.

Bane of Parasites (Ex): Saragón Lyra birds can help creatures recover from the affects of a cardinal tick or inheritor lice infestation. Creatures so helped will be free of the parasites in 2-6 days, during which time the victim automatically makes their save against the disease.

Curse (Ex): Any creature that kills a Saragón Lyra bird is immediately cursed. This curse inflicts a -2 penalty to all of the victim's attack, damage, save and skill check rolls. There is no save allowed. The curse may be lifted through a remove curse spell, limited wish, wish or atonement. Treat the bird's CL as 20th.
More severely, any creature that holds a Saragón Lyra bird in captivity and kills it is immediately and permanently suffers from the Afflictions of its legacies. Only an atonement spell, followed by a miracle spell can ever lift this serious curse.

Flight (Ex): A Saragón Lyra bird can cease or resume flight as a free action.

Protective Aura (Su): A Saragón Lyra bird is permanently surrounded by a magic circle against evil spell-like effect. Dispel effects and similar magics can only drop this aura for one round, and the bird may reactivate it the next round as a free action.

Spell-like Abilities (Sp): A Saragón Lyra bird can use the following spell-like abilities when it sings: 3/day- dominate person, dominate monster, and animate plants. Caster level is 20th.

Skills: Saragón Lyra birds have a +4 racial bonus to all Spot and Listen skill checks.

The Red Curse
Lyra birds never acquire Legacies or require cinnabryl.
Traianus Decius Aureus

11-16-06, 02:29 PM
Toad, Rock/Cave
CO, RC 209
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6 +1)
Full Attack: Bite +3 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Hypnotic eyes
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 12, Dex 14, Con 13, Int 2, Wis 9, Cha 5
Skills: Hide +12, Jump +5, Listen +1, Spot +1
Feats: Dodge, Toughness
Environment: Cold and Temperate deserts, mountains, and underground
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A rock toad, or "cave toad", lives in rocky, cold regions such as high mountains or frozen deserts. It can also be found in cool underground caverns and caves in temperate climites. It is about the size of a large dog, weighs 150 pounds, and carries a hard, bumpy shell on its back (like a turtle). On its head, it has bulging, multi-faceted eyes similar to a fly's. The eyes give off a faint glow, and the glow lasts up to 3 hours after the creature dies.
Rock toads usually attack only when hungry, but that is most of the time. They will attack anything they think they can eat.

Combat
When attacking, a rock toad bites with its horny, beaked mouth.

Hypnotic Eyes (Ex): A rock toad's eyes can fascinate any creature within 30ft looking at it. Victims looking at the rock toad may make a Will save vs DC 12 (Cha based, +4 racial bonus) or become fascinated for 2d4 rounds. This save must be made each round a character looks at the toad.

Skills: Rock/Cave toads have a +4 racial bonus to all Jump checks and a +8 bonus to all Hide checks.
Traianus Decius Aureus

11-17-06, 03:30 PM
Weasel, Giant
CO, RC 212
Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares), climb 20 ft. (4 squares)
Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Base Attack/Grapple: +3/+9
Attack: Bite +5 melee (2d4 +2)
Full Attack: Bite +5 melee (2d4 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Attach
Special Qualities: Darkvision 30ft, low-light vision, scent
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 15, Dex 17, Con 18, Int 2, Wis 12, Cha 5
Skills: Balance +13, Climb +10, Escape Artist +5, Hide +2, Listen +5, Move Silently +7, Spot +5
Feats: Agile, Alertness, Track (B), Weapon Finesse (B)
Environment: Any forests, underground
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

A giant weasel is 8'-9' long and covered with a richly colored fur of white, gold or brown. These quick and vicious predators hunt alone or in small groups.
Giant weasels are excellent trackers and can track by scent. They pursue wounded prey in preference to all others.
Giant weasels typically live underground in tunnels, but may be found above ground at night.

Combat
Giant weasels are stubborn and ferocious hunters. They attack with a nasty bite and attach themselves to the victim, until the victim dead, or they are killed or forcebly removed. They do not fear anything their size or smaller.

Attach (Ex): If a giant weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 10. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Scent (Ex): This special quality allows a giant weasel to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Giant weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
Traianus Decius Aureus

11-20-06, 03:05 PM
Whale, Narwhal
CO, RC 212
Large Magical Beast
Hit Dice: 12d10+72 (138 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+20
Attack: Horn +18 melee (2d6 +7)
Full Attack: Horn +18 melee (2d6 +7)
Space/Reach: 10 ft. /5 ft. (10ft with horn)
Special Attacks: -
Special Qualities: Blindsight 120ft, darkvision 60ft., detect evil, hold breath, low-light vision
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 19, Dex 17, Con 23, Int 10, Wis 21, Cha 18
Skills: Listen +19*, Spot +19*, Survival +11, Swim +20
Feats: Alertness, Die Hard, Dodge, Endurance, Run
Environment: Any aquatic
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 7
Treasure: Ivory (1d6 x 1,000 gp)
Alignment: Usually Lawful Good or Lawful Neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

The narwhal is 15' long, gray to white in color, and has an 8' long spiral horn on its head (like a unicorn). It is an intelligent magical creature, very independant and secretive.
Knowledgable sailors view these creatures as a sign of good luck and do not take kindly to people that harm them. Wearing narwhal ivory is considered a mark of ill-favor among sailors, and will likely result in the offender being removed from the vessel.

Combat
Narwhales are peaceful creatures unless they or other peaceful sealife are threatened. When attacking they will try to lance their foes with their horn, charging if possible. The horn is a +3 magic weapon, though its power fades if removed from the narwhal.

Blindsight (Ex): A narwhal can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow it to locate objects and creatures within 120 feet. A silence spell negates this and forces the narwhal to rely on its vision, which is approximately as good as a human’s.

Detect Evil (Sp): This special ability duplicates the effects of a detect evil spell. It can be cast at will.

Hold Breath (Ex): A narwhal can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: A narwhal 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. *A narwhal has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
Traianus Decius Aureus

11-21-06, 02:58 PM
Yellow Mold
BA, RC 213
(CR 6): This dungeon peril is a dangerous variety of fungus. Yellow mold devours wood, leather and other organic materials but does not harm metal or stone. Bright yellow, and powdery, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It releases spores when it detects movement (and possible food) or is disturbed. Even the hardiest adventurers will succumb to the mold and its deadly spores if multiple patches are repeatedly disturbed.

Yellow mold covers an area in 10ftx10ft square patches. Often there are up to 1d8 patches in an affected area. Each character disturbing (by movement, attack, damage-causing spell, etc…) a 10-foot square of yellow mold must make a Reflex save vs DC15. A failed save indicates a 10ft x10ft x10ft spore cloud is released. Any creature caught in the cloud suffers 1d4 damage from the spores attacking its flesh, and suffers 1d8 non-lethal damage from choking and difficulty breathing each round they are in the cloud. A cloud lasts two rounds and any spellcasting while in the cloud requires a DC 15 Concentration check. A patch of yellow mold may release up to 4 spore clouds per round, and the effects are cumulative.

Anything or attack that causes more than 2 hp of fire damage can destroy a patch of yellow mold. It takes a full round action to destroy a patch of yellow mold with fire. Area attacks such as a fireball willsucessfully remove all yellow mold from its area of effect.
Traianus Decius Aureus

11-27-06, 03:10 PM
Minion of Chaos
Dragon 180
These chaotic denizens of Limbo were lost souls once and still have the statistics and abilities of the characters or monsters they once were. They can harness the chaotic energies of Limbo to alter the reality of the plane to increase its personal power.
A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat. Creatures of Chaos are fiercely competitive and aren’t known to form alliances. Coercion and fear are the only motivations for any such creature to obey another.

Creating a Minion of Chaos
Minion of Chaos is an acquired template that can be added to any Chaotic Neutral or Evil creature on the Plane of Limbo that has defeated a Minion of Chaos with 10HD or more.

Size and Type: The creature’s type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. The creature’s size remains the same. It retains any subtypes it possesses and gains the Extraplanar and Chaotic subtypes. It does gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: Natural armor bonus increases by +1 (this stacks with any natural AC bonus possessed).

Base Attack: Same as the base creature.

Attack: Same as the base creature.

Full Attack: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A Minion of Chaos keeps any special attacks of the base creature and gains the following special attacks:

Alter Reality (Sp): At wil and as a free action, a Minion of Chaos can alter the perceptions of its victims within a 1ft/HD sphere and a range of up to 10ft per HD. It cannot be used to directly affect a victim, but the Minion can use this ability to shape its surroundings, create nonmagical, nonliving objects, and build itself a lair in Limbo’s wilderness or cities.
The victim is allowed a Will save vs DC (10 + ½ HD + Cha mod). If the victim fails the save, the altered reality becomes real (ie a Minion is damaged and alters reality to appear as if it healed instantly; if the save fails the Minion will really heal.) If attacked by a group, every creature must fail its save in order for it to turn into reality.

Lifeforce Healing (Su): A minion of Chaos may devour the soul of any lost soul it defeats. A Minion of Chaos heals 1 hp per HD of a devoured lost soul.

Spell-like Abilities (Sp): A Minion of Chaos may use the following spell-like abilities: At will: dimension door, shapechange.

Special Qualities: A Minion of Chaos retains the special qualities of the base creature. A Minion of Chaos gains the following special qualities.

Create Poltergeist (Su): As a standard action, a Minion of Chaos may create a 12 HD poltergeist. The created poltergeist is under the control of the Minion. The Minion immediately loses 10% of its hp (5 hp minimum). The created poltergeist may materialize on the Prime Plane as its creator wishs.

Land of the Living (Su): A Minion of Chaos may travel to the Prime Plane if it finds a gate to it. On the Prime Plane, a Minion of Chaos gains the Incorporal subtype. It may remain on the Prime Plane for up to 1 hour/HD. If it stays longer, it is destroyed. Minions of Chaos can return to Limbo at will.

Saves: Base saves are the same as base creature.

Abilities: Increase from the base creature as follows: Cha +4. As an undead creature, a Minion of Chaos has no Constitution score.

Skills: Minions of Chaos have a +8 racial bonus on Hide, Listen, Move Silently, Search and Spot checks. Otherwise, they are the same as the base creature.

Feats: Same as the base creature.

Environment: Plane of Limbo
Organization: Solitary
Challenge Rating: Same as the base creature +2.
Treasure: None
Alignment: Always chaotic (neutral or evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
maddog

11-27-06, 03:55 PM
Does anyone have a count of how many monsters Traianus has converted? Must be well over 300 or more.

--Ray.
stanles

11-27-06, 07:19 PM
Does anyone have a count of how many monsters Traianus has converted? Must be well over 300 or more.

--Ray.

I think the last one was number 364.
maddog

11-27-06, 08:02 PM
I think the last one was number 364.

:shocked: .....but really happy about it! :) I tip my hat to you, Traianus! :tiphat:
BOZ

11-27-06, 08:25 PM
I think the last one was number 364.

good lord! one more and he'll have a year. ;)
Traianus Decius Aureus

11-28-06, 03:30 PM
Master of Chaos
Dragon 180

These chaotic scrouges of Limbo were Minions of Chaos once and are much more powerful. They can harness the chaotic energies of Limbo to alter the reality of the plane to increase its personal power. They are cruel and wicked, seeking the destruction of all lost souls, particularly those that escape the confines of Limbo. They create discords to be their eyes and ears. They create poltergeists and apparitions for revenge on the living and to further their goals on the Prime Plane.
A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat. Creatures of Chaos are fiercely competitive and aren’t known to form alliances. Coercion and fear are the only motivations for any such creature to obey another.

Creating a Master of Chaos
Master of Chaos is an acquired template that can be added to any Minion of Chaos that has defeated a Master of Chaos.

Size and Type: The creature’s type remains the same. The creature’s size remains the same. It retains any subtypes it possesses. It does gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Natural armor bonus increases by +1 (this stacks with any natural AC bonus possessed).

Base Attack: Same as the base creature.

Attack: Same as the base creature.

Full Attack: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A Master of Chaos keeps any special attacks of the base creature and augments/gains the following special attacks:

Alter Reality, Greater (Sp): At will and as a free action, a Master of Chaos can alter the perceptions of its victims within a 10ft/HD sphere and a range of up to 100ft per HD. It cannot be used to directly affect a victim, but the Master can use this ability to shape its surroundings, create nonmagical, nonliving objects, and build itself a lair in Limbo’s wilderness or cities.
The victim is allowed a Will save vs DC (10 + ½ HD + Cha mod + 4 racial bonus). If the victim fails the save, the altered reality becomes real (ie a Master is damaged and alters reality to appear as if it healed instantly; if the save fails the Master will really heal.) If attacked by a group, every creature must fail its save in order for it to turn into reality.
Unlike the Minion’s version of the ability, a Master can use this ability anywhere. This ability replaces the Minion’s Alter Reality.

Chaotic Aura (Su): A Master of Chaos projects a chaotic aura 30ft from him. Any creature within the aura temporarily loses 6 points of Wisdom. These points immediately return once out of the aura.

Lifeforce Healing, Greater (Su): A Master of Chaos may devour the soul of any lost soul it defeats. A Master of Chaos heals 2 hp per HD of a devoured lost soul. This ability replaces the Minion’s Lifeforce healing.

Spell-like Abilities (Sp): A Master of Chaos may use the following spell-like abilities: At will: dimension door, shapechange, telekinesis; 3/day: confusion, reverse gravity, maze.

Special Qualities: A Master of Chaos retains the special qualities of the base creature. A Master of Chaos augments/gains the following special qualities.

Create Apparition (Su): As a standard action, a Master of Chaos may create a 10 HD apparition. The created apparition is under the control of the Master and the Master is able to see, listen, and control the apparition at will from Limbo. The Master immediately loses 10% of its hp (5 hp minimum). The created apparition may materialize on the Prime Plane as its creator wishs.

Create Discord (Su): As a standard action, a Master of Chaos may create a discord. This costs the Master 1 hp, which cannot be healed until the discord is killed or absorbed by the Master. The master has complete control of the discords, and has a telepathic bond with them. A master can have a number of discords in existence up to ½ its hp.

Create Poltergeist (Su): As a standard action, a Master of Chaos may create a 12 HD poltergeist. The created poltergeist is under the control of the Master. The Minion immediately loses 10% of its hp (5 hp minimum). The created poltergeist may materialize on the Prime Plane as its creator wishs.

ESP (Su): A Master of Chaos can read the mind of any creature within 60ft as a standard action. Unlike telepathy, no communication between the Master and the victim can occur.

Land of the Living, Greater (Su): A Master of Chaos may travel to the Prime Plane if it finds a gate to it (or creates one when a lost soul escapes). On the Prime Plane, a Master of Chaos gains the Incorporal subtype. It may remain on the Prime Plane for up to 1 day/HD. If it stays longer, it is destroyed. Masters of Chaos can return to Limbo at will. This ability replaces the Minion’s Land of the Living ability.

Soul Hunter (Su): A Master of Chaos can sense when a lost soul has escaped Limbo for the Prime Plane. The range of this sense is 1 mile per HD. When sensed, the Master may open a gate to the Prime Plane, leading to a location within 1d4 miles of lost soul. The Master is able to discover the general direction of the lost soul by concentrating for a full round.

Spell Resistance (Ex): A Master of Chaos has Spell Resistance equal to 10 + HD.

Saves: Base saves are the same as base creature.

Abilities: Increase from the base creature as follows: Cha +4.

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Plane of Limbo
Organization: Solitary
Challenge Rating: Same as the base creature +3.
Treasure: None
Alignment: Always chaotic (neutral or evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
Traianus Decius Aureus

11-28-06, 03:44 PM
good lord! one more and he'll have a year. ;)

:bigeyes: That is a lot of monsters....

Which brings me too this:
Most (almost all in fact) of the RC monsters are done. There are a few left (Dragon Rulers) that I need to think about how to convert still.

The Savage Coast monsters have a bunch left for conversion, I will keep doing one of them per week right now.

Gold Box/ WotI: the Exalted creatures remain, and I need to work out how to make them work before converting them.

Odds and Ends left in the Gaz/PC series, Adventures and Dragon/Dungeon. These are probably top priority right now. Some things I need from the community: Seal, Fur stats and brief description from Dungeon #6 pg. 63, and the issue of Dragon were the Vulcanian Sloth appeared.

All in all, its been a blast! And the end is still not in sight...
gawain_viii

11-28-06, 05:04 PM
Its funny to note that in 4 Monster Manuals (and one on the way, next year), the Fiend Folio, and tons of monsters introduced by the handful in various suppliments, that nearly 500 (if not more) creatures were skipped over--and thats just Mystara. Think of all the monsters that were favored of the other dead worlds. And they're busy inventing new monsters--it's kinda like exploring the far reaches of space before the surface of our own Earth has been mapped.

Food for thought,
Roger
BOZ

11-28-06, 05:50 PM
there are quite a few left, yes, and most people have no idea. granted, a good half of them are already covered or would not make much sense in 3.5 rules, but half of hundreds is still hundreds. :)
Gazza555

11-29-06, 04:53 AM
Seal, Fur stats
There are seal stats in Stormwrack if that is of any use. If you don't have the book I can post the relevant info.

I presume its for the wereseal?

There's also the selkie in the Fiend Folio thats fairly similar to a wereseal.

Regards
Gary
Traianus Decius Aureus

11-29-06, 09:03 AM
There are seal stats in Stormwrack if that is of any use. If you don't have the book I can post the relevant info.

I presume its for the wereseal?

There's also the selkie in the Fiend Folio thats fairly similar to a wereseal.

Regards
Gary

I have seen it listed as an OD&D creature, and I don't have access to old Dungeon mags to check it out. I'm assuming it is similar to a seal, but with a minor twist. Whether or not it would be a good base for the wereseal... I can't tell. If it is just a regular seal, I'll reference the one in Stormwrack (on the whole a good supplement).
Gazza555

11-29-06, 09:44 AM
I have seen it listed as an OD&D creature, and I don't have access to old Dungeon mags to check it out. I'm assuming it is similar to a seal, but with a minor twist. Whether or not it would be a good base for the wereseal... I can't tell. If it is just a regular seal, I'll reference the one in Stormwrack (on the whole a good supplement).
I think I know the one you mean now, IIRC its a seal with a very furry coat! Didn't start buying dungeon until fairly recently (112), so I can't help. :(

Regards
Gary
BOZ

11-29-06, 09:49 AM
Shade might be able to help you.
Gazza555

11-29-06, 10:46 AM
Shade might be able to help you.
That he might :)

Regards
Gary
Gazza555

11-29-06, 11:24 AM
Thanks to those helpful chappies on Enworld :)

See this thread. (http://www.enworld.org/forums/showthread.php?t=181626)

Unfortunately no description yet.

Seal, fur

AC: 7
HD: 3
Move: 120'(40'), swim 240' (80')
#AT: 1 butt
Dmg: 1-6
Save: F1
ML: 5
AL: N
Source: New

Regards
Gary
Traianus Decius Aureus

11-29-06, 03:36 PM
Lost Soul
Dragon 180
These denizens of Limbo are the souls of the dead that have yet to find peace on their immortal’s homeplane or be returned to their body. They still have the statistics and abilities of the characters or monsters they once were. They possess reflections of all equipment and weapons they carried while alive.

Creating a Lost Soul
Lost Soul is an acquired template that can be added to any creature that arrives on the Plane of Limbo as a result of its death.

Size and Type: The creature’s type changes to Deathless. Do not recalculate base attack bonus, saves, or skill points. The creature’s size remains the same. It retains any subtypes and gains the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Note that the creature’s type returns to normal if it ever enters its body.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Base Attack: Same as the base creature.

Attack: Same as the base creature.

Full Attack: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A Lost Soul keeps any special attacks of the base creature.

Special Qualities: A Lost Soul retains the special qualities of the base creature. A Lost Soul gains the following special qualities.

Lost to the Living (Su): A Lost Soul is completely invisible and unable to communicate with or manipulate anything on the Prime. It is even undetectable through magic.

Prayers of the Living (Su): Prayers said by the living for the Lost Soul can greatly aid the Lost Soul. Benefits vary by the type of prayer, as well as the length and frequency of the prayers. Suitable benefits include protection from chaos or evil, bless, shield of faith, shield of law, and righteous might, or alternately they could help provide guidance to help the soul find peace or avoid danger.

Return to the Living (Su): A Lost Soul may travel to the Prime Plane if it finds a gate to it. A Lost Soul enters the Prime at the spot in which it died. If it finds its body (and it is in reasonably good condition, the Lost Soul may re-enter the body by succeeding on a Constitution check. It may attempt this up to three times.
Should the body be destroyed or be otherwise unsuitable for reviving, or the Lost Soul fails to revive its body three times, the Lost Soul must make a Wisdom check. If it succeeds, the Lost Soul immediately returns to Limbo. If it fails, the Lost Soul becomes a ghost.
A Lost Soul immediately enters its body if subject to a raise dead or resurrection spell.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massiye damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.


Saves: Base saves are the same as base creature.

Abilities: As a deathless creature, a Lost Soul has no Constitution score (it returns if the soul enters its body again.)

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Plane of Limbo

Organization: Solitary

Challenge Rating: Same as the base creature.

Treasure: None

Alignment: As base creature.

Advancement: By character class.

Level Adjustment: Same as the base creature
BOZ

11-29-06, 03:38 PM
Thanks to those helpful chappies on Enworld :)

See this thread. (http://www.enworld.org/forums/showthread.php?t=181626)

Unfortunately no description yet.

Seal, fur

AC: 7
HD: 3
Move: 120'(40'), swim 240' (80')
#AT: 1 butt
Dmg: 1-6
Save: F1
ML: 5
AL: N
Source: New

Regards
Gary

and, apparently, there was no description in the first place.
Traianus Decius Aureus

11-29-06, 03:39 PM
Thanks to those helpful chappies on Enworld :)

See this thread. (http://www.enworld.org/forums/showthread.php?t=181626)

Unfortunately no description yet.

Seal, fur

AC: 7
HD: 3
Move: 120'(40'), swim 240' (80')
#AT: 1 butt
Dmg: 1-6
Save: F1
ML: 5
AL: N
Source: New

Regards
Gary

Thanks Gary! It will be a few days before I will be converting it, but this helps a lot.
Traianus Decius Aureus

11-30-06, 03:42 PM
Guardian Angel
Dragon 180
Lost Souls reaching “eternal rest” past Limbo are still capable of affecting the world of the living. They could become servants of their chosen Immortals, or free entities in a separate plane. In either case, their goals could be very similar to those they had when alive in the Prime plane, in that they continue their struggle against the enemy (presumably Entropy), either defending their home plane against their foes or returning regularly to the Prime plane as “guardian angels” to protect their philosophy and help loyal followers. Guardian Angels are frequently found in Limbo to keep the forces of Entropy and Chaos from claiming victims loyal to the Angel’s Immortal patron or philosophy.
Note, however, that guardian angels do not deliberately interact with other creatures in the Prime plane; stiff penalties threaten those who do.

Creating a Guardian Angel
Guardian Angel is an acquired template that can be added to any non-evil creature that leaves the Plane of Limbo to attain “eternal rest”.

Size and Type: The Guardian Angel’s type remains Deathless. Do not recalculate base attack bonus, saves, or skill points. The creature’s size remains the same. It retains any subtypes it possesses. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Base Attack: Same as the base creature.

Attack: Same as the base creature.

Full Attack: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A Guardian Angel keeps any special attacks of the base creature and gains the following:

Spell-like Abilities (Sp): A Guardian Angel may use the following spell-like abilities: 3/day: gate (planar travel only)

Special Qualities: A Guardian Angel retains the special qualities of the base creature except those gained from the Lost Soul template (which it loses). A Guardian Angel gains the following special qualities.

Damage Reduction (Su): A Guardian Angel has DR 10/magic and silver if Lawful or Neutral, or DR 10/magic and cold iron if Chaotic.

Beyond Living Eyes (Su): A Guardian Angel on the Prime Plane is completely invisibile and undetectable by mortals and mortal magic. A Guardian Angel may suppress this as a free action.

Pain of Death (Ex): A Guardian Angel killed on the Prime Plane returns to its home plane and permanently loses 1d6 HD or levels. It must rest and recover for 1d8 days before undertaking any activity. A Guardian Angel killed on its home plane is permanently destroyed.

Prime Incorporality (Ex): A Guardian Angel gains the Incorporal subtype while on the Prime Plane.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massiye damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.

Saves: Base saves are the same as base creature.

Abilities: A Guardian Angel abilities are adjusted as follows: +2 Int, +4 Wis, and +4 Cha. As a deathless creature, a Guardian Angel has no Constitution score.

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Outer Planes (Home plane is determined by Immortal patron or philosophy)

Organization: Solitary

Challenge Rating: +2

Treasure: None

Alignment: As base creature.

Advancement: By character class.

Level Adjustment: +3
Traianus Decius Aureus

11-30-06, 06:01 PM
Discord
Dragon 180
Fine Undead (Chaotic, Extraplanar, Incorporeal)
Hit Dice: 1/2d12 (3 hp)
Initiative: +8 (+8 Dex)
Speed: fly 60 ft. (perfect)
Armor Class: 28 (+8 size, +8 Dex, +2 Deflection), touch 28, flat-footed 20
Base Attack/Grapple: 0/-21
Attack: None
Full Attack: None
Space/Reach: 1/2 ft. /0 ft.
Special Attacks: Alter reality
Special Qualities: Darkvision 60ft., flight, telepathic bond, undead traits
Saves: Fort +0, Ref +8, Will +4
Abilities: Str -, Dex 27, Con -, Int 8, Wis 14, Cha 15
Skills: Gather Information +7, Hide +24, Listen +7, Search +9, Spot +15
Feats: Alertness (B), Investigator
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic, usually evil
Advancement: ---
Level Adjustment: ---

These small winged eyes are created from the essence of a Master of Chaos. Discords act as the eyes and ears of their creators, with whom they remain in telepathic contact. Discords usually help their creators hunt down Lost Souls that have escaped the Plane of Limbo.

Combat
Discords are not much of a physical threat in combat, but they can quickly change the nature of the encounter with their Alter Reality ability and give themselves the opportunity to escape.

Alter Reality (Sp): At will and as a free action, a discord can alter the perceptions of its victims within a 3ft sphere and a range of up to 30ft. It cannot be used to directly affect a victim, but the discord can use this ability to shape its surroundings, and create nonmagical, nonliving objects.
The victim is allowed a Will save vs DC 13. If the victim fails the save, the altered reality becomes real (ie a discord is damaged and alters reality to appear as if it healed instantly; if the save fails the discord will really heal.) If attacked by a group, every creature must fail its save in order for it to turn into reality.

Flight (Su): A discord can cease or resume flight as a free action.

Telepathic Bond (Su): A discord is in constant mental contact with its master, and its master is aware of everything the discord is aware of. This range of the bond does not have a limit.

Skills: Discords have a +8 racial bonus to all Spot Checks. They have a +4 bonus to all Search checks.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

12-01-06, 03:23 PM
Trosip
SCMC
Diminutive Magical Beast
Hit Dice: 1/8d10+1 (2 hp)
Initiative: +7 (+7 Dex)
Speed: 10 ft. (2 squares)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: 0/-17
Attack: Suffocate
Full Attack: Suffocate
Space/Reach: 1 ft. /0 ft.
Special Attacks: Suffocate
Special Qualities: Darkvision 60ft., low-light vision, unnatural sprint, tremorsense 60ft
Saves: Fort +3, Ref +9, Will -2
Abilities: Str 1, Dex 25, Con 13, Int 2, Wis 6, Cha 5
Skills: Hide +30, Listen +4, Move Silently +26, Spot +4
Feats: Stealthy
Environment: Any land
Organization: Cluster (2-5) or Nest (5-20)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Trosips look like dark grey dust bunnies. They blend in very well with ordinary cave, dungeon, or household dust. Trosips are attracted to the body heat of sleeping creatures. They snuggle up to these creatures to stay warm, suffocating the victim in the process. Babies, small children, and invalids are especially vulnerable to this menace.
Trosips always congregate in groups. Where one trosip is found, others will surely be nearby. Left to themselves, trosips multiply quickly. A single trosip invading a home can multiply into a horde of 24 or more within a matter of days. In addition to the energy that they draw from the body heat of their victims, trosips also feed on bits of dirt and refuse dropped on the floor. If they were less deadly, they would make highly effective household cleaners.
Trosips have had a profound effect on households throughout the Savage Coast region. Even the poorest Savage Coast hovel is kept spotlessly clean, lest it provide a habitat for these deadly creatures- the resultant Savage Coast obsession with cleanliness has had several side effects, most noticeably a drastic drop in the occurrence of disease.
Trosips were discovered by Tobin, a noted biologist-sage of the time. Tobin used an unknown magical means to mask his presence and observed these deadly creatures in action. Learned folk call these creatures’ trosips, but common folk often call them "death dust" and "breath-stealers." Assassins have been known to use these creatures to kill their victims.

Combat
Trosips attack only sleeping creatures and will flee if the victims start to awake. Up to 12 trosips can attack a man-size creature, but usually no more than 4 will attack any one victim in a group.

Suffocate (Ex): As a full round action, a trosip may attempt to suffocate any creature that is unconscious, asleep or otherwise incapacitated. Each round, the victim is allowed a Fortitude save vs DC 18 (Dex based). If it succeeds, it awakens (albeit out of breath). If the save fails, the victim suffers 1d4 non-lethal damage.
Once the victim's non-lethal damage is greater than its hp, the victim must make a Constitution Check or immediately die. The victim receives a -2 penalty to the check for each trosip attacking him and for each round his non-lethal damage is greater than his hp total.

Unnatural Sprint (Ex): Once per hour, a trosip, as an immediate action, can move ten times its normal speed (100 feet).

Tremorsense (Ex): A trosip is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

Skills: Trosips have a +4 racial bonus to all Spot and Listen checks. They have a +8 racial bonus to all Hide checks, and a +16 racial bonus to all Move Silently checks.

The Red Curse
Trosips are completely immune to the effects of the Red Curse.
MrAdam

12-02-06, 03:47 PM
I have seen it listed as an OD&D creature, and I don't have access to old Dungeon mags to check it out. I'm assuming it is similar to a seal, but with a minor twist. Whether or not it would be a good base for the wereseal... I can't tell. If it is just a regular seal, I'll reference the one in Stormwrack (on the whole a good supplement).


I remember in AD&D there were wereseals, otherwise known as Selkies
BOZ

12-02-06, 05:32 PM
they are also in 3E, i think in the Fiend Folio?
Gazza555

12-04-06, 05:34 AM
they are also in 3E, i think in the Fiend Folio?
You are indeed correct on both counts. :)

Although, IIRC, selkie's don't get a hybrid form - but what need there is for a hybrid form I can't imagine.

Regards
Gary
Traianus Decius Aureus

12-04-06, 03:24 PM
Sloth, Vulcanian
Dragon 161
Gargantuan Magical Beast
Hit Dice: 45d10+450 (697 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares), burrow 10 ft. (2 squares)
Armor Class: 13 (-4 size, +1 Dex, +6 natural), touch 7, flat-footed 12
Base Attack/Grapple: +45/+70
Attack: Bite +54 melee (3d12 +13)
Full Attack: Bite +54 melee (3d12 +13) and 2 claw +53 melee (2d6 +8)
Space/Reach: 20 ft. /15 ft.
Special Attacks: -
Special Qualities: Arctic Dweller, darkvision 60ft., empathy, hold breath, low-light vision, resistance to cold 10, scent
Saves: Fort +36, Ref +27, Will +18
Abilities: Str 37, Dex 13, Con 31, Int 4, Wis 13, Cha 14
Skills: Balance +7, Listen +15, Search +3, Spot +15, Survival +7, Swim +19
Feats: Alertness, Awesome Blow, Cleave, Endurance,Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Track, Weapon Focus(Claw), Weapon Specialization (Claw)
Environment: Cold land
Organization: Solitary, or Family (2-5)
Challenge Rating: 22
Treasure: None
Alignment: Usually lawful neutral
Advancement: 46-90 HD (Gargantuan); 91-135 HD (Colossal)
Level Adjustment: -

The Vulcanian sloth is a gargantuan monster living in the region that stretches from the southernmost coastline of Vulcania in the Outer-World to the area south of the White Peninsula in the Hollow World. Although rare, it is more likely to be found in the Dark Lands at the southern entrance of the Hollow World. Unlike other sloths, this one is carnivorous.
The sloth grows to be 60' long. Its front paws have very sharp claws useful in combat or to grip the ice and their width allows it to walk on thick snow. The sloth's thick white fur provides excellent protection against antarctic temperatures.
Though semi-intelligent, the sloth is eapable of limited reasoning. It has the ability to communicate its feelings and to read other beings' minds by empathy, a nonmagical and natural ability the sloth uses when it meets another creature acting in a friendly or unexpected fashion. Particular individuals and events affecting the sloth's life are usually remembered. The Vulcanian sloth can live to be 150 years old. Once every 10 years, it digs a large burrow in the ice and finds a mate. No more than two adult sloths will be found in the lair, in addition to 1-3 pups (10% chance).
Sloths normally hunt alone, digging tnrough ice to dive for whales, seals, walruses, and large fish. They occasionally surprise surface dwellers by swimming under ice, then suddenly smashing through the ice to attack.

Combat
Vulcanian sloths are not aggressive towards most creatures unless hunting or hungry. When they fight, they attack with razor sharp claws and a wicked bite. They have been known to smash up through ice to attack unsuspecting prey.

Arctic Dweller (Ex): Vulcanian slothes are sure-footed while moving over ice and packed snow and suffer no penalties from moving through these conditions.

Empathy (Ex): A Vulcanian sloth, as a full round action, has the ability to communicate its feelings and to read other beings' minds by empathy. Only basic emotions and intentions can be conveyed or understood, but it is usually enough for the sloth to understand the intentions of the creatures it meets.
Characters with the Wild Empathy ability gain a +4 bonus to their roll when using the ability on a Vulcanian sloth.

Hold Breath (Ex): A Vulcanian sloth can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Resistance to Cold (Ex): A Vulcanian sloth has resistance to cold 10/-.

Scent (Ex): This special quality allows a Vulcanian sloth to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

*Thanks to Thibault, whose Mystara site had the stats and writeup for this overgrown teddy bear.
havard

12-04-06, 04:14 PM
I've been particulary enjoying the Dragon Magazine monsters of late, like the Limbo creatures. Its especially nice to have them collected here since digging through all those piles of mags can be a hassle. And man, I didn't remember those sloths being that bad-ass! :cool:

Alright, I guess this was mainly meant as another keep up the good work post :)

Havard,
doing my cheerleader thing :cheer:
Traianus Decius Aureus

12-05-06, 03:04 PM
Seal, Fur
Dungeon #6 63
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Butt +4 melee (1d6 +2)
Full Attack: Butt +4 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Hold breath, low-light vision
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 11, Cha 5
Skills: Listen +5, Spot +5, Swim +10
Feats: Alertness, Improved Bull Rush
Environment: Cold aquatic
Organization: Solitary, Pair, or Herd (5-20)
Challenge Rating: 1/2
Treasure: Pelt (50-200 gp value)
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A fur seal is a variety of the normal seal. It is less common than the normal seal, probably due to overhunting.
The fur seal is stonger and hardier than a regular seal, although less dextrous and less "bright". It is truly distinguished by its rich and lustrous coat. This fur pelt is prized among the inhabitants of cold-weather nations, and is considered a luxury item in many others. This trade has taken its toll on fur seal populations, and they are now only found in remote areas far from humanoid inhabitants. Other than humanoids, their only natural predators are polar bears, killer whales and sharks.
Fur seals are fond of sunning on ocean shoelines and icebergs, swimming for occassionally food (primarily fish), and safety.

Combat
Fur seal will always attempt to escape if attacked. They will butt their foes with their heads if unable to escape.

Hold Breath (Ex): A fur seal can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: A fur seal 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.
Traianus Decius Aureus

12-06-06, 03:34 PM
Lupasus
SCMC
Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares), fly 90 ft. (average)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+14
Attack: Bite +10 melee (2d6 +5)
Full Attack: Bite +10 melee (2d6 +5)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 20, Dex 15, Con 21, Int 5, Wis 14, Cha 13
Skills: Diplomacy +2, Listen +10, Sense Motive +5, Spot +10, Survival +1*
Feats: Alertness, Fly-By Attack (B), Track (B), Weapon Focus (Bite)
Environment: Any non-desert land
Organization: Solitary, Pair, Family (2-5), or Pack (5-20)
Challenge Rating: 2
Treasure: Pelt (50-100 gp each)
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: +2 (cohort)

These huge winged wolves are native to the Yazak steppes. Wild lupasi are most often found roaming the steppes and the skies of Yazak, north of Renardy. Lupasi are equally at home on prairies, in forest lands, and on all but the highest mountains.
Lupasi come in various colours and breeds, much like horses or dogs. The Lupasaner breed from the Louvines Royal Kennels are especially renowned for their distinctive pure grey colour and their ability to perform highly complex precision manoeuvres. Other noteworthy breeds include the strangely patterned Lupaquins, the two-coloured Lupintos, and the stocky Appalupas.
Wild lupasi are most often found roaming the steppes and the skies of Yazak, north of Renardy. Lupasi are equally at home on prairies, in forest lands, and on all but the highest mountains.
It is extremely difficult to tame or capture lupasi. Wild lupasi generally try to avoid humanoids, although they will occasionally associate with solitary lupins. Lupin knights and paladins sometimes befriend lupasi, in which case they accompany the knights out of friendship, not servitude. To do this, a lupin knight or paladin must live with a pack of lupasi for 1 full year.
The den of a lupasus may be a cave, a thicket, or a hole in the ground. The breeding season is in the spring, and the female has a litter of three to nine cubs. The cubs normally stay with the parents until the following winter, when they start to fly. Parents and young constitute a basic pack, which establishes and defends a marked territory. Larger packs may also assemble, particularly in the winter. Packs will always have designated leaders.
Wild lupasi usually prey on small animals and birds. When lupasi hunt more dangerous animals, they always hunt in packs, with a close degree of cooperation.
Lupasus pelts are thick and beautiful, often bringing high prices (in excess of 100 gold pieces in good condition) on the black market. Except in self-defence, killing a wild lupasus is against the law in Renardy, and possessing a lupasus pelt (however obtained) is a hanging offence.
An adult lupasus measures up to 8 feet in length, not including the tail, and may weigh up to 1,000 pounds. A typical lupasus is grey (with black patches above and white below), powerful teeth, a bushy tail, and round pupils.

Combat
Lupasi attack with their bite, swooping down onto foes. However, lupasi often prefer to attack from the ground, not using their wings at all, so being forced into ground combat is not a huge concern for them.
Lupasi are cunning hunters and trackers. Should a large or powerful creature be attacked by one, it is likely part of an ambush and more lupasi are sure to attack.

Scent (Ex): This special quality allows a lupasus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A lupasus has a +4 racial bonus to all Spot and Listen skill checks. *Lupasi have a +4 racial bonus on Survival checks when tracking by scent.

Carrying Capacity: A lupasus can carry up to 400 lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.

The Red Curse
Lupasi that live in the cursed areas acquire Legacies and require cinnabryl. However, although few ever acquire this magical metal, lupasi tend to manifest very mild forms of Affliction
Traianus Decius Aureus

12-06-06, 03:40 PM
Vulturehound
SCMC
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 25 ft. (5 squares), fly 40 ft. (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Claw +6 melee (1d3)
Full Attack: 2 Claw +6 melee (1d3) and bite +1 melee (1d4)
Space/Reach: 5 ft. /0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision, scent, vermilia immunity
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills: Hide +7, Listen +3, Spot +4
Feats: Track (B), Weapon Finesse
Environment: Temperate, Warm plains and hills
Organization: Solitary, Pair, Covey (2-5), or Nest (5-20)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

A vulturehound is a bizarre combination of vulture and wild dog, perhaps engendered by some overly-curious Herathian mage. Vulturehounds have long, grey, shaggy hair on their bodies. Like vultures, they have naked heads, which are usually either black or red. They have doglike legs, ending in sharp, curved talons. Protruding from their sides are small, feathered wings, and they have sharp hooked beaks in place of muzzles.
Vulturehounds foray out from their dens (like hounds) in hunting packs to search for food, which they drag back to their lair to devour. The scant treasure found there will be from previous victims.
Vulturehounds have a definite hierarchy. The smaller specimens have to wait to eat until the more powerful vulturehounds are finished.
Vulturehound lairs have a 50% chance of containing 3d4 pups. Pups, if taken young enough, can be trained for war or hunting.
Vulturehounds feed on a mixture of carrion and live prey. They are known to attack sick or isolated prey, including batracines and caniquines. Vulturehounds hunt using a combination of keen eyesight, soaring and watching for vultures descending to feed, and a keen sense of smell. Unlike most vultures, vulturehounds have well-developed voices, with a baying call similar to that of a hound.
Vulturehounds are likely to be infested with cardinal ticks when encountered in the wild.
Vulturehounds are immune to vermilia, and vulturehound blood can be used as a component for medicine used to combat vermilia infection. Each vulturehound yields enough blood to manufacture 1d6 doses of antivermilia medicine. Manufacturing the medicine requires a mage of at least 9th level with an alchemical laboratory and either 7 ranks in Craft (alchemy) or Heal. The finished medicine is very expensive, often commanding prices in excess of 150 gold pieces per dose. However, the medicine is very effective. A single dose will completely cure a man-sized or smaller creature of vermilia infection.
Vulturehounds are found in Renardy and the Yazak Steppes.

Combat
In battle, vulturehounds will rear up on their hind legs by flapping their wings, allowing them to attack with their two front talons and their beak. If unable to rear up, they can only employ their beaks. These creatures rely on their speed and Dexterity. In the air, vulturehounds rely on their front talon attacks.

Scent (Ex): This special quality allows a vulturehound to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Vermilia Immunity (Ex): Vulturehounds have 100% immunity to the vermilia bacteria.

The Red Curse
Although the vulturehounds that inhabit the Yazak Steppes are not directly under the influence of the Red Curse, those in Renardy do acquire Legacies. However, vulturehounds never suffer from Affliction. The most common Legacies for vulturehounds include Gas Breath, Acid Touch, Gaseous Form, and Sleep.
BOZ

12-06-06, 04:04 PM
FYI, the vulturehound (http://www.enworld.org/cc/converted/view_c.php?CreatureID=764) first appeared in Dragon Magazine #37. :)
Traianus Decius Aureus

12-07-06, 03:15 PM
Dragon Spirit
Dragon 158

Dragon spirits are the souls of dead dragons that have gone to the Draconian Cluster after their demise. They are the most common inhabitants of the planes of the dragons and serve their rulers faithfully. Once every 10,000 years, they are reincarnated into dragon form on one of the Inner or Outer Planes. Usually, this reincarnation will be into the same form they once used (a white dragon will remain a white dragon). However, if a lesser dragon was especially prominent in its past life, it may be elevated to a mightier form of the same alignment (blue to jade, gold to ruby, etc.).

Like most Outer Planar creatures, dragon spirits can be killed permanently only if they are killed on their appropriate home plane. If they are killed outside the Draconian Cluster, they reform on their respective planes in one to four weeks. These spirits are fanatically loyal to their rulers and never surrender in the service of those rulers.

These beings have transparent, incorporeal forms that can be harmed by only magical weapons or spells. However, once every 20 hours while on the Outer Planes, a dragon spirit can assume its original mortal form for 10 minutes. Dragon spirits cannot be subdued, as they consider their duty to their ruler more important than personal honour.

After death, dragon spirits retain their intelligence, but their memories of previous lives tend to be hazy... hazy, that is, until those memories are jarred back to life by the arrival of beings known in their past, such as the group of adventurers that killed them! A dragon spirit may be quite surprised to see its former enemies, but it holds no grudges for past misdeeds. Indeed, a dragon that was friendly with the characters may offer them extra information or aid. Dragon spirits are able to speak in any tongue, a power granted them by their rulers as necessary. Because of their loss of memory after death, spells they knew in life are not available to them, so dragon spirits cannot cast spells unless specifically enabled by their ruler. The Great One often gives his personal bodyguards major spell-casting powers, but the other rulers do not do so unless absolutely necessary, for doing so drains their magical energies.

Dracologists are unclear on the distinction between a Dragon Soul and a Dragon Spirit and why some dragons become souls and some spirits. It is suspected that those dragons who accomplished things in their mortal lives are allowed to become spirits, while those that were unable to leave their mark become souls. How this theorized process works is unknown to any but the Draconic Rulers.

Creating Dragon Spirit
Dragon Spirit is an acquired template that can be added to any True Dragon (referred to hereafter as the base creature).
A Dragon Spirit uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The dragon’s type changes to Deathless. It retains any subtypes and gains the Extraplanar and Incorporal subtypes. It does not gain the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase the base creatures Hit Dice to d12s.

Speed: Same as the base creature, except the dragon’s fly speed increases to 250 ft if not already.

Armor Class: As an incorporal creature, the base creature loses its natural AC bonus, but gains a deflection bonus equal to its charisma modifier.

Base Attack Bonus: Same as the base creature.

Attack: A dragon spirit maintains all of the attacks it possessed as a normal dragon.

Full Attack: A dragon spirit maintains all of the attacks it possessed as a normal dragon.

Damage: Dragon spirits inflict 1d4 Str damage with each successful hit.

Special Attacks: A dragon spirit loses all special attacks except Frightful Presence, and as noted below.

Breath Weapon (Su): A dragon spirit may breathe (every 1d4 rounds) a billowing cone of a hazy material, the range is based on the dragon spirit’s size. Any creature caught within the cone must make a will save or be panicked for a number of rounds equal to the spirit’s HD. Those that make their save are shaken for one round. The save DC is Charisma based. This replaces the base dragon’s original breath weapon.

Strength Damage (Su): A successful hit by a dragon spirit deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a dragon spirit dies. This is a negative energy effect.

Special Qualities: A dragon spirit retains all the special qualities of the base dragon except any spells and spell-like abilities, and gains those described below.

Alternate Form (Su): A dragon spirit, once every 20 hours, can assume its mortal form. It regains all of the abilities, attacks, special attacks, and special qualities of its mortal form, including its natural AC bonus, breath weapon and Str score. However, it does not regain any spellcasting or spell-like abilities. While in its mortal form, it loses its incorporal subtype and attacks deal normal damage (no Str damage is inflicted). A dragon spirit can maintain this form for no more than 10 minutes at a time.

Tongues (Sp): A dragon spirit is constantly under the effect of a tongues spell.

Turn Immunity (Ex): A dragon spirit cannot be turned, rebuked, commanded, or bolstered.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massiye damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.


Saves: Base save bonuses are unchangeed.

Abilities: As an incorporal creature, a dragon spirit has no Strength score. As a deathless creature, a dragon spirit has no Constitution score.

Skills: A dragon spirits skills are unchanged.

Feats: Dragon spirits have the same feats as the base creature.

Environment: Any plane of the Draconic Cluster

Organization: Solitary, pair, or pack (2-5)

Challenge Rating: Same as base creature

Treasure: None

Alignment: Same as base creature.

Advancement: ---

Level Adjustment: ---
Traianus Decius Aureus

12-07-06, 03:21 PM
The original Dragon Spirit posted was actually a Dragon Soul. The correct dragon spirit is posted above. The Dragon Soul has been converted into a Deathless creature, rather than an undead one. The original post has been updated. See it here:

http://boards1.wizards.com/showpost.php?p=9373405&postcount=570
Traianus Decius Aureus

12-08-06, 03:54 PM
Nightmare, Lesser
DMR1- Escape from Thunder Rift 31
Large Undead
Hit Dice: 3d12 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+8
Attack: Hoof +3 melee (1d6 +3)
Full Attack: 2 Hooves +3 melee (1d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60ft., immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 16, Dex 13, Con -, Int 11, Wis 11, Cha 10
Skills: Listen +8, Move Silently +4, Search +3, Spot +8, Survival +6
Feats: Alertness, Run
Environment: Any land
Organization: Solitary, Pair, Team (2-5), or Ride (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Large)
Level Adjustment: -

These frightening, red-eyed steeds are skeletal horses summoned by powerful spellcasters. Only their creator, and those the creator allows, may ride a lesser nightmare.
Despite its name, the lesser nightmare has little in common with the true nightmare; its appellation likely resulted from terrified commoners not knowing the difference between the two.

Combat
When in combat, these creatures strike with their front hooves. They are relentless and never flee unless ordered to do so.
A lesser nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.

Damage Reduction (Su): A lesser nightmare has damage reduction of 10/bludgeoning.

Immunity to Cold (Ex): Lesser nightmares are not affected by cold.

Carrying Capacity: A lesser nightmare can carry up to 228lbs as a light load, 229 to 459lbs as a medium load and 460 to 690lbs as a heavy load.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

12-11-06, 03:07 PM
Leveller “Bodendruker”
AC9
Colossal Magical Beast
Hit Dice: 45d10+480 (727 hp)
Initiative: +8 (+8 Superior Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 19 (-8 size, +17 natural), touch 6, flat-footed 23
Base Attack/Grapple: +45/+80
Attack: Gore +60 melee (6d10 +19)
Full Attack: Gore +60 melee (6d10 +19) and 3 trunk slams +51 melee (6d8 +9)
Space/Reach: 30+ ft. /20 ft.
Special Attacks: Constrict, devastating trample, double damage against objects, improved grab, powerful charge
Special Qualities: Darkvision 60ft., leveller immunities, low-light vision
Saves: Fort +36, Ref +26, Will +18
Abilities: Str 49, Dex 11, Con 31, Int 2, Wis 13, Cha 8
Skills: Intimidate +15, Listen +19, Spot +19
Feats: Alertness, Die Hard, Dire Charge, Endurance, Epic Toughness, Epic Weapon Focus (Gore), Great Fortitude, Greater Weapon Focus (Gore), Improved Critical (Gore), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Run, Superior Initiative, Weapon Focus (Gore)
Environment: Temperate, Warm plains, forests
Organization: Solitary, Pair, or Team (2-5)
Challenge Rating: 25
Treasure: None
Alignment: Always neutral
Advancement: 46-90 HD (Colossal)
Level Adjustment: -

The huge leveller, sometimes called a bodendruker by natives, appears as a sickly-green elephant, but of twice normal height. The creature has two long, straight tusks, eight elephantine trunks, and four legs which flare out at the hooves. As the beast moves, it leaves a perfectly flat surface behind.
Each of its feet is 10'across, perfect for stomping on its foes. Overall, the creature is about 30ft wide and 60ft+ long, weighing in at a massive 56 tons.
The bodendruker often preys upon purple worms, driving them from their burrows by pounding the ground. When the worms appear, the leveller tramples and devours them.

Combat
A leveller is an incredibly dangerous foe when it is angered. Fortunately, if given wide berth, they will not attack. They do not flee once in combat.
Against closely bunched foes, the leveller will attempt to trample them to death. Against more spread out foes, the leveller will charge the closest enemy. After the initial charge, it will use its gore and trunk slams. It will grapple any foe hit with its truck. A leveller has 8 trunks, but may only attack with three per round (though the number of grappled foes does not count against this limit.) Trunks may be severed (AC 16, 50hp apiece) but damaged caused to a trunk does not count against the creatures hp total.

Constrict (Ex): On a successful grapple check, a leveller does an extra 2d8+28 constriction damage to a creature it has grappled with one of its trunks.

Devastating Trample (Ex): As a full-round action, a leveller can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. Those run over suffer 10d10+28 damage. A victim that does not take an Attack of Opportunity may make a Reflex save vs DC 51 to take half damage.

Double Damage Against Objects (Ex): A leveller that makes a Devastating Trample attack against an object or structure deals double damage.

Improved Grab (Ex): If the leveller hits a Huge or smaller target with a trunk, it may start a grapple as a free action, without suffering an attack of opportunity. . If it wins the grapple check, it establishes a hold and automatically inflicts trunk damage, as well as constriction damage, each round the hold is maintained.

Powerful Charge (Ex): When a leveller makes a charge, its attack deals triple damage- 18d10+57 for a gore attack and 18d8+27 per trunk attack. Other benefits and hazards of a charge remain unchanged.

Leveller Immunities (Ex): A leveller is immune to all poisons, all fire damage and all cold damage.
Traianus Decius Aureus

12-12-06, 03:04 PM
White Cobra
HWA3 33
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +3 melee (1d4 + poison)
Full Attack: Bite +3 melee (1d4 + poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 11, Cha 2
Skills: Balance +10, Climb +10, Hide +6, Listen +6, Spot +7, Swim +10
Feats: Weapon Finesse
Environment: Warm deserts, plains, forests
Organization: Solitary, Pair, or Nest (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

A rare subspecies of cobra, the white cobra is only known to exist in the Hollow World nation of Shahjapur. They have milky white bodies and fierce red eyes. Like all cobras they flair their hoods in an attempt to warn others to leave them be. They are roughly 7ft long.
The most famous nest of white cobras is under a 75ft mangrove tree near the bank of the Monbobo River in Dharsatra. They were bound to the tree by the will of Ilsundal when he turned Jautama into a serpent-like tree spirit as punishment for blasphemy. Many locals, however, revere the tree spirit and its white cobras as symbols of eternal life and not as a warning of an immortal's anger.

Combat
White cobras are nervous and easily frightened, making them reluctant combatants a best. Usually, a white cobra will attack once and retreat to its lair as quickly as possible. If cornered, they will fight to the death.

Poison (Ex): A whitecobra has a poisonous bite that deals initial damage of 1d6 Con and secondary damage of 2d6 Con if the victim fails a DC 12 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a white cobra to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: White cobras receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A white cobra can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A white cobra 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.
Traianus Decius Aureus

12-13-06, 03:59 PM
Naâruk
SCMC
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 60 ft. (average) (can't run)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +9/+19
Attack: Gore +14 melee (3d8 +6)
Full Attack: Gore +14 melee (3d8 +6)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Powerful charge
Special Qualities: Construct traits, Damage reduction 15/magic, darkvision 60ft., Immunity to Magic, low-light vision, meld
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 23, Dex 10, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

Built by enduk priests in their grand temples, the naâruk is a golem which looks like a 10-foot-tall winged bull. The naâruk is usually fashioned of gleaming bronze with extremely lifelike workmanship. Naâruks stand dormant and still most of the time, appearing as statues. When active, however, a naâruk's eyes glow a soft green colour.
The naâruks give the enduks the ability to rapidly reposition troops and support personnel. During a special religious ceremony, up to 10 enduk warriors or clerics of the same faith may meld into this golem and use it as a long range transportation device. While melded, all occupants remain unconscious and undetectable. The naâruk then flies back to its temple of origin after releasing all of its occupants.
Most enduk temples keep at least one of these constructs as a guardian. Part of the duty of the enduk clergy is to keep the naâruk in top-notch operating condition. Many a neophyte enduk priest has spent countless hours hand-polishing the gleaming bronze flanks of the temple naâruk, learning humility, perseverance, and the honour of a task well-done.
Many enduks believe that the spiritual condition of the temple and the physical condition of the temple naâruk are linked. To them, a shiny, well-maintained naâruk indicates a healthy temple. Likewise, a naâruk with a bit of tarnish or a hitch in its step indicates corruption in the temple.
Only the enduk priests know the secret of constructing a naâruk. The following has been pieced together from a variety of accounts, although its veracity is unknown: a naâruk requires raw materials worth 40,000 gp and vestments worth 20,000 gp (which are not consumed) and requires a head cleric of 16th level or higher. The head cleric must have at least eight assistant clerics, each of 8th level or higher. The ritual must be performed in a consecrated enduk temple.

Combat
Like most other golems, a naâruk is merely able to execute fairly detailed, linear instructions. They have difficulty handling conditional instructions.
If the naâruk gets a flying start of at least 60 feet, it charges, inflicting double damage.
Naâruks do not normally participate in battles, but they will defend themselves if attacked. These sacred creatures are reserved for holy wars. They will, however, attack creatures interfering with their goals. If necessary, a naâruk can release some or all of its occupants to assist in defence.
Damage to the naâruk may only be healed at its home temple. Repairing a naâruk requires a produce flame spell and costs 100 gp in materials per hit point of damage repaired.

Powerful Charge (Ex): When a naâruk charges a foe, it inflicts double damage with its gore attack.

Damage Reduction (Su): A naâruk has damage reduction of 15/magic. Its natural attacks count as magic weapons for the purposes of bypassing damage reduction.

Immunity to Magic (Ex): The naâruk is immune to all spells, spell-like abilities, and supernatural effects, except as follows: a gust of wind spell slows the naâruk for 1d4 rounds.

Meld (Sp): Up to ten enduks (or other man-sized creatures) may meld with the naâruk at the end of a special ceremony. Creatures melded with the Naâruk are unconscious and protected from any detection and attacks. Creatures are released from the naâruk if the naâruk is under attack and in danger of being destroyed, if the naâruk is destroyed, or when the naâruk arrives at a previously designated location. The naâruk may hold the melded creatures as long as necessary to complete its orders.
The ceremony to initiate the meld takes thirty minutes to perform, but the physical melding is a full-round action per creature. Releasing melded creatures is a free-round action for the naâruk and a move-equivalent action for those released

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

The Red Curse
As created beings, naâruks never acquire Legacies or require cinnabryl.
Traianus Decius Aureus

12-14-06, 03:49 PM
Spirit, Tree (Jautama)
HWA3 35
Gargantuan Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 17 (-4 size, +3 Dex, +8 Deflection), touch 9, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Bite +4 melee (1d10)
Full Attack: Bite +4 melee (1d10)
Space/Reach: 20 ft. /15 ft.
Special Attacks: ---
Special Qualities: Darkvision 60ft., Immunity to Cold, tree bound, turn immunity, undead traits
Saves: Fort +3, Ref +6, Will +11
Abilities: Str -, Dex 17, Con -, Int 20, Wis 19, Cha 22
Skills: Diplomacy +21, Gather Information +21, Intimidate +21, Knowledge (local) +18, Knowledge (religion) +18, Listen +17, Sense Motive +17, Spellcraft +18, Spot +17
Feats: Cleave, Combat Reflexes, Dodge, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

Jautama was a cleric of Ilsundal that was expelled from the order due to disobediance. Bitter and angry, Jautama renouced Ilsundal as a false entity at the base of a mangrove tree.
Ilsundal responded by transforming Jautama into a loathsome tree spirit in the form of a serpent and bound it to the mangrove tree.
Jautama's Tree Spirit is a monstrous looking creature, resembling a ghostly white cobra with a human skull for a head. The creature is 50ft long and its tail is fused to the trunk of the tree. This form only appears when the tree or white cobras around the tree are attacked or threatened. It will appear in 1d4+1 rounds when that occurs, accompanied by an aura of blue light enveloping the tree, ground tremors, the violent swaying of the tree limbs, and the flight of the white cobras to their underground lair.
If the Tree Spirit is destroyed, it dissipates in a flash of blue light, and the tree crumbles into a mound black ash.

Combat
Jautama the Tree Spirit attacks viciously and will kill any creature that threatens its existance and worship. Due to being bound to the tree, it cannot attack any creature beyond a 50ft radius centered on the tree. Should all its foes leave that area, Jautama will withdraw into the tree until they are close enough to attack again.

Immunity to Cold (Ex): The Tree Spirit has 100% immunity to all damage from cold, whether normal or magical.

Tree Bound (Su): The Tree Spirit is bound to its tree. As long as the tree lives, the Tree Spirit has Fast Healing 10. If the tree is engulfed in flames (2d4+2 rounds after being set on fire) or otherwise destroyed, the Tree Spirit automatically loses 2d6 hp per round. The tree is AC14, has a hardness of 5 and possesses 50 hp.

Turn Immunity (Ex): The Tree Spirit cannot be turned, rebuked, commanded or destroyed by a cleric.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

12-15-06, 06:12 PM
Red Imp
GAZ3
Tiny Outsider (Evil, Extraplanar)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +8 (+8 Dex)
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 24 (+2 size, +8 Dex, +4 natural), touch 20, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Bite -1 melee (1d3 -3)
Full Attack: Bite -1 melee (1d3 -3) and tail -6 melee (1d3 -5) or tiny +2 trident +1 melee (1d4 -1) and 1 tail -6 melee (1d3-5)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Cold Resistance 15, dark blessing, darkvision 60ft., fire resistance 15, immunity to mind-affecting spells, outsider traits, tongues
Saves: Fort +9, Ref +16, Will +11
Abilities: Str 5, Dex 26, Con 13, Int 22, Wis 16, Cha 22
Skills: Bluff +15, Escape Artist +12, Gather Information +13, Hide +16, Intimidate +15, Knowledge (the planes) +13, Listen +10, Move Silently +11, Spot +10, Survival +6, Tumble +12
Feats: Persuasive
Environment: Entropic Planes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: by character level
Level Adjustment: +4 (cohort)

This is a small but very intelligent creature from the Sphere of Entropy. It is a one foot tall humanoid with two bat wings in the back, two little horns on its head, a pointy tail, and rubbery skin. The red imp often wears a small cloak.
The imp seeks to destroy those who befriend it by offering help in exchange for their souls. It desires to trick the victim into signing a contract with his own blood. Upon gaining its seventh soul, it becomes a minor fiend in the Sphere of Entropy.
Imps always will help the victim as per the contract, but always indirectly and always in a manner to get the victim in trouble.
Red Imps are opposed by Blue Imps at every turn.

Combat
Red imps prefer to corrupt and seduce to acheive their ends and will avoid combat if possible. If forced into combat, it can bite and hit a foe with its barbed tail. Many red imps also use a +2 tiny trident as a weapon (note it becomes a cursed -2 weapon if the imp is killed).

Spell-like Abilities (Sp): 1 day: charm monster; 3/day: dimension door; at will: invisibility, telekinesis. Caster Level 12th.

Cold Resistance (Ex): A red imp has Cold Resistance 15.

Dark Blessing (Su): A red imp applies his Charisma modifier (if positive) as a bonus on all saving throws (included above).

Fire Resistance (Ex): A red imp has Fire Resistance 15.

Immunity to Mind-Affecting Spells (Ex): A red imp has immunity to all mind-affecting effects and spells (charms, compulsions, phantasms, patterns, and morale effects).

Tongues (Su): All red imps can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.

Red Imps as Characters
A red imp's favored class is sorceror. Red imp shamans may choose two of the following domains: Charm, Evil, or Trickery.
havard

12-16-06, 09:21 AM
I have always found Red and Blue Imps quite interesting. I was surprised when the 2E Mystara MC included a bunch of imps along with the wood imps, but failed to mention Red and Blue imps.

Are Bog, Wood etc imps related to the Red and Blue ones at all?

For Blue Imps, I always believed that while Red Imps become Fiends after capturing seven souls, Blue Imps would get a similar reward after saving seven souls. Perhaps they become Titans?

Looking forward to your treatment of these.

Havard
Traianus Decius Aureus

12-18-06, 03:17 PM
Blue Imp
GAZ3 94
Tiny Outsider (Extraplanar, Good)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +8 (+8 Dex)
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 24 (+2 size, +8 Dex, +4 natural), touch 20, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Bite -2 melee (1d3 -4)
Full Attack: Bite -2 melee (1d3 -4)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Cluttered Minds, cold Resistance 15, darkvision 60ft., divine grace, fire resistance 15, harp of timestop, immunity to mind-affecting spells, outsider traits, tongues
Saves: Fort +10, Ref +17, Will +12
Abilities: Str 3, Dex 26, Con 13, Int 22, Wis 16, Cha 24
Skills: Diplomacy +16, Escape Artist +12, Gather Information +14, Hide +16, Knowledge (the planes) +13, Listen +10, Move Silently +11, Sense Motive +11, Spot +10, Survival +6, Tumble +12
Feats: Negotiator
Environment: Planes dominated by the Sphere of Matter
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: by character level
Level Adjustment: +4 (cohort)

This is a small but very intelligent creature from the Sphere of Matter. It is a one foot tall humanoid with two feathery wings in the back, a faint golden aura over its head, and pearly blue skin. The blue imp often wears a translucent white robe or tunic.

Whenever a red imp attempts to corrupt a victim, a blue imp is likely to appear to save the victim’s soul. It will imitate the face of the victim and attempt to use its charm abilities to undo those of the red imp. If it fails, it follows the victim everywhere, trying to convince him to come to his senses, constantly arguing with the red imp. This arguing helps keep the red imp from strengthening its hold on the victim, and helps keep the victim from having a moment’s peace- usually the victim will get aggravated and get rid of both imps. This, to a blue imp, is a success, as it has managed to thwart the red imp and save the victim’s soul- even if the victim doesn’t realize it.
Blue imps are nothing if not persistant. If attacked they will escape with a dimension door and comes back later. They do not rest until they undo the charms of the red imp. Once this is done, the imps will disappear and cannot bother the victim again.

Blue imps oppose red imps for no other reason than to save the souls of the red imps’ victims and prevent the spread of Entropy. Unlike red imps that do their deeds in order to become fiends, blue imps expect nothing in return for their service, although some benevolent immortals transform them into archons. This is rare however, as the most loyal and dedicated blue imps are constantly needed to thwart the red imps.

Blue imps are very, very distantly related to the fey imps. Many eons ago, two groups of fey imps left their natural existence to join a larger philosophical battle. Blue imps decided to align themselves with the powers of good and the red imps aligned with the forces of Entropy. Over time, these imps were changed by their planar existence- losing what were their fey roots and becoming outsiders. Now one would be hard pressed to see any connection between blue imps and the fey imps.

Combat
Blue imps a pacifistic and will not attack any creature. They will try to dimension door to safety, and if that is impossible, will summon their tiny harp to cast timestop in order to escape.

Spell-like Abilities (Sp): 1 day: charm monster; 3/day: dimension door; at will: invisibility, telekinesis. Caster Level 12th.

Cold Resistance (Ex): A blue imp has Cold Resistance 15.

Cluttered Minds (Su): When a blue imp manages to start an argument with a red imp, any creature (including the red imp) within earshot must succeed on a DC 20 Concentration check in order to cast spells, use some skills (such as Knowledge) or undertake any action that requires concentration or general peace and quiet.

Divine Grace (Su): A blue imp applies his Charisma modifier (if positive) as a bonus on all saving throws (included above).

Fire Resistance (Ex): A blue imp has Fire Resistance 15.

Harp of Timestop (Sp): As a free action, a blue imp can summon a tiny harp, which when played, casts a timestop spell. Playing the harp requires a standard action. The caster level of the harp is CL 20. If the blue imp is killed, the harp disappears.

Immunity to Mind-Affecting Spells (Ex): A blue imp has immunity to all mind-affecting effects and spells (charms, compulsions, phantasms, patterns, and morale effects).

Tongues (Su): All blue imps can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.

Blue Imps as Characters
A blue imp's favored class is sorceror. Blue imp shamans may choose two of the following domains: Charm, Good, or Protection.
Traianus Decius Aureus

12-19-06, 03:35 PM
Birch Dove
GAZ4 51
Tiny Animal
Hit Dice: 1/2d8 (3 hp)
Initiative: +9 (+9 Dex)
Speed: 10 ft. (2 squares), fly 130 ft. (good)
Armor Class: 21 (+2 size, +9 Dex), touch 21, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: None
Full Attack: None
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Improved Evasion, Low-light vision
Saves: Fort +3, Ref +11, Will +2
Abilities: Str 3, Dex 29, Con 13, Int 2, Wis 14, Cha 8
Skills: Hide +17, Listen +2, Spot +6, Tumble +14
Feats: Dodge
Environment: Any land
Organization: Solitary, Pair, Covey (2-5), Wing (5-20), Flight (20-40), or Flock (40-200)
Challenge Rating: 1/8
Treasure: A birch dove's feathers are worth 10gp apiece. Each bird possesses 2d4 useful feathers.
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

These are small, 1ft white birds native to White Island in the Ierendi islands. Fluttering clouds of birch doves wheel and dive among the rocks and surf of the island's rocky coast. During the day the doves are quite active along the coastline and over the water, but at night they rest quietly in the island birches.
The feathers and heart of the birch dove have potent alchemical uses (largely for agility related items), but the doves have an uncanny ability to elude physical and magical attacks. More seriously, the Whitenight druids take swift and devastating action against those who threaten the birds.
The reason for this is that the druids believe these birds are the vessels for the souls of those druids that have passed on. A prophecy has stated that these souls will be needed in a dark day when the Lords of Death walk Mystara once more.

Combat
Birch doves are peaceful creatures and do not fight. They will attempt to escape any attacker, and if that fails, they will use the total defense option until they are able to get away.

Improved Evasion (Ex): A birch dove can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Even if the birch dove fails the save, it only takes half damage. A helpless dove does not gain the benefit of improved evasion.

Skills: Birch doves have a +4 racial bonus to all Spot checks.
havard

12-20-06, 01:21 PM
Blue Imp

<SNIP>

Blue imps oppose red imps for no other reason than to save the souls of the red imps’ victims and prevent the spread of Entropy. Unlike red imps that do their deeds in order to become fiends, blue imps expect nothing in return for their service, although some benevolent immortals transform them into archons. This is rare however, as the most loyal and dedicated blue imps are constantly needed to thwart the red imps.

Blue imps are very, very distantly related to the fey imps. Many eons ago, two groups of fey imps left their natural existence to join a larger philosophical battle. Blue imps decided to align themselves with the powers of good and the red imps aligned with the forces of Entropy. Over time, these imps were changed by their planar existence- losing what were their fey roots and becoming outsiders. Now one would be hard pressed to see any connection between blue imps and the fey imps.

I like these inclusions to the Blue Imp. Giving them a chance to become Archons is a great idea, better than my suggestion about them becoming Titans. I also like the idea of imps being related to the Fey. Perhaps this is a path all Fey can choose to return(?) to Immortality?

Havard
Traianus Decius Aureus

12-20-06, 03:26 PM
Wurmling
SCMC
Huge Monstrous Humanoid
Hit Dice: 10d8+40 (85 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), burrow 5 ft. (1 square)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +10/+26 (+30)
Attack: Bite +16 melee (2d8 +8)
Full Attack: Bite +16 melee (2d8 +8) and tail +11 melee (1d8 +4)
Space/Reach: 15 ft. /10 ft. (5ft with bite)
Special Attacks: Roll and crush
Special Qualities: Darkvision 60ft., resistant to mind-affecting spells, sheer bulk, wurmling knowledge
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 26, Dex 15, Con 18, Int 16, Wis 11, Cha 7
Skills: Bluff +6, Diplomacy +6, Disable Device +11, Gather Information +4, Intimidate +6, Knowledge (history) +5, Knowledge (local) +5, Listen +10, Open Lock +10, Sense Motive +16, Spot +9
Feats: Great Fortitude, Improved Initiative (B), Iron Will, Negotiator, Persuasive
Environment: Any land
Organization: Solitary plus 2-40 bodyguards (1st-3rd Orc, Gnoll, Human, Krolli or Troll fighters) and 100-200 non-combatant retainers and servants
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) or by character level
Level Adjustment: +6

Wurmlings are large, intelligent worms, often found at the helm of evil brotherhoods (such as assassins' guilds) and crime syndicates. They rule through a combination of physical presence, intellect, cunning, intimidation, and blackmail. Wurmlings are utterly greedy masters of subterfuge and blackmail, skilful at acquiring wealth and manipulating pawns. Wurmlings have an unparalleled ability to pay attention to details. They have phenomenal memories and never forget anything.
Wurmlings grow up to 45 feet long, gaining in length and bulk as they age. A mature wurmling (10 Hit Dice) weighs about eight tons and gains 1 ton per Hit Dice thereafter. They are brown in colour, with a tough, leathery hide. The top of the wurmling is usually a darker shade than its underside. They have small spindly arms, a long whip-tail, and a prehensile tongue. They have large, yellow eyes and can see quite well in a wide variety of ambient lighting conditions, from bright sunlight to a single flickering candle.

Wurmlings are hermaphroditic; they have both male and female reproductive organs, although they are not self-fertile. Mating between wurmlings occurs only after long and arduous negotiations (carried out through intermediaries), followed by the signing and witnessing of elaborate, intensely detailed contracts and agreements. Wurmlings will mate only after they are absolutely certain that they are not currently (and will never be) competing. The mating always occurs in neutral territory.

Since wurmlings weigh several tons and their mating is very energetic (coupled with the spontaneous and unpredictable firing of their Legacies), it can be very dangerous to be anywhere near a pair of mating wurmlings. After mating, both wurmlings become pregnant and have one offspring after a gestation period of about two years.
The immature wurmling stays with its parent until it reaches 10 Hit Dice (about 100 years), learning the business before it strikes out on its own. A wurmling can live to be over 1,500 years old. After its death, a wurmling's decayed remains turn into steel seed.
Wurmlings speak their own language, and know the prodominant local language. Most also know Orcish and any other common local languages.

Combat
Wurmlings are proficient with all simple weapons and light armors. Most however prefer to avoid combat, negotiating with their foes or letting their guards fight them. If forced to fight, they will use their bite and tail attacks, expend their legacies, and if the opportunity presents itself, Roll and Crush their foes.

Sheer Bulk (Ex): A wurmling is so bulky it receives a +4 bonus to all grapple checks it defends against or are made as a result of its Roll and Crush ability.

Roll and Crush (Ex): As a full attack option, a wurmling can roll forward or to either side up to 10ft. Ant creature in the path of the wurmling must make a Reflex save vs DC 23 (Str based) or be rolled over. A rolled over character is knocked prone and suffers 1d4 damage. A wurmling may end the roll occupying the same squares as prone creatures. The victims in this case suffer 1d4 damage automatically each round and cannot free themselves unless they succeed on a grapple check or Escape Artist check.

Resistant to Mind-Affecting Spells (Ex): Wurmlings recieve a +3 bonus to Will saves made against mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).

Wurmling Knowledge (Ex): A wurmling may make a special knowledge check with a bonus equal to his wurmling HD + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the wurmling has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful wurmling knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A wurmling may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Skills: Wurmlings have a +4 racial bonus to all Spot checks. They possess a +8 bonus to all Sense Motive checks.

The Red Curse
Each wurmling gains Legacies at the rate of 1 per 2 HD. Thus, a 10 Hit Die wurmling has five Legacies. A 12 Hit Die wurmling has six Legacies, and a 15 Hit Die wurmling has seven Legacies. A wurmling requires crimson essence to activate all Legacies after the first. Like an Inheritor, the wurmling gains the Legacy permanently. Also, the wurmling requires cinnabryl to support its Legacies.
Typical wurmling Legacies include: Anti-Poison, Crimson Fire, Digging, Farsight, Red Shield, Shape Stone, and Temperature. Wurmlings often have Legacies appropriate to Eusdria.

Society
Wurmlings, while evil, are scrupulously fair in their business dealing. They do not cheat, although sealing a bargain with them is a tricky business. Wurmlings thrive on the seamy side of business, and they drive extremely hard bargains. Wurmlings do not tolerate competition, especially from other wurmlings. Each wurmling establishes a clearly defined territory. Conflict between wurmlings is always fatal to at least one of the wurmlings involved.
Wurmlings always have bodyguards. They are never found alone. There will always be at least 1d4 trusted guardians around the huge, bloated creature. In many cases, they have as many as 4d10 guardians. Typical guardian creatures include orcs, trolls (if properly trained), gnolls, evil humans, etc. Typically, a wurmling also has 100 to 200 retainers, servants, and assorted underlings.
A wurmling pays its people very good wages, which helps to ensure loyalty. The paranoid wurmling does not rely on that, however. Wurmlings seem physiologically incapable of trust. Instead, it supplements the wage-loyalty with magical conditioning, drug addiction, and blackmail. It typically knows 1d4 scandalous secrets about each of its servants.
Wurmlings sometimes obtain krolli bodyguards. The two races are compatible enough that the wurmling rarely has to blackmail or coerce its krolli bodyguards.
The only widely known wurmling resides in Eusdria. This may seem like a strange place for a wurmling, but it works; Eusdria gave up contact with the Heldann freeholds years ago, so the wurmling supplies a steady and illicit trickle of red steel to the Heldannic Knights. The wurmling poses as a legitimate business owner, but its legitimate businesses are only the tip of the iceberg. The wurmling's organisation is also bound by a rigid code of business conduct, similar to the Honourbound code. Eusdrian officials have tried for years to pin a criminal conviction on the wurmling, but have so far been unsuccessful.
Wurmlings are typically involved with a host of illegal and reprehensible activities, including blackmail, black marketing, bootlegging, bribery, copyright infringement, drug-trafficking, extortion (exorbitant charges for services rendered), gambling, money-laundering, assassination, prostitution, "protection" schemes, racketeering, and smuggling. Wurmlings are unlikely to kill or maim a defaulter. Dead people do not repay loans. They are, however, relentless in pursuit of a jumper. Wurmlings typically have considerable influence in the local police force, military, trade and merchant's guilds, and political offices.

Lair Description: A typical wurmling lair is underground, in a city or other centre of commerce. A wurmling lair will always be well-defended, with lots of open space, traps, guards, and detection points. Trick floors, pressure plates, false doors, and trip-wires are also common. The lair usually includes one or more special holding cells for use by the wurmling's information retrieval technicians. The lair will also include quarters and accommodations for the wurmling's servants and guards.
Anyone looking for written records will be sorely disappointed. Wurmlings never write anything down, relying on their flawless memory to keep books, juggle accounts, etc.
Wurmlings can burrow, albeit slowly. They take advantage of their long life span and burrowing ability to carve intricate networks of secret tunnels beneath their lairs.

Wurmling Characters
A wurmling’s favored class is rogue. Wurming clerics may choose two of the following domains: Greed, Knowledge, Strength, Trickery or Wealth.
Traianus Decius Aureus

12-21-06, 03:51 PM
Elven War Horse
GAZ5
Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d6 +4)
Full Attack: Bite +6 melee (1d6 +4) and 2 hooves +1 melee (1d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., empathic bond, low-light vision, scent, telepathy
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 4, Wis 14, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness,(B), Endurance, Run
Environment: Any land
Organization: Domesticated (Alfheim Only)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: Special
Level Adjustment: -

The elven war horse is a special breed of horse found only in Alfheim. They are the result of a breeding program that combined unicorn, chevall, and horse (mostly Ethengarian breeds).
The elven war horse is a short-legged, quick horse with uncanny intelligence. Their intelligence and speed make them more than a match for heavier, armored warhorses, as they have proved in hundreds of battles.
These horses must be bred true, or their offspring are just like regular horses. These lesser horses are sold outside of Alfheim, but the true war horses are kept in Alfheim, only leaving when their riders are part of an army fighting outside of Alfheim.

Combat
Elven war horses are bred to fight in concert with their riders. If encounter without a rider, they will bite and kick with their hooves. A rider must succeed on a Ride check in order to attack the same round the horse does.

Empathic Bond (Ex): Elven War horses bond with their riders. This process takes several months, after which an elven war horse's rider gains a +4 bonus to all Ride checks while mounted on the horse and +8 bonus to all Handle Animal checks made regarding the horse.
Should the rider and horse be parted for more than a week, the horse becomes shaken. The horse recovers within a day of the rider's return. If the rider is killed, the shaken horse must be carefully taken care of or it too will die. After a year of care, the horse recovers and may bond with another rider.

Telepathy (Su): An elven war horse can communicate telepathically with any other equine within 100 feet.

Carrying Capacity: A light load for an elven war horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

Advancement
Elven war horses may be found varying in quality, as can regular horses. Superior (+1 HD, +5ft speed, +1 Str, +2 Dex, +2 Con, +2 Wis) and Superb (+2 HD, +10ft speed, +3 Str, +3 Dex, +3 Con, +2 Wis, +1 Cha) quality mounts are more common for these horses due to their magical nature and the elves tight breeding controls.
Traianus Decius Aureus

12-22-06, 11:59 AM
Lake Klintest Monster
GAZ6
Gargantuan Animal
Hit Dice: 13d8+42 (100 hp)
Initiative: +1 (+1 Dex)
Speed: 5 ft. (1 square), swim 30 ft. (6 squares)
Armor Class: 15 (-4 size, +1 Dex, +8 natural), touch 7, flat-footed 14
Base Attack/Grapple: +9/+29
Attack: Bite +13 melee (3d6 +8)
Full Attack: Bite +13 melee (3d6 +8)
Space/Reach: 20 ft. /15 ft.
Special Attacks: -
Special Qualities: Hold breath, low-light vision
Saves: Fort +11, Ref +9, Will +5
Abilities: Str 26, Dex 13, Con 16, Int 2, Wis 12, Cha 6
Skills: Hide -3*, Listen +7, Spot +7, Swim +16
Feats: Alertness, Endurance, Swim-by Attack, Run, Toughness
Environment: Cold aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Gargantuan); 27-39 HD (Colossal)
Level Adjustment: -

There really is a Lake Klintest Monster- several, actually, for there are several examples of the species living in the lake. The Monster (nicknamed Klinta by the locals) is a variety of watergoing dinosaur adapted m cold-water life. It looks rather like a long (40’) snake, rather fat in the middle, with four flippers for movement and a large saurian head atop its neck.
It lives on fish; it cannot possibly swallow something as large as a thrashing dwarf, but may emerge to take a look at what‘s making all the noise on the surface of the water.

Combat
It is not normally aggressive, but the Lake Klintest Monster will viciously defend itself against attackers. If wounded it will attack anything coming near it (except others of its kind) until its wounds have completely healed.

Hold Breath (Ex): The Lake Klintest Monster can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical example, this equals 160 rounds, or a little over 26 minutes.

Skills: The Lake Klintest Monster gains a +8 racial bonus to any swim check. It may always 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. *The Lake Klintest Monster has a +8 bonus to all Hide checks while it is in water.
Traianus Decius Aureus

12-22-06, 12:00 PM
Well, that will probably be the final monster conversion for 2006. I hope everyone has a safe holiday and a Happy New Year!
Shane

12-23-06, 02:47 PM
Wow, thanks for your yeomanly monster conversion work Traianus Decius Aureus.

Travis
Traianus Decius Aureus

01-02-07, 05:44 PM
Nightgleet
GAZ8
Large Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (2d4 +4)
Full Attack: Bite +6 melee (2d4 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Damage reduction 10/slashing or piercing, darkvision 60ft., low-light vision, stench
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 3, Wis 14, Cha 8
Skills: Hide +5, Listen +9, Sense Motive +4, Spot +9
Feats: Alertness, Hover, Track (B)
Environment: Any hills, mountains, marshes, underground
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 2
Treasure: Standard (rings only)
Alignment: Always chaotic evil
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

These horrid predators of the Five Shires hunt only at night or in subterranean darkness, although they suffer no ill effects from bright light (it merely angers them). Nightgleets are large (around 12ft long) winged eels who inhabit mountain caves and crevasses, underground caverns, and coastal caves.
Nightgleets have dark blue, mauve, or black bodies and wings. Their eyes are glistening black with white pupils. They hiss when angry or hurt.
Nightgleets fly vertically, have excellent eyesight and are exceptionally alert. Their smooth-skinned bodies are coated in a slime that can make it difficult to get a hold off them, and when coupled with the rubberiness of their body, gives then resistance to bludgeoning damage. Also of note is the putrid spray the creatures release upon death, causing everything hit to smell horrid for days. This spray attracts other nightgleets to the victims.
In addition to the Shires, nightgleets are also found in the Blight Swamp and the Malpheggi Swamp, although the numbers are small due to determined hunting.

Combat
Nightgleets attack by biting their foes and trying to suck their blood. They are quite capable opponents and are able to assess the tactical situation of the fight. They will flee when magical attacks are readied or victory seems impossible, only to attack from hiding again when previously escaped opponents are weak or at a disadvantage (usually when fighting another foe).

Blood Drain (Ex): A nightgleet can suck blood from a living victim with its mouth by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.

Improved Grab (Ex): If the nightgleet hits a target with its bite, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round, the nightgleet may blood drain its victim.

Damage Reduction (Su): A nightgleet has damage reduction of 10/slashing or piercing.

Stench (Ex): Upon death, a nightgleet sprays everything within 10ft with stinging, skunk-like secretion. All victims suffer a -8 penalty to all Charisma-based skills once sprayed. In addition, other nightgleets receive a +8 bonus to Spot checks to detect sprayed creatures.
The stench wears off in 1d4 days. Victims bathed in wine or other alcohols have the stench removed immediately.

Skills: Nightgleets have a +4 racial bonus to all Hide, Listen and Spot checks.
Hugin

01-02-07, 06:04 PM
A sure sign that the holidays are over - Traianus is back hard at work! ;) :D

Thanks again!
Traianus Decius Aureus

01-03-07, 04:20 PM
Rockfang
GAZ8 66
Large Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 5 ft. (1 square), climb 15 ft. (3 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +3/+12
Attack: Tail +7 melee (2d6 +5)
Full Attack: 2 Tail +7 melee (2d6 +5) and bite +2 melee (1d4 +2) and 2 claw +2 melee (1d2 +2)
Space/Reach: 10 ft./10 ft. (15ft with tail)
Special Attacks: Blinding tail strike
Special Qualities: Coat of rubble, darkvision 60ft., silent moves
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 20, Dex 10, Con 13, Int 13, Wis 17, Cha 17
Skills: Climb +13, Hide +4*, Listen +9, Move Silently +30, Spot +9, Survival +7
Feats: Cleave, Power Attack
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

This strange creature of the Five Shires claims many unwitting victims. Solitary and virtually silent, the rubbery-bodied rockfang resembles a gigantic tadpole in form. Its main body is blob-like with to small arms ending in claws. It can grow temporary probes to aid it in climbing and in grasping rocks. Its long, elastic tail ends in a saw-edged, pointed stabbing hook of bone, like a scorpion's sting. The rockfang can wield this with great speed, dexterity and strength. The tail is also used to climb and to dig.
Rockfangs are mottled dun, ochre, and grey in color, the dominant hue varying from individual to individual. They may be found anywhere in the Shires, although they are rare in setlled areas because the hin slay them on sight.
Rockfangs live on carrion, certain roots and leaves, and creatures of all sizes that they can slay by fang or by pit trap. Foresters, miners, climbers and other creatures disturbing them will most certainly be attacked.
Rockfangs gained their name from their habit of drawing rocks onto their bodies with their tails and by burrowing beneath, and then exding a strong glue. This coats them with a rocky rubble that acts as protection and camouflage at the expense on mobilty. They may release the rubble coat as needed.
Rockfangs possess a cruel intelligence, but are not "knowledgable" of most things. They do not speak any language, and may not even be capable of speech. They do seem to understand Common, not that they bother to listen to the speaker.

Combat
Rockfangs are adept at hiding and ambushing foes. They will likely dig out a number of pit traps in their lair to snare intruders. They are foul-tempered, attacking anything that disturbs them. Their tail is their primary weapon, as their bite and claws are relatively weak.

Blinding Tail Strike (Ex): A rockfang can strike very quickly with its tail. When taking a full attack, it may strike twice with its tail attack.

Coat of Rubble (Ex): Rockfangs normally partially coat themselves in rubble. Occassionally they forego this rubble coat to increase their mobility. A rockfang can remove the rubble as a standard action. A rockfang not coated in rubble has its natural AC decreased to +4, suffers from a -8 penalty to hide checks, gains +4 Dexterity, and gains +10 ft movement.

Silent Moves (Ex): A rockfang moves in virtual silence, and has a +30 bonus to all Move Silently checks (included above).

Skills: Rockfangs have a +8 racial bonus on climb checks. A rockfang can always choose to take 10 on Climb checks, even if rushed or threatened. *A rockfang has a +8 bonus to all Hide checks made in rocky or undergraound areas.
Traianus Decius Aureus

01-04-07, 05:12 PM
Seergar
GAZ8 67
Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares), fly 70 ft. (good)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (2d4 +6)
Full Attack: Bite +10 melee (2d4 +6) and 2 claw +5 melee (1d4 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Dwarf hunter, improved grab, pounce, rake
Special Qualities: Darkvision 190ft., low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 23, Dex 17, Con 20, Int 4, Wis 14, Cha 8
Skills: Balance +3, Climb +10, Hide +4*, Listen +6, Move Silently +10, Spot +6
Feats: Alertness, Flyby Attack
Environment: Any mountains
Organization: Solitary, Pair, or Pride (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -

These thankfully rare winged lions lair only in the mountains of the Five Shires. They are named for the sound of their exultant screaming cry which they utter after making a kill or to attract fellows to attack prey they have just sighted. All of the races who have inhabited the Shires have hunted the seergar, although only the dwarves did it for sport. The seergar have returned the favor, attacking dwarves on sight with a deadly vigor.
Seergar are large and powerful, with shaggy coats that are flame-red, russet, brown, dun or even silky black in hue. They have bright green eyes and long curving fangs. Horses instinctively flee from the smell of a seergar if they get a chance. There are legends of warriors and mages that have ridden a seergar as a mount. Those familiar with seergars scoff at these tales, as a seergar tends to be too aggressive and dangerous to train and be used as a mount.
Seergar often battle griffons and prey upon pegasi. They are sleek, agile, and fast in the air, unlike the clumsier and heavier manticore. Seergar meat is said to have a heavy, smoky taste, but otherwise is similar to beef.
Only magical compulsion or food shortages such as those caused by severe winter weather will bring seegars down out of the mountains.

Combat
Seergars love to pounce from the air, beating their dark wings to drag a moving target standstill, raking with their claws and biting the head or neck, if they can get at it. It will resort to flying hit-and-run tactics if its foes prove to be a threat to it.

Dwarf Hunter (Ex): A seergar gains a +2 bonus on Listen, Spot, and Survival checks when using these skills against dwarves. Likewise, it gets a +2 bonus on damage rolls against dwarves.

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

Pounce (Ex): When a seergar makes a charge, it can follow with a full attack including two rake attacks.

Rake (Ex): A seergar can rake with both back claws. Eack has an attack bonus +10 melee and 1d4+2 damage.

Scent (Ex): This special quality allows a seergar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Seergars have a +4 racial bonus on Climb, Hide, and Move Silently checks. *In rocky, mountainous areas, the Hide bonus improves to +12.
Traianus Decius Aureus

01-05-07, 03:45 PM
Succulus
SCMC
Medium Magical Beast
Hit Dice: 5d10+23 (50 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Gore +8 melee (2d6 +3)
Full Attack: Gore +8 melee (2d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Destroy cinnabryl
Special Qualities: Darkvision 60ft., detect cinnabryl, low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 17, Dex 14, Con 19, Int 3, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Feats: Alertness, Toughness
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

The succulus, also known as the red steel cruncher, closely resembles a wild boar in appearance. The succulus is similar to a rust monster, except that it feeds on red steel, cinnabryl, and steel seed. The creature was first discovered in caves beneath the forests of Robrenn. Since then it has spread throughout the cursed areas of the Savage Coast, much to the consternation of boar-hunters throughout the area. Some suspect that the Robrenn druids had something to do with its rapid spread, because of their known bias against materials that have "never lived," such as metal and stone.
A succulus is nearly always found in the company of a group of wild swine. The red steel cruncher searches far and wide for supplies of fresh metals. It will eat raw ore, but prefers the refined, forged metal.
A herd of wild boars will recognise that a succulus is different but will usually let it join the herd anyway. The succulus excavates vast holes when it roots for cinnabryl and usually digs up all sorts of roots and tubers and things that the boars like to eat.
If two red steel crunchers mate, the offspring will be red steel crunchers. If a succulus mates with a wild swine, the offspring have a 5% chance of being red steel crunchers.
If captured young and carefully trained, a succulus could serve as a cinnabryl deposit indicator, but it would be very expensive to feed.
The succulus is black-black, with short, woolly hair interspersed with bristles that form a mane along the spine. The lower teeth grow into formidable, curved tusks, which grow up to 12 inches long. The succulus has small eyes that are a deep rust-red colour.
The flesh of the succulus is not edible since it is thoroughly impregnated with heavy metals. The hide of a succulus can be cured into very tough, metal-impregnated leather. The leather can be made into armour equivalent to studded leather armour.

Combat
The succulus is relentless in pursuit of food, chasing characters over long distances if they still possess intact cinnabryl, red steel or steel seed objects but usually ceasing its attacks to devour a freshly powdered meal.
The creature targets the largest source of cinnabryl, red steel or steel seed available, striking first at armor, then at shields and smaller items.
The succulus is a fairly intelligent creature. As such, it cannot be distracted by the old "throw out some red steel spikes" trick. It will attack anyone carrying an item made of red steel or cinnabryl. A succulus frequently charges such persons while activating its Spike Legacy, hoping that the victim will strike at them with the weapon or item.

Destroy Cinnabryl (Ex): A succulus that makes a successful touch attack against cinnabryl, red steel or steel seed items causes the target to corroding immediately into a powder. The touch can destroy up to a 10-foot cube of cinnabryl, red steel or steel seed instantly. Magic red steel armor and weapons, and other magic items made of cinnabryl, red steel, or steel seed, must succeed on a DC 19 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
A red steel weapon that deals damage to a succulus corrodes immediately. Wooden, stone, and other metallic weapons are unaffected.

Detect Cinnabryl (Sp): A succulus can scent a cinnabryl, red steel, or steel seed object from up to 90 feet away.

Scent (Ex): This special quality allows a succulus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

The Red Curse
Succuli always have two Legacies: Dig and Spikes. However, they rarely become Afflicted due to their cinnabryl-rich diet.
Traianus Decius Aureus

01-09-07, 03:08 PM
Pig, Peccary
GAZ9
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: +1/-2
Attack: Gore +3 melee (1d4 +1)
Full Attack: Gore +3 melee (1d4 +1)
Space/Reach: 5 ft. /0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Skills: Hide +6, Listen +5, Spot +5
Feats: Alertness
Environment: Temperate and Warm plains, forests
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

A peccary pig is similar to a boar, razorback hog or domestic pig. They are usually 3-4ft in length, 2-3ft at the shoulder and weigh between 40 and 80lbs.
One of the ways to tell apart peccaries and domestic swine is the shape of the canine tooth, or tusk. In the domestic pigs and their relatives the tusk is long and curves around on itself, whereas in peccaries the tusk is short and straight. Peccaries use their tusks for defense and to help gather food- they feed chiefly on roots and grasses but also eat invertebrates and small vertebrates.
By rubbing the tusks together they can make a chattering noise that warns potential predators to not get too close. Peccaries, indeed, are aggressive enough in temperament that, unlike domestic pigs, they cannot be domesticated as they are likely to injure their trainers.
Peccaries are rarely hunted- their smaller size and lack of demand for their meat makes them less appealing than boars and other wild game. Usually they are encountered and killed while hunting other prey. Their meat is tough, gamey and similar to pork in flavor. While it is edible enough for woodsmen and hunters, most people won't pay for it if other options are available.
Peccaries are native to the Minrothad Islands, and maybe found in othertropical and subtropical climates.

Combat
A tempermental creature, the peccary gives a boar and razorback a run for its money in aggressiveness. They will attack anything that gets to close to it with its gore attack. It will charge if space permits.
Traianus Decius Aureus

01-10-07, 03:43 PM
Wynzet
SCMC
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Bite +6 melee (1d3 -2)
Full Attack: Bite +6 melee (1d3 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Throat-ripper
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 13, Int 5, Wis 14, Cha 18
Skills: Bluff +12, Gather Information +4, Hide +11, Jump +7, Listen +5, Sense Motive +7, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Any forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Wynzets are large, furry creatures commonly found in Robrenn forests. In Renardy, this creature is sometimes known as le lapin mortel. They tend to have the form of either grey squirrels or rabbits, but other forms have been found. A wynzet is cute and fluffy and appears to be very docile. Many humanoids find the appearance of the wynzet quite appealing, and wynzets will approach humanoids without fear. They are very docile and will allow themselves to be petted and fed quite tamely. They have soft fur and large, wide eyes.
This cute, tame appearance is very deceptive, however. The wynzet is a magical creature, empowered by the druids of Robrenn to help defend the forests. The wynzet is an extension of the forest that it lives in, and it taps in to the very "being" of the forest. Normally, its docile, pleasant appearance is quite true. It will happily play and frolic with nature-lovers. However, if the wynzet encounters a despoiler of the forest, its special powers come into play. It will approach such a despoiler, act cute and fluffy, and generally try to befriend the despoiler to get him to drop his guard. Then it will ruthlessly strike.
The wynzet usually behaves like the creature it resembles: A squirrel-form wynzet behaves like a squirrel, and likewise for a wynzet that has a rabbit-form. This makes them very difficult to differentiate them from their more common resemblances. A wynzet breeds as the creature it appears to be (squirrel or rabbit), but only about 5% of its offspring will be wynzets.

Combat
Once it has secured the friendship of someone who has been despoiling the forest, the wynzet uses its Bite Legacy to attack the person's throat. When they least expect it. If this attack does not kill the foe, the wynzet will attack as long as it has its Bite legacy active. If the foe(s) still survive, it will likely flee and attack again later.

Throat-ripper (Ex): As a full-round attack, a wynzet may make a leaping bite attack against any creature that is flat-footed or otherwise unprepared to defend itself within 15ft of the wynzet. The wynzet receives a +4 bonus to the attack roll. If the attack succeeds, the victim must make a Fortitude save vs DC 14 or suffer 3d6 Con damage immediately and lose another 1 Con each subsequent round until healed by a cure serious wounds or higher level cure spell. The victim is considered dazed unitl the ability damage is healed.
If the victim succeeds in the save, the attack is considered a critical hit.

Skills: A wynzet has a +4 racial bonus to Sense Motive checks. It has a +8 bonus to all Bluff skill checks. The wynzet also has a +8 bonus to all Jump checks. . It may take 10 on a jump check, even if distracted or endangered. It does not suffer any penalties to Jump checks that are based on its movement rate. A wynzet does not need a running start in order to jump.

The Red Curse
Wynzets all have the Bite Legacy, but they do not require cinnabryl. If the DM does not have information on the Bite Legacy, use the following:

Bite (Su): 3/day a wynzet may grow larger, razor-sharp fangs. These fangs cause the wynzet's bite attack to do 1d8 damage. The fangs last for 1 round/HD, minimum of 3 rounds.
Traianus Decius Aureus

01-12-07, 03:24 PM
Falcon
GAZ12 43
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 10 ft. (2 squares), fly 80 ft. (good)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: 0/-5
Attack: Claw +4 melee (1d2 -1)
Full Attack: 2 Claw +0 melee (1d2 -1) and bite -1 melee (1d3 -2)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +14, Survival +2*
Feats: Alertness, Track (B), Weapon Finesse (B)
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Falcons are excellent birds-of-prey, slighly smaller than eagles. They are prized as hunting birds, especially in the Ethengar Khanates.
These birds only require a DC 17 Handle Animal check to train them for hunting.

Combat
Falcons dive at prey, raking with their claws.

Skills: Falcons have a +8 racial bonus on Spot checks. *Falcons also receive a +4 bonus to Survival checks made while tracking prey.
Traianus Decius Aureus

01-12-07, 03:26 PM
Lizard, Chameleon
GAZ12 43
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: Bite +5 melee (1d3 -4)
Full Attack: Bite +5 melee (1d3 -4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +19*, Listen +3, Move Silently +9, Spot +3
Feats: Stealthy, Weapon finesse (B)
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Chameleons are tiny lizards that have the ability to change their skin color in order to hide from both prey and predators.
While they can be found anywhere in the Known World, they are most common in the Ethengar Khanates.

Combat
These lizards are generally only dangerous to small insects, and will flee from almost everything else. They have a weak bite if conered and forced to fight.

Skills: Chameleon lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Chameleon lizards use their Dexterity modifier instead of their Strength modifier for Climb checks. The skin of a horned chameleon changes color, allowing it to blend in with its surroundings and providing a +6 racial bonus to Hide checks. The chameleon also receives a +4 racial bonus to Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +12.
Traianus Decius Aureus

01-15-07, 02:59 PM
Gerbil
GAZ12 43
Diminutive Animal
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares), climb 20ft
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: 0/-16
Attack: Bite +8 melee (1d2 -4)
Full Attack: Bite +8 melee (1d2 -4)
Space/Reach: 1 ft. /0 ft.
Special Attacks: Double damage against organic objects
Special Qualities: Low-light vision
Saves: Fort +3, Ref +6, Will -1
Abilities: Str 3, Dex 18, Con 13, Int 2, Wis 8, Cha 4
Skills: Climb +12, Hide +16, Listen +15, Move Silently +5, Spot +3*
Feats: Alertness, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, Pair, Family (2-5), or Nest (5-20)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1/2 - 1 HD (Diminutive)
Level Adjustment: -

These small rodents are nocturnal and have excellent night vision. Their hearing is also very good and they are rarely surprised. Their sharp teeth can gnaw through wood and fabric with ease. They are good climbers.
In the Ethengar Khanates, these creatures are quite common among the nomads (and quite a nuisance as well), and are roasted on a spit over an open fire to be eaten if caught..

Combat
These creatures will flee from anything perceived as a threat. They can defend themselves with their bite.

Double Damage Against Organic Objects (Ex): A gerbil that makes a full attack against an organic object (wood, fabric, leather, etc...) deals double damage.

Skills: A gerbil has a +12 racial bonus to all Listen checks. A gerbil has a +8 racial bonus to Climb checks. A gerbil can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *A gerbil has a +4 racial bonus to all Spot checks under nighttime conditions.
Traianus Decius Aureus

01-16-07, 03:13 PM
Sheep
GAZ12 43, PC4
Medium Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: 0/0
Attack: Gore -5 melee (1d6)*
Full Attack: Gore -5 melee (1d6)*
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +3, Will -1
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 8, Cha 4
Skills: Listen +1, Spot +1
Feats: Run
Environment: Any land
Organization: Solitary, Pair, Family (2-5), Pack (5-20), Herd (20-40), or Flock (40-60)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: -

Sheep are a common domesticated animal that produces wool, milk and meat. They are not as big as cattle. Males usually have a set of curved horns and both sexes sport thick wooly coats.
Sheep exhibit flocking behaviour and a herd mentality. Bigger and stronger sheep occupy the central areas of the herd where they are better protected from predators, leaving the weaker and smaller sheep along the edges to suffer from predation.

Combat
Sheep are very timid creatures and will only fight to defend their young. Usually, they flock together and flee from the danger posed. *Sheep gores are treated as secondary attacks.

Scent (Ex): This special quality allows a sheep to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Traianus Decius Aureus

01-17-07, 03:15 PM
Swampmare
SCMC
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+11
Attack: Bite +6 melee (1d6 +5)
Full Attack: Bite +6 melee (1d6 +5) and 2 claws +1 melee (1d4 +2) and 2 foreclaws +1 melee (1d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 21, Dex 12, Con 17, Int 2, Wis 10, Cha 4
Skills: Hide -1*, Listen +4, Spot +4, Swim +13
Feats: Alertness, Endurance
Environment: Temperate and Warm forests, marshes
Organization: Solitary, Pair, Family (2-5), or Ride (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: -

Swampmares are large, water-loving creatures related to tapirs. The gurrash of the Bayou use them as war mounts, beasts of burden, and occasionally as food. The swampmare is just big enough to carry a single gurrash rider. Swampmares can swim and walk through water, swamp muck, and the overgrown swamp jungle.
Swampmares live in dense rain forests and swamps. When threatened, they squeal and flee to the water for safety; their squeal seems to be a means of communication with other members of the family group.
The swampmares used by the gurrash are domestic, carefully bred strains. A large number of these are bred as warbeasts, and are tougher than the average swampmare.
Swampmares feed primarily on leaves, fruit, and other vegetation. They need a minimum of two hours of sunlight per day in order to stay healthy. Also, a swampmare that spends three or more hours in tree-form in strong sunlight gathers enough energy to "feed" itself for a day. The gurrash often take advantage of this ability during times of war. They simply encourage their swampmare mounts to turn into trees for a few hours each day, eliminating their need for food.
All swampmares have tough, leathery skin with a greenish coloration. This coloration allows it to blend into the background in vegetated areas. They also have webbed, clawed feet to aid them in swimming through deep swamp muck. Its head is characterised by a short snout, beady eyes, and short ears.

Combat
In combat, the swampmare delivers a vicious bite and can attack with its claws. In the water, the swampmare can also lash out with its clawed forefeet, using all four of its claw attacks.
If a swampmare is overmatched and fleeing appears to be impossible, it turns into a tree and attempts to wait out the trouble. The tree form, while not invulnerable, is considerably tougher. Treat the cypress-tree form as AC 20 with a hardness of 10. This plant form does not bleed or otherwise reveal that it is an animal in plant form.

Skills: A swampmare gains a +8 racial bonus to any swim check. It may always 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. *A swampmare gains a +12 racial bonus to all Hide checks in areas of thick vegetation.

Carrying Capacity: A swampmare can carry 459lbs as a light load, 460 to 918lbs as a medium load and 919 to 1380lbs as a heavy load.

The Red Curse
Swampmares do not require cinnabryl, but they do have the Plant Form Legacy, which they use to take the form of a bald cypress tree. A swampmare in cypress-tree form is indistinguishable from a real cypress. They may use this legacy 3/day and may remain in tree form for up to six hours. The transformation process takes one round. Swampmares found in rain forests transform into more appropriate tree forms.
Traianus Decius Aureus

01-18-07, 03:27 PM
Yak
GAZ12 43, PC4
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Gore +7 melee (1d8 +5)
Full Attack: Gore +7 melee (1d8 +5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, trample
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 20, Dex 11, Con 15, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +5
Feats: Alertness, Endurance
Environment: Cold, Temperate plains
Organization: Solitary, or Herd (20-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

A yak is a powerful animal, similar to a bison except it is slightly smaller and more hairy. They are not normally aggresssive, but will defend itself and young.
The yak is very common herd animal in the Ethengar Khanates as a source of meat, hide, and milk.

Combat
Yaks tend to charge their foes either to gore them or trample them. If wounded, they will flee unless defending their young.

Powerful Charge (Ex): When a yak makes a charge, its gore attack deals double damage in addition to the normal benefits and hazards of a charge.

Trample (Ex): As a full-round action, a yak with can move up to twice its speed and literally run over any opponents Medium size or smaller. The yak merely has to move over the opponents in its path; any creature whose space is completely covered by the yak’s space is subject to the trample attack. A yak's trample attack deals 1d6 +7 bludgeoning damage.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 17 (Str based). A yak can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Scent (Ex): This special quality allows a yak to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Traianus Decius Aureus

01-19-07, 04:14 PM
Spirit, Ethengarian: Lesser Animal
GAZ12 40
Medium Deathless (Shapechanger)
Hit Dice: 2d12 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +1 natural, +2 leather armor), touch 14, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Composite short bow +3 ranged (1d6 +2)
Full Attack: Composite short bow +3 ranged (1d6 +2) or long sword +3 melee (1d8 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., materialize, deathless traits
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 14, Dex 15, Con -, Int 10, Wis 12, Cha 13
Skills: Gather Information +3, Knowledge (nature) +4, Listen +7, Search +2, Sense Motive +3, Spot +7, Survival +3 (Note: Skills may be adjusted to reflect the spirit's animal species)
Feats: Alertness
Environment: Prime Material Plane and Spirit World (Ethereal)
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-8 HD (Medium) or by character class
Level Adjustment: -

These animal spirits appear as humanoid animals of their species. They wear leather armor and carry a composite short bow and a long sword. They are shapechangers, able to assume the forms of the normal animal of their species and of a large version of the animal.
In their humanoid forms, lesser animal spirits can speak the local common language, but with a pronouced animal accent- a pig will grunt a lot, a horse whinny and neigh, an elephant trumpet, etc...
In most areas of Mystara, lesser animal spirits are rarely encountered, tending to watch out for the animals of their species from the Spirit World. They only interfere under extreme circumstances, and do not linger in the Prime. However, they are more common and more active in Ethengar due to the presence and magic of the shamans. Lesser animal spirits in that land are often encountered after they have been summoned by a shaman. Others are encountered any time animals are killed unnecessarily or when their natural habitats are threatened. They may attack any who threaten the animals under their care or attempt to lure aggressors away. If neither of these options look feasible, they lead the animals to safety.
Although animal spirits and some fey creatures may share goals in regards to protecting the creatures of the world, they are not overly friendly or cooperative with one another. Animal spirits tend to stay away from areas with a large fey population, and fey tend to stay away from known animal spirits and their territories.

Combat
Lesser animal spirits only fight in their normal, humanoid form. If attacked while in either animal form, they will flee or immediately change into humanoid form.
Lesser animal spirits prefer to fight at a distance with their bows, and only fight in melee if forced to. Many use composite short bows and long swords. Some animal spirits use other weapons, though they always prefer ranged attacks.

Alternate Form (Su): A lesser animal spirit has the ability to assume to forms. Its first form is that of the normal creature it watches over (ie a Lesser Wolf Spirit can assume the form of a normal wolf). Its second form is a "large" version of the normal creature. This form is two size categories larger than the normal creature. This ability works much like the polymorph spell, except that the spirit is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
• The spirit retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
• The spirit retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Materialize (Su): A spirit dwells on the Ethereal Plane in a location known as the Spirit World and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized spirit can be harmed normally. A lesser animal spirit may materialize 2/day.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.

Lesser Animal Spirits as Characters
A lesser animal spirit’s favored class is druid. Most commonly these spirits are druids, clerics, shamans, or sorcerors. Some may become rangers. Lesser animal spirit clerics may selct to of the following domains: Animal, Protection or Strength.
havard

01-19-07, 04:34 PM
Cool!

I was watching with excitement as you began moving onto the creatures from the Ethengar Gaz (one of my favortes actually), and now finally the spirits!

I dont see why these wouldnt also hang out around places like Athruagin alot. The northern reaches might have em too. Adapting to local fauna in all cases, obviously. Heck, what about the Jibaru spirits?

Havard
Wilhelm_

01-19-07, 05:19 PM
Heck, what about the Jibaru spirits?

Funny that you asked, that's something me and Giampaolo was taking about some time ago, the "angry animal spirits" of Anhangá (Mealiden)
Traianus Decius Aureus

01-19-07, 05:44 PM
Cool!

I was watching with excitement as you began moving onto the creatures from the Ethengar Gaz (one of my favortes actually), and now finally the spirits!

I dont see why these wouldnt also hang out around places like Athruagin alot. The northern reaches might have em too. Adapting to local fauna in all cases, obviously. Heck, what about the Jibaru spirits?

Havard

In the official conversion, I want to keep a firm association with Ethengar. However, they could and should be found in most regions to some degree- the Ethengars have merely found a strong relationship with them that makes them more common and culturally significant there.

IMC, they would definitely be common among the Atruaghin clans, Ochaleans, Azcans, and other cultures that are attuned with the natural world (and they will probably connect with the Wallaran spirits in some manner.) They may not be as common, or have as much cultural significance as with the Ethengarians however.

In cultures that are highly magical, highly technical, or highly civilized, they are not likely to be understood or known about (and one may presume that some regions would not want their "protection" of nature if it meant difficulties in clearing land for farming and settlement).

All in all, these spirits will be an interesting batch of conversions.
Morphail_o

01-20-07, 09:06 AM
This thread is so awesome Traianus!
I was wondering if you (or anyone) have ever done a conversion of the demons from the master/immortal sets. You know, screaming, howling...
Or do they just correspond to 3e demons and devils?
Traianus Decius Aureus

01-20-07, 06:08 PM
This thread is so awesome Traianus!
I was wondering if you (or anyone) have ever done a conversion of the demons from the master/immortal sets. You know, screaming, howling...
Or do they just correspond to 3e demons and devils?

Thanks! I haven't done the demons from those sets yet, and I'm not aware of anyone else who has. They will be converted once I figure out how to handle their Exalted status- unfortunately that requires solving how exactly Immortals are treated. In the meantime, using the 3e demons are an adequate substitute for most mortal adventures.
Traianus Decius Aureus

01-22-07, 03:08 PM
Spirit, Ethengarian: Greater Animal
GAZ12 41
Medium Deathless (Shapechanger)
Hit Dice: 9d12 (58 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares) in banded mail armor; base speed 60 ft.
Armor Class: 19 (+1 Dex, +2 natural, +6 banded mail armor), touch 11, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: +1 Flaming composite shortbow +8 range (1d6 + 4 + 1d6 fire)
Full Attack: Flaming composite shortbow +8/+3 range (1d6 + 4 + 1d6 fire) or long sword +7/+2 melee (1d8 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., materialize, deathless traits
Saves: Fort +3, Ref +4, Will +8
Abilities: Str 16, Dex 17, Con 0, Int 12, Wis 14, Cha 15
Skills: Gather Information +10, Knowledge (nature) +10, Listen +13, Search +10, Sense Motive +10, Spot +13, Survival +10 (Note: Skills may be adjusted to reflect the spirit's animal species)
Feats: Alertness, Dodge, Endurance, Improved Initiative
Environment: Prime Material Plane or Spirit World (Ethereal)
Organization: Solitary + 50% chance 2d6 Lesser Animal Spirits
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-30 HD (Medium) or by character class
Level Adjustment: -

These powerful animal spirits appear as humanoid animals of their species. They wear shining lamellar armor (banded) and carry a composite short bow and a long sword. They are shapechangers, able to assume the forms of the normal animal of their species and of a large version of the animal.
In their humanoid forms, greater animal spirits can speak the local common language without the accents that characterize the speech of lesser spirits.
In most areas of Mystara, greater animal spirits are encountered less frequently than lesser spirits. However, they are more common and more active in Ethengar due to the presence and magic of the shamans. Greater animal spirits in that land are often encountered after they have been summoned by a shaman. Others are encountered any time animals are killed unnecessarily or when their natural habitats are threatened. They may also be encountered guarding large herds of animals or on an errand for a Spirit Lord. They may attack any who threaten the animals under their care or attempt to lure aggressors away. If neither of these options looks feasible, they lead the animals to safety.
Although animal spirits and some fey creatures may share goals in regards to protecting the creatures of the world, they are not overly friendly or cooperative with one another. Animal spirits tend to stay away from areas with a large fey population, and fey tend to stay away from known animal spirits and their territories.

Combat
Like lesser animal spirits, these spirits only fight in their normal, humanoid form. If attacked while in either animal form, they will flee or immediately change into humanoid form.
Greater animal spirits prefer to fight at a distance with their bows, and only fight in melee if forced to. Many use +1 flaming composite short bows and normal long swords. Higher HD greater animal spirits will have more powerful bows: for every 5 HD over 9, the bow gains another +1 bonus and at 30 HD the bow has the flaming burst ability. Some animal spirits use other weapons, though they always prefer ranged attacks and the ranged weapon will always be magical.

Alternate Form (Su): A greater animal spirit has the ability to assume two forms. Its first form is that of the normal creature it watches over (ie a Greater Wolf Spirit can assume the form of a normal wolf). Its second form is a "large" version of the normal creature. This form is two size categories larger than the normal creature. This ability works much like the polymorph spell, except that the spirit is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
• The spirit retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
• The spirit retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Materialize (Su): A spirit dwells on the Ethereal Plane in a location known as the Spirit World and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized spirit can be harmed normally. A greater animal spirit may materialize 3/day.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.

Greater Animal Spirits as Characters
A greater animal spirit’s favored class is druid. Most commonly these spirits are druids, clerics, shamans, or sorcerors. Some may become rangers. Greater animal spirit clerics may select two of the following domains: Animal, Protection or Strength.
Traianus Decius Aureus

01-23-07, 03:54 PM
Spirit, Ethengarian: Spirit Lord
GAZ12 41
Large Deathless (Extraplanar, Shapechanger)
Hit Dice: 36d12 (234 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares) in banded mail armor; base speed 90 ft., fly 60ft (good)
Armor Class: 35 (-1 size, +5 Dex, +10 natural, +11 banded mail armor), touch 14, flat-footed 30
Base Attack/Grapple: +18/+27
Attack: +5 Large Long Sword +27 melee (1d10 + 10)
Full Attack: +5 Large Long Sword +27/+22/+17/+12 melee (1d10 + 10) and Various Natural Attacks +22 melee (Damage varies, see below)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -Spells
Special Qualities: Alternate form, darkvision 60ft., DR 10/epic, immortality, materialize, deathless traits, spell immunity, turn immunity
Saves: Fort +12, Ref +17, Will +25
Abilities: Str 20, Dex 21, Con -, Int 18, Wis 20, Cha 21
Skills: Diplomacy +35, Gather Information +35, Knowledge (arcane) +20, Knowledge (nature) +35, Knowledge (planes) +19, Listen +38, Search +34, Sense Motive +35, Spellcraft +34, Spot +38, Survival +35 (Note: Skills may be adjusted to reflect the spirit's animal species)
Feats: Automatic Silent Spell, Automatic Still Spell, Alertness, Cleave, Dodge, Endurance, Empower Spell, Improved Initiative, Maximize Spell, Mobility, Power Attack, Silent Spell, Still Spell
Environment: Spirit World (Ethereal)
Organization: Solitary + 2d6 Greater Animal Spirits
Challenge Rating: 40
Treasure: None
Alignment: Always neutral
Advancement: by character class
Level Adjustment: -

All of the animal spirits are ruled by a Spirit Lord of their species. Spirit Lords rarely venture to the Prime Plane unless a great disaster threatens the animals under their protection. The Spirit Lord watches over both the animals and animal spirits of the same speices as themselves.
Spirit Lords most often use the “large” animal form of their species. They may also transform into the normal animal of their species and into a large humanoid animal form. In all forms they are surrounded by a glow.
In their humanoid forms, spirit lords can speak the local common language without the accents that characterize the speech of lesser spirits. They know many other languages as well, often Sylvan and Draconic.
Spirit Lords are immortal, although not in the same sense as Ixion and the other Immortals. Spirit Lords are formed of the essence of every living creature of its species, and every creature of its species carries a part of the Spirit Lord in its soul. Spirit Lords were around long before the Immortals ascended and will likely exist long after the Immortals vanish or are destroyed. Spirit Lords have no known connection to the Old Ones. The only way to truly destroy a Spirt Lord is to completely exterminate its species. Should that be done, once it is slain, it will never reform.
Spirit Lords do not have very much to do with Immortals, though they will cooperate with Immortals that may further the Spirit Lord’s interests, such as Ka. Unlike other animal spirits, Spirit Lords will deal with fey creatures on a more frequent basis.

Combat
Spirit Lords are very dangerous foes, combining magic and weapons with ease. They generally are not aggressive to those who approach cautiously, but will fight mercilessly against those that attack it or cause great harm to its animal species. They may fight in any form.
All spirit lords carry a +5 weapon, usually a long sword. In addition, they possess all of the natural attacks of their species, even in humanoid form. While in humanoid form, they may use their weapon as the primary attack, and use all natural attacks except for one claw, stomp or trample as secondary attacks. In humanoid form they wear +5 lamaller armor (banded), richly decorated and crafted. In humanoid form, damage for natural attacks is the same as the damage for the “large” animal form.

Alternate Form (Su): A spirit lord has the ability to assume two forms. Its first form is that of the normal creature it watches over (ie a Wolf Spirit Lord can assume the form of a normal wolf). Its second form is a "large" version of the normal creature. This form is two size categories larger than the normal creature. Both of these forms’ attacks cause more damage than their regular counterparts. This ability works much like the polymorph spell, except that the spirit is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the spirit:
• The spirit lord retains the type and subtype of its original form. It gains the size of its new form.
• The spirit lord loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The spirit lord gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form. Natural weapon damage increases two die for the normal form, and four die for the “large” form.
• The spirit lord retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit lord retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit lord gains the physical ability scores (Str, Dex, Con) of its new form, each gaining a +4 bonus. It retains the mental ability scores (Int, Wis, Cha) of its original form.
• The spirit lord retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit lord retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit lord is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Damage Reduction (Su): A spirit lord has damage reduction 10/epic. Its natural attacks are treated as epic weapons for the purposes of overcoming damage reduction.

Immortality (Ex): A spirit lord cannot be permanently killed by any normal means. If reduced to 0 hp, a spirit lord’s body disappears and immediately reforms in the Spirit World undamaged. If killed in the Spirit World, it reforms in the spot it was killed.

Materialize (Su): A spirit lord dwells on the Ethereal Plane in a location known as the Spirit World and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized spirit can be harmed normally. A spirit lord may materialize at will.

Spells: A Spirit Lord casts spells as a 20th level sorcerer and a 20th level druid.
A spirit lord knows 9/5/5/4/4/4/3/3/3/3 sorceror spells and may cast 6/8/7/7/7/7/6/6/6/6 spells per day.
A spirit lord may cast 6/7/6/6/6/6/4/4/4/4 druid spells per day.

Spell Immunity (Ex): A Spirit Lord cannot be harmed or affected by any spell 5th level or less.

Turn Immunity (Ex): A Spirit Lord cannot be turned, rebuked, commanded or destroyed by a cleric.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.

Spirit Lords as Characters
Spirit Lords have a favored class of Any. They often improve upon their spellcasting abilities. Spirit lord clerics may select two of the following domains: Animal, Protection or Strength.
Traianus Decius Aureus

01-24-07, 04:03 PM
Spirit, Heroic
SCMC
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 17 (+2 Dex, +5 deflection), touch 17, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Possession (See Below)
Full Attack: Possession (See Below)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Possession, rejuvenation
Special Qualities: Darkvision 60ft., bestow luck, heroism, improved invisibility, undead traits
Saves: Fort +3, Ref +5, Will +7
Abilities: Str -, Dex 15, Con -, Int 12, Wis 10, Cha 20
Skills: Bluff +18, Intimidate +18, Knowledge (history) +7, Knowledge (nobility) +8, Listen +15, Spot +15
Feats: Alertness, Dodge, Improved Initiative, Mobility
Environment: Any land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Any
Advancement: 10-20 HD (Medium)
Level Adjustment: -

The heroic spirit is an undead entity who died while attempting to perform some especially heroic deed or defeat some dastardly villain. It remains in the living world to accomplish its "unfinished business." This entails either completing the heroic deed or dishonouring the villain.
The heroic spirit retains whatever alignment it had while living. The spirit first occupies a living victim, who remains mostly free willed and unharmed throughout the process.
The heroic spirit can only communicate through empathy. The host should eventually realise it is haunted (through DM clues) and should then begin to investigate the circumstances behind the spirit's death and discover its goal.
The heroic spirit remains in its host either until its goal is reached or until the host gains an experience level. In the latter case (or if the host dies), the heroic spirit then moves on to another host.
Heroic spirits rarely choose a swashbuckler as a host. Heroic spirits like to change the life of a quiet or a shy person, sometimes even a notorious coward. A heroic spirit will never chose the host of a legacy leech. When two such hosts encounter each other, the heroic spirit and the legacy leech instantly recognise each other. If the host of the heroic spirit does not voluntarily attack the host of the legacy leech, the heroic spirit will immediately take over the host's body (no save) in order to do so. The host might very well be forced to fight to the death.
The heroic spirit only rarely becomes visible, usually only to wave adieu when it leaves its host.

Combat
Most of the time, the heroic spirit remains dormant. It awakens when its host faces deadly peril or is in combat. In either case, the heroic spirit will attempt to take control of the host and leap into battle, regardless of the odds. The spirit then utters a battle cry through its host, such as "La fortune sourit aux audacieux" (fortune favours the brave) or "qui ne risque rien n'a rien" (nothing ventured, nothing gained).
As a result the heroic spirit will fight based on the skills and armament of the host, albeit with much flair and swagger.
During combat, the heroic spirit can affect the host with its Heroism ability. While in combat, the host must act in the flashiest, bravest manner possible. Panache is the key here, more so than combat efficiency.
Combat under the control of the heroic spirit lasts as many rounds as there are foes (with a minimum of 4 rounds and a maximum of 15). The host may then chose whether to withdraw or continue the battle. If withdrawing, the host will still show flair and elegance with the departure.
In addition, the heroic spirit may also allow a host the effects of a Luck Legacy if the host adopts the spirit's flamboyant ways. Once activated, this luck factor remains active even though the heroic spirit is dormant

Bestow Luck (Sp): A heroic spirit may choose to bestow the Luck Legacy upon the host. The host has access to this legacy regardless of the spirit's state (dormant or controlling) as long as the spirit is still possessing the host's body. Should the spirit leave, the host loses the legacy.
The legacy may be activated 3/day. The Luck legacy allows the user to reroll any failed saving throw, ability check or skill check.

Possession (Su): A heroic spirit will always attempt to possess a victim, usually when its presence is unknown. Attempting to possess a body is a full-round action and requires the victim to make a Will save vs DC 20 (Cha based). It is blocked by protection from evil or a similar ward. The target automatically succeeds on further saving throws if the spirit attempts to possess its body again.
If the spirit is successful, the spirit occupies the host body, alongside the host’s life force. The host has access to all of its normal abilities when the spirit is dormant. When the spirit is active, the spirit exercises a degree of control over the host's body, and is able to use all of the host's skills and abilities as well as its own feats, skills, and abilities.
A heroic spirit may take control of the host at will if the host is in combat. The victim is allowed a Will save vs DC 28 (Cha based, +8 circumstance bonus). This mind-affecting compulsion effect lasts for a number of rounds equal to the number of foes (4 minimum up to 15 maximum).
A heroic spirit can voluntarily ends its possession of the host. A good-aligned heroic spirit will leave its host voluntarily if the host truly wishes the spirit to leave. Otherwise, it must be forced out by an exorcism or the death of the host body. Should the host die, the heroic spirit returns to its incorporeal form. Heroic spirits are immune to turning while possessing a body.

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

Heroism (Sp): This ability imbues the host with great bravery and morale in battle. The host gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the spirit's HD (maximum 20). The spirit may use this ability at will but only if the host is in combat. The effect ends once combat has finished.

Improved Invisibility (Su): A heroic spirit is always under the effects of a greater invisibility spell while in incorporeal form. It may drop invisibility or resume it as a swift action. While controlling a host, this ability can be used 3/day and lasts for 1 min./HD.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
Heroic spirits never acquire Legacies or require cinnabryl.
Traianus Decius Aureus

01-25-07, 03:44 PM
Evil Spirit, Common
GAZ12 41
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 3d12 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d8 +2)
Full Attack: Slam +3 melee (1d8 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Change shape, darkvision 60ft., materialize, turn immunity, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 14, Dex 15, Con -, Int 10, Wis 12, Cha 13
Skills: Bluff +5, Diplomacy +3, Disguise +8 (+18), Gather Information +3, Intimidate +3, Listen +7, Sense Motive +3, Spot +7
Feats: Alertness, Skill Focus (Disguise)
Environment: Land of Black Sand (Ethereal)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-9 HD (Medium) or by character class
Level Adjustment: -

These malevolent spirits emanate from the Land of Black Sand on the Ethereal Plane. They seek to cause harm to all living things and are the bane of the Ethengars' lives. In their natural form, they appear similar to wights, wraiths and specters. However, they usually are in a shapechanged form. They can appear as beautiful maidens, handsome warriors, animal spirits, a tribal Khan or just about any humanoid-like form that can advance their plans. This ability makes them feared and dangerous opponents.
Common evil spirits are the least powerful of their kind, and fortunately are the most commonly encountered.

Combat
Common evil spirits rely on deception and trickery to exploit their foes weaknesses. They primarily attack with a slam attack. Evil spirits are proficient with simple weapons, light and medium armor, and shields. They rarely use them unless their disguise requires it.

Change Shape (Su): A common evil spirit has the ability to assume the appearance of any humanoid, monstrous humanoid, or fey, but retains most of its own physical qualities. They may also change form into an animal spirit. A common evil spirit cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The spirit retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
• The spirit retains the ability scores of its original form.
• The spirit retains its hit points and saves.
• The spirit retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Materialize (Ex): A common evil spirit dwells on the Ethereal Plane in a location known as the Land of Black Sand and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an evil spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized evil spirit can be harmed normally. A common evil spirit may materialize 2/day.

Turn Immunity (Ex): An evil spirit cannot be turned, rebuked, commanded or destroyed by a cleric.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Common Evil Spirits as Characters
Common evil spirits have a favored class of cleric. They may also take levels of druid, sorceror or wizard. Evil spirit magic focuses much on conjurations and summonnings. Evil spirit cleric may select two of the following domains : Chaos, Evil, or Trickery.
Gazza555

01-26-07, 09:16 AM
Hi Jamie

The conversions ar ereally coming along nicely. However I just noticed a couple of minor typo's in the Ethengarian spirits' Materialize ability.


Materialize (Su): A spirit dwells on the Ethereal Plane in a location knowm as the Spirit Worrld and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized spirit can be harmed normally. A greater animal spirit may materialize 3/day.


Regards
Gary
Traianus Decius Aureus

01-26-07, 09:43 AM
Thanks for the catch, Gary. They have been updated.
Traianus Decius Aureus

01-26-07, 03:29 PM
Evil Spirit, Lesser
GAZ12 41
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 7d12 (45 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d10 +3)
Full Attack: 2 Slam +6 melee (1d10 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Change shape, darkvision 60ft., materialize, turn immunity, undead traits
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 16, Dex 17, Con -, Int 10, Wis 12, Cha 15
Skills: Bluff +6, Diplomacy +6, Disguise +13 (+23), Gather Information +6, Listen +11, Sense Motive +5, Spot +11
Feats: Alertness, Power Attack, Skill Focus (Disguise)
Environment: Land of Black Sand (Ethereal)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium) or by character class
Level Adjustment: -

Lesser evil spirits are slighly more powerful than their common bretheren. While common evil spirits are often menaces to the Ethengars, lesser evil spirits are dangerous and a threat to most people. When encountered, it is likely that they were summoned by an evil spirit shaman.

Combat
Lesser evil spirits rely on deception and trickery to exploit their foes weaknesses, although they are better equipped to deal with a fight than the common evil spirit. They primarily attack with two slam attacks. Evil spirits are proficient with simple weapons, light and medium armor, and shields. They rarely use them unless their disguise requires it.

Change Shape (Su): A lesser evil spirit has the ability to assume the appearance of any humanoid, monstrous humanoid, or fey, but retains most of its own physical qualities. They may also change shape into an animal spirit. A lesser evil spirit cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The spirit retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
• The spirit retains the ability scores of its original form.
• The spirit retains its hit points and saves.
• The spirit retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Materialize (Ex): A lesser evil spirit dwells on the Ethereal Plane in a location known as the Land of Black Sand and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an evil spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized evil spirit can be harmed normally. A common evil spirit may materialize 3/day.

Turn Immunity (Ex): An evil spirit cannot be turned, rebuked, commanded or destroyed by a cleric.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Common Evil Spirits as Characters
Lesser evil spirits have a favored class of cleric. They may also take levels of druid, sorceror or wizard. Evil spirit magic focuses much on conjurations and summonnings. Evil spirit cleric may select two of the following domains: Chaos, Evil, or Trickery.
vgeisz

01-29-07, 11:26 AM
Ok guys I have finally gotten started on converting the Monsters on this thread into a format similar to the monster manual. once I finish this then all I have to do is put it together, get the cover from Roger, and pdf it. on that note I still need permissions and names from some of you. I have PM'd most of you Sorry Rip forgot you and am about out the door at the moment,angry gibbon I still have your info you sent. could the rest of you send me a pm or post on this list your permission to use critters and name for your credits in the book.
Thank you very Much
Vern
Ivid

01-29-07, 11:48 AM
Splendid!:)

Can't wait to get my hands on it when it's ready!
BOZ

01-29-07, 12:10 PM
same here! :)
Traianus Decius Aureus

01-29-07, 03:51 PM
Evil Spirit
GAZ12 41
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 11d12 (71 hp)
Initiative: +4 (+4 Dex)
Speed: 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/+9
Attack: Slam +9 melee (2d6 +4 plus Black Sand Shakes)
Full Attack: 3 Slam +9 melee (2d6 +4 plus Black Sand Shakes)
Space/Reach: 5 ft./5 ft.
Special Attacks: Black sand shakes, Unnatural speed
Special Qualities: Change shape, darkvision 60ft., materialize, turn immunity, undead traits
Saves: Fort +3, Ref +7, Will +9
Abilities: Str 18, Dex 19, Con -, Int 12, Wis 14, Cha 17
Skills: Bluff +15, Diplomacy +13, Disguise +20 (+30), Gather Information +10, Listen +14, Sense Motive +9, Spot +14
Feats: Alertness, Cleave, Power Attack, Skill Focus (Disguise)
Environment: Land of Black Sand (Ethereal)
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 12-20 HD (Medium) or by character class
Level Adjustment: -

Evil spirits are the most powerful of the evil spirit family normally encountered on the Prime Material Plane. Cruel and twisted, they seek to plague the living with strife, torture, and malovance. They seek to corrupt the virtuous, and goad the wicked into increasing levels of perfidy.

Combat
Evils spirits do not rely on deception as much as their weaker kin do- they are capable fighters and their ability to disease foes quickly can turn the tables in many encounters. Evil spirits are proficient with simple weapons, light and medium armor, and shields. They rarely use them unless their disguise requires it.

Black Sand Shakes (Su): The touch of an evil spirit can deliver a powerful disease. Normally, it is delivered by the creature's slam attacks (or less commonly, a simple touch attack), however 3/day, an evil spirit may attempt a touch attack against a target while still ethereal. This attack has a -4 penalty to it and does no damage other than potentially infect the victim.
Disease—touch, Fortitude DC 19, incubation period 1 round, damage 1d2 Con and 1d6 Dex. The save DC is Charisma-based.

Unnatural Speed(Ex): An evil spirit can attack very quickly, gaining an extra slam attack with one of its arms (for a total of three slam attacks).

Change Shape (Su): An evil spirit has the ability to assume the appearance of any humanoid, monstrous humanoid, or fey, but retains most of its own physical qualities. They may also change shape into an animal spirit. An evil spirit cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The spirit retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
• The spirit retains the ability scores of its original form.
• The spirit retains its hit points and saves.
• The spirit retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.


Materialize (Ex): An evil spirit dwells on the Ethereal Plane in a location known as the Land of Black Sand and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an evil spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized evil spirit can be harmed normally. An evil spirit may materialize 5/day.

Turn Immunity (Ex): An evil spirit cannot be turned, rebuked, commanded or destroyed by a cleric.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Evil Spirits as Characters
Evil spirits have a favored class of cleric. They may also take levels of druid, sorceror or wizard. Evil spirit magic focuses much on conjurations and summonnings. Evil spirit cleric may select two of the following domains: Chaos, Evil, or Trickery.
Traianus Decius Aureus

01-31-07, 03:20 PM
Evil Spirit, Greater
GAZ12 41
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 21d12 (136 hp)
Initiative: +5 (+5 Dex)
Speed: 70 ft. (14 squares), fly 70 ft. (good)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +10/+19
Attack: 2 Slams +15 melee (2d8 +5 plus Black Sand Shakes)
Full Attack: 4 Slams +15 melee (2d8 +5 plus Black Sand Shakes)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Black sand shakes, spells, unnatural speed
Special Qualities: Change shape, darkvision 60ft., materialize, turn immunity, undead traits
Saves: Fort +7, Ref +12, Will +18
Abilities: Str 20, Dex 21, Con -, Int 14, Wis 19, Cha 21
Skills: Bluff +23, Diplomacy +23, Disguise +28 (+38), Gather Information +21, Knowledge (the planes) +20, Listen +25, Sense Motive +20, Spot +25
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Iron Will, Power Attack, Skill Focus (Disguise)
Environment: Land of Black Sand (Ethereal Plane)
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always chaotic evil
Advancement: 22-42 HD or by character class
Level Adjustment: -

Greater evil spirits are the most powerful and dangerous of their kind. They rarely leave the Land of Black Sand unless summoned by a very powerful shaman.
Despite what would be considered mutual interests, greater evil spirits have no use for the Entropic immortals, despising them and their followers as much as they do other immortals and mortals. Entropics view greater evil spirits as a threat, but rather than destroy them, they seek to subvert them to Entropy's cause. Other immortals choose to ignore them unless the spirit activities directly affect them.

Combat
Greater evil spirits will try to bend its foes to its will without combat. They, however, do not fear combat and will unleash all manner of spells to supplement its potent slam attack.

Black Sand Shakes (Su): The touch of an evil spirit can deliver a powerful disease. Normally, it is delivered by the creature's slam attacks (or less commonly, a simple touch attack), however, a greater evil spirit may attempt a touch attack against a target while still ethereal. This attack has a -4 penalty to it and does no damage other than potentially infect the victim.
Disease—touch, Fortitude DC 25, incubation period 1 round, damage 1d2 Con and 1d6 Dex. The save DC is Charisma-based.

Spells: A greater evil spirit may cast spells as a 20th level cleric or a 20th level sorceror. Greater evil spirits with over 31 HD may cast spells as a 20th level cleric and a 20th level sorceror.
As a cleric, a greater evil spirit may cast 6/6/6/6/6/5/4/4/4/4 spells per day.
As a sorcerer, a greater evil spirit knows 9/5/5/4/4/4/3/3/3/3 and may cast 6/8/7/7/7/7/6/6/6/6 spells per day.

Unnatural Speed (Ex): A greater evil spirit can attack very quickly, gaining an extra slam attack with both of its arms (for a total of four slam attacks during a full attack). In addition, it can attack so quickly, it may attack once with each arm during a standard attack.

Change Shape (Su): A greater evil spirit has the ability to assume the appearance of any humanoid, monstrous humanoid, or fey, but retains most of its own physical qualities. They may also change shape into an animal spirit. A greater evil spirit cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The spirit retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
• The spirit retains the ability scores of its original form.
• The spirit retains its hit points and saves.
• The spirit retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Materialize (Ex): A greater evil spirit dwells on the Ethereal Plane in a location known as the Land of Black Sand and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an evil spirit materializes, it enters the Material Plane and becomes visible and corporal. A materialized evil spirit can be harmed normally. A greater evil spirit may materialize at will.

Turn Immunity (Ex): A greater evil spirit cannot be turned, rebuked, commanded or destroyed by a cleric.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Greater Evil Spirits as Characters
Greater evil spirits have a favored class of cleric. They may also take levels of druid, sorceror or wizard. Evil spirit magic focuses much on conjurations and summonnings. Evil spirit cleric may select two of the following domains: Chaos, Evil, or Trickery.
Traianus Decius Aureus

02-01-07, 04:06 PM
Nature Spirit, Lesser
GAZ12 42
Medium Deathless (Shapechanger)
Hit Dice: 2d12 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d8 +1)
Full Attack: Slam +2 melee (1d8 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, DR 5/magic , darkvision 60ft., one with nature, spells-like abilities, undead traits
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 13, Dex 12, Con -, Int 10, Wis 11, Cha 18
Skills: Bluff +5, Diplomacy +6, Gather Information +5, Intimidate +5, Knowledge (local) +1, Knowledge (nature) +4, Listen +5, Sense Motive +2, Spot +5, Survival +2
Feats: Alertness
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

Nature spirits are spirits that have merged with natural features. They include plant spirits, rock spirits, and water, earth, air and fire spirits, among others. They inhabit inanimate objects and living plants.
Nature spirits have much in common with elementals, and, when in their normal form, they may be mistaken for an elemental. They are generally on good terms with elementals and fey.
Although neutral, nature spirits have possess both a good and evil nature. Their good nature inclines them toward being gentle and reclusive, while their evil nature may make them savage and cruel if mistreated. Their mood is easily and quickly reflected in the countenance of its human form (either looking very benevolent or very evil). If treated with respect they may help a character as they have knowledge of the area around them (a mile radius).
Nature spirits have a human form they use when encountering strangers. If their homes are threatened, nature spirits always appear in their evil form. seeking to slay or drive off those attacking them. They may also seek the aid of certain characters to help them defend their homes. In this case their gocd natures are dominant.
Some nature spirits are inherently evil, seeking to lure creatures to them, and then attack and devour those unfortunates. These spirits are shunned and feared.
Nature spirits can speak Sylvan and Common. Some may also know other local languages, Giant and Draconic.

Combat
Nature spirits are usually non-agressive and will avoid creatures that may cause trouble. However, they will attack any creature harming their home. Some nature spirits are intrinsically evil, and will seek to lure the unwary into traps and attack them. In their normal form, nature spirits attack with a powerful slam. In human form, they are proficient with simple weapons, light armor and shields.

Alternate Form (Su): A lesser nature spirit has the ability to assume one the form of a human. This ability works much like the polymorph spell, except that the nature spirit is limited to the human form, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the nature spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
• The spirit retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Note: a nature spirit's human form will be based on a non-elite array, and will have Str, Dex, and Con values of 13, 12, 11 distributed as the DM desires.
• The spirit retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit retains any spellcasting ability it had in its original form.
• The spirit is effectively camouflaged as a human, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.


Damage Reduction (Su): A lesser nature spirit has damage reduction of 5/ magic. Its slam attack is treated as a magic weapon for the purposes of bypassing damage reduction.

One with Nature (Ex): Every nature spirit is tied to a natural feature. Up to twice a day, as a swift action, it may merge with that natural feature. When merged, the spirit cannot be detected, or be harmed directly. While merged, the spirit may speak normally if desired. A nature spirit may emerge from the feature as a free action. A nature spirit cannot move more than a mile from their home. If a nature spirit's home is destroyed, it is instantly slain.
A nature spirit can alter the characteristics of its natural feature as it sees fit to help or hinder those in its territory. Individual changes must be consistant with the type of natural feature the spirit is tied to, take a full round action to initiate and 2-6 rounds to complete. Once complete, they are permanent unless changed again by the spirit. Examples would include shifting the course of a stream or increasing the amount of underbrush to hinder movement.

Spell-like Abilities (Sp): At will: detect evil, invisibility. Caster Level is the spirit's HD, and abilities are Charisma-based.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep..
Traianus Decius Aureus

02-02-07, 04:15 PM
Leech, Legacy
SCMC
Medium Outsider (Chaos, Evil, Extraplanar, Shapechanger, Tanar’ri)
Hit Dice: 10d8+20 (65 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +10/+11
Attack: By weapon +15 melee (by weapon +1)
Full Attack: By weapon +15/+10/+5 melee (by weapon +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Legacy drain, one with the host, summon
Special Qualities: Darkvision 60ft., immunity to electricity and poison, outsider traits, reborn, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy, weapon form
Saves: Fort +9, Ref +12, Will +8
Abilities: Str 13, Dex 20, Con 15, Int 20, Wis 12, Cha 17
Skills: Bluff +16, Concentration +15, Diplomacy +16, Disguise +16, Gather Information +16, Intimidate +16, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +16, Search +18, Sense Motive +14, Spot +16, Survival +14
Feats: Alertness, Combat Reflexes, Improved Initiative, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

A legacy leech is the essence of a tanar'ri that has been banished to the Prime Material Plane. The legacy leech looks like a slug with writhing tendrils along its tail and head and no discernible eyes or facial features. However, no one is likely to see it in this form. Instead, the legacy leech takes on the appearance of a single red steel weapon either a +1 rapier, a +1 dagger, a +1 magical hook, or even a +1 pistol. It will remain in one of these forms, waiting to be grasped by an intelligent creature.
The legacy leech requires an intelligent creature to work through. Still, if a cleric of good alignment holds on to the weapon, it will violently twist and shake, skittering across the room away from the cleric (treat as a grapple check). Likewise, a legacy leech will never choose the host of a heroic spirit; two such spirits would be forced to fight for control. Strangely, a paladin can grasp the leech, though the weapon does radiate an aura of evil.
Legacy leeches care only about breaking their banishment and will do whatever they can to force their host to help it steal legacies in order to accomplish this.
Legacy leeches speak Abyssal, as well as Common and any other local languages.

Combat
Legacy leeches normally seek to possess intelligent creatures rather than fight them. To accomplish this, they are almost always in their weapon form looking for someone to grasp them. Afterwards, the leech will look for opportunities to steal legacies- the methods of killing the potential victim matter little to the leech, as its only concern is stabbing the dead victim in the heart to steal the legacy. Occassionally, a leech will willingly leave a weak host for a more powerful one, or will leave a host that can resist its desire to steal legacies.
If forced to fight, it fights in its weapon form. It cannot be attacked while part of a host.

Legacy Drain (Su): A legacy leech may steal a legacy from a defeated foe. It must stab the victim in the heart with one of its weapon forms in order to steal the legacy. Should the host be unwilling to do this, the legacy leech may compel them to do it if they fail a DC 22 (Cha-Based, +4 racial bonus)) Will check.
The leech can only steal legacies it does not already possess. Once stolen, the leech permanently possesses the legacy and may use it as a normal legacy.

One With the Host (Su): When the weapon form of a legacy leech is grasped by an intelligent creature, it grows tendrils that penetrate the owner's flesh (no saving throw allowed), becoming one with the host. When this happens, the leech disappears completely into the host's body, reappearing as needed. It can reappear as any of the weapons listed above as its host desires, forcing the host to drop anything being held in that hand. A host cannot drop the leech's weapon form through disarming (or any other means for that matter). Appearing and reappearing are an instant action.
The legacy leech may allow its host the use of some or all of its stolen legacies. This is normally only done in dire circumstances.
A legacy leech can only be safely driven from the host by means of exorcism or by the use of a wish spell. A legacy leech is also forced to leave a host if it steals 15 legacies while in the host. This causes the host 10d10 damage and the host must check for death by massive damage. The legacy leech can willingly leave host as well, but this is rare.

Reborn (Ex): Once the leech has absorbed at least two Legacies per Hit Die (20+), it possesses enough energy to break its banishment and return home. It immediately leaves its host and forms in the nearest available adjacent space. For two rounds, the tanar'ri will attack anyone present before being automatically gated to its plane of origin. The specific tanar'ri form is up to the DM.

Summon (Sp): A legacy leech has the ability to summon other tanar'ri. Once per day a legacy leech can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or a glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Immunity to Electricity and Poison (Ex): Legacy leechs are completely unaffected by any electrical attacks, and suffer no ill effects from poison, regardless of teh source.

Telepathy (Su): A legacy leech can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Weapon Form (Su): Legacy leechs can assume the form of a single red steel weapon: either a +1 rapier, a +1 dagger, a +1 magical hook, or even a +1 pistol. It may switch into this form any number of times per day, and may stay in this form as long as it desires.
When in weapon form, the legacy leech may move and attack on its own, as if weilded by a Medium-sized creature. Once it is grasped, the creature attacks with the wielder's weapon abilities.

The Red Curse
When found, a legacy leech is expected to have already acquired 1d4+1 Legacies. These creatures never require cinnabryl.
Gazza555

02-03-07, 04:01 AM
I like the idea that the legacy leech is a tanar'ri soul.

Just one minor point tanar'ri normally speak Abyssal not Infernal - its the devils that normally speak Infernal.

Regards
Gary
Traianus Decius Aureus

02-05-07, 03:36 PM
I like the idea that the legacy leech is a tanar'ri soul.

Just one minor point tanar'ri normally speak Abyssal not Infernal - its the devils that normally speak Infernal.

Regards
Gary

Duly noted :embarrass. It has been corrected.
Traianus Decius Aureus

02-05-07, 03:38 PM
Nature Spirit
GAZ12 42
Medium Deathless (Shapechanger)
Hit Dice: 7d12 (45 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d10 +2)
Full Attack: Slam +5 melee (1d10 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, Damage reduction 10/magic, darkvision 60ft., one with nature, spell-like abilities, deathless traits
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 15, Dex 14, Con -, Int 12, Wis 13, Cha 20
Skills: Bluff +10, Diplomacy +10, Gather Information +10, Intimidate +10, Knowledge (local) +7, Knowledge (nature) +7, Listen +8, Sense Motive +5, Spot +8, Survival +5
Feats: Alertness, Improved Initiative, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-11 HD (Medium)
Level Adjustment: -

These are the most common nature spirits, and certainly the ones most likely to be encountered. More powerful than lesser nature spirits, they are quick to investigate intruders of their territory, and even quicker in punishing despoilers. They are friendly with both fey and elementals.
Nature spirits can speak Sylvan and Common, as well as at least one elemental language (Ignan, Terran, Auran, aor Aquan). Some may also know other local languages, Giant and Draconic.

Combat
Nature spirits are usually non-aggressive to those that are peaceful and respectful. However, they will attack any creature harming their home or their territory. Some nature spirits are intrinsically evil, and will seek to lure the unwary into traps and attack them. In their normal form, nature spirits attack with a powerful slam. In human form, they are proficient with simple weapons, light armor and shields.

Alternate Form (Su): A nature spirit has the ability to assume the form of a human. This ability works much like the polymorph spell, except that the nature spirit is limited to the human form, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the nature spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
• The spirit retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Note: a nature spirit's human form will be based on an elite array, and will have Str, Dex, and Con values of 15, 14, 13 distributed as the DM desires.
• The spirit retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit retains any spellcasting ability it had in its original form.
• The spirit is effectively camouflaged as a human, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.


Damage Reduction (Su): A nature spirit has damage reduction of 10/magic. Its slam attack is treated as a magic weapon for the purposes of bypassing damage reduction.

One With Nature (Ex): Every nature spirit is tied to a natural feature. Up to twice a day, as a swift action, it may merge with that natural feature. When merged, the spirit cannot be detected, or be harmed directly. While merged, the spirit may speak normally if desired. A nature spirit may emerge from the feature as a free action. A nature spirit cannot move more than a mile from their home. If a nature spirit's home is destroyed, it is instantly slain.
A nature spirit can alter the characteristics of its natural feature as it sees fit to help or hinder those in its territory. Individual changes must be consistant with the type of natural feature the spirit is tied to, take a full round action to initiate and 2-6 rounds to complete. Once complete, the changes are permanent unless changed again by the spirit. Examples would include shifting the course of a stream or increasing the amount of underbrush to hinder movement.

Spell-like Abilities (Sp): At will: detect evil, invisibility; 3/day plane shift (elemental planes only). Caster Level is the spirit's HD, and abilities are Charisma-based.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.
Traianus Decius Aureus

02-06-07, 06:08 PM
Nature Spirit, Greater
GAZ12 42
Medium Deathless (Shapechanger)
Hit Dice: 12d12 (78 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +6/+9
Attack: Slam +9 melee (2d8 +3)
Full Attack: Slam +9 melee (2d8 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Summon/animate
Special Qualities: Alternate form, Damage reduction 15/magic, darkvision 60ft., one with nature, spell-like abilities, deathless traits
Saves: Fort +4, Ref +7, Will +12
Abilities: Str 17, Dex 16, Con -, Int 14, Wis 15, Cha 22
Skills: Bluff +15, Diplomacy +15, Gather Information +15, Intimidate +15, Knowledge (local) +11, Knowledge (nature) +11, Listen +13, Sense Motive +11, Spot +13, Survival +11
Feats: Alertness, Cleave, Improved Initiative, Iron Will, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 13-30 HD (Medium)
Level Adjustment: -

The most powerful of the nature spirits are able to summon elementals or animate trees to aid them in times of need. They are quite rare, and often are not seen by humans unless summoned by a shaman.

Combat
As with all nature spirits, greater nature spirits will generally not attack unless provoked or their territory or home is being damaged. Some nature spirits are intrinsically evil however, and will seek to lure the unwary into traps and attack them. In their normal form, nature spirits attack with a powerful slam. In human form, they are proficient with simple weapons, light armor and shields.

Summon/Animate (Sp): Once per day, a greater nature spirit may summon a huge elemental to come to its aid. The type of elemental summoned depends on the type of natural feature it is tied to. A mountain spirit will summon an earth elemental, a cloud spirit an air elemental, a volcano spirit a fire elemental, etc...
Greater nature spirits that inhabit living plants may alternately animate a tree once per day. A greater nature spirit can animate one tree within 180 feet. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the spirit that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Alternate Form (Su): A nature spirit has the ability to assume the form of a human. This ability works much like the polymorph spell, except that the nature spirit is limited to the human form, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the nature spirit:
• The spirit retains the type and subtype of its original form. It gains the size of its new form.
• The spirit loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
• The spirit gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
• The spirit retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Note: a greater nature spirit's human form will have Str, Dex, and Con values of 17, 16, 15 distributed as the DM desires.
• The spirit retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit retains any spellcasting ability it had in its original form.
• The spirit is effectively camouflaged as a human, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Damage Reduction (Su): A greater nature spirit has damage reduction of 15/magic. Its slam attack is treated as a magic weapon for the purposes of bypassing damage reduction.

One With Nature (Ex): Every nature spirit is tied to a natural feature. Up to twice a day, as a swift action, it may merge with that natural feature. When merged, the spirit cannot be detected, or be harmed directly. While merged, the spirit may speak normally if desired. A nature spirit may emerge from the feature as a free action. A nature spirit cannot move more than a mile from their home. If a nature spirit's home is destroyed, it is instantly slain.
A nature spirit can alter the characteristics of its natural feature as it sees fit to help or hinder those in its territory. Individual changes must be consistant with the type of natural feature the spirit is tied to, take a full round action to initiate and 2-6 rounds to complete. Once complete, the changes are permanent unless changed again by the spirit. Examples would include shifting the course of a stream or increasing the amount of underbrush to hinder movement.

Spell-like Abilities (Sp): At will: detect evil, invisibility; 3/day plane shift (elemental planes only). Caster Level is the spirit's HD, and abilities are Charisma-based.

Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
• Deathless do not breathe, eat, or sleep.
Gazza555

02-07-07, 11:10 AM
A couple of new conversions:

Enworld's Creature Catalog take on the Hutaakan (http://www.enworld.org/cc/converted/view_c.php?CreatureID=924) and the Gray Philosopher/Malice (http://www.enworld.org/cc/converted/view_c.php?CreatureID=918).

Regards
Gary
BOZ

02-07-07, 12:37 PM
that was quick. ;)
Traianus Decius Aureus

02-07-07, 03:52 PM
Neshezu
SCMC
1st Level Warrior
Medium Humanoid (Neshezu)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares); climb 40 ft.
Armor Class: 13 (+2 natural, +1 Dex), touch 11, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Scimitar +3 melee (1d6 +2)
Full Attack: Scimitar +3 melee (1d6 +2) or Dagger +3 melee (1d4 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison Use
Special Qualities: Brachiation, Forest Cover, Light Sensitivity
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 15, Dex 13, Con 12, Int 8, Wis 8, Cha 7
Skills: Balance +3, Climb +11, Craft (Poison) +1*, Hide +1 (+5), Jump +3, Listen +1, Spot +1
* Female Only
Feats: Alertness
Environment: Temperate and Warm Forests
Organization: Solitary, Pair, Hunting Party (6-24 plus one 3rd level leader and 3 elite 1st level fighter assistants), War Party (25-150 plus 1-6 3rd level leaders, 3-18 elite 1st level fighters, 6 elite 2nd level fighter bodyguards and one 5th level chieftain), or Tribal Clan (150-300 6-12 3rd level leaders, 18-36 elite 1st level fighters, 6 elite 2nd level fighter bodyguards, one 5th level chieftain, one 8th level cleric shaman and 100-200% non-combatants. )
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: by character level
Level Adjustment: +1

Neshezues resemble large orang-utans, with slight orc and goblin features. An adult male attains a height of about 5 feet and a weight of about 175 pounds. Females are about three-quarters of this size. All neshezues have thick reddish-brown hair and an orc-like facial structure. Neshezues are almost exclusively arboreal, with limbs adapted to swinging through trees; their extremely long arms can have a span exceeding 7 feet. Their legs are short and ill-suited for walking or running. Neshezues are evil, and can be cunning and intelligent enemies.
Neshezues speak Common and their own tongue. They may also speak Herathan, Sylvan, and other local languages.
The neshezu warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9.

Combat
Neshezues favour scimitars, daggers, and other traditional pirate weapons. Neshezu warriors coat their weapons with poison as a matter of course. Although usually proficient with armor and shields, most neshezues do not use them.
Neshezues favour ambushes in combat, using a variety of vines and nets to entangle their enemies. They prefer to strike from cover with hit-and-run tactics.

Poison Use (Ex): Neshezues are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
In addition, female neshezues always treat Craft (Poison) as a class skill and gain a +2 racial bonus to the skill.

Brachiation (Ex): Neshezues can move through wooded areas at their climb speed, ignoring any effects on movement due to terrain. They must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests.

Forest Cover (Ex): When neshezues are in medium and dense forests, they receive a +4 bonus to all Hide checks and receive a +4 bonus to AC from cover. The AC bonus is only granted when the neshezu is not taking any attack actions.

Light Sensitivity (Ex): Neshezues are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Neshezues receive a +2 racial bonus to all Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Society
Neshezues form loose clans in the western Herathian forest, and the Herathians have tried unsuccessfully to rid their forests of these hairy beasts. The neshezu organisation resembles that traditionally found among seagoing pirates. Leadership in the clans is based upon brute strength, cruelty, deceit, and betrayal.
Neshezu villages are built high in the treetops on platforms of wood and woven vines. Travel requires swinging on vines, balancing on narrow branches, and gripping "safe" points that are too far apart for most humanoids to reach.
The ancestors of neshezues had a patriarchal society with little use for females other than bearing children and doing hard work. This has changed for the neshezu, since the female neshezues possess the deadly poison lore. Female neshezues are particularly fond of subtle, multi-part ingested poisons. Victims will be unaware that they have been poisoned until it is far too late. The poison lore preserves a respectful truce between the two sexes. Many a neshezu leader has earned (and kept) his position because his wife was particularly skilled with poisons.

The Red Curse
Neshezues do not normally live in regions subjected to the Red Curse. Should they enter those regions, they are affected normally by the Curse and will require cinnabryl.

Neshezues as Characters
Most neshezu leaders are fighters or barbarians. A neshezu cleric has access to two of the following domains: Evil, Strength, or War.

Neshezu characters possess the following racial traits:
 +2 Strength, +2 Dexterity, –2 Wisdom, -2 Charisma.
 Medium size
• A neshezu’s base land speed is 30 feet. It has a Climb speed of 40ft.
• +2 natural armor class bonus.
 +2 racial bonus to Balance checks.
 +8 racial bonus to Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 Poison Use (Ex).
 Brachiation (Ex)
 Light Sensitivity (Ex)
 Forest Cover (Ex)
 Automatic Languages: Neshezu, Common. Bonus Languages: Herathan, Sylven, Other Local Languages.
 Favored Class: Male: Fighter, Female: Expert.
 Level Adjustment: +1
Cthulhudrew

02-07-07, 05:24 PM
Here's a version of the Neshezu (http://pandius.com/neshezup.html) I did some time back; it's a +0 LA version.

I really like the Craft (poison) bonus/skill for the females that you included, and in retrospect I'd probably add some ranks in Balance to the Neshezu. I remember considering either giving them the Brachiation feat (from Complete Adventurer) as a bonus as well, but wasn't sure. I definitely should have included the poison bit in their stat block since I included it in the Special Abilities subsection.
Traianus Decius Aureus

02-09-07, 03:21 PM
Steam Bat
GAZ13 39
Diminutive Animal
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +3 (+3 Dex)
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: 0/-17
Attack: See below
Full Attack: See below
Space/Reach: 1 ft. /0 ft.
Special Attacks: Distraction
Special Qualities: Blindsense, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 1, Dex 17, Con 12, Int 2, Wis 12, Cha 4
Skills: Hide +15, Listen +12, Spot +12
Feats: Alertness
Environment: Warm underground
Organization: Flight (20-40), or Plague (60-120+)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Steam bats are cave-dwelling, blind creatures which have adapted to hot, moist conditions. They are almost entirely hairless, and have shrunken, vestigial eyes. Their ears are bigger even than those of normal bats.

Combat
Steam bats distract their foes by swarming around them in hopes they will flee. Otherwise, they have no means of attack.

Distraction (Ex): Any living creature that begins its turn surrounded by more than five steam bats is nauseated for 1 round; a Fortitude save (DC 11, Con based) negates the effect. Spellcasting or concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Blindsense (Ex): A steam bat notices and locates creatures within 40 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: A steam bat has a +6 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
gawain_viii

02-12-07, 12:33 AM
Vern and I still needs permission to use creatures made by Valentinus and Rip van Wormer. I think vern just forgot to PM Rip, but Valen hasn't been seen in quite some time. Does anyone have a way to contact him? If so, please do and let us know the answer...

Roger
Traianus Decius Aureus

02-12-07, 04:07 PM
Boneless
GAZ13 40
Large Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (1d10 +4)
Full Attack: Bite +10 melee (1d10 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acidic defense, acidic glob, death throes, fear aura
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60ft., immunity to cold
Saves: Fort +8, Ref +5, Will +9
Abilities: Str 19, Dex 15, Con 20, Int 7, Wis 14, Cha 5
Skills: Listen +10, Spot +10
Feats: Alertness, Blind Fighting, Improved Critical (bite), Power Attack
Environment: Any underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

The Boneless is a horrific monster, far more dangerous than its appearance might suggest (from a distance). The Boneless looks like nothing more than a sickly yellow-cream maggot of vast size, up to 15 feet long. Its movement is a peristaltic writhing in the acidic slime it so freely secretes. At the front end is a small mouth ringed with wickedly sharp teeth and, while the creature has no visual sense, it has two dark patches where eyes "should" be, which it uses for thermal sensing.

Combat
A Boneless is an aggressive creature, attacking anything foolish enough to get near it. It attacks with its fierce bite, and will splatter concentrated groups of foes with its acid glob attack. Its fear aura, and its slime's potential for damaging attackers, helps keep foes at a distance.
A Boneless is not likely to flee, and adventurers must be careful not to kill a Boneless while within 20ft of it. The Boneless exacts a heavy toll for killing it- it frantically wriths and gurgles before exploding, coating everything in range with slime and internal organs. This slime not only damages characters, but may take out the characters equipment too.

Acidic Defense (Ex): Any creature that sucessfully hits the Boneless with a melee weapon must immediately make a Reflex save vs DC 20 (Con based) or suffer 1d8 acid damage.

Acidic Glob (Ex): Once every 10 minutes, a Boneless make spit an acid glob at any target within 60ft. The target and any creatures within a 10ft radius of the target suffer 4d6 acid damage. The victims are allowed a Reflex save vs DC 20 (Con based) for half damage.

Death Throes (Ex): When reduced to 0 hp, a Boneless explodes spraying acid and body parts in a 20ft radius. Creatures caught in the radius suffer 6d6 acid damage (Reflex save vs DC 20, Con based, for half damage). Creatures failing the reflex save must also make Fortitude saves for any shields, armor, weapons and other items worn or carried- failure results in the item also suffering acid damage.

Fear Aura (Su): A Boneless radiates fear. Any creature approaching to within 20ft must make a Will save vs DC 16 (Cha based, +4 racial bonus). Characters failing the save are panicked for 1d6 rounds.

Damage Reduction (Su): A Boneless has damage reduction of 10/bludgeoning.

Immunity to Cold (Ex): A Boneless has 100% immunity to all cold damage and effects, whether magical or normal.
Traianus Decius Aureus

02-13-07, 02:55 PM
Fungus: Darksnap
GAZ13 40
Medium Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: -3 (-3 Dex)
Speed: 5 ft. (1 square)
Armor Class: 13 (-3 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6 +2)
Full Attack: Bite +3 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Cripple
Special Qualities: Low-light vision, plant traits
Saves: Fort +4, Ref -3, Will -1
Abilities: Str 15, Dex 5, Con 12, Int 3, Wis 8, Cha 1
Skills: Hide +10, Listen +3, Spot +3
Feats: Alertness
Environment: Any underground
Organization: Solitary, or Patch (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-9 HD (Large); rumored 10-15 (Huge)
Level Adjustment: -

The Darksnap is a fungus which takes its form and color from its background. It can eke out an existence on rock (most often by a water source) or by parasitizing other fungi. It is capable of killing small reptiles and rats with its snap bite and will slowly absorb the nutrients from their decomposing bodies.
There are rumors of huge darksnaps deep within the Forest of Spiders, which are so enormous that they can sever limbs and even swallow smaller humanoids such as kobolds, halflings, and dwarves whole. No one has ever been able to provide direct evidence that such monster fungi exist.

Combat
Darksnaps like to ambush prey. They will remain as still as possible, and blend into their surroundings in order to remain hidden. They then strike when foes least expect an attack. They will snap at anything that gets close to them. The darksnap's bite from its astonishing hard and calcified ribs is surprisingly painful and may cripple a foe.

Cripple (Ex): Any foe bitten by a darksnap must make a Reflex save vs DC 13 (Str based) or be crippled. A crippled foe suffers a -2 penalty to all attack and damage rolls. The effects can be removed with a successful Heal check vs DC 15 or a magical healing spell.

Skills: Darksnaps have a +12 racial bonus to all Hide skill checks.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.
Traianus Decius Aureus

02-14-07, 03:58 PM
Skinwing, Shazak
SCMC
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (+3 Dex)
Speed: 15 ft. (3 squares), fly 50 ft. (average)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+11
Attack: Claw +6 melee (1d4 +3)
Full Attack: 2 Claw +6 melee (1d4 +3) and bite +1 melee (2d4 +1)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 17, Con 12, Int 4, Wis 13, Cha 7
Skills: Listen +7, Spot +6
Feats: Alertness, Endurance, Flyby attack(B)
Environment: Temperate,Warm land
Organization: Solitary, or Flock (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

The skinwing is a reptilian, bat-like creature found in warm climates. A skinwing resembles a furless bat with dirty brown scales. Its wings are utterly hairless and resemble tough, leathery skin. A skinwing has large black eyes that function well in both dim and bright light. Skinwings have a wingspan of about three feet per Hit Die. Their bodies are quite small in comparison to their wings, usually about one foot long per Hit Die.
Orcs commonly keep these creatures as mounts. The lizardmen of Shazak sometimes use them as mounts, although they prefer to use giant bats.
While skinwings can be found almost anywhere, they prefer warmer climes, since they have a reptilian heritage. They live in caves, dark buildings, or heavily shrouded forests and feed during the day, when they are most active.
Skinwings are predators and scavengers. They will eat carrion and insects. The wings of a skinwing can be cured into a high quality leather.

Combat
A skinwing attacks with either its teeth or claws. If it uses its bite attack, it must either land, fly very slowly or have already grappled a foe. If the skinwing uses its claw attacks, it rakes its sharp claws across the top or back of its prey and flies out of range before the creature can retaliate. The flock usually attacks a single target, and each member gets an attack against that target. A flock of skinwings can bring down large prey using this manoeuvre. A skinwing usually will not attack man-sized or larger creatures unless it has been trained to do so.

Improved Grab (Ex): If a skinwing hits with both of its claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the skinwing may hold the victim and inflict claw damage automatically each round. After the hold is established with the claws, the skinwing may attempt to fly off with the victim in any following round (if it can carry the weight).

The Red Curse
Some skinwings (25%) have Legacies from Region 3. Typical skinwing Legacies include Anti-Missile and Gaseous Form. Skinwings do not require cinnabryl.
Traianus Decius Aureus

02-15-07, 03:07 PM
Skinwing, Shadow Elven
GAZ13 39
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d8 +4)
Full Attack: Bite +7 melee (1d8 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 90ft., low-light vision
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 18, Dex 14, Con 13, Int 5, Wis 13, Cha 8
Skills: Listen +6, Spot +11
Feats: Alertness, Endurance, Flyby Attack (B)
Environment: Any underground
Organization: Solitary; as Military mounts: Patrol 2-8 plus equal number of 2nd level shadow elf riders.
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

Skinwings play a vital roole in the defense of shadow elf cities, and the sight of their large forms gliding smoothly and silently above the City of the Stars is dramatic and impressive. Skinwings are reptilian, distantly related to pterodactyls, but more bird-like in appearance (though they do not have feathers). Their skins are hard and leathery, varying from light brown to dark teak.
Shadow elves take great care to rub down their skinwings with an oily substance derived form fungal secretions to keep their skins from cracking and to maintain suppleness. Feeding them is slightly trickier. Skinwings will eat fungi if it is prepared correctly, but htey also like and need meat in their diet. Rats and snakes are greedily gobbled up, but skinwings will not usually eat fish or the giant frogs and toads sometimes found in underground rivers. Their favorite meals are small, juicy little kobolds, halflings and similar humanoids. Joints of orc, hobgoblin, and their brethren are also eagerly fallen upon by these sharp-beaked creatures.
Skinwings may still be found in the surface world, in Red Orcland, but those found in the great caverns of the shadow elves are considered to be the paragons of the species. Shadow elven skinwings have little other than a name in commmon with the skinwings found among the Shazaks.
Most shadow elven skinwings are used by the military. These skinwings are very devoted to their riders and bond stronger to them. Any skinwing that has paired with a rider for more than a year will not accept other riders, and will usually waste away and die if its rider should die.

Combat
Skinwings naturally will swoop down on their targets and snap with their bite. Skinwings used as mounts tend to follow the commands of their rider and will not attack by swooping unless the rider desires it. Shadow Elves do field skinwings that carry crossbow-armed riders. THese troops will stay out of melee range and wear down opposition.

Skills: A Shadow elven skinwing has a +4 racial bonus to all Spot cecks.
Traianus Decius Aureus

02-16-07, 03:20 PM
Giant Domestic Slug
GAZ 13 39
Large Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 11 (-1 size, +1 Dex, +1 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/+9
Attack: Bite +4 melee (1d4 +4)
Full Attack: Bite +4 melee (1d4 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 15/ piercing, darkvision 60ft., rubbery body
Saves: Fort +5, Ref +1, Will -2
Abilities: Str 18, Dex 12, Con 15, Int -, Wis 6, Cha 3
Skills: Listen +3, Spot +3
Feats: Endurance
Environment: Any underground
Organization: Domestic Creature
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-8 HD (Large)
Level Adjustment: -

The giant slugs tamed and bred by the shadow elves are distantly related to the wild monsters spoken of by may seasoned adventurers. They are smaller, being usually 10-15 feet in length at most. They are less dangerous, move more slowly, and they do not have any acid attack.
Giant slugs are used both as beasts of burden and for food. Their "milking" is an extraordinary symbiosis between the elves and these gentle beasts. The shadow elves feed the slugs with fungus and other vegetable matter. The slugs exude a rich, yellow brown fluid when they are softly caressed with an instrument similar to a paint roller. Thhis fluid is nutritious and even tasty when processed in the making of trania. The "milk" is quite different from the slime exuded by the slugs when they travel great distances, although general fluid balnce does link the two. A much-travelled slug will not have sufficent fluid left to produce milk immediately after the journey.

Combat
Giant domestic slugs will avoid combat if possible. They defend themselves with a weak bite, often relying on their shadow elf owners for protection.

Damage Reduction (Su): A giant domestic slug has damage reduction of 15/piercing.

Rubbery Body (Ex): A giant domestic slug’s body is flexable and rubbery, allowing it to squeeze through openings as small as 5ft x 5ft.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
BOZ

02-16-07, 03:44 PM
i had to wonder - "who domesticates giant slugs?" ;)
Traianus Decius Aureus

02-16-07, 03:54 PM
i had to wonder - "who domesticates giant slugs?" ;)

Those shadow elves lost the life lottery... although I can't imagine milking one to be much better.
stanles

02-16-07, 06:13 PM
i had to wonder - "who domesticates giant slugs?" ;)

people with few friends
Traianus Decius Aureus

02-19-07, 03:07 PM
Lava Fish
GAZ13 38
Diminutive Magical Beast (Fire)
Hit Dice: 1/4d10+1 (2 hp)
Initiative: +5 (+5 Dex)
Speed: swim 30 ft. (6 squares)
Armor Class: 20 (+4 size, +5 Dex, +1 natural), touch 19, flat-footed 15
Base Attack/Grapple: 0/-17
Attack: None
Full Attack: None
Space/Reach: 1 ft. /0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +3, Ref +7, Will -1
Abilities: Str 1, Dex 21, Con 13, Int 2, Wis 8, Cha 6
Skills: Hide +17, Listen +1, Spot +2, Swim +8
Feats: Run
Environment: Warm aquatic (Lava pools and streams)
Organization: Solitary, Pair, Crew (2-20), or School (20-40)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1/2-3/4 HD (Diminutive); 1 HD (Tiny)
Level Adjustment: -

These creatures have thick scales and very dense fins, and highly unusual fanned tails which, in some specimens, can be as long as its body. The fish vary in size from a few inches to nearly a foot and a half long.
As their name implies, lava fish live in lava and magma streams and pools. They are obviously magical in nature, but their origin is entirely unknown.

Combat
Lava fish flee if attacked. They do not possess an attack capable of harming most creatures.

Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A lava fish 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. A lava fish may apply its Dex or Str bonus to Swim checks, whichever is higher.
Traianus Decius Aureus

02-20-07, 02:33 PM
Skitterling
GAZ13 38
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), climb 20ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: Bite -2 melee (1d3 -4)
Full Attack: Bite -2 melee (1d3 -4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, waterwalking
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 2, Dex 17, Con 10, Int 1, Wis 10, Cha 3
Skills: Balance +11, Climb +11, Hide +13, Listen +2, Move Silently +5, Spot +3
Feats: Stealthy
Environment: Any underground
Organization: Solitary
Challenge Rating: 1/8
Treasure: See Below
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: -

Skitterlings are small lizards, up to 18 inches in length, and about half of their body length is taken up by a long, slender tail. At the end of this tail is a fan of very thin, almost translucent, webbed skin. At the base of its tail is a pair of oil-secreting glands. It is the tail which makes the skitterling so prized by the shadow elves. The tail skin is used to make cloth of exquisite fineness, used for decorative purposes. The oil of the glands is an important element in several alchemical preparations. A skitterling tail and oil gland can fetch up to 200gp if intact. Unfortunately there is only a 20% chance that the tail and gland will survive an attack intact.
Catching skitterlings isn’t easy. They move quickly and can readily hide in the narrowest rock crevices. And they can walk on water. Their bones are lightly calcified and hollow, and they are very light despite their apparent size. Their webbed feet are very large, and they move faster on the surface of water than they do on land. They exploit the surface tension of water to “skitter along,” as the elves put it. Watching a skitterling skitter along the water of a placid river is a delight to a shadow elf. Their sinuous movements and rapid speed combine grace and efficiency with a very unusual ability.

Combat
Skitterlings will flee rather than fight. They do possess a weak bite attack.

Waterwalking (Ex): A skitterling may move across the surface of water at a movement rate of 50ft. This can only be done across the surface of calm water- fast moving streams or large wakes will prevent a skitterling from moving across the water.

Skills: Skitterlings have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Skitterlings use their Dexterity modifier instead of their Strength modifier for Climb checks.
Traianus Decius Aureus

02-22-07, 03:37 PM
Tyminid
SCMC
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/0
Attack: Bite +7 melee (1d4 +1)
Full Attack: Bite +7 melee (1d4 +1) and 2 claw +2 melee (1d4 +0)
Space/Reach: 5 ft./0 ft.
Special Attacks: Drop from above, noxious musk, pounce, powerful charge
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 13, Dex 16, Con 12, Int 5, Wis 13, Cha 10
Skills: Hide +7, Listen +3, Spot +11, Survival +3
Feats: Improved Initiative, Weapon Finesse
Environment: Cold and Temperate forests,mountains
Organization: Solitary
Challenge Rating: 2
Treasure: 10gp per hide
Alignment: Always neutral evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: -

Tyminids are intelligent and very cunning wolverine-like creatures that live in the remote mountains of the Arm of the Immortals. The tyminid is a heavyset beast with short, thick legs; long, curved claws; and a short, bushy tail. Its head is blunt and rounded, its eyes are set widely apart, and its ears barely peek out over its fur. Its mostly dark brown body fur is composed of long, glossy hairs, but it has a light stripe down each side. A tyminid typically has a wingspan equal to twice its body length.
Tyminids are loners. Once a female becomes pregnant, she runs the male off. (He is happy to go.) The young are born in the spring, usually two or three to a litter. The female stays with her kits until they are weaned (or until she gets annoyed with them), then leaves. The kits adapt quickly or die.
Tyminids feed on a variety of plants, birds, and even large mammals, such as reindeer and caribou. Two of their favourite foods are ee'aar and mythu'nn folk. While feeding, tyminids will often dismember a carcass and hide the parts in various locations for later consumption. In addition to hunting, tyminids are also scavengers. They are even adept at robbing traps.
Tyminids are mean, nasty, and can nurse a grudge for years. If bothered by a hunter, for example, they are perfectly capable of destroying all of his traps or tracking him down and attacking him in his sleep.

Combat
Tyminids are adept at hunting from both the ground and the air. Because of the thin mountain air and their relatively high body density, Tyminids require either a long running start or a strong updraft in order to get aloft. Once aloft, they are very manoeuvrable, able to flicker and dodge from point to point. A tyminid will usually fly only 100 to 200 feet above the ground and only for about 30 minutes at a time before landing and to rest for two to three hours. Tyminids cannot carry any weight when flying.
Tyminids do not engage in aerial combat. However, they will tuck their wings and drop on their prey. If the prey was merely flying at a lower altitude, both the tyminid and its prey may go crashing into the ground. The prey cushions the tyminid's fall, so the tyminid takes no falling damage, but the prey does.
On the ground tyminids attack with claws and a vicious bite. They may also spray a noxious musk to sicken its foes.

Drop from Above (Ex): A tyminid may fly up to 40ft above a foe and drop onto them. This is treated as a charge attack, and the tyminid receives the benefits of the pounce and powerful charge abilities. If the victim is also airborne, it must make a reflex save vs DC 12 (Str based) or begin falling. The tyminid falls with the victim. Should they fall to the ground, the victim takes normal falling damage, while the tyminid suffers no falling damage (the victim cushioned its fall).

Noxious Musk (Ex): Up to 3/day, a tyminid may release a foul musk scent. Every creature within 20ft of the tyminid must make a Fortitude save vs DC12 (Con based) or be blinded and nauseated for 10-40 minutes. A sucessful save indicates the victim is merely sickened for 1-10 minutes. Regardless of the save results, the victims suffer a -8 penalty to all Charisma based skill checks until they and their possessions are throughly cleaned (non-magical leather and cloth hold the stench permanently and must be destroyed).

Pounce (Ex): When a tyminid makes a charge, it can follow with a full attack.

Powerful Charge (Ex): When a tyminid makes a charge, all of its attacks deal double damage.

Skills: Tyminids have a +8 racial bonus to all Spot checks.

The Red Curse
Tyminids acquire Legacies and require cinnabryl. However, most are not able to procure this metal, so these creatures have an extremely high rate of Affliction.
Traianus Decius Aureus

02-23-07, 04:52 PM
Roaring Demon (Alphaks)
M1 29
25th Level Wizard
Large Outsider (Chaos, Extraplanar, Evil, Augmented Human)
Hit Dice: 25d4+100 (162 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 31 (-1 size, +3 Dex, +19 natural), touch 12, flat-footed 28
Base Attack/Grapple: +13/+21
Attack: +5 Large Vorpal Human-Bane longsword +21 melee (2d6+9)
Full Attack: +5 Large Vorpal Human-Bane longsword +20/+15/+10 melee (2d6+9) and +5 Large Human-Bane Life Draining whip +20 melee (1d6+2 plus energy drain plus entangle)
or 2 slams +17 melee (1d10+4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Death throes, entangle, mind power, spell-like abilities, spells, summon demon
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing,, outsider traits
Saves: Fort +12, Ref +11, Will +16
Abilities: Str 18, Dex 17, Con 18, Int 20, Wis 15, Cha 19
Skills: Bluff +8, Concentration +20, Decipher Script +22, Diplomacy +10, Gather Information +6, Intimidate +11, Knowledge (arcane) +33, Knowledge (history (+19), Knowledge (nobility) +19, Listen +13, Spellcraft +35, Spot +13
Feats: Alertness, Combat Casting (b), Martial Weapon Proficiency (Longsword), Simple Weapon Proficiency, Spell Penetration, Greater Spell Pentration, Craft Magic Arms and Armor (b), Craft Staff (b), Craft Wand (b), Craft Wonderous Item (b), Sribe Scroll (b), Empower Spell, Maximize Spell, Quicken Spell, Epic Spellcasting, Multispell, Two –Weapon Fighting
Environment: Entropic Planes
Organization: Unique
Challenge Rating: 22
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: -

This is the mortal manifestation form of the Immortal Alphaks. This form is much weaker than Alphaks’ manifestation form found outside of the Prime Material Plane.
Ages ago, Alphaks ruled the world of Old Alphatia as a powerful wizard. Civil war erupted and ultimately destroyed his world. The survivors came to Mystara and settled in what is now known as Alphatia and Glantri. Alphaks managed to attain immortality in the Sphere of Entropy, and seeks to destroy Alphatia, the home of his enemies’ decendents.
Upon achieving immortality, Alphaks took the form of a roaring demon (Balor-like creature), adding.many dangerous abilities to his considerable magical talents. This fearsome demon has a human body, though large (12 feet tall in demon form). Sharp horns protrude one foot from either side of its forehead, and huge leathery bat wings rise from its back. To mortals, the roaring demon appears loathsome, except if it chooses to assume a form more attractive to humans.
Alphaks is a reasonable creature who rarely attacks by surprise, preferring to allow the victims a chance to surrender (totally and unconditionally, of course).
If Alphaks is "killed," its body dissolves and its chaotic soul returns to an unknown plane aligned with the Sphere of Entropy. If the demon survives or if it flees to its plane, several weeks later it mercilessly stalks the party until they are all dead or bound to its will.
Alphaks can communicate with virtually any creature he wishes between telepathy and his abilities. He does, however, know Common, Ignan, Alphatian (Old dialect), Abyssal and Draconic.

Combat
Alphaks will usually attack with his signature weapons. Alphaks’ signature weapons are a +5 Large Vorpal Human-Bane longsword and a +5 Large Human-Bane Life Draining whip. These disappear if the mortal manifestation form is destroyed. The longsword is his primary weapon. He will use spells, spell-like abilities and his mind power ability as needed to accomplish his goals. He also possesses two slam attacks.

Death Throes (Ex): When killed, the roaring demon explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 24 half). This explosion automatically destroys any weapons the roaring demon is holding. The save DC is Constitution-based.

Entangle (Ex): The roaring demon’s whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the roaring demon immediately make opposed Strength checks; if the roaring demon wins, it drags the target against its flaming body (see below). The target remains anchored against the roaring demon’s body until it escapes the whip.

Mind Power (Su): The Roaring Demon has special abilities by virtue of it immortal aspect. As a swift round action, it may create a variety of spell-like effects at the expenditure of Power Points. The Roaring Demon possesses 180 Power Points to spend. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• The Roaring Demon can cast any spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• speak to any living or non-living creature (1 PP);
• control undead as a 25th level cleric (1 PP/HD) (control extends to a 100 mile radius);
• enter/exit astral and ethereal planes 1/day (9 PP);
• regenerate 1 hp per hour (1 PP/hp);
• immune to all mind reading, disease, aging, death rays, and energy drains;
• teleport without errors (within the prime material plane, 6PP; or from or back to its outer plane, 9PP).

Spell-Like Abilities: At will— blasphemy, dominate monster, greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity, power word stun, telekinesis, unholy aura; 1/day—fire storm, implosion. Caster level 25th. The save DCs are Charisma-based.

Spells: As a 25th level wizard, the Roaring Demon can cast 4 /6/ 5/ 5/ 5/ 5/ 4/ 4/ 4/ 4 spells per day. The Roaring Demon must prepare these spells from his spellbook.
The Roaring Demon can also cast epic spells. It possesses three epic spell slots and may cast the epic spells Ruin and Rain of Fire.

Summon Demon (Sp): Once per day the Roaring Demon can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): The body of the Roaring Demon is wreathed in flame. Anyone grappling it takes 6d6 points of fire damage each round.

True Seeing (Su): The Roaring Demon has a continuous true seeing ability, as the spell (caster level 25th).

Skills: The Roaring Demon has a +8 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

02-26-07, 04:06 PM
Dragon Ruler: Diamond (The Star Dragon), Ruler of all Lawful Dragons
RC 172
Colossal Great Wyrm Dragon (Extraplanar, Fire, Law)
Hit Dice: 56d12 + 896 (1260 hp)
Initiative: +4 (+4 Improved Init)
Speed: 60 ft. (12 squares), Swim 60ft. (12 squares), Fly 250 (poor)
Armor Class: 57 (–8 size, +55 natural), touch 2, flat-footed 57
Base Attack/Grapple: +56/+95
Attack: Bite +71 melee (4d8 + 23)
Full Attack: Bite +71 (4d8+23), 2 Claws +69 (4d6+11), 2 Wings +69 (2d8+11), and Tail Slap +69 (4d6+34)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath Weapon, Crush, Frightful Presence, Tail Sweep, Spells, Spell-like abilities
Special Qualities: Alternate Form, Blindsense, Spell Resistance 43, Damage Reduction 15/epic, Darkvision 120ft., Detect Gems, Dragon Traits, Fire subtype, Keen Senses, Lawful traits, Luck Bonus, Low-light vision, Water Breathing
Saves: Fort +46, Ref +30, Will +40
Abilities: Str 57, Dex 10, Con 43, Int 26, Wis 27, Cha 26
Skills: Appraise +38, Concentration +47, Diplomacy +70, Disguise +53, Gather Information +38, Heal +53, Knowledge (arcane) +68, Knowledge (religion) +68, Knowledge (the planes) +68, Listen +40, Search +53, Sense Motive +68, Spellcraft +42, Spot +40, Swim +83, Use Magic Device +40
Feats: Alertness, Cleave, Clinging Breath, Dire Charge, Draconic Knowledge, Enlarge Breath, Enlarge Spell, Fly-by Attack, Great Cleave, Improved Flight, Improved Fly-by Attack, Improved Initiative, Iron Will, Lingering Breath, Magical Aptitude, Maximize Breath, Maximize Spell, Multi-Attack, Power Attack
Environment: Draconic Cluster
Organization: Solitary + 4 Ancient Gold Dragons
Challenge Rating: 37
Treasure: Quadruple Standard plus one artifact
Alignment: Always Lawful Good
Advancement: ---
Level Adjustment: ---

Diamond is the Immortal ruler of all Lawful Dragons. This is his mortal form, only used when traveling to the Prime Plane.
Like all immortals, Diamond is not supposed to directly interfere on the Prime Plane. However, the Draconic Rulers generally treat this as a guideline, and will deal with draconic affairs on the Prime as they see fit- and this occasionally includes personally handling things. Very rarely, other creatures will meet Diamond on one of these visits.
Diamond looks like the largest gold dragon ever seen, at well over 100ft long. Instead of gold scales, he has scales with the refractive qualities of faceted diamond. They glitter and gleam with so much reflected light that it is hard to stare at this dragon.

Combat
Diamond will avoid excessive combat if possible, using magic and his Frightful Presence to calm or drive off foes, if conversation cannot keep them from attacking. If the attacks persist, Diamond will unlease his full fury on his foes. Few mortals, whether draconic or not, can withstand Diamond in a fight.

Alternate Form (Su): Diamond can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
In addition Diamond can assume the form of any Lawful dragon at will.

Blindsense (Ex): Diamond can pinpoint creatures within a distance of 60 feet. Opponents Diamond can’t actually see still have total concealment against Diamond.

Breath Weapon (Su): Diamond, as a dragon ruler, may breathe once every 1d4 rounds. It may use the breath weapon of any Lawful dragon including: a cone of crystallizing cold (Crystal), a cone of fire (Gold), a cone of weakening gas (Gold), a cone of melting fire (Ruby), and a line of vaporizing lightning (Sapphire). Please see those dragon entries for specific details. Regardless of type, Diamond’s breath weapons cause 34d10 damage and have a save DC 54.

Crush (Ex): This special attack allows Diamond to jump and land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than Diamond (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 54 (Con based) or be pinned, automatically taking 4d8 +34 bludgeoning damage during the next round unless the dragon moves off them. If Diamond chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Damage Reduction (Su): Diamond has DR15/epic. It’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Detect Gems (Sp): Diamond can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. Diamond can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

Dragon Ruler Immunities (Ex): All dragon rulers are immune to charm and domination effects, hold effects, slow effects, insta-death spells and effects, disintegration, and poison.

Frightful Presence (Ex): Diamond can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 ft are subject to the effect if they have fewer than 56 HD. A potentially affected creature that succeeds on a Will save (DC 46) remains immune to Diamond’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Diamond ignores the frightful presence of other dragons.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp): Once per day Diamond can touch a gem, usually one embedded in his hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 170-foot radiusof the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 17 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Spell-Like Abilities: 3/day—bless; 1/day—geas/quest, sunburst, foresight.

Spells: Diamond may cast spells as a 29th level wizard and 29th level cleric. He may cast all cleric spells and the spells of the Law, Luck, and Good domains as arcane spells if desired.

Tail Sweep (Ex): This special attack allows this Diamond to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep automatically deals 2d8 +34 damage. Affected creatures can attempt Reflex saves to take half damage (DC 54).

Water Breathing (Ex): Diamond can breathe underwater indefinitely (not needed) and can freely use its breath weapon, and other abilities while submerged.

Skills: Disguise, Heal, and Swim are considered class skills for this dragon.

Fire Subtype: Diamond has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Lawful Traits: Any natural attack and/or wielded weapon is treated as lawful-aligned for purposes of overcoming damage reduction.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.

Note: This conversion uses some feats from Complete Adventurer and the Draconomicon.
Cthulhudrew

02-27-07, 01:50 AM
Wow- Diamond's a pretty tough customer, that's for sure. Just a couple of notes:

The CR seems too high. The Epic Level handbook suggests that each additional 3 HD beyond the listed top for the Great Wyrm category gains a "virtual" age category- in this case, 15 more HD than a Great Wyrm Gold Dragon is 5 "virtual" age categories. It then suggests each 2 additional age categories increase the CR by 1- so 5 x 2 = 10 for a suggested CR of 37.

Comparing it to Zaphkiel the Watcher from the Book of Exalted Deeds, Diamond would probably be able to triumph, so he should definitely be higher than a 32 CR. Comparing with the Epic Dragons of the Epic Level handbook (admittedly a 3.0 book), it seems around the capability of the Old Force Dragon (CR 37) though I'm not quite sure how it stacks against the Adult Prismatic Dragon (CR 39). At a glance, it seems like it would be more powerful than the Prismatic (physically), though the Prismatic has a much higher SR. The Epic Level Handbook Update (http://www.wizards.com/default.asp?x=dnd/dnd/20030718a) for 3.5 has an Old Force Dragon's DR at 20/Epic and an Adult Prismatic DR at 15/Epic, and both have a Deflection bonus to AC in addition to their natural AC (which will give them a distinct advantage over Diamond against touch attacks).

Anyway, at a guess, I'd say a CR 37 or thereabouts is probably a good ballpark. [Also, by way of comparison, the example Advanced Great Red Wyrm (CR 39 - upped to 40 in the conversion notes) in the book seems a little stronger than Diamond, and has a comparable DR (15/Epic)].

The other thing is I noticed you have Law listed as a subtype but not Good- Dragons don't seem to use the alignment subtypes that I've seen, though Outsiders do. From what I can tell, though, this uses only the Dragon type. Not a big deal (since there really doesn't seem to be any rhyme or reason to the inclusion/exclusion of subtypes), but thought I would ask your thoughts on the matter.

Also curious if you've given thought on the addition of Divine Ranks (a la Deities and Demigods) at all. I've got some notes somewhere around here from when I started to think about converting them for an Immortal level game, but didn't get too far past the theoretical stage myself.
Cthulhudrew

02-27-07, 02:14 AM
Some other suggestions here:

Large Outsider (Chaos, Extraplanar, Evil, Augmented Human)
Hit Dice: 25d4+100 (162 hp)

Shouldn't his Hit Dice be d8s since he is an Outsider? Liches, Vampires, and Ghosts (augmented subtypes) change their HD with the change. It seems to me that I recall some example where the HD type doesn't change, but I'm not certain, though it does seem to generally be the case that the augmented subtype would equate to a HD change rather than not.

Base Attack/Grapple: +13/+21

This should be based on the type, I believe, rather than the character class- at least the way you have it listed (Outsider with subtypes). If it were levels added on to a type (Balor Wiz 5, for example) you'd use the class BAB rather than advancing the type BAB, or if you wanted to have Alphaks be based around a Wizard class instead, he probably shouldn't have Outsider as a type, but be a Large Wizard (Chaos, Evil, Extraplanar) or something. At least I think that's the way it should work- this is an unusual case, and I'm not entirely sure here.

Challenge Rating: 30

This seems high to me. Physically, he's weaker than a Balor (CR20), but of course his spellcasting and Mind Power abilities make him stronger in a lot of ways. Again, by way of comparison, he would have trouble even touching Sealtiel, the Defender (CR 29, AC 52, DR 25/Evil). Sealtiel is the equivalent of a 20th level Cleric, and is therefore of comparable power magically (well, as comparable as arcane and divine magic is anyway), and Alphaks is going to have a devil of a time getting past his SR 43.

It looks like he's a bit more in line with Barachiel the Messenger (CR 22) or Domiel the Mercy-Bringer (CR 24), though physically even those are more powerful.

The spellcasting is really the only thing that puts this manifestation of Alphaks over a Balor, so ballparking it I'd say a CR 21-22 seems around the area.
Gazza555

02-27-07, 08:57 AM
Shouldn't his Hit Dice be d8s since he is an Outsider? Liches, Vampires, and Ghosts (augmented subtypes) change their HD with the change. It seems to me that I recall some example where the HD type doesn't change, but I'm not certain, though it does seem to generally be the case that the augmented subtype would equate to a HD change rather than not.

No, the only creature types that change Hit DIce are dragon and undead (IIRC).
This should be based on the type
What the creature is is a 1 HD outsider (it gets this from originally being a human - a 1 (racial) HD creature. As a 1 HD creature its racial HD is replaced by its class HD, hence 25d4 and a BAB of +10 (20 normal levels of wizard) + an Epic Attack bonus of +3 (for levels 21, 23 and 25). The Epic Attack bonus doesn't count towards extra attacks each round though.

This seems high to me. Physically, he's weaker than a Balor (CR20), but of course his spellcasting and Mind Power abilities make him stronger in a lot of ways. Again, by way of comparison, he would have trouble even touching Sealtiel, the Defender (CR 29, AC 52, DR 25/Evil). Sealtiel is the equivalent of a 20th level Cleric, and is therefore of comparable power magically (well, as comparable as arcane and divine magic is anyway), and Alphaks is going to have a devil of a time getting past his SR 43.

This part I agree with - I would be tempted to give him the balors stats (both physical and mental).

Regards
Gary
Traianus Decius Aureus

02-27-07, 10:02 AM
Couple of responses and thoughts:

The CR seems too high. The Epic Level handbook suggests that each additional 3 HD beyond the listed top for the Great Wyrm category gains a "virtual" age category- in this case, 15 more HD than a Great Wyrm Gold Dragon is 5 "virtual" age categories. It then suggests each 2 additional age categories increase the CR by 1- so 5 x 2 = 10 for a suggested CR of 37.

Comparing it to Zaphkiel the Watcher from the Book of Exalted Deeds, Diamond would probably be able to triumph, so he should definitely be higher than a 32 CR. Comparing with the Epic Dragons of the Epic Level handbook (admittedly a 3.0 book), it seems around the capability of the Old Force Dragon (CR 37) though I'm not quite sure how it stacks against the Adult Prismatic Dragon (CR 39). At a glance, it seems like it would be more powerful than the Prismatic (physically), though the Prismatic has a much higher SR. The Epic Level Handbook Update for 3.5 has an Old Force Dragon's DR at 20/Epic and an Adult Prismatic DR at 15/Epic, and both have a Deflection bonus to AC in addition to their natural AC (which will give them a distinct advantage over Diamond against touch attacks).

Anyway, at a guess, I'd say a CR 37 or thereabouts is probably a good ballpark. [Also, by way of comparison, the example Advanced Great Red Wyrm (CR 39 - upped to 40 in the conversion notes) in the book seems a little stronger than Diamond, and has a comparable DR (15/Epic)].

You're right, the CR does need to go down some- based on your analysis, 37 seems reasonable. The dragon rulers have presented a unique challenge- they represented the peak of OD&D dragons, but dragons have changed significantly since then. Trying to keep things relative with them is hard, especially with those epic dragons lurking about. How I looked to resolve this is by using these stats as the dragon's mortal form, the one that doesn't have any immortal powers. In the context of Mystara, as mortal dragons they still would be incredibly powerful on the Prime. With their Immortal powers and form usable everywhere else, they would be able to handle just about any other threat (even the force and prismatic dragons should they show up.)

The other thing is I noticed you have Law listed as a subtype but not Good- Dragons don't seem to use the alignment subtypes that I've seen, though Outsiders do. From what I can tell, though, this uses only the Dragon type. Not a big deal (since there really doesn't seem to be any rhyme or reason to the inclusion/exclusion of subtypes), but thought I would ask your thoughts on the matter.

It is included due to Diamond's strong connection to Law as ruler of Lawful Dragons. IMC, Law/Chaos is the dominant axis rather than Good/Evil, and Diamond's authority extends over Good and Evil, as long as the dragon is lawful. In theory, Diamond could have been a Lawful Evil dragon. Given that, I decided Law was worth the subtype, and Good seemed somewhat irrelevant to the concept of Diamond.

Also curious if you've given thought on the addition of Divine Ranks (a la Deities and Demigods) at all. I've got some notes somewhere around here from when I started to think about converting them for an Immortal level game, but didn't get too far past the theoretical stage myself.

With only some very preliminary thought on the subject, I think I will use them as a loose guide to create an Immortal subtype/prestige class. Exalted will be a subtype loosely based on Divine Rank 0. The rationale is to preserve the idea of a player being able to advance as an Immortal in a similar manner to a normal class (as we had in the Gold Box/WotI). Will it work? Not sure, but I'd like to see if its possible.

On to Alphaks, Gary summed up the Type/BAB questions nicely. Some behind the curtain info- The Roaring Demon Alphaks found in M1 is, again, a mortal form only- but Alphaks cheats the system by using some Power Points too. To create him, I first designed him as a human wizard at the point of attaining immortality. Upon acheiving immortality, his body was transformed into the Roaring Demon form (becoming an Outsider), but he is not a true Roaring Demon. M1 gives his abilities scores explicitly, so I kept them- if anything these are a bit higher than they should be. Two things to bear in mind as you compare him to other demon lords 1) This form is for the Prime Plane only. Elsewhere, he would have his full immortal form and powers. 2) The way it looks, spell resistance would have no effect on Immortal magic unless the target was also Immortal.

I will also adjust Alphaks' CR a bit. Thanks for the comments guys... it never hurts to have another set(s) of eyes look through things.
Hugin

02-27-07, 10:07 AM
Having never played a third edition game past level 10ish, I feel like someone who only knows basic math and listening to people talking about calculus. :blink: :D
Cthulhudrew

02-27-07, 11:35 AM
No, the only creature types that change Hit DIce are dragon and undead (IIRC).

The Half-Golem template changes a creature's HD, and I'd have to check to be sure, but I think the Awakened Construct template (or whatever it's called) from Savage Species changes a creature's HD as well- not positive on that one, though.

As with many things monster related, though, there really doesn't seem to be a hard and fast rule on this, sadly. :(

What the creature is is a 1 HD outsider (it gets this from originally being a human - a 1 (racial) HD creature. As a 1 HD creature its racial HD is replaced by its class HD, hence 25d4 and a BAB of +10 (20 normal levels of wizard) + an Epic Attack bonus of +3 (for levels 21, 23 and 25). The Epic Attack bonus doesn't count towards extra attacks each round though.

I gotcha. I keep looking at it more as a Balor modified, rather than sort of like a Tiefling. I think it's that Augmented Humanoid part that was throwing me off (makes it look more like a template added than something like the Monk's 20th level ability).
Cthulhudrew

02-27-07, 11:47 AM
IMC, Law/Chaos is the dominant axis rather than Good/Evil, and Diamond's authority extends over Good and Evil, as long as the dragon is lawful.

I thought that might be the rationale, but was just curious if that was the case or it was an oversight. Not a complaint or anything, though.

With only some very preliminary thought on the subject, I think I will use them as a loose guide to create an Immortal subtype/prestige class. Exalted will be a subtype loosely based on Divine Rank 0. The rationale is to preserve the idea of a player being able to advance as an Immortal in a similar manner to a normal class (as we had in the Gold Box/WotI). Will it work? Not sure, but I'd like to see if its possible.

Yeah- that's basically what I was going for in my notes. IIRC, the way I had it was something on the order of:


Level Rank

0 Aspirant to Immortality/Exalted Creature
1-4 Initiate
5-8 Temporal
9-12 Celestial
13-16 Empyreal
17-20 Eternal
21+ Hierarch

2) The way it looks, spell resistance would have no effect on Immortal magic unless the target was also Immortal.

From what I remember of WotI, Exalted creatures can affect Immortals (and be affected by Immortals) normally- Immortal AM has no effect on Exalted magic. Again, I may be misremembering, but if so, then the same should apply in the case of Demons and the like in 3.5.

(Further to that, in terms of 3.5, there is no special Deity immunity to mortal magic- they just get a spell resistance of 32 + Divine Rank- though again, it depends on how you want to go with the Immortality/Divinity issue.)
Gazza555

02-27-07, 11:56 AM
The Half-Golem template changes a creature's HD, and I'd have to check to be sure, but I think the Awakened Construct template (or whatever it's called) from Savage Species changes a creature's HD as well- not positive on that one, though.
I expect that you're correct on both counts, constructs are sort of like undead - being animated by a type of energy (arcane in the case of golems, negative in the case of undead).
As with many things monster related, though, there really doesn't seem to be a hard and fast rule on this, sadly.
True, and in the case of the half-dragon template, this template increases the characters racial hit dice by one step but doesn't affect its class hit dice. :confused:

Regards
Gary
Traianus Decius Aureus

02-27-07, 12:33 PM
From what I remember of WotI, Exalted creatures can affect Immortals (and be affected by Immortals) normally- Immortal AM has no effect on Exalted magic. Again, I may be misremembering, but if so, then the same should apply in the case of Demons and the like in 3.5.

(Further to that, in terms of 3.5, there is no special Deity immunity to mortal magic- they just get a spell resistance of 32 + Divine Rank- though again, it depends on how you want to go with the Immortality/Divinity issue.)

Divine Ranks vs Immortal vs Exalted vs 3.5E Outsiders is going to be quite the relationship to work out. Divine Ranks/Immortality should be roughly similar in concept, but some aspects of the Divine Ranks just seem to be too weak, allowing epic mortals far too easy a time in dispatching them. Immortals should be beyond permanent destruction at the hands of mortals. Exalted creatures seem to occupy a niche between mortal and Immortal.

The real question is should 3.5E Outsiders automatically be considered equivalent to Exalted creatures? My initial though is no, they shouldn't. OD&D Archons are not exalted, yet serve the Immortals. My view is to have demons, and celestials serve their Immortals, Spheres, and causes as normal. They are powerful, but not necessarily Exalted. Those that do homage and service to a particular Immortal may be granted Exalted status, and additional power as part of the deal. A high-level party may be able to stomp a Balor, but they may have much more trouble with an Exalted Balor serving Thanatos. Of course, how much of the 3.5E Cosmology used could make that solution untenable.
Cthulhudrew

02-27-07, 12:57 PM
OD&D Archons are not exalted, yet serve the Immortals.

The Exalted "type" wasn't created until WotI, at which point Archons had already been created (both in the Masters Set and then reprinted in the Cyclopedia). It's academic to wonder whether they would have been revised to be Exalted or not (obviously, they weren't in WotI, but that could have been for a lot of reasons). I'm inclined to think they should be on the same level as the Fiends/Demons in WotI myself, though.

They are powerful, but not necessarily Exalted. Those that do homage and service to a particular Immortal may be granted Exalted status, and additional power as part of the deal.

I see where you're coming from now- you're making a distinction between the demons in WotI and those in 3.5 here. Ie, Exalted Demons vs. Non-Exalted Demons. I'm not necessarily sure I agree with the distinction, but it helps me to get a better gauge on where you're coming from in conversion terms.

It seems to me that the demons in OD&D were clearly intended to be the same as the demons from AD&D, which pre-Gold Box rules had not provided for, and that, by extension, the demons/fiends in WotI were simply intended to recategorize those same demons into an "in-between" stage- as the Gold Box had them all as actual members of the Immortal hierarchy.
Traianus Decius Aureus

02-27-07, 03:28 PM
Opal (The Sun Dragon) Ruler of all Neutral Dragons
RC 172
Colossal Dragon (Air, Extraplanar)
Hit Dice: 50d12 +750 (1075 hp)
Initiative: +4 (+4 Improved Init)
Speed: 40 ft. (8 squares), Swim 40ft. (8 squares), Fly 200 (poor)
Armor Class: 51 (–8 size, +49 natural), touch 2, flat-footed 49
Base Attack/Grapple: +50/+88
Attack: Bite +64 melee (4d8 + 22)
Full Attack: Bite +64 (4d8+22), 2 Claws +62 (4d6+11), 2 Wings +62 (2d8+11), and Tail Slap +62 (4d6+33)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath Weapon, Crush, Frightful Presence, Tail Sweep, Spells, Spell-like abilities
Special Qualities: Alternate Form, Blindsense, Spell Resistance 38, Damage Reduction 15/epic, Darkvision 120ft., Dragon Traits, Immunity to Acid, Keen Senses, Low-light vision, Water Breathing
Saves: Fort +42, Ref +27, Will +41
Abilities: Str 55, Dex 10, Con 41, Int 25, Wis 26, Cha 25
Skills: Appraise +33, Bluff +33, Concentration +41, Diplomacy +37, Gather Information +20, Hide +54, Intimidate +35, Knowledge (arcane) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Listen +36, Move Silently +54, Search +59, Sense Motive +21, Spellcraft +35, Spot +36, Survival +36, Swim +35
Feats: Alertness, Cleave, Epic Prowess, Epic Will, Fly-by Attack, Great Cleave, Improved Flight, Improved Fly-by Attack, Improved Initiative, Iron Will, Multi-Attack, Power Attack, Recover Breath, Run, Stealthy, Tempest Breath, Track
Environment: Draconic Cluster
Organization: Solitary + 4 Ancient Blue Dragons
Challenge Rating: 32
Treasure: Quadruple Standard plus one artifact
Alignment: Always True Neutral
Advancement: ---
Level Adjustment: ---

Opal is the Immortal ruler of all Neutral Dragons. This is her mortal form, only used when traveling to the Prime Plane.
Like all immortals, Opal is not supposed to directly interfere on the Prime Plane. However, the Draconic Rulers generally treat this as a guideline, and will deal with draconic affairs on the Prime as they see fit- and this occasionally includes personally handling things. Very rarely, other creatures will meet Opal on one of these visits. Opal, as a patroness of vengeance, will also, on rare occasions, personally met out justice to those that have harmed dragonkind.
Opal looks like the largest jade dragon ever seen, at well over 100ft long. Instead of shimmering green scales, she has scales which are white with thousands of tiny specks of color in all of the hues of the rainbow.

Combat
Opal is first and foremost still a hunter in spirit, only now she helps those that seek vengeance find those responsible for the crimes. She is conversational with most species except for humans. When encountering non-hostile humans she must control herself in order to keep from attacking. Opal is a clever foe, and will make use of ambushes, movement and stealth to give her an advantage with her fearsome natural attacks.

Alternate Form (Su): Opal can assume the form of any Neutral dragon at will.

Blindsense (Ex): Opal can pinpoint creatures within a distance of 60 feet. Opponents Opal can’t actually see still have total concealment against Opal.

Breath Weapon (Su): Opal as a dragon ruler may breathe once every 1d4-1 rounds. It may use the breath weapon of any Neutral dragon including: a line of lightning (Blue), a a cone of corrosive (acid) and rotting gas (Jade), a line of inky black acid (Onyx), a line of poisonous spit (Sea), and a cone of cold (White). Please see those dragon entries for specific details. Regardless of type, Opal’s breath weapons cause 32d6 damage and have a save DC 50.

Crush (Ex): This special attack allows Opal to jump and land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than Opal (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 50 (Con based) or be pinned, automatically taking 4d8 +33 bludgeoning damage during the next round unless the dragon moves off them. If Opalchooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Damage Reduction (Su): Opal has DR15/epic. Its natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Dragon Ruler Immunities (Ex): All dragon rulers are immune to charm and domination effects, hold effects, slow effects, insta-death spells and effects, disintegration, and poison.

Frightful Presence (Ex): Opal can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 ft are subject to the effect if they have fewer than 50 HD. A potentially affected creature that succeeds on a Will save (DC 42) remains immune to Opal’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Opal ignores the frightful presence of other dragons.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spell-Like Abilities: 3/day—nondetection, baleful polymorph; 1/day— plant growth, command plants.

Spells: Opal may cast spells as a 25th level wizard and a 25th level cleric.

Tail Sweep (Ex): This special attack allows this Opal to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep automatically deals 2d8 +33 damage. Affected creatures can attempt Reflex saves to take half damage (DC 50).

Water Breathing (Ex): Opal can breathe underwater indefinitely (not needed) and can freely use its breath weapon, and other abilities while submerged.

Skills: Bluff, Hide, and Move Silently are considered class skills for jade dragons.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Traianus Decius Aureus

02-28-07, 03:44 PM
Voat, Common
SCMC
Tiny Magical Beast
Hit Dice: 1/2d10+1 (3 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: 0/-10
Attack: Bite +2 melee (1d3 -2 plus Disease)
Full Attack: Bite +2 melee (1d3 -2 plus Disease)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Disease, Ignore Hardness
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +3, Ref +4, Will -1
Abilities: Str 7, Dex 14, Con 12, Int 4, Wis 9, Cha 5
Skills: Climb +10, Hide +13, Listen +0, Move Silently +5, Spot +0, Swim +13
Feats: Improved Sunder (B), Stealthy, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, Gang (2-5), Nest (5-20), or Mob (20-40)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral evil
Advancement: 1 HD (Tiny); 2 HD (Small)
Level Adjustment: -

The voat is a nocturnal rat-like creature about the size of a cat that exists throughout the Savage Coast. Voats are aggressive, insatiable scavengers, found wherever food is stored. They are a bane for vessels carrying foodstuffs or warehouses storing grain and other perishables. Many a ship captain has cursed the voats upon finding that all the foodstuffs in the cargo have been devoured or spoiled. A voat can eat vast amounts of food or refuse (as much as ten times its weight every day), fouling and destroying far more.
Voats have coarse, greasy, grey fur, grizzled with black and sooty white. They have disgustingly pink scaly tails that flick about constantly. These creatures have large ears, pointed snouts, and extremely powerful teeth, which they use to gnaw through wooden planks to get at stores of food.
Voats are typically much more aggressive than their giant rat cousins. They will attack small farm animals and domestic animals, such as poultry and cats. They will even attack humanoids given the opportunity. Their tremendous appetites cause them to regard just about anything as food. To a voat, two things exist in the world: things it can eat and rocks.
Voats are as prolific as rats, breeding three to five times a year, with anywhere from eight to twelve offspring per litter. Voats have a life span of two to four years.
Voats particularly love to eat scarlet pimpernels. A nearly a foolproof way to tell the difference between crimson delight and scarlet pimpernel is to release a voat near a patch of the plants and observe which plants the voat tries to eat. Any plant that the voat tries to eat is a most assuredly a scarlet pimpernel. The only difficulty is then getting the voat off the scarlet pimpernel before it consumes the whole plant.
Cardinal ticks often infest these creatures. As a result, swarms of voats will often form symbiotic relationships with one or more Saragón lyra birds.
Voats can be controlled by the use of traps or poison. However, most voat poisons are extremely toxic to humans and demihumans and should be used with caution.

Combat
Voats will attack anything the resembles food, with little regard for the consequences. If they clearly made a mistake in attacking something more powerful than they are, voats will flee. Voats, like giant rats, are excellent swimmers and can attack in water as well as on land.

Disease (Ex): Filth fever—bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Ignore Hardness (Ex): A voat can ignore the hardness of any non-metallic, non-stone item.

Scent (Ex): This special quality allows a voat to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Voats have a +8 racial bonus on Swim checks. Voats have a +8 racial bonus on Climb checks. Voats use their Dexterity modifier for Climb and Swim checks.

The Red Curse
All voats have a Legacy, and most suffer the Affliction caused by that Legacy. Many voats tend to acquire the Phase Legacy. For this reason, most of them have soft, puffy flesh with grotesquely distorted form and features. This distortion makes them even more repulsive than they would otherwise be. These voats tend to sink into solid matter if they spend more than a moment in any one place.
Voats do not usually wear cinnabryl, so they are either Afflicted or they pick up what little they need from the trace amounts present in scarlet pimpernel.
Traianus Decius Aureus

03-01-07, 03:40 PM
Pearl (The Moon Dragon) Ruler of all Chaotic Dragons
RC 172
Colossal Dragon (Chaos, Extraplanar, Fire)
Hit Dice: 48d12 + 624 (936 hp)
Initiative: +12 (+4 Improved Init, +8 Superior Initiative)
Speed: 40 ft. (8 squares), Fly 200 (clumsy)
Armor Class: 49 (–8 size, +47 natural), touch 2, flat-footed 49
Base Attack/Grapple: +48/+84
Attack: Bite +61 melee (4d8 + 20)
Full Attack: Bite +61 (4d8+20), 2 Claws +59 (4d6+10), 2 Wings +58 (2d8+10), and Tail Slap +58 (4d6+30)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath Weapon, Crush, Frightful Presence, Tail Sweep, Spells, Spell-like abilities
Special Qualities: Alternate Form, Blindsense, Chaos Traits, Spell Resistance 36, Damage Reduction 15/epic, Darkvision 120ft., Dragon Traits, Dragon Ruler Immunities, Fire subtype, Keen Senses, Lawful traits, Locate Object, Low-light vision
Saves: Fort +39, Ref +26, Will +33
Abilities: Str 51, Dex 10, Con 37, Int 23, Wis 24, Cha 23
Skills: Appraise +57, Bluff +31, Climb +30, Concentration +38, Diplomacy +23, Gather Information +31, Intimidate +59, Knowledge (arcane) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +60, Search +57, Sense Motive +32, Spellcraft +20, Spot +60, Survival +34, Use Magic Device +31
Feats: Alertness, Cleave, Devastating Critical (Bite), Devastating Critical (Claw), Fly-by Attack, Great Cleave, Improved Critical (Bite), Improved Critical (Claw), Improved Initiative, Multi-attack, Overwhelming Critical (Bite), Overwhelming Critical (Claw), Power Attack, Powerful Charge, Rend, Superior Initiative, Weapon Focus (Bite), Weapon Focus (Claw)
Environment: Draconic Cluster
Organization: Solitary + 4 Ancient Amber Dragons
Challenge Rating: 32
Treasure: Quadruple Standard plus one artifact
Alignment: Always Chaotic Evil
Advancement: ---
Level Adjustment: ---

Pearl is the Immortal ruler of all Chaotic Dragons. This is her mortal form, only used when traveling to the Prime Plane.
Like all immortals, Pearl is not supposed to directly interfere on the Prime Plane. However, the Draconic Rulers generally treat this as a guideline, and will deal with draconic affairs on the Prime as they see fit- and this occasionally includes personally handling things. Very rarely, other creatures will meet Pearl on one of these visits. Pearl in particular is prone to go to the Prime in order to destroy powerful dragon hunters and other mighty warriors, as well as to cause trouble for the other Dragon Rulers.
Pearl looks like the largest red dragon ever seen, at well over 100ft long. Instead of red scales, she has scales like mother–of-pearl – white but iridescent, constantly shifting, like her Chaotic nature..

Combat
Pearl, despite the myriad of combat options available to dragons, prefers bloody melee combat to magic and excessive breath weapon use. She is a brutal foe that shows no mercy and is not above drawing out the suffering of her foes for her amusement.

Alternate Form (Su): Pearl can assume the form of any Chaotic dragon at will.

Blindsense (Ex): Pearl can pinpoint creatures within a distance of 60 feet. Opponents Pearl can’t actually see still have total concealment against Pearl.

Breath Weapon (Su): Pearl, as a dragon ruler, may breathe once every 1d4+1 rounds. It may use the breath weapon of any Chaotic dragon including: a cone of melting fire (Amber), a cone of weakening, rotting gas (Amber), a line of acid (Black), a cone of Fire (Red), and a cone of corrosive (acid) gas (Green). Please see those dragon entries for specific details. Regardless of type, Pearl’s breath weapons cause 28d10 damage and have a save DC 47.

Crush (Ex): This special attack allows Pearl to jump and land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than Pearl (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 47 (Con based) or be pinned, automatically taking 4d8 +30 bludgeoning damage during the next round unless the dragon moves off them. If Pearl chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Damage Reduction (Su): Pearl has DR15/epic. Its natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Dragon Ruler Immunities (Ex): All dragon rulers are immune to charm and domination effects, hold effects, slow effects, insta-death spells and effects, disintegration, and poison.

Frightful Presence (Ex): Pearl can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 ft are subject to the effect if they have fewer than 48 HD. A potentially affected creature that succeeds on a Will save (DC 40) remains immune to Pearl’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Pearl ignores the frightful presence of other dragons.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Locate Object (Sp): Pearl can use this ability as the spell of the same name, up to 12 times per day.

Spell-Like Abilities: 3/day—suggestion; 1/day—find the path, discern location.

Spells: Pearl may cast spells as a 23th level wizard and a 23th level cleric. She may cast all cleric spells and the spells of the Chaos, Fire, and Evil domains as arcane spells if desired.

Tail Sweep (Ex): This special attack allows this Pearl to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep automatically deals 2d8 +30 damage. Affected creatures can attempt Reflex saves to take half damage (DC 47).

Skills: Appraise, Bluff and Jump are considered class skills for this dragon.

Chaos Traits: Any natural attack and/or wielded weapon is treated as chaos-aligned for purposes of overcoming damage reduction.

Fire Subtype: Diamond has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Rimx

03-02-07, 01:59 AM
Here's a list of of monsters posted so far by type.

o Aberrations
Beholder-kin Eyeless Orb (http://boards1.wizards.com/showpost.php?p=10220438&postcount=724)
Boneless (http://boards1.wizards.com/showpost.php?p=11466065&postcount=871)
Chimer (http://boards.wizards.com/showpost.php?p=7062776&postcount=161)
Crystalweed (http://boards.wizards.com/showpost.php?p=7071957&postcount=162)
Diger (http://boards.wizards.com/showpost.php?p=7316205&postcount=199)
Draeden (http://boards1.wizards.com/showpost.php?p=11755938&postcount=914)
Eater-of-Magic (http://boards.wizards.com/showpost.php?p=7232472&postcount=183)
Flicker (http://boards1.wizards.com/showpost.php?p=11915122&postcount=935)
Jumper (http://boards1.wizards.com/showpost.php?p=11936981&postcount=936)
Kartoeba ("Thing in the Pit") (http://boards.wizards.com/showpost.php?p=7241495&postcount=184)
Mystaran Titan (http://boards1.wizards.com/showpost.php?p=12036307&postcount=940)
Notion (http://boards1.wizards.com/showpost.php?p=11976162&postcount=938)
Nuckalavee (http://boards.wizards.com/showpost.php?p=8279108&postcount=398)
Portal Monster (http://boards.wizards.com/showpost.php?p=7469658&postcount=230)
Revener (http://boards.wizards.com/showpost.php?p=6802431&postcount=109)
Rockfang (http://boards1.wizards.com/showpost.php?p=11074184&postcount=830)
Scamille (http://boards.wizards.com/showpost.php?p=8353950&postcount=403)
Sporacle (http://boards1.wizards.com/showpost.php?p=10550664&postcount=768)

o Animals
Apes, Snow and White (http://boards.wizards.com/showpost.php?p=9461725&postcount=591)
Auratus (http://boards.wizards.com/showpost.php?p=7399284&postcount=213)
Auroch (http://boards.wizards.com/showpost.php?p=6899773&postcount=129)
Auroch, Shaggy (http://boards.wizards.com/showpost.php?p=7007314&postcount=153)
Baboon, Rock (http://boards.wizards.com/showpost.php?p=9452734&postcount=590)
Baric (http://boards.wizards.com/showpost.php?p=7296668&postcount=195)
Bat, Giant (http://boards.wizards.com/showpost.php?p=9509918&postcount=598)
Bat, Giant Vampire (http://boards.wizards.com/showpost.php?p=9519790&postcount=599)
Bear, Cave (http://boards.wizards.com/showpost.php?p=6909765&postcount=132)
Bear, Grizzly (http://boards.wizards.com/showpost.php?p=9644510&postcount=621)
Bison, Giant (http://boards.wizards.com/showpost.php?p=6909802&postcount=133)
Birch Dove (http://boards1.wizards.com/showpost.php?p=10954018&postcount=821)
Black Cobra (http://boards.wizards.com/showpost.php?p=7681079&postcount=297)
Boar, Great (http://boards.wizards.com/showpost.php?p=9654158&postcount=623)
Bounder (http://boards.wizards.com/showpost.php?p=6966314&postcount=147)
Cinnavixen (http://boards.wizards.com/showpost.php?p=9501342&postcount=597)
Dolphin (http://boards.wizards.com/showpost.php?p=9705230&postcount=634)
Dog, War (http://boards.wizards.com/showpost.php?p=8699514&postcount=466)
Eel, Electric (http://boards.wizards.com/showpost.php?p=8769798&postcount=472)
Eel, Weed (http://boards.wizards.com/showpost.php?p=8799024&postcount=476)
Elk, Giant (http://boards.wizards.com/showpost.php?p=8573841&postcount=445)
Falcon (http://boards1.wizards.com/showpost.php?p=11162362&postcount=835)
Ferret, Giant (http://boards1.wizards.com/showpost.php?p=9835521&postcount=664)
Fish: Bass, Giant (http://boards1.wizards.com/showpost.php?p=9845722&postcount=666)
Fish: Carp, Giant (http://boards.wizards.com/showpost.php?p=8824023&postcount=478)
Fish: Piranha, Giant (http://boards.wizards.com/showpost.php?p=8845443&postcount=479)
Fish: Rockfish, Giant (http://boards1.wizards.com/showpost.php?p=9862972&postcount=670)
Fish: Sturgeon, Giant (http://boards1.wizards.com/showpost.php?p=9872521&postcount=671)
Foot-Pad Lizard (http://boards.wizards.com/showpost.php?p=6920736&postcount=135)
Frog, Giant Poisonous/ Montrous Poisonous (http://boards.wizards.com/showpost.php?p=8870653&postcount=490)
Frog, Killer (http://boards.wizards.com/showpost.php?p=7476438&postcount=231)
Galumph (http://boards.wizards.com/showpost.php?p=7446203&postcount=220)
Gargantua Gecko (http://boards1.wizards.com/showpost.php?p=12048181&postcount=941)
Gargantua Horned Chameleon (http://boards1.wizards.com/showpost.php?p=12075810&postcount=944)
Gargantua Rattlesnake, Gargantua Rock Python (http://boards1.wizards.com/showpost.php?p=12115715&postcount=949)
Gargantua Spitting Cobra, Gargantua Tuatara (http://boards1.wizards.com/showpost.php?p=12127265&postcount=951)
Generic Aquatic Dinosaurs (http://boards.wizards.com/showpost.php?p=6832563&postcount=116)
Generic Carnivores (http://boards.wizards.com/showpost.php?p=6846354&postcount=117)
Generic Herbivores (http://boards.wizards.com/showpost.php?p=6866431&postcount=119)
Gerbil (http://boards1.wizards.com/showpost.php?p=11190175&postcount=837)
Giant Anaconda (http://boards.wizards.com/showpost.php?p=7674562&postcount=295)
Giant Boa Constrictor (http://boards.wizards.com/showpost.php?p=7666941&postcount=293)
Giant Hawk (http://boards.wizards.com/showpost.php?p=8145393&postcount=380)
Giant Marble Snake (http://boards.wizards.com/showpost.php?p=7334177&postcount=202)
Giant Swamp Eel (http://boards.wizards.com/showpost.php?p=7385444&postcount=210)
Grazer (http://boards.wizards.com/showpost.php?p=7526613&postcount=246)
Great Cat, Bekkah (http://boards.wizards.com/showpost.php?p=8629850&postcount=450)
Great Cat, Spotted Lion (http://boards.wizards.com/showpost.php?p=8638074&postcount=451)
Hound, Amorian (http://boards.wizards.com/showpost.php?p=6997579&postcount=152)
Ichthyosaurus (http://boards.wizards.com/showpost.php?p=6876047&postcount=120)
Jellyfish, Giant Death's Head and Giant
Marauder (http://boards.wizards.com/showpost.php?p=8183191&postcount=383)
Lake Klintest Monster (http://boards1.wizards.com/showpost.php?p=10981488&postcount=825)
Lizard, Chameleon (http://boards1.wizards.com/showpost.php?p=11162386&postcount=836)
Lochnar (http://boards.wizards.com/showpost.php?p=7279625&postcount=193)
Magpie, Common and Giant (http://boards.wizards.com/showpost.php?p=7747472&postcount=304)
Manta Ray, Normal and Giant (http://boards1.wizards.com/showpost.php?p=10008749&postcount=708)
Monkey, Giant Marmoset (http://boards.wizards.com/showpost.php?p=7348744&postcount=204)
Mountain Lion (Cougar, Puma) (http://boards.wizards.com/showpost.php?p=9671877&postcount=625)
Nikt'oo (http://boards1.wizards.com/showpost.php?p=10598137&postcount=772)
Nothosaurus (http://boards.wizards.com/showpost.php?p=7032039&postcount=157)
Oyster, Giant (http://boards.wizards.com/showpost.php?p=9078930&postcount=516)
Panther (http://boards.wizards.com/showpost.php?p=9680412&postcount=631)
Pig, Peccary (http://boards1.wizards.com/showpost.php?p=11131003&postcount=833)
Piranha Bird, Greater and Lesser (http://boards.wizards.com/showpost.php?p=7756196&postcount=310)
Pisanosaurus (http://boards.wizards.com/showpost.php?p=6876068&postcount=121)
Pit Viper (http://boards1.wizards.com/showpost.php?p=10530302&postcount=764)
Phobosuchus (http://boards.wizards.com/showpost.php?p=6885597&postcount=122)
Phororhacos (Sword Beak) (http://boards.wizards.com/showpost.php?p=8581899&postcount=447)
Porcupine, Giant (http://boards.wizards.com/showpost.php?p=9092058&postcount=522)
Pteranodon, Giant (http://boards.wizards.com/showpost.php?p=6885621&postcount=123)
Rockhome Lizard (http://boards.wizards.com/showpost.php?p=8211272&postcount=387)
Rainbow Viper (Musoke Fitina) (http://boards.wizards.com/showpost.php?p=7696844&postcount=298)
Reindeer, Giant (http://boards.wizards.com/showpost.php?p=6942249&postcount=141)
Rock Python (http://boards1.wizards.com/showpost.php?p=10539685&postcount=767)
Rock Rattler, Normal (http://boards.wizards.com/showpost.php?p=9218202&postcount=544)
Rock Rattler, Giant (http://boards.wizards.com/showpost.php?p=9226165&postcount=545)
Sea Horse (http://boards.wizards.com/showpost.php?p=9115343&postcount=523)
Sea Serpent, Greater (http://boards.wizards.com/showpost.php?p=9145181&postcount=527)
Sea Serpent, Lesser (http://boards.wizards.com/showpost.php?p=9137036&postcount=524)
Seal, Fur (http://boards1.wizards.com/showpost.php?p=10828008&postcount=807)
Shark, Bull (http://boards1.wizards.com/showpost.php?p=10061285&postcount=713)
Shark, Great White (http://boards1.wizards.com/showpost.php?p=10079949&postcount=715)
Shark, Mako (http://boards1.wizards.com/showpost.php?p=10091173&postcount=716)
Sheep (http://boards1.wizards.com/showpost.php?p=11200430&postcount=838)
Shrew, Giant (http://boards1.wizards.com/showpost.php?p=10125791&postcount=720)
Skitterling (http://boards1.wizards.com/showpost.php?p=11536555&postcount=880)
Skunk, Giant (http://boards.wizards.com/showpost.php?p=9197791&postcount=539)
Skunk, Normal (http://boards.wizards.com/showpost.php?p=9189603&postcount=537)
Small Riding Animal (http://boards.wizards.com/showpost.php?p=6958675&postcount=142)
Sprackle, Lesser (http://boards.wizards.com/showpost.php?p=6756809&postcount=100)
Steam Bat (http://boards1.wizards.com/showpost.php?p=11437863&postcount=869)
Swampmare (http://boards1.wizards.com/showpost.php?p=11210868&postcount=839)
Tik Polonga (http://boards.wizards.com/showpost.php?p=7679347&postcount=296)
Titanothere (http://boards.wizards.com/showpost.php?p=8590273&postcount=448)
Thumper Lizard (http://boards.wizards.com/showpost.php?p=6931607&postcount=138)
Toad, Rock/Cave (http://boards1.wizards.com/showpost.php?p=10659644&postcount=777)
Turtle, Giant Swamp Snapping (http://boards.wizards.com/showpost.php?p=7399225&postcount=212)
Tylosaurus (http://boards.wizards.com/showpost.php?p=6893069&postcount=126)
Vamora Shark (http://boards.wizards.com/showpost.php?p=9174192&postcount=533)
Weasel, Giant (http://boards1.wizards.com/showpost.php?p=10669786&postcount=778)
Wildcat (http://boards.wizards.com/showpost.php?p=8646420&postcount=452)
Whale, Narwhal (http://boards1.wizards.com/showpost.php?p=10692704&postcount=779)
White Cobra (http://boards1.wizards.com/showpost.php?p=10895353&postcount=815)
Wolf, Arctic (http://boards.wizards.com/showpost.php?p=6966276&postcount=146)
Yak (http://boards1.wizards.com/showpost.php?p=11221390&postcount=840)

o Constructs
Automaton (Blacklore Valley) (http://boards.wizards.com/showpost.php?p=6899768&postcount=128)
Baak (http://boards1.wizards.com/showpost.php?p=11744629&postcount=908)
Critter, Temple (http://boards1.wizards.com/showpost.php?p=10287376&postcount=732)
Cyborg, Class III Terminator (http://boards.wizards.com/showpost.php?p=7503140&postcount=242)
Cyborg, Class IV Terminator (http://boards.wizards.com/showpost.php?p=7509258&postcount=244)
Dusker, Normal and Brute (http://boards.wizards.com/showpost.php?p=7407558&postcount=214)
Dusker, Giant (http://boards.wizards.com/showpost.php?p=7413807&postcount=215)
Enchanted Armor (http://boards1.wizards.com/showpost.php?p=12431919&postcount=993)
Gargantua Iron Living Statue (http://boards1.wizards.com/showpost.php?p=12489559&postcount=1003)
Golem, Aelder (http://boards1.wizards.com/showpost.php?p=10414616&postcount=749)
Golem, Amber (http://boards.wizards.com/showpost.php?p=6650242&postcount=45)
Golem, Armor (http://boards.wizards.com/showpost.php?p=7422401&postcount=217)
Golem, Bamboo Warrior (http://boards.wizards.com/showpost.php?p=7460264&postcount=223)
Golem, Bronze (http://boards.wizards.com/showpost.php?p=6624377&postcount=11)
Golem, Ganetra (http://boards.wizards.com/showpost.php?p=7198344&postcount=179)
Golem, Glassine Horror (http://boards1.wizards.com/showpost.php?p=10437336&postcount=750)
Golem, Iron Gargoyle (http://boards.wizards.com/showpost.php?p=6746287&postcount=96)
Golem, Obsidian (http://boards.wizards.com/showpost.php?p=6658613&postcount=50)
Golem, Red (http://boards1.wizards.com/showpost.php?p=10458735&postcount=756)
Golem, Rock (http://boards.wizards.com/showpost.php?p=7949801&postcount=349)
Golem, Silver (http://boards.wizards.com/showpost.php?p=7966864&postcount=350)
Golem, Skeletal (http://boards.wizards.com/showpost.php?p=6643314&postcount=31)
Golem, Wood (http://boards1.wizards.com/showpost.php?p=9892723&postcount=675)
Grudgling (http://boards1.wizards.com/showpost.php?p=10480298&postcount=758)
Guardian Hand (http://boards.wizards.com/showpost.php?p=7214580&postcount=181)
Guardian Warrior and Horse (http://boards.wizards.com/showpost.php?p=7972784&postcount=351)
Huptzeen (http://boards.wizards.com/showpost.php?p=8143236&postcount=379)
Juggernaut, Hulean (http://boards1.wizards.com/showpost.php?p=10470054&postcount=757)
Kirekan (http://boards.wizards.com/showpost.php?p=7272755&postcount=190)
Living Statue, Jade (http://boards.wizards.com/showpost.php?p=8387724&postcount=410)
Living Statue, Rock/Ooze (http://boards.wizards.com/showpost.php?p=8410461&postcount=411)
Living Statue, Silver (http://boards.wizards.com/showpost.php?p=8418615&postcount=414)
Living Statue, Steel (http://boards.wizards.com/showpost.php?p=8427176&postcount=415)
Mek (http://boards.wizards.com/showpost.php?p=8271478&postcount=392)
Naâruk (http://boards1.wizards.com/showpost.php?p=10906505&postcount=816)
Reflecter (http://boards.wizards.com/showpost.php?p=9428614&postcount=575)
Robot, DBOT (http://boards.wizards.com/showpost.php?p=7544556&postcount=254)
Robot, EBOT (http://boards.wizards.com/showpost.php?p=7553815&postcount=255)
Robot, SBOT (http://boards.wizards.com/showpost.php?p=7561830&postcount=256)
Robot, UBOT (http://boards.wizards.com/showpost.php?p=7568838&postcount=258)
Servitor (http://boards1.wizards.com/showpost.php?p=12007764&postcount=939)
Skullwraith (http://boards.wizards.com/showpost.php?p=7223279&postcount=182)
Tyrannosaurus Molior (http://boards1.wizards.com/showpost.php?p=12500232&postcount=1004)
Winged Warrior (http://boards.wizards.com/showpost.php?p=9331615&postcount=561)

o Dragons
Additional Information for Mystaran Dragons (http://boards.wizards.com/showpost.php?p=9564091&postcount=602)
Amber Dragon (http://boards.wizards.com/showpost.php?p=9572715&postcount=606)
Crimson Dragon (http://boards.wizards.com/showpost.php?p=9626325&postcount=616)
Crystal Dragon (http://boards.wizards.com/showpost.php?p=9573519&postcount=607)
Dragon, Pocket (http://boards.wizards.com/showpost.php?p=9253151&postcount=548)
Dragon Ruler: Diamond (The Star Dragon), Ruler of all Lawful Dragons (http://boards1.wizards.com/showpost.php?p=11597346&postcount=883)
Dragon Ruler: The Great One, Ruler of All Dragonkind (http://boards1.wizards.com/showpost.php?p=11643999&postcount=901)
Dragon Ruler: Opal (The Sun Dragon) Ruler of all Neutral Dragons (http://boards1.wizards.com/showpost.php?p=11608770&postcount=894)
Dragon Ruler: Pearl (The Moon Dragon) Ruler of all Chaotic Dragons (http://boards1.wizards.com/showpost.php?p=11631091&postcount=896)
Feywing (http://boards.wizards.com/showpost.php?p=8808487&postcount=477)
Flapsail (http://boards.wizards.com/showpost.php?p=6920725&postcount=134)
Frelôn (http://boards1.wizards.com/showpost.php?p=10385004&postcount=746)
Jade Dragon (http://boards.wizards.com/showpost.php?p=9592096&postcount=608)
Onyx Dragon (http://boards.wizards.com/showpost.php?p=9599697&postcount=609)
Repeater (Ditto Monster) (http://boards1.wizards.com/showpost.php?p=12290540&postcount=978)
Red Hawk Dragon,Ruby Dragon & Sapphire
Dragon (http://boards.wizards.com/showpost.php?p=9623936&postcount=613)
Sea Dragon (http://boards.wizards.com/showpost.php?p=8735646&postcount=469)
Sample Sea Dragon (based in DMR2 stats) (http://boards.wizards.com/showpost.php?p=8753067&postcount=471)
Thunderhead (http://boards.wizards.com/showpost.php?p=8475220&postcount=420)
White Fang (http://boards.wizards.com/showpost.php?p=8483919&postcount=423)

o Elementals
Desert Ghost, Immature (http://boards.wizards.com/showpost.php?p=8683560&postcount=464)
Desert Ghost, Mature (http://boards.wizards.com/showpost.php?p=8662534&postcount=454)
Elemental Ruler, Air (http://boards1.wizards.com/showpost.php?p=9758447&postcount=640)
Elemental Ruler, Earth (http://boards1.wizards.com/showpost.php?p=9779903&postcount=641)
Elemental Ruler, Fire (http://boards1.wizards.com/showpost.php?p=9789391&postcount=656)
Elemental Ruler, Water (http://boards1.wizards.com/showpost.php?p=9805840&postcount=661)
Fundemental, Air (http://boards.wizards.com/showpost.php?p=7910976&postcount=334)
Fundemental, Earth (http://boards.wizards.com/showpost.php?p=7918875&postcount=335)
Fundemental, Fire (http://boards.wizards.com/showpost.php?p=7928177&postcount=337)
Fundemental, Water (http://boards.wizards.com/showpost.php?p=7938795&postcount=338)
Horde (http://boards.wizards.com/showpost.php?p=8134903&postcount=378)
Kal-Muru (Shipbane) (http://boards.wizards.com/showpost.php?p=8928188&postcount=495)
Other Elemental Info (http://boards1.wizards.com/showpost.php?p=9805913&postcount=662)
Plasm, Giant (http://boards.wizards.com/showpost.php?p=8308967&postcount=400)
Plasm, Normal (http://boards.wizards.com/showpost.php?p=8300638&postcount=399)
Skywyrm, Greater (http://boards.wizards.com/showpost.php?p=6754017&postcount=98)
Skywyrm, Lesser (http://boards.wizards.com/showpost.php?p=6745111&postcount=95)
Water Weird (Mystaran) (http://boards.wizards.com/showpost.php?p=9297243&postcount=557)

o Fey
Acteon (http://boards.wizards.com/showpost.php?p=6623562&postcount=8)
Coltpixy (http://boards.wizards.com/showpost.php?p=7765487&postcount=311)
Dog, Elven (“Coin-Sith" or "Fey Hound") (http://boards.wizards.com/showpost.php?p=8691206&postcount=465)
Elemental Drakes (http://boards.wizards.com/showpost.php?p=7828755&postcount=324)
Faerie Subtype and Faerie (http://boards1.wizards.com/showpost.php?p=9814812&postcount=663)
Imp, Bog (http://boards.wizards.com/showpost.php?p=8159964&postcount=381)
Imp, Garden (http://boards.wizards.com/showpost.php?p=8168894&postcount=382)
Moan Bird (http://boards.wizards.com/showpost.php?p=7032076&postcount=158)
Hsiao (http://boards.wizards.com/showpost.php?p=6642944&postcount=26)
Lilia (http://boards.wizards.com/showpost.php?p=6744479&postcount=94)
Mythu'nn Folk (http://boards1.wizards.com/showpost.php?p=11845334&postcount=930)
Randara (http://boards.wizards.com/showpost.php?p=8370274&postcount=408)
Tepictoton (http://boards.wizards.com/showpost.php?p=7041746&postcount=159)
Wychglow (http://boards.wizards.com/showpost.php?p=9339056&postcount=565)
Wychlamp (http://boards.wizards.com/showpost.php?p=9354275&postcount=567)

o Giants
Fachan (http://boards1.wizards.com/showpost.php?p=10349158&postcount=744)
Hephaeston (http://boards.wizards.com/showpost.php?p=6822393&postcount=115)
Ubue (http://boards.wizards.com/showpost.php?p=7377208&postcount=209)

o Humanoids
Baldandar (http://boards.wizards.com/showpost.php?p=7715194&postcount=300)
Carnifex (http://boards1.wizards.com/showpost.php?p=11673946&postcount=903)
Carnifex Chaplain and Guard (http://boards1.wizards.com/showpost.php?p=11684958&postcount=904)
Carnifex Magus and Trickster (http://boards1.wizards.com/showpost.php?p=11706992&postcount=906)
Garl (http://boards.wizards.com/showpost.php?p=8900691&postcount=492)
Gruquotec (http://boards.wizards.com/showpost.php?p=7151774&postcount=173)
Homunculus (Familiar): Aryth (Thought/Good) (http://boards.wizards.com/showpost.php?p=7858449&postcount=328)
Homunculus (Familiar): Bogan (Entropy/Evil) (http://boards.wizards.com/showpost.php?p=7866944&postcount=329)
Homunculus (Familiar): Fylgar (Matter/Law) (http://boards.wizards.com/showpost.php?p=7876471&postcount=330)
Homunculus (Familiar): Gretch
(Time/Neutral) (http://boards.wizards.com/showpost.php?p=7885676&postcount=331)
Homunculus (Familiar): Ulzaq (Energy/Chaos) (http://boards.wizards.com/showpost.php?p=7893856&postcount=332)
Kara-Kara (http://boards.wizards.com/showpost.php?p=8959339&postcount=496)
Man: Bandit (http://boards.wizards.com/showpost.php?p=9629305&postcount=619)
Man: Berserker (http://boards.wizards.com/showpost.php?p=9652933&postcount=622)
Man: Brigand (http://boards1.wizards.com/showpost.php?p=9923629&postcount=688)
Man: Buccanneer/Pirate (http://boards1.wizards.com/showpost.php?p=9934264&postcount=691)
Man: Dervish (http://boards1.wizards.com/showpost.php?p=9945229&postcount=698)
Man: Headsman/Thug (http://boards1.wizards.com/showpost.php?p=9902660&postcount=681)
Man: Hide Hunter (http://boards.wizards.com/showpost.php?p=7535519&postcount=249)
Man: Mystic (http://boards1.wizards.com/showpost.php?p=10015959&postcount=709)
Man: Noble (http://boards1.wizards.com/showpost.php?p=9954484&postcount=699)
Man: Nomad (http://boards1.wizards.com/showpost.php?p=9964732&postcount=700)
Man: Trader (http://boards1.wizards.com/showpost.php?p=9998640&postcount=707)
Man, Isolated: Qaurik (http://boards.wizards.com/showpost.php?p=8995879&postcount=499)
Man, Isolated: Traldar (Lost Valley) (http://boards.wizards.com/showpost.php?p=9019318&postcount=500)
Man, Primitive: Barbarian (http://boards.wizards.com/showpost.php?p=9030650&postcount=503)
Man, Primitive: Native (http://boards.wizards.com/showpost.php?p=9033629&postcount=504)
Man, Primitive: Wild Man/ Pagan (http://boards.wizards.com/showpost.php?p=9042132&postcount=507)
Metamorph (http://boards.wizards.com/showpost.php?p=8361878&postcount=407)
Newt (http://boards.wizards.com/showpost.php?p=7453068&postcount=221)
Neshezu (http://boards1.wizards.com/showpost.php?p=11417087&postcount=867)
Oard (http://boards.wizards.com/showpost.php?p=9389691&postcount=572)
Protector (http://boards.wizards.com/showpost.php?p=7358188&postcount=205)
Sand Folk (http://boards.wizards.com/showpost.php?p=7577154&postcount=260)
Sis'thik (Desert Scourge) (http://boards.wizards.com/showpost.php?p=8244801&postcount=390)
Stalwart (http://boards.wizards.com/showpost.php?p=9436401&postcount=576)

o Magical Beasts
Annelid, Great (Juvenile) (http://boards.wizards.com/showpost.php?p=7137667&postcount=171)
Annelid, Great (http://boards.wizards.com/showpost.php?p=8492301&postcount=424)
Aranea, Normal & Herathian (http://boards1.wizards.com/showpost.php?p=10267867&postcount=729)
Ash Crawler (http://boards.wizards.com/showpost.php?p=7706102&postcount=299)
Bat, Zargosian (http://boards.wizards.com/showpost.php?p=7007324&postcount=154)
Batracine (http://boards.wizards.com/showpost.php?p=9444679&postcount=587)
Beaver, Giant (http://boards1.wizards.com/showpost.php?p=12539443&postcount=1005)
Black, Blue, Green and Red Dragonflies (http://boards.wizards.com/showpost.php?p=7795849&postcount=317)
Camarilla (http://boards.wizards.com/showpost.php?p=7494198&postcount=233)
Caniquine (http://boards1.wizards.com/showpost.php?p=9636973&postcount=620)
Cat, Marine (http://boards1.wizards.com/showpost.php?p=10073140&postcount=714)
Cläu-rin (http://boards1.wizards.com/showpost.php?p=10247906&postcount=727)
Dragonfly Nymph (http://boards.wizards.com/showpost.php?p=7803300&postcount=318)
Dream-Hunter (http://boards.wizards.com/showpost.php?p=7088787&postcount=164)
Earthquake Beetle (http://boards.wizards.com/showpost.php?p=8607808&postcount=449)
Ebon Tiger (http://boards.wizards.com/showpost.php?p=7460250&postcount=222)
Elven War Horse (http://boards1.wizards.com/showpost.php?p=10973876&postcount=824)
Feathered Serpent (http://boards.wizards.com/showpost.php?p=7023788&postcount=156)
Feliquine (http://boards1.wizards.com/showpost.php?p=9689259&postcount=632)
Flame Wolf (http://boards.wizards.com/showpost.php?p=7253494&postcount=187)
Forest Ray (http://boards1.wizards.com/showpost.php?p=10373879&postcount=745)
Fyrsnaca (http://boards.wizards.com/showpost.php?p=8521382&postcount=426)
Ghriest (http://boards1.wizards.com/showpost.php?p=10395100&postcount=747)
Gold Dragonfly (http://boards.wizards.com/showpost.php?p=7812496&postcount=323)
Gridbug, Giant and Swarm (http://boards.wizards.com/showpost.php?p=7144937&postcount=172)
Heraldic Servant- Auroch (http://boards1.wizards.com/showpost.php?p=12139201&postcount=952)
Heraldic Servant- Bear (http://boards1.wizards.com/showpost.php?p=12141296&postcount=953)
Heraldic Servant- Bee and Dolphin (http://boards1.wizards.com/showpost.php?p=12214439&postcount=963)
Heraldic Servants: Dragon and Eagle (http://boards1.wizards.com/showpost.php?p=12279286&postcount=977)
Heraldic Servant: Griffon and Horse (http://boards1.wizards.com/showpost.php?p=12347352&postcount=985)
Heraldic Servant: Lion and Phoenix (http://boards1.wizards.com/showpost.php?p=12416554&postcount=990)
Heraldic Servant: Ram and Rooster (http://boards1.wizards.com/showpost.php?p=12478552&postcount=997)
Herathian Voat (http://boards1.wizards.com/showpost.php?p=11696146&postcount=905)
Hypnosnake (http://boards.wizards.com/showpost.php?p=8909964&postcount=493)
Jorri (http://boards1.wizards.com/showpost.php?p=10509351&postcount=760)
Juhrion (http://boards1.wizards.com/showpost.php?p=10519163&postcount=763)
Karakos the Zargosian Hydra (http://boards.wizards.com/showpost.php?p=6977131&postcount=150)
Kla'a-Tah (http://boards1.wizards.com/showpost.php?p=10257938&postcount=728)
Lava Fish (http://boards1.wizards.com/showpost.php?p=11525769&postcount=879)
Lava Lizard (http://boards.wizards.com/showpost.php?p=8201624&postcount=386)
Leveller “Bodendruker” (http://boards1.wizards.com/showpost.php?p=10885369&postcount=814)
Lupasus (http://boards1.wizards.com/showpost.php?p=10838861&postcount=808)
Lyadrachnus (http://boards.wizards.com/showpost.php?p=6977122&postcount=149)
Mature and Queen Mother Feathered Serpents (http://boards.wizards.com/showpost.php?p=7180084&postcount=177)
Nightgleet (http://boards1.wizards.com/showpost.php?p=11065235&postcount=828)
Noble Dolphin (http://boards1.wizards.com/showpost.php?p=9741767&postcount=635)
Phoenix, Lesser (http://boards1.wizards.com/showpost.php?p=10051595&postcount=712)
Planar Spider (http://boards.wizards.com/showpost.php?p=8379664&postcount=409)
Red Worm (http://boards.wizards.com/showpost.php?p=8544743&postcount=436)
Saberclaw (http://boards.wizards.com/showpost.php?p=8330856&postcount=402)
Sand-star (http://boards.wizards.com/showpost.php?p=7081798&postcount=163)
Saragón Lyra Bird (http://boards1.wizards.com/showpost.php?p=10650851&postcount=776)
Sea Glutton (http://boards.wizards.com/showpost.php?p=9555372&postcount=600)
Seergar (http://boards1.wizards.com/showpost.php?p=11084962&postcount=831)
Shimmerfish (http://boards1.wizards.com/showpost.php?p=9742043&postcount=636)
Shroud Spider, Giant (http://boards.wizards.com/showpost.php?p=9251903&postcount=547)
Skinwing, Shadow Elven (http://boards1.wizards.com/showpost.php?p=11487281&postcount=873)
Skinwing, Shazak (http://boards1.wizards.com/showpost.php?p=11497543&postcount=874)
Sloth, Vulcanian (http://boards1.wizards.com/showpost.php?p=10817435&postcount=805)
Succulus (http://boards1.wizards.com/showpost.php?p=11094098&postcount=832)
Surtaki (http://boards.wizards.com/showpost.php?p=8466904&postcount=419)
Trosip (http://boards1.wizards.com/showpost.php?p=10791817&postcount=801)
Tyminid (http://boards1.wizards.com/showpost.php?p=11559200&postcount=881)
Voat, Common (http://boards1.wizards.com/showpost.php?p=11620337&postcount=895)
Vulturehound (http://boards1.wizards.com/showpost.php?p=10838897&postcount=809)
White Dragonfly (http://boards.wizards.com/showpost.php?p=7789954&postcount=316)
Wynzet (http://boards1.wizards.com/showpost.php?p=11141396&postcount=834)

o Monstrous Humanoids
Bargda (http://boards.wizards.com/showpost.php?p=7724195&postcount=301)
Bhut, Mystaran (http://boards.wizards.com/showpost.php?p=7739583&postcount=303)
Black Hag (http://boards1.wizards.com/showpost.php?p=9892726&postcount=676)
Changling, Zargosian (http://boards.wizards.com/showpost.php?p=7016926&postcount=155)
Crone of Chaos (http://boards.wizards.com/showpost.php?p=7774256&postcount=314)
Cryion (http://boards.wizards.com/showpost.php?p=8655165&postcount=453)
Deep Glaurant (http://boards.wizards.com/showpost.php?p=7782839&postcount=315)
Goatman (http://boards1.wizards.com/showpost.php?p=10405011&postcount=748)
Hivebrood, Broodling and Soldier (http://boards.wizards.com/showpost.php?p=8035588&postcount=370)
Hivebrood Lieutenant (http://boards.wizards.com/showpost.php?p=8044083&postcount=371)
Hivebrood Mother (http://boards.wizards.com/showpost.php?p=8070736&postcount=376)
Hivebrood Controller (http://boards.wizards.com/showpost.php?p=8075376&postcount=377)
Lamara (http://boards.wizards.com/showpost.php?p=8978740&postcount=498)
Mugumba Mud-Dwellers (http://boards.wizards.com/showpost.php?p=7658682&postcount=292)
Pachydermion (http://boards.wizards.com/showpost.php?p=9085566&postcount=517)
Ratling (http://boards.wizards.com/showpost.php?p=7430950&postcount=218)
Refractor, Noble (http://boards.wizards.com/showpost.php?p=7117414&postcount=169)
Refractor, Pharoah (http://boards.wizards.com/showpost.php?p=7127255&postcount=170)
Refractor, Soldier and Steed (http://boards.wizards.com/showpost.php?p=7107475&postcount=168)
Refractor, Worker (http://boards.wizards.com/showpost.php?p=7097514&postcount=167)
Rock Man (http://boards.wizards.com/showpost.php?p=8315813&postcount=401)
Sea Hag (Mystaran) (http://boards1.wizards.com/showpost.php?p=9892736&postcount=678)
Wurmling (http://boards1.wizards.com/showpost.php?p=10963911&postcount=823)

o Oozes
Amoeba, Giant (http://boards.wizards.com/showpost.php?p=8551793&postcount=443)
Bubble (http://boards.wizards.com/showpost.php?p=7306745&postcount=198)
Omshirim (http://boards1.wizards.com/showpost.php?p=12062127&postcount=942)
Protean, Astral (http://boards1.wizards.com/showpost.php?p=12268488&postcount=976)
Vermilion Pudding (http://boards1.wizards.com/showpost.php?p=9892732&postcount=677)

o Outsiders
Archon, Mystaran- Uxor (Female) (http://boards.wizards.com/showpost.php?p=9483760&postcount=595)
Archon, Mystaran- Vir (Male) (http://boards.wizards.com/showpost.php?p=9491889&postcount=596)
Blue Imp (http://boards1.wizards.com/showpost.php?p=10944335&postcount=820)
Demon Ruler Avatar: Demogorgon (http://boards1.wizards.com/showpost.php?p=12163056&postcount=957)
Demon Ruler Avatar: Orcus (http://boards1.wizards.com/showpost.php?p=12190713&postcount=959)
Discorporate (http://boards.wizards.com/showpost.php?p=7169561&postcount=174)
Djinni, Greater (Pasha) (http://boards1.wizards.com/showpost.php?p=9698146&postcount=633)
Efreeti, Greater (Amir) (http://boards1.wizards.com/showpost.php?p=9750241&postcount=639)
Fiend, Croaking (http://boards1.wizards.com/showpost.php?p=11794010&postcount=924)
Fiend, Groaning (http://boards1.wizards.com/showpost.php?p=11835260&postcount=929)
Fiend, Hissing (http://boards1.wizards.com/showpost.php?p=11856196&postcount=932)
Fiend, Howling (http://boards1.wizards.com/showpost.php?p=11824645&postcount=928)
Fiend, Lesser: Screaming (http://boards1.wizards.com/showpost.php?p=11777456&postcount=923)
Fiend, Narvaezan (http://boards1.wizards.com/showpost.php?p=9797362&postcount=657)
Fiend, Roaring (http://boards1.wizards.com/showpost.php?p=11866800&postcount=933)
Fiend, Whispering (http://boards1.wizards.com/showpost.php?p=11905065&postcount=934)
Leech, Legacy (http://boards1.wizards.com/showpost.php?p=11367031&postcount=860)
Malfera (http://boards.wizards.com/showpost.php?p=6622612&postcount=4)
Megalith (http://boards1.wizards.com/showpost.php?p=12203160&postcount=960)
Prying Eyes (http://boards.wizards.com/showpost.php?p=7206697&postcount=180)
Roaring Demon (Alphaks) (http://boards1.wizards.com/showpost.php?p=11569774&postcount=882)
Soo (http://boards1.wizards.com/showpost.php?p=12301170&postcount=979)
Spectral Hound (http://boards.wizards.com/showpost.php?p=6640700&postcount=22)
Red Imp (http://boards1.wizards.com/showpost.php?p=10922432&postcount=818)
Tonal/ Atonal: Breve (http://boards1.wizards.com/showpost.php?p=12394418&postcount=987)
Tonal/ Atonal: Minim and Semibreve (http://boards1.wizards.com/showpost.php?p=12358071&postcount=986)
Tonal/ Atonal: Quaver and Crochet (http://boards1.wizards.com/showpost.php?p=12336110&postcount=984)
Tonal/ Atonal: Semiquaver (http://boards1.wizards.com/showpost.php?p=12325931&postcount=980)
Tzitzimitl (http://boards.wizards.com/showpost.php?p=7052360&postcount=160)
Utukku (http://boards1.wizards.com/showpost.php?p=9854324&postcount=668)

o Plants
Archer Bush (http://boards.wizards.com/showpost.php?p=7287564&postcount=194)
Cestian Gobbler (http://boards.wizards.com/showpost.php?p=7642424&postcount=285)
Eyeweed (http://boards1.wizards.com/showpost.php?p=10339399&postcount=743)
Fungoid (http://boards.wizards.com/showpost.php?p=8878923&postcount=491)
Fungus: Darksnap (http://boards1.wizards.com/showpost.php?p=11476404&postcount=872)
Gakarak (Forest Brooder) (http://boards.wizards.com/showpost.php?p=7517677&postcount=245)
Guardian Tree (Karwana Mulumba) (http://boards.wizards.com/showpost.php?p=7651198&postcount=286)
Jupiter Blood Sucker (http://boards.wizards.com/showpost.php?p=7341088&postcount=203)
Killer Tree (http://boards.wizards.com/showpost.php?p=8967732&postcount=497)
Malusite (http://boards.wizards.com/showpost.php?p=7263443&postcount=189)
Manikin (Mandragora) (http://boards.wizards.com/showpost.php?p=8263334&postcount=391)
Purple Moss (http://boards.wizards.com/showpost.php?p=7367564&postcount=206)
Serpentweed, Giant (http://boards.wizards.com/showpost.php?p=9165419&postcount=532)
Sirenflower (http://boards.wizards.com/showpost.php?p=9181465&postcount=534)
Strangleweed (http://boards.wizards.com/showpost.php?p=9288733&postcount=556)
Whipweed (http://boards.wizards.com/showpost.php?p=9324461&postcount=560)

o Undead
Agarat (http://boards.wizards.com/showpost.php?p=6630025&postcount=17)
Banshee, Fey (http://boards.wizards.com/showpost.php?p=6690277&postcount=81)
Banshee, Lesser (http://boards.wizards.com/showpost.php?p=6696885&postcount=82)
Chimera, Undead (http://boards.wizards.com/showpost.php?p=6819674&postcount=114)
Cursed One (http://boards1.wizards.com/showpost.php?p=10310503&postcount=733)
Darkhood (Rorphyr) (http://boards.wizards.com/showpost.php?p=6861968&postcount=118)
Death Leech (http://boards.wizards.com/showpost.php?p=9381070&postcount=571)
Deathmare (http://boards1.wizards.com/showpost.php?p=10318515&postcount=737)
Denizens of Limbo: Discord (http://boards1.wizards.com/showpost.php?p=10783866&postcount=800)
Dragon Spirit (http://boards.wizards.com/showpost.php?p=9373405&postcount=570)
Druj (http://boards.wizards.com/showpost.php?p=6639122&postcount=20)
Evil Spirit (http://boards1.wizards.com/showpost.php?p=11324679&postcount=857)
Evil Spirit, Common (http://boards1.wizards.com/showpost.php?p=11288527&postcount=850)
Evil Spirit, Greater (http://boards1.wizards.com/showpost.php?p=11345764&postcount=858)
Evil Spirit, Lesser (http://boards1.wizards.com/showpost.php?p=11298584&postcount=853)
Gargantua Ghoul (http://boards1.wizards.com/showpost.php?p=12073929&postcount=943)
Gargantua Mummy (http://boards1.wizards.com/showpost.php?p=12085934&postcount=945)
Gargantua Skeleton, Gargantua Spectre (http://boards1.wizards.com/showpost.php?p=12117659&postcount=950)
Gargantua Wight, Gargantua Wraith and Gargantua Zombie (http://boards1.wizards.com/showpost.php?p=12150416&postcount=954)
Ghoul, Elder (http://boards.wizards.com/showpost.php?p=6760655&postcount=101)
Ghostly Horde (http://boards.wizards.com/showpost.php?p=6661848&postcount=52)
Gray Philosopher and Malice (http://boards.wizards.com/showpost.php?p=6671110&postcount=63)
Lesser Haunt and Greater Wyrd (http://boards.wizards.com/showpost.php?p=6700325&postcount=86)
Lesser Phantom (http://boards.wizards.com/showpost.php?p=6791985&postcount=108)
Mesmer (http://boards.wizards.com/showpost.php?p=6808136&postcount=112)
Nature Spirit (http://boards1.wizards.com/showpost.php?p=11395988&postcount=863)
Nature Spirit, Greater (http://boards1.wizards.com/showpost.php?p=11407687&postcount=864)
Nature Spirit, Lesser (http://boards1.wizards.com/showpost.php?p=11356788&postcount=859)
Old Man Fly (http://boards.wizards.com/showpost.php?p=6674830&postcount=70)
Poltergeist (http://boards.wizards.com/showpost.php?p=6680875&postcount=72)
Phantom, Apparition (http://boards.wizards.com/showpost.php?p=6775462&postcount=105)
Phantom, Shade (http://boards.wizards.com/showpost.php?p=6775470&postcount=106)
Phantom, Vision (http://boards.wizards.com/showpost.php?p=6782426&postcount=107)
Phygorax (http://boards.wizards.com/showpost.php?p=9398231&postcount=573)
Possession (http://boards.wizards.com/showpost.php?p=9406961&postcount=574)
Revenant (http://boards.wizards.com/showpost.php?p=6647564&postcount=40)
Sacrol (http://boards.wizards.com/showpost.php?p=6653911&postcount=47)
Skeletal Beast (http://boards.wizards.com/showpost.php?p=6812295&postcount=113)
Spirit, Ethengarian: Greater Animal (http://boards1.wizards.com/showpost.php?p=11256748&postcount=847)
Spirit, Ethengarian: Lesser Animal (http://boards1.wizards.com/showpost.php?p=11232026&postcount=841)
Spirit, Ethengarian: Spirit Lord (http://boards1.wizards.com/showpost.php?p=11267910&postcount=848)
Spirit, Heroic (http://boards1.wizards.com/showpost.php?p=11278671&postcount=849)
Spirit, Tree (Jautama) (http://boards1.wizards.com/showpost.php?p=10916383&postcount=817)
Sun-Wight (http://boards.wizards.com/showpost.php?p=6751258&postcount=97)
Vapor Ghoul (http://boards.wizards.com/showpost.php?p=6768599&postcount=104)
Yeshom (http://boards1.wizards.com/showpost.php?p=11766180&postcount=919)

o Vermin
Caecillia (http://boards.wizards.com/showpost.php?p=8498992&postcount=425)
Crab, Ice (http://boards.wizards.com/showpost.php?p=7902775&postcount=333)
Echyan (http://boards1.wizards.com/showpost.php?p=10330142&postcount=742)
Giant Domestic Slug (http://boards1.wizards.com/showpost.php?p=11508705&postcount=875)
Herex, Adult and Larva (http://boards.wizards.com/showpost.php?p=8015823&postcount=366)
Huge Wood Spider (http://boards.wizards.com/showpost.php?p=9281601&postcount=550)
Jellyfish, Agrisian (http://boards.wizards.com/showpost.php?p=6987381&postcount=151)
Jellyfish, Giant Galley (http://boards.wizards.com/showpost.php?p=8194200&postcount=385)
Jellyfish, Giant Man-O-War (http://boards.wizards.com/showpost.php?p=8918231&postcount=494)
Leviathan (Mystaran), Desert (http://boards.wizards.com/showpost.php?p=8529396&postcount=429)
Leviathan (Mystaran), Marine (http://boards.wizards.com/showpost.php?p=8538121&postcount=430)
Masher (http://boards.wizards.com/showpost.php?p=9050281&postcount=508)
Nipper (http://boards1.wizards.com/showpost.php?p=12259163&postcount=975)
Plopped (http://boards.wizards.com/showpost.php?p=6756687&postcount=99)
Sand Spider, Giant (http://boards.wizards.com/showpost.php?p=9234146&postcount=546)
Slug, Giant Freshwater (http://boards.wizards.com/showpost.php?p=7393032&postcount=211)
Slug, Giant (http://boards1.wizards.com/showpost.php?p=10148367&postcount=722)
Slug: Giant Snail (http://boards1.wizards.com/showpost.php?p=10157530&postcount=723)
Spitting Beetle (http://boards.wizards.com/showpost.php?p=7413998&postcount=216)
Steam Weevil (Swarm) (http://boards.wizards.com/showpost.php?p=8854238&postcount=481)
Termite, Water: Fresh Water (http://boards1.wizards.com/showpost.php?p=10576070&postcount=769)
Termite, Water: Saltwater (http://boards1.wizards.com/showpost.php?p=10586549&postcount=770)
White Widow Spider (http://boards.wizards.com/showpost.php?p=7438726&postcount=219)

o Templates
Arashaeem (http://boards1.wizards.com/showpost.php?p=10277941&postcount=730)
Denizens of Limbo: Guardian Angel (http://boards1.wizards.com/showpost.php?p=10782427&postcount=799)
Denizens of Limbo: Lost Soul (http://boards1.wizards.com/showpost.php?p=10772181&postcount=796)
Denizens of Limbo: Master of Chaos (http://boards1.wizards.com/showpost.php?p=10761941&postcount=786)
Denizens of Limbo: Minion of Chaos (http://boards1.wizards.com/showpost.php?p=10751583&postcount=781)
Dragon Spirit (http://boards1.wizards.com/showpost.php?p=10848499&postcount=811)
Embalmed Noble (http://boards.wizards.com/showpost.php?p=6677291&postcount=71)
Exalted Subtype (http://boards1.wizards.com/showpost.php?p=11744621&postcount=907)
Frogfolk (http://boards.wizards.com/showpost.php?p=7485401&postcount=232)
Frost Zombie (http://boards.wizards.com/showpost.php?p=6742643&postcount=93)
Gargantua Template and Gargantua Troll (http://boards.wizards.com/showpost.php?p=7979076&postcount=352)
Gargantua Basilisk and Treant (http://boards.wizards.com/showpost.php?p=7980811&postcount=353)
Gargantua Carrion Crawler (http://boards.wizards.com/showpost.php?p=7997945&postcount=365)
Gargantua Gargoyle (http://boards.wizards.com/showpost.php?p=7989413&postcount=360)
Greater Night Dragon (http://boards.wizards.com/showpost.php?p=7635336&postcount=279)
Lesser Night Dragon (http://boards.wizards.com/showpost.php?p=7626579&postcount=274)
Lightning Zombie, Lesser and Greater (http://boards.wizards.com/showpost.php?p=6733634&postcount=92)
Monster Ruler (http://boards1.wizards.com/showpost.php?p=11964224&postcount=937)
Nagpa (http://boards.wizards.com/showpost.php?p=7939848&postcount=339)
Nagpa, 9th-Level Wizard (http://boards.wizards.com/showpost.php?p=7939983&postcount=340)
Nightmare Creature (http://boards1.wizards.com/showpost.php?p=12222283&postcount=967)
Nightmare, Lesser (http://boards1.wizards.com/showpost.php?p=10859319&postcount=813)
Nosferatu (http://boards.wizards.com/showpost.php?p=6715933&postcount=90)
Ocean and Swamp Veyla (http://boards.wizards.com/showpost.php?p=6709894&postcount=89)
Odic (http://boards.wizards.com/showpost.php?p=6665149&postcount=53)
Red Zombie (http://boards1.wizards.com/showpost.php?p=10051595&postcount=711)
Revenant, Template (http://boards.wizards.com/showpost.php?p=6673456&postcount=65)
Spirit (http://boards.wizards.com/showpost.php?p=6657812&postcount=49)
Templated Spirits (http://boards.wizards.com/showpost.php?p=6665966&postcount=56)
Topi (http://boards.wizards.com/showpost.php?p=6724232&postcount=91)
Werehawk (http://boards.wizards.com/showpost.php?p=8275978&postcount=393)
Were-Sabretooth (http://boards1.wizards.com/showpost.php?p=10318201&postcount=734)
Wereseal (http://boards1.wizards.com/showpost.php?p=12227965&postcount=969)
Undead Dragon Template (http://boards.wizards.com/showpost.php?p=8707401&postcount=467)
Vortex Creature (http://boards1.wizards.com/showpost.php?p=12431906&postcount=992)

o Other
3.5E Blackmoor Technology (http://boards.wizards.com/showpost.php?p=7586296&postcount=264)
3.5E Blackmoor Technology, Part 2 (http://boards.wizards.com/showpost.php?p=7594801&postcount=267)
3.5E Blackmoor Technology, Part 3 (http://boards.wizards.com/showpost.php?p=7604384&postcount=268)
3.5E Blackmoor Technology, Part 4 (http://boards.wizards.com/showpost.php?p=7613298&postcount=273)
Parasites (Diseases), Inheritor Lice & Lupin
Plague (http://boards1.wizards.com/showpost.php?p=10137259&postcount=721)
Yellow Mold (http://boards1.wizards.com/showpost.php?p=10701772&postcount=780)
Gazza555

03-02-07, 03:45 AM
Jamie

Just a couple of points concerning the Dragon Rulers.

1. You seem to have forgotten the size modifier to attack.

2. You have the Crush DC based on Cha - shouldn't it be Con?

Regards
Gary
BOZ

03-02-07, 08:36 AM
Here's a list of of monsters posted so far by type.

great, thanks! :)
Traianus Decius Aureus

03-02-07, 09:37 AM
Jamie

Just a couple of points concerning the Dragon Rulers.

1. You seem to have forgotten the size modifier to attack.

2. You have the Crush DC based on Cha - shouldn't it be Con?

Regards
Gary

1. Dohhh! My bad....

2. Cha is a typo, the DC number is correct though.

Adjustments commencing...
Traianus Decius Aureus

03-02-07, 04:21 PM
The Great One, Ruler of All Dragonkind
RC 172
Colossal Dragon (Extraplanar)
Hit Dice: 75d12 + 1650 (2137 hp)
Initiative: +8 (+8 Superior Initiative)
Speed: 60 ft. (12 squares), Fly 200 (poor)
Armor Class: 76 (–8 size, +74 natural), touch 2, flat-footed 76
Base Attack/Grapple: +75/+121
Attack: Bite +98 melee (4d8 + 30)
Full Attack: 3 Bite +98 (4d8+30), 2 Claws +97 (4d6+15), 2 Wings +97 (2d8+15), and 2 Tail Slap +97 (4d6+45)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath Weapon, Crush, Frightful Presence, Tail Sweep, Spells, Spell-like abilities
Special Qualities: Alternate Form, Blindsense, Spell Resistance 64, Damage Reduction 20/epic, Darkvision 120ft., Dispel Darkness, Dragon Traits, Dragon Ruler Immunities, Healing Touch, Keen Senses, Low-light vision, Radiance
Saves: Fort +61, Ref +39, Will +56
Abilities: Str 71, Dex 10, Con 55, Int 32, Wis 41, Cha 34
Skills: Appraise +50, Bluff +51, Concentration +100, Decipher Script +31, Diplomacy +96, Gather Information +51, Heal +34, Knowledge (arcane) +89, Knowledge (religion) +89, Knowledge (the planes) +89, Listen +95, Search +89, Sense Motive +95, Spellcraft +52, Spot +95, Survival +56, Use Magic Device +92
Feats: Alertness, Cleave, Clinging Breath, Draconic Knowledge, Empower Spell, Fly-by Attack, Great Cleave, Hover, Improved Critical (Bite), Improved Flight, Improved Fly-by Attack, Improved Initiative, Improved Multi-attack, Iron Will, Multi-attack, Negotiator, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Powerful Charge, Quicken Spell, Shockwave, Superior Initiative, Weapon Focus (Bite), Whirlwind Tail Sweep, Wingstorm
Environment: Draconic Cluster
Organization: Solitary + 4 Ancient Gold Dragons, 4 Ancient Amber Dragons, and 4 Ancient Blue Dragons
Challenge Rating: 50
Treasure: Quintuple Standard plus one Immortal artifact
Alignment: Always True Neutral
Advancement: ---
Level Adjustment: ---

The Great One is the Immortal ruler of all Dragons. This is his mortal form, only used when traveling to the Prime Plane.
Like all immortals, the Great One is not supposed to directly interfere on the Prime Plane. However, the Draconic Rulers generally treat this as a guideline, and will deal with draconic affairs on the Prime as they see fit- and this occasionally includes personally handling things. Very rarely, other creatures will meet the Great One on one of these visits. The Great One is not likely to enter the Prime unless a grave problem or threat exists.
The Great One looks like the largest dragon ever seen, at well over 100ft long. He has scales which glow brightly, like the surface of the sun. The radiance is overpowering to most vision. If viewed through a darkness spell, he appears as a three-headed dragon, whitish-gray in color.

Combat
The Great One will avoid excessive combat if possible, using magic, shockwave, wingstorm and his Frightful Presence to calm, drive off or subdue foes, if conversation cannot keep them from attacking. If the attacks persist, the Great One will unlease his full fury on his foes. Few mortals, whether draconic or not, can withstand the Great One in a fight- even the subordinate rulers dare not challenge him.

Alternate Form (Su): The Great One can assume the form of any dragon at will.

Blindsense (Ex): The Great One can pinpoint creatures within a distance of 60 feet. Opponents the Great One can’t actually see still have total concealment against the Great One.

Breath Weapon (Su): The Great One, as a dragon ruler, may breathe once every 1d4+1 rounds. It may use the breath weapon of any dragon it chooses. Regardless of breath weapon type, the Great One’s breath weapons cause 46d10 damage and have a save DC 69.

Crush (Ex): This special attack allows the Great One to jump and land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the Great One (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save vs DC 69 (Con based) or be pinned, automatically taking 4d8+45 bludgeoning damage during the next round unless the dragon moves off them. If the Great One chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Damage Reduction (Su): The Great One has DR20/epic. Its natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Dispel Darkness (Su): The Great One automatically dispels any darkness spell within 60ft.

Dragon Ruler Immunities (Ex): All dragon rulers are immune to charm and domination effects, hold effects, slow effects, insta-death spells and effects, disintegration, and poison.

Frightful Presence (Ex): The Great One can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 ft are subject to the effect if they have fewer than 75 HD. A potentially affected creature that succeeds on a Will save (DC 59) remains immune to the Great One’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The Great One ignores the frightful presence of other dragons.

Healing Touch (Su): The Great One can generateany one of the following effects with its touch: cure critical wounds, regenerate, remove blindness/deafness, remove disease, remove paralysis, or restoration. It may use this ability twelve times per day.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Radiance (Ex): All creatures looking directly at the Great One suffer a -4 penalty to all attack rolls from the intense radiance of the Dragon Ruler. A creature viewing the Great One through a darkness spell is unaffected.

Spell-Like Abilities: At will- daylight; 3/day—searing light; 1/day—prismatic sphere, sunburst.

Spells: The Great One may cast spells as a 41st level wizard, a 41st level cleric and a 41st level druid. He may cast all cleric spells as arcane spells if desired.

Tail Sweep (Ex): This special attack allows this the Great One to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The tail sweep automatically deals 2d8 +45 damage. Affected creatures can attempt Reflex saves to take half damage (DC 69).

Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Gazza555

03-05-07, 03:52 AM
Here's (http://www.enworld.org/forums/showthread.php?p=3380541#post3380541) an interesting thread. Hopefully it will be expanded on.

Regards
Gary
Traianus Decius Aureus

03-05-07, 04:21 PM
Carnifex
M3 25
1st level Warrior
Medium Humanoid (Reptilian)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 40 ft. (8 squares); 30 ft in Banded Armor
Armor Class: 21 (+6 armor, +5 natural), touch 10, flat-footed 21
Base Attack/Grapple: +1/+4
Attack: Masterwork Longsword+5 melee (1d8 +3)
Full Attack: Masterwork Longsword+5 melee (1d8 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Strong Mind
Saves: Fort +4, Ref +0, Will +3
Abilities: Str 17, Dex 11, Con 14, Int 12, Wis 9, Cha 10
Skills: Balance -1, Intimidate +4, Jump +3, Listen +0, Spot +0, Swim -8
Feats: Power Attack
Environment: Pits of Banishment
Organization: Solitary, Pair, Patrol (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +4

The Carnifex are an ancient evil race, kin to both lizards and dinosaurs. Long ago they developed a civilization based on the darkest exploitation of magic. Their lust for power became dangerous but one experiment that went wrong left them trapped in another dimension. The experiment failed in part because some Immortals indirectly altered their magic, judging their presence too dangerous. In the future, these creatures might have even challenged the Immortals themselves.
The place of their entrapment is known to the Immortals as the Pits of Banishment, for neither land nor sky exists in this world of nothingness. Those creatures cast there are condemned to fall eternally through a nocturnal abyss. Although the fall is real, the Pits of Banishment are indeed a universe limited in space, the shape of a sphere. Upon reaching its limits, one reappears at the starting point, as if within a huge globe.
The few Carnifex survivors, the most powerful and fearsome of their kind, banded together and built a mighty fortress which floats forever in the darkness, as the last bastion of the Carnifex menace. It sits at the very place as the gate into their world.
Carnifex are roughly seven feet tall and powerfully built. Their heads vaguely resemble the head of a velociraptor, and they still possess a tail the size of a lizardman’s tail. They are highly magical and advanced in the arcane arts, as well as being physically powerful. They are arrogant and dismissive of non-Carnifex. They are incredibly strong-willed, and execute any duties with an almost fanatical demeanor. They are patient creatures when necessary, and when they strike, the chaos and destruction can threaten every living thing.
The Carnifex speak their own language, and somehow have learned Common in their prison plane. They may also speak Draconic and Abyssal.
The Carnifex warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
The Carnifex are powerful and arrogant warriors, believing they are vastly superior to all other species. As a result, they conserve their spell-like abilities and will simply try to overpower their foes. However, they are cunning warriors too, and will have prepared ambushes and traps of all kinds to help give them an advantage.
Carnifex warriors prefer to use a variety of martial weapons, and will wear all kinds of armor- generally the best weapons and armor granted by their character levels. Higher level Carnifex will likely be carrying magical weapons and armor.

Spell-like Abilities (Sp): 1day: Anti-Magic Field, Haste, Lightning Bolt, Mirror Image.

Strong Mind (Ex): A carnifex has a +4 bonus to all Will saving throws.

Skills: Carnifex have +4 racial bonus on Balance, Jump, and Swim checks. Skills above take into account a -6 armor check penaly for wearing banded mail.

Carnifex as Characters
The favored class of the Carnifex is Wizard. Most standard classes are represented in Carnifex society, with the possible exception of the paladin. Many Carnifex clerics have adopted the worship of Alphaks. Other clerics may choose two of the following domains: Destruction, Evil, or Magic.
Carnifex characters possess the following racial traits:
 +4 Strength, +2 Constitution, +2 Intelligence, +2 Charisma.
 Medium size.
 A carnifex’s base land speed is 40 feet.
 +5 Natural Armor bonus.
 +4 racial bonus on Balance, Jump, and Swim checks.
 Strong Mind (Ex): +4 bonus to all Will saves.
 Spell-like Abilities (Sp): One of the following sets: 1/day: Anti-Magic Field, Fireball, Haste, Mirror Image, Wall of Force; or 1day: Anti-Magic Field, Haste, Lightning Bolt, Mirror Image; or 1day: Anti-Magic Field, Fly, Invisibility, Reverse Gravity, Teleport, Telekinesis..
 Automatic Languages: Common, Carnifex. Bonus Languages: Draconic, Abyssal.
 Favored Class: Wizard.
 Level Adjustment: +4


Note: Some Elite versions based on the Twilight Calling foes will follow.
Traianus Decius Aureus

03-06-07, 04:01 PM
Carnifex Chaplain
M3 25
16th Level Cleric
Medium Humanoid (Reptilian)
Hit Dice: 16d8+32 (104 hp)
Initiative: +0
Speed: 40 ft. (8 squares); 30 ft in +4 Half-Plate Armor
Armor Class: 26 (+11 armor, +5 natural), touch 10, flat-footed 26
Base Attack/Grapple: +12/+15
Attack: +4 Heavy Mace+19 melee (1d8 +7)
Full Attack: +4 Heavy Mace+19/+14/+9 melee (1d8 +7)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Rebuke Undead, Smite Foe, Spell-like Abilities, Spells
Special Qualities: Spontaneous Casting, Strong Mind
Saves: Fort +12, Ref +5, Will +18
Abilities: Str 17, Dex 10, Con 14, Int 10, Wis 19, Cha 16
Skills: Balance -2, Concentration +9, Diplomacy +6, Heal +7, Jump +1, Knowledge (Religion) +13, Knowledge (the Planes) +3, Listen +6, Spellcraft +15, Spot +6, Swim -5
Feats: Alertness, Skill Focus (Knowledge (Religion)), Skill Focus (Spellcraft), Spell Penetration, Empower Spell, Quicken Spell
Environment: Pits of Banishment
Organization: Solitary, Pair
Challenge Rating: 20
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +4

The Carnifex Chaplain speaks the Carnifex language, and Common.
The Carnifex Chaplain presented here had the following ability scores before racial and level adjustments: Str 13, Dex 10, Con 12, Int 8, Wis 15, Cha 14.

Combat
Carnifex Chaplains are dangerous foes, able to punish enemies with spells or weaponry. In addition to their +4 Half-Plate and +4 Heavy Mace, they will likely carry other magic appropriate to their level.

Rebuke Undead (Su): A Carnifex Chaplain can rebuke or command undead 6 times per day. A rebuking check is made on 1d20+5; rebuking damage is equal to 2d6+19 on a successful check.

Smite Foe (Su): A Carnifex Chaplain can smite an opponent once per day, gaining a +4 bonus to your attack and +16 to damage.

Spells: A Carnifex Chaplain can cast spells as a 16th level cleric. He casts all spells with the Evil descriptor at +1 caster level. He cannot cast Good spells. He may cast 6/5+1/5+1/5+1/4+1/4+1/3+1/3+1/2+1 spells per day. His domains spells may be choosen from the Destruction or Evil spell list.

Spell-like Abilities (Sp): 1/day: Anti-Magic Field, Fireball, Haste, Mirror Image, Wall of Force.

Spontaneous Casting: A Carnifex Chaplain can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or higher level.

Strong Mind (Ex): A carnifex has a +4 bonus to all Will saving throws.

Skills: Carnifex have +4 racial bonus on Balance, Jump, and Swim checks. Skills above take into account a -6 armor check penaly for wearing half-palte armor.


Guard
M3 25
16th Level Fighter
Medium Humanoid (Reptilian)
Hit Dice: 16d10+48 (136 hp)
Initiative: +1
Speed: 40 ft. (8 squares); 30 ft in +4 Full Plate Armor
Armor Class: 28 (+12 armor, +1 Dex, +5 natural), touch 11, flat-footed 27
Base Attack/Grapple: +16/+22
Attack: +4 Longsword+28 melee (1d8 +14)
Full Attack: +4 Longsword+28/+23/+18/+13 melee (1d8 +14) or +4 Battleaxe +27/+22/+17/+12 melee (1d8 +12)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Strong Mind
Saves: Fort +13, Ref +6, Will +8
Abilities: Str 23, Dex 13, Con 16, Int 12, Wis 8, Cha 16
Skills: Balance +1, Climb +8, Imtimidate +20, Jump +7, Listen +5, Spot +6, Swim +5
Feats: Alertness, Blind-Fight, Improved Critical (Longsword, Battleaxe), Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Weapon Focus (Longsword, Battleaxe), Weapon Specialization (Longsword, Battleaxe), Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword)
Environment: Pits of Banishment
Organization: Solitary, Pair
Challenge Rating: 20
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +4

The Carnifex Guard speaks the Carnifex language, Common and Draconic.
The Carnifex Guard presented here had the following ability scores before racial and level adjustments: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12.

Combat
Carnifex Guards are dangerous foes, able to punish enemies with its weapon skills. They will set the battlefield to their advantage, then overpower their foes, bull rushing and sundering as needed to turn the tide of battle. They reserve their spell-like abilities for emergencies. In addition to their +4 Full Plate and +4 weapons, they will likely carry other magic appropriate to their level.

Spell-like Abilities (Sp): 1day: Anti-Magic Field, Haste, Lightning Bolt, Mirror Image.

Strong Mind (Ex): A carnifex has a +4 bonus to all Will saving throws.

Skills: Carnifex have +4 racial bonus on Balance, Jump, and Swim checks. Skills above take into account a -5 armor check penaly for wearing full plate armor.
Traianus Decius Aureus

03-07-07, 03:51 PM
Herathian Voat
SCMC
Medium Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+11
Attack: Bite +11 melee (2d10 +4)
Full Attack: Bite +11 melee (2d10 +4) and claw +6 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Screech, sprint
Special Qualities: Darkvision 60ft., fast healing 1, low-light vision, scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 18, Dex 11, Con 16, Int 5, Wis 9, Cha 8
Skills: Climb +13, Listen +3, Spot +3, Survival +3, Swim +13
Feats: Alertness, Cleave, Power Attack, Track (B)
Environment: Any plains, forests
Organization: Solitary, or Pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

Also known as Slagovich juggernaut, this meat-eating horror is the product of yet another ancient Herathian experiment. It is also one of the Savage Coast's most destructive monsters.
Herathian voats are twisted, hairless voats grown into giant proportions. It is a bipedal monster which lumbers awkwardly along on two huge feet but is capable of short bursts of speed if it drops down on all fours. It has no tail, but it has large, black eyes and a blunt muzzle filled with sharp teeth and an impressive set of fangs. Its arms are thin compared to its legs, though still corded with muscle and ending in a set of raking claws. The juggernaut's thick skin hangs loose as if portions of it might slough away at any time.
The Slagovich juggernaut was created to solve the Herathian voat problem. The juggernaut was infused with a taste for voats and was supposed to hunt them to extinction. This worked until the creatures learned that other food was more plentiful and just as good.
Over the centuries these creatures have developed their own migratory routine. They travel to Herath for one month in the spring to mate and roost within the forest. They then spread back out onto the Yazak Steppes and migrate back toward western Hule. It is fortunate for the races along the Savage Coast that very little of the juggernaut movement actually cross the borders of the various coastal kingdoms.
The Slagovich juggernaut is a predator of the highest order and will attack and eat anything. They feed on juhrions and neshezu when in the right area for them. Prides of feliquine occasionally take one down, but not without cost to themselves. Juggernauts are also a problem for goblinoid settlements on the Yazak Steppes and communities in Western Hule.
Perhaps because of the ancient magics which twisted their fates, Herathian voats appear to have no redeeming qualities at all. Alchemists cannot even find an application that takes advantage of its limited regenerative power.

Combat
The Slagovich juggernaut wades into battle with a high-pitched screeching. It depends on its tough skin for protection while attacking with its claws and teeth. Once battle has begun, the Herathian voat does not flee until its opponents are dead.
During the initial few rounds, if faced with more than one attacker, the creature will attack the largest opponent, perceiving it as the biggest threat and the better meal. If any opponent consistently inflicts large amounts of damage or ever hits for more than 15 points of damage in a single round, the juggernaut will turn on that opponent. Using these criteria, the creature moves from one attacker to another until none are left standing.

Screech (Ex): Five times per day, a Herathian voat may unleash a high-pitched screech as a standard action. Any creature within 30ft must make a Will save vs DC16 (Con based) or be stunned for 1d4 rounds.

Sprint (Ex): Once every six hours, a Herathian voat can move ten times its normal speed (300 feet) when it makes a charge.

Fast Healing (Ex): A Herathian voat regains hit points at an exceptionally fast rate, 1 per round.

Scent (Ex): This special quality allows a Herathian voat to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Herathian voats have a +8 racial bonus on Climb and Swim checks.

The Red Curse
The Slagovich juggernaut gains multiple Legacies, all from Region 1. Amber Paralysis, War Cry, and Weapon Hand are the most common. The creature does not require cinnabryl. In an attempt to overwhelm its opponents, the juggernaut often uses up all of its Legacies quickly.
Traianus Decius Aureus

03-08-07, 03:13 PM
Carnifex Magus
M3 29
25th Level Wizard
Medium Humanoid (Reptilian)
Hit Dice: 25d4+25 (87 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 27 (+8 armor, -1 Dex, +5 natural, +5 deflection), touch 14, flat-footed 27
Base Attack/Grapple: +13/+16
Attack: +5 Dagger+21 melee (1d4 +8)
Full Attack: +5 Dagger+21/+16/+11 melee (1d4 +8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like Abilities, Spells
Special Qualities: Call Familiar, Scry on Familiar, Strong Mind
Saves: Fort +9, Ref +7, Will +22
Abilities: Str 17, Dex 8, Con 12, Int 23, Wis 14, Cha 14
Skills: Balance +3, Concentration +22, Decipher Script +26, Intimidate +9, Jump +11, Knowledge (Arcana) +30, Knowledge (the Planes) +28, Listen +14, Search +13, Spellcraft +35, Spot +14, Swim +7
Feats: Alertness, Combat Casting, Craft Wonderous Item, Empower Spell, Eschew Materials, Forge Ring, Greater Spell Penetration, Improved Initiative, Ingnore Material Components, Iron Will, Multispell, Quicken Spell, Scribe Scroll, Spell Penetration
Environment: Pits of Banishment
Organization: Solitary, Pair
Challenge Rating: 29
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +4

The Carnifex Magus speaks the Carnifex language, Common, Draconic, Abyssal and Infernal.
Due to their confinement in the Pits of Banishment, Carnifex Magi are unable to call familiars. Should they escape, they would likely call reptilian familiars.
The Carnifex Magus presented here had the following ability scores before racial and level adjustments: Str 13, Dex 8, Con 12, Int 15, Wis 14, Cha 12.

Combat
Carnifex Magi are dangerous foes, able to punish enemies with numerous spells. In addition to their +5 Dagger, +8 Bracers of Armor and +5 Ring of Protection, they will likely carry other magic appropriate to their level.

Spells: A Carnifex Magus can cast spells as a 25th level wizard. He may cast 4/6/6/5/5/5/5/4/4 spells per day.

Spell-like Abilities (Sp): 1/day: Anti-Magic Field, Fly, Invisibility, Reverse Gravity, Teleport, Telekinesis.

Strong Mind (Ex): A carnifex has a +4 bonus to all Will saving throws.

Skills: Carnifex have +4 racial bonus on Balance, Jump, and Swim checks.


Carnifex Trickster
M3 25
16th Level Rogue
Medium Humanoid (Reptilian)
Hit Dice: 16d6+48 (104 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 26 (+7 armor, +4 Dex, +5 natural), touch 14, flat-footed 26
Base Attack/Grapple: +12/+14
Attack: +5 Short Sword+21 melee (1d4 +8)
Full Attack: +5 Short Sword+21/+16/+11 melee (1d6 +7)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Crippling Strike, Sneak Attack, Spell-like Abilities, Spells
Special Qualities: Improved Evasion, Improved Uncanny Dodge, Strong Mind, Trap Sense, Trapfinding, Slippery Mind, Uncanny Dodge
Saves: Fort +8, Ref +14, Will +11
Abilities: Str 14, Dex 18, Con 16, Int 14, Wis 14, Cha 10
Skills: Appraise +11, Balance +20, Bluff +9, Climb +12, Craft (Traps) +14, Disable Device +16, Escape Artist +13, Hide +16, Intimidate +11, Jump +21, Listen +12, Move Silently, +16, Open Lock +15, Search +11, Sleight of Hand +15, Spot +12, Swim +8, Tumble +19, Use Magic Device +10, Use Rope +13
Feats: Combat Reflexes, Dodge, Improved Critical (Short Sword), Nimble Fingers, Stealthy, Weapon Finesse
Environment: Pits of Banishment
Organization: Solitary, Pair
Challenge Rating: 20
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +4

The Carnifex Trickster speaks the Carnifex language, Common, Draconic, and Abyssal.
The Carnifex Trickster presented here had the following ability scores before racial and level adjustments: Str 10, Dex 15, Con 13, Int 12, Wis 14, Cha 8.

Combat
Carnifex Trixksters are dangerous foes, using stealth and traps to end a fight before it begins. In addition to their +5 Short Sword, and +5 Leather Armor, they will likely carry other magic appropriate to their level.

Crippling Strike (Ex): If a Carnifix Trickster damages someone with a sneak attack, they take 2 points of temporary Strength damage.

Sneak Attack: Any time someone a Carnifix Trickster attacks is denied their Dexterity bonus to AC, or he is flanking them, he inflicts an extra 8d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment

Spell-like Abilities (Sp): 1/day: Anti-Magic Field, Fly, Invisibility, Reverse Gravity, Teleport, Telekinesis.

Improved Evasion (Ex): A Carnifix Trickster takes half damage from magical attacks. On a successful Reflex save, he takes no damage.

Slippery Mind (Ex): If a Carnifix Trickster fails a saving throw against an enchantment, he can attempt another save one round later. He can only do this once per effect.

Strong Mind (Ex): A carnifex has a +4 bonus to all Will saving throws.

Trap Sense (Ex): +5 to Reflex saves and AC against traps.

Trapfinding (Ex): A Carnifix Trickster can use the Search skill to locate traps when the task has a DC higher than 20. He can use the Disable Device skill to disarm magic traps.

Uncanny Dodge (Ex): A Carnifix Trickster retains his Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.

Improved Uncanny Dodge (Ex): A Carnifix Trickster can no longer be flanked, except by a level 20 rogue.

Skills: Carnifex have +4 racial bonus on Balance, Jump, and Swim checks.
Traianus Decius Aureus

03-12-07, 04:54 PM
Exalted creatures are creatures that are somewhere in between mortal and immortal status. This subtype can be inherited or acquired by special grant by an immortal. This subtype can be applied to any creature type, although it is most commonly found on outsiders.

Traits
• An exalted creature does not age, and it may only be permanently killed on its home plane.
• Potent Magic (Ex): Unlike mortal creatures, an exalted creature can affect an immortal with its magical attacks
• Mind Power (Su): As a swift round action, an exalted creature may create a variety of spell-like effects at the expenditure of Power Points (please see Immortals rules for the nature of this power). The exact number of Power Points a creature has, and any limitations on the types of powers a creature can use are listed in the monster description. Additionally, each creature is associated with a Sphere; this association also affects the costs of certain abilities and powers. Power Points regenerate at the rate of 1 per minute, unless otherwise specified in the monster description.
Traianus Decius Aureus

03-12-07, 04:54 PM
Baak
WotI 105
Colossal Construct (Extraplanar, Exalted)
Hit Dice: 100d10+500 (1050 hp)
Initiative: +13 (+8 Superior Initiative, +5 Int)
Speed: (0 squares) (can move by spell only)
Armor Class: 27 (-8 size, -5 Dex, +30 natural), touch -3, flat-footed 27
Base Attack/Grapple: +37/+77
Attack: By spell
Full Attack: By spell
Space/Reach: 30 ft.+/20 ft.+
Special Attacks:Mind Power
Special Qualities: Construct traits, darkvision 60ft., immunity to mortal magic, low-light vision, resistant to mortal damage
Saves: Fort +58, Ref -, Will +44
Abilities: Str 59, Dex 0, Con –, Int 21, Wis 20, Cha 20
Skills: Concentration +103, Listen +120, Search +108, Sense Motive +108, Spellcraft +118, Spot +120, Survival +108
Feats: Alertness, Die Hard, Endurance, Epic Fortitude, Epic Skill Focus (Listen), Epic Skill Focus (Spellcraft), Epic Skill Focus (Spot), Epic Spell Penetration, Epic Toughness x14, Epic Will, Great Fortitude, Greater Spell Penetration, Improved Initiative, Iron Will, Spell Penetration, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 50
Treasure: 1,000gp diamond per hp damage suffered
Alignment: Always lawful neutral
Advancement: 101-200 HD (Colossal)
Level Adjustment: –

Baaka are living guardian-objects created and used by the Sphere of Matter. They may be shaped as anything (doors, walls, chains, cages, etc…), so long as they have a volume of no more than one million cubic ft. Thye are made of reinforced diamond, so they are quite resistant to damage. A bak is always one single color, usually black.
Baak have no natural movement, and do not think about anything other than fulfilling their orders, which they obey without question.
Baak are usually employed to guard treasures or secret passages; some are employed to hold prisoners. They are normally told to attack all creatures (except their creators) that approach within a specified range or those that display hostile intentions. Baaka can be ordered to drive off intruders or capture them instead of killing them outright.

Combat
Baak will attack with a variety of spells through their Mind Power ability, the selection based on the orders it has. If reduced to less than 500 hp, it will cast a Heal spell on itself.

Mind Power (Su): As a swift round action, a baak may create a variety of spell-like effects at the expenditure of Power Points. Baak possesses 5000 Power Points to spend. Baaka are affliliated with the Sphere of Matter. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• A baak can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• A baak may cast any immortal spell;
• teleport without errors (within the prime material plane, 6PP; or from or back to an outer plane, 9PP).

Immunity to Mortal Magic (Ex): A baak cannot be damaged or affected by any mortal spell.

Resistant to Mortal Damage (Su): A baak suffers the minumum possible damage when struck by a weapon wielded by a mortal. It is affected normally by weapons wielded by exalted creatures and immortals.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Cthulhudrew

03-12-07, 05:59 PM
Ahh, the baaka. My favorite lumps of obsidian. :)

A couple of questions:

Baak
Hit Dice: 100d10+80 (1020 hp)

Shouldn't the hp total be only 630 (average of 5.5/HD + 80), or 1080 (if you go with the full 10/HD + 80). Given the legendary toughness of the baaka, I could definitely see going with the latter, even if it is sort of non-standard.

Other than that, there are some changes you might want to make due to the baaka's lack of movement (with a 0 Dexterity).

Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.

Initiative: +3 (+8 Superior Initiative, -5 Dex)

Following from that, the baaka's initiative should be +13 (+8 Superior Initiative, +5 Intelligence). I'm not positive if you apply both mods (Dex and Int), although the text seems pretty clear that it is Int rather than Dex, but I could see an argument for both. The only other non-mobile creature in the SRD that I can think of is the Shrieker, which has a -5 Initiative. Since it's got a 0 Int and 0 Dex, it could be from either, I suppose.

Additionally, since a creature with a 0 Dex automatically fails Reflex saving throws automatically, several of the Reflex related feats would be redundant. There should be a - (null) for the Reflex saving throw as well.

Also, I'm not sure it should have a reach, either, as it doesn't move. Not entirely sure how that works, though. :confused:
Traianus Decius Aureus

03-12-07, 06:09 PM
Ahh, the baaka. My favorite lumps of obsidian. :)

A couple of questions:



Shouldn't the hp total be only 630 (average of 5.5/HD + 80), or 1080 (if you go with the full 10/HD + 80). Given the legendary toughness of the baaka, I could definitely see going with the latter, even if it is sort of non-standard.

Other than that, there are some changes you might want to make due to the baaka's lack of movement (with a 0 Dexterity).





Following from that, the baaka's initiative should be +13 (+8 Superior Initiative, +5 Intelligence). I'm not positive if you apply both mods (Dex and Int), although the text seems pretty clear that it is Int rather than Dex, but I could see an argument for both. The only other non-mobile creature in the SRD that I can think of is the Shrieker, which has a -5 Initiative. Since it's got a 0 Int and 0 Dex, it could be from either, I suppose.

Additionally, since a creature with a 0 Dex automatically fails Reflex saving throws automatically, several of the Reflex related feats would be redundant. There should be a - (null) for the Reflex saving throw as well.

Also, I'm not sure it should have a reach, either, as it doesn't move. Not entirely sure how that works, though. :confused:

Good catches there. I've adjusted the Initiative and Reflex save based on the SRD. I've also substituted the Reflex based feats. The hp are 5.5 per 1d10 HD (550) + 80 (Colossal construct) + 420 (14 Epic Toughness feats @ 30hp per feat) for a grand total of 1050hp.
Cthulhudrew

03-12-07, 06:36 PM
The hp are 5.5 per 1d10 HD (550) + 80 (Colossal construct) + 420 (14 Epic Toughness feats @ 30hp per feat) for a grand total of 1050hp.

D'OH! I completely forgot what the Epic Toughness feat was for!!

Speaking of baaka, can anyone more mathematically inclined than me figure out what kind of wall you could have with 1,000,000 cubic feet of volume? Figure a 20 foot wall (my calculations give it 50,000 sq ft but I'm not sure what kind of wall you could really have with that. Being baak, it could be very thin and not really affect its durability, but what sort of area could 50,000 sq feet of wall cover?)
maddog

03-12-07, 08:12 PM
what sort of area could 50,000 sq feet of wall cover?

That's about 1/2 of the size of a Wal-Mart. Does that help?
--Ray.
Cthulhudrew

03-12-07, 09:55 PM
That's about 1/2 of the size of a Wal-Mart. Does that help?

Only a very little- I don't recall the last time I went into a Wal-Mart. :p

Thanks for the visual, though- there's one not too far from here, and I can try to get an idea for it from that.
Traianus Decius Aureus

03-13-07, 04:45 PM
Draeden
WotI 107
Colossal Aberration (Extraplanar, Exalted)
Hit Dice: 101d8+505 (959 hp)
Initiative: +8 (+8 Superior Initiative)
Speed: 300ft (60 squares) for encounters; 6 miles per round travelling
Armor Class: 40 (-8 size, +38 natural), touch 2, flat-footed 48
Base Attack/Grapple: +75/+111
Attack: 1 bite +87 melee (1d10+20)
Full Attack: 40 bites +87 melee (1d10+20)
Space/Reach: Special, See Below
Special Attacks: Improved Grab, Mind Power, Swallow Whole, Terrorize
Special Qualities: Darkvision 480ft., SR 60
Saves: Fort +44, Ref +39, Will +103
Abilities: Str 51, Dex 10, Con 21, Int 100, Wis 100, Cha 21
Skills: Concentration +109, Diplomacy +111, Gather Information +109, Knowledge (arcana) +154, Knowledge (history) +154, Knowledge (the planes) +154, Knowledge (religion) +154, Listen +166, Search +154, Sense Motive +156, Spellcraft +164, Spot +166, Survival +154
Feats: Alertness, Cleave, Combat Casting, Combat Expertise, Die Hard, Endurance, Epic Fortitude, Epic Skill Focus (Listen), Epic Skill Focus (Spellcraft), Epic Skill Focus (Spot), Epic Reflexes, Epic Spell Penetration, Epic Will, Great Cleave, Great Fortitude, Greater Spell Penetration, Improved Combat Casting, Improved Darkvsion x7, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Perfect Health, Polyglot, Power Attack, Spell Penetration
Environment: Outer Planes
Organization: Solitary
Challenge Rating: 80
Treasure: Triple Standard
Alignment: Always Chaotic neutral
Advancement: 101-202 HD (Colossal)
Level Adjustment: –

Draedens are feared and respected by all who are aware of their existence.
A draeden’s true (but rarely seen) appearance is a cluster of 40 tubular strands, all symmetrically attached at a central node and fanning out in all directions. Each strand has a mouth at its end and contains a digestive passage leading to the central node. The node is spherical and ridged, suggesting it’s in the shape of a human brain; it is actually the equivalent of a stomach and contains several thousand boulders to aid digestion. These boulders range in size from 1-20ft and are worn to perfect smoothness by constant grinding action and acidic fluids.
The draeden’s intelligence resides throughout a neural network that spans most of the form.
The creature’s total length is about 1,000ft per HD; the width of the central node is about 10% of the total length. Therefore a 101 HD draeden is about 19 miles from tip to tip, its central node is nearly two miles across, and each strand is 8 ½ miles long. A 200 HD draeden will be nearly 38 miles from tip to tip, with the central node more than 3 ½ miles wide and strands that are 17 miles long.
It is believed that draedens come from one of the millions of unexplored Outer Planes, but after centuries of exploring the Immortals have failed to discover this place.
Draedens are the descendants of beings which existed before the current roster of Immortals came into existence; little is known of those beings, and the draeden don’t discuss them. The exact population of draedens is unknown but thought to be at least 1,000. Draedens consider the entire multiverse to be their domain; they will not attack the Immortals to reassert their domain but merely wait until Immortals are absent to take back their domain.
Draedens dislike all elemental material and the substance of the Ethereal and Astral Planes; this is why thay eat anything smaller than planet-sized bodies of what they come across. They prefer tto wander the depths of perfect vacuum, especially those of the Prime Plane and numerous Outer Planes.
Draedens usually avoid Immortals and the places which interest them, but sometimes attack sites important to the Immortals (for no known reasons). Many Immortals prefer to abandon their minor projects rather than have to face a draeden.
Draeden are extremely rare and are always encountered singly. The can speak all known languages (even many dead languages) and can communicate with almost all creatures.

Combat
Draeden will generally attempt to swallow anything it encounters and let its vast gizzard pummel the victims. Draeden will not swallow anything it perceives as a threat to itself (in the sense that it may cause harm, even fairly briefly.) It will grab those foes and continue to inflict bite damage, or use its mind powers to attack with spells. A single target can be attacked by no more than 20 stands.

Improved Grab (Ex): If a draeden hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the draeden may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.

Mind Power (Sp): As a swift round action, a draeden may create a variety of spell-like effects at the expenditure of Power Points. Draeden possess 30 Power Points per HD to spend. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Draeden are affliated with the Sphere of Thought. The following are typical uses for the Power Points:
• A draeden can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• A draeden may cast any immortal spell (PP determined by spell);
• speak to any living or non-living creature (1 PP);

Swallow Whole (Ex): A draeden can try to swallow a grabbed opponent smaller than 1,000ft in any dimension by making a successful grapple check. The swallowed creature takes 4d10+30 points of bludgeoning damage and 6d8+5 points of acid damage per round from the draeden’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 100 points of damage to the gizzard (AC 29). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A colossal draeden’s gizzard can hold 32 colossal, 128 gargantuan, 512 huge or smaller opponents.

Terrorize (Su): Any creature that sees a draeden must make a Will Save vs DC 65 (Cha Based). If successful, the victim sees the true form of the draeden. If the save is failed, the victim sees the draeden as its worst fear and is panicked for 24hrs.
havard

03-13-07, 04:52 PM
Draeden
Challenge Rating: 80


SWEET :)

Havard
Gazza555

03-14-07, 07:34 AM
Here's (http://www.enworld.org/forums/showpost.php?p=3382019&postcount=2) another take on the draeden. :) With rather nastier bite damage ond only half the CR :confused:

But obviously it doesn't have the exalted subtype. :D

Regards
Gary
Gazza555

03-14-07, 07:48 AM
The Great One, Ruler of All Dragonkind
...
Initiative: +12 (+4 Improved Init, +8 Superior Initiative)

Hi Jamie

Just noticed the Great One's Initiative mod. Improved Init and Superior Init don't stack they overlap, so the bonus should only be +8

BTW the Baak has Superior Initiative on the Initiatve line but doesn't have it listed among its feats.

Regards
Gary
Traianus Decius Aureus

03-14-07, 12:42 PM
Hi Jamie

Just noticed the Great One's Initiative mod. Improved Init and Superior Init don't stack they overlap, so the bonus should only be +8

BTW the Baak has Superior Initiative on the Initiatve line but doesn't have it listed among its feats.

Regards
Gary

I'll correct the Great One entry, I'm not sure how that slipped in like that.
And the Baak does have superior Initiative, it got left off the feat list by accident (I think I'll ease up on WotC QA and Editing Depts, this stuff can be a pain to keep track of.)

Here's another take on the draeden. With rather nastier bite damage ond only half the CR

But obviously it doesn't have the exalted subtype.

Regards
Gary

I try to keep things more in line with the original creature description, which is why the bite damage is the way it is. I view it as the mouth is so large, you are really being bludgeoned by the creature's gums and palette, rather than being impaled on a tooth- the boulder-aided digestion is the part that hurts. In regards to the CR, being able to cast any known spell as a swift action, followed by a full attack of 40 bites is very powerful (and not something I'd want to face). Each party member could be nailed by a flame strike spell, then hit by 5 bites (for 5d10 +100 damage) with the last bite attempting to grapple each one. That is a lot of damage, with the threat of significant automatic damage if swallowed. As always, the DM should adjust it to suit their campaign.
Traianus Decius Aureus

03-14-07, 03:52 PM
Yeshom
SCMC
Medium Undead (Shapechanger)
Hit Dice: 14d12 (91 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +7/+7
Attack: Slam +7 melee (2d6 + 2d6 acid) or 1 touch +7 melee touch (2d6 acid)
Full Attack: Slam +7 melee (2d6 + 2d6 acid) or 1 touch +7 melee touch (2d6 acid)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Acid, deadly envelopement, improved grab, spells
Special Qualities: Change shape, Damage reduction 15/magic, darkvision 60ft., energy immunities, inherant spell-like abilities, spell resistance 24, undead traits
Saves: Fort +4, Ref +6, Will +12
Abilities: Str 10, Dex 14, Con -, Int 19, Wis 17, Cha 17
Skills: Concentration +4, Hide +8*, Intimidate +11, Knowledge (arcana) +21, Knowledge (religion) +10, Listen +22, Move Silently +8, Search +13, Spellcraft +21, Spot +22, Survival +11, Tumble +10
Feats: Alertness, Combat Casting, Eschew Materials, Greater Spell Penetration, Spell Penetration
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: 15-28 HD (Medium)
Level Adjustment: -

Yeshoms are the undead remnants of aranean mages who sought power, got it, and paid too high a price. In its normal form, the yeshom resembles a large puddle of oily, black tar.
Yeshoms came into being about 1,500 years ago, when a group of Herathian mages cooperated in an effort to gain immortality, augment the natural shapechanging abilities of the aranean race, and gain additional spellcasting power.
Their research effort succeeded in all three of these goals, discovering a method by which a powerful aranea could be transformed into a new form with vastly greater power. A number of Herath's best and finest mages volunteered for the treatment and were transformed into yeshoms, before the process's horrible side effects were discovered.
At first, the Herathian volunteers were able to retain their original alignments through force of will. However, the undead form carried a subtle evil warping influence, which slowly made the yeshoms psychotic and bitter. All of them eventually became insane, humanoid-hating recluses.
Yeshoms are extremely solitary; they have no retainers or undead followers. The yeshom is also cruel, irrational, and bored. Yeshom prefer to draw out the agony of a death, prolonging the victim's terror.
Yeshom are not prone to travel. They inhabit isolated regions and regard anyone or anything that wanders into their territory as prey. They especially like to prey upon araneas, a form of revenge for the failed experiment.
Araneas try desperately to hide the existence of this creature from outsiders. Because the yeshom tends to stay in one place, the araneas simply avoid those places. Also, the secretive araneas rarely feel obligated to warn outsiders.

Combat
Yeshoms are quite willing to engage in combat. Killing assuages their terrible boredom and hatred. Tactically, they are cunning fighters and will always strike at the weaknesses of the party. It will usually not kill any victim until it has had a chance to envelope them first.
Anyone killed by a yeshom is gone forever, beyond resurrection, raise dead, wish and similar spells.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or touch attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves. A metal or wooden weapon that strikes a yeshom also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Charisma-based.
The yeshom’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the creaure must remain in contact with the object for 1 full round to deal this damage.

Deadly Envelopement (Ex): Any man-sized or smaller victim grabbed by the yeshom may be enveloped as a standard action. An enveloped creature must immediately make a Will save vs DC 20 (Cha based) or fall unconscious. The yeshom can instantly read the mind of the unconscious victim, and may kill the victim as a swift action in the next round.
A conscious victim may attempt to free themselves through an opposed grapple check or an Escape Artist skill check. In both cases the yeshom receives a +4 bonus to the check.

Improved Grab (Ex): To use this ability, a yeshom must hit with its 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 attempt to envelope the foe the following round (See Deadly Envelopement).

Spells: A yeshom cast spells as a wizard of equal HD, in this case a 14th level wizard. It may cast 4/5/5/5/5/3/3/2 spells per day. These must be prepared in advance from a spellbook.

Change Shape (Su): A yeshom has the ability to assume the appearance of any man-sized creature, but retains most of its own physical qualities. Unlike most shapechangers, a yeshom will always appear like it is coated in a black, shiny liquid. Changing shape results in the following changes to the creature:
• The creature retains the type and subtype of its original form.
• The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form, with the exception of the Acid (Ex) ability.
• The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
• The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
• The creature retains the ability scores of its original form.
• The creature retains its hit points and saves.
• The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The yeshom does not gain the bonus to Disguise checks normally granted due to its black liquidy appearance.

Damage Reduction (Su): A yeshom has dmage reduction of 15/magic.

Energy Immunities (Ex): A yeshom is immune to all energy discharge damage. This covers all fire, cold, electrical and force damage (such as a magic missile spell).

Inherant Spell-like abilities (Sp): A yeshom is constantly under the effect of the following spells: comprehend languages, detect evil, detect good, see invisible, detect magic, protection from good, protection from arrows, read magic, tongues, and unseen servant. These abilities are merely suppressed for 1d4 rounds if subject to a dispel magic or similar spell. An unseen servant destroyed by area damage, reforms in 1d4 rounds.

Skills: *A yeshom has a +12 bonus to all hide checks when in its natural form.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
Yeshoms each have six Legacies from Region 4. They do not require cinnabryl.
Shane

03-14-07, 04:58 PM
It's neat to see the Immortals Set creatures.

As far as the Carnifex, should they have a bite attack, at least as "last resort"?

Travis
Traianus Decius Aureus

03-14-07, 05:03 PM
It's neat to see the Immortals Set creatures.

As far as the Carnifex, should they have a bite attack, at least as "last resort"?

Travis

Based on the canon info, no. But I can see a strong argument for it, as well as claw attacks (the idea of dangerous humanoid velociraptors is both exciting and terrifying). I simply decided to keep them as presented in Twilight Calling.
Gazza555

03-15-07, 04:36 AM
try to keep things more in line with the original creature description<snip>
I wasn't really arguing one way or the other on which convertion is more 'correct' - I just like to see how different people view the same thing differently.

In fact, if I was to convert the draeden I would be tempted to give them age categories like dragons.

and give them rather more HD - 1,000s of HD :)

Regards
Gary
Traianus Decius Aureus

03-15-07, 04:12 PM
Fiend, Lesser
Lesser Fiends are creatures of the Entropic Sphere, powerful enough to harm even Immortals. Lesser Fiends were once evil mortal beings and outsiders used as pawns by Entropic Immortals. These beings were useful, but just not ambitious or tough enough to become true immortals, so they were transformed into Lesser Fiends, a half-way step between mortality and Immortality.
Since many of the servants were once demons, the Entropic Immortals used their forms for the base of the new fiends. Demons, while powerful and thoroughly evil, are not exalted creatures or true members of the Sphere of Entropy, like the lesser fiends. However should they prove themselves worthy to an Entropic Immortal, they may be transformed into a fiend.

Screaming Fiend
WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 10d8+80 (125 hp)
Initiative: +5 (+3 Dex, +2 Enhanced Reflexes)
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 23 (-1 size, +3 Dex, +11 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+21
Attack: Claw +16 melee (1d4 +7)
Full Attack: 2 Claws +16 melee (1d4 +7) and bite +14 melee (1d6 +3) and 2 talons +14 melee (1d8 +3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call other, dance of ruin, mind power, spores, stunning screech, summon, swoop
Special Qualities: Control undead, damage reduction 10/good, darkvision 60ft., enhanced reflexes, fiend immunities, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell resistance 17, spell-like abilities
Saves: Fort +15, Ref +10, Will +11
Abilities: Str 25, Dex 17, Con 27, Int 18, Wis 18, Cha 18
Skills: Concentration +21, Diplomacy +11, Gather Information +17, Hide +12, Intimidate +17, Knowledge (the planes) +17, Listen +25, Move Silently +16, Search +17, Sense Motive +17, Spellcraft +17, Spot +25, Survival +10
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
Environment: Any land or Entropic Planes
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Also known as an Air Fiend or Winged Fury, this fiend is part bird and part man in form. It stands over 8ft tall on stork legs. It has powerful claws at the end of humanoid arms and talons at the end of its legs. It has large, feathered wings that have a 30ft wingspan.
Screaming fiends speak Abyssal, Celestial and Draconic.
The forms of screaming fiends are based on the vrock, although any creature raised to this status is given this form.

Combat
Screaming fiends love battle, and will charge headlong into combat. They usually do not use their spells or mind power unless severely pressed, and only in the direst of circumstances will they summon demons or call another fiend.
Screaming fiends are proficient with all simple and martial weapons, and will occassionally use one. When using a weapon, the screaming fiend may use its bite and offhand claw (if free) as secondary attacks. They do not use armor.

Call Other (Sp): Once per round, a screaming fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Dance of Ruin (Su): To use this ability, a group of at least three creaming fiends and/or vrocks must join hands in a circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons and fiends within the radius take 20d6 points of damage (Reflex DC 19 half). Stunning, paralyzing, or slaying one of the fiends or vrocks stops the dance. The save DC is Charisma-based.

Mind Power (Sp): As a swift round action, a screaming fiend may create a variety of spell-like effects at the expenditure of Power Points. A screaming fiend possess 100 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Screaming fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A screaming fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Spores (Ex): A screaming fiend can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the fiend. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a screaming fiend can emit a piercing screech. All creatures except for fiends and demons within a 30-foot radius must succeed on a DC 23 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon (Sp): Once per day a screaming fiend can attempt to summon 2d10 dretches or a vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Swoop (Ex): A screaming fiend that makes a charge while flying inflicts double damage on a successful attack.

Control Undead (Sp): A screaming fiend may command undead as if it were a 23rd level cleric. The screaming fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A screaming fiend has dmage reduction of 10/good. Its natural weapons as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-like Abilities (Sp): At will—mirror image, telekinesis, greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 25th. The save DCs are Charisma-based.

Enhanced Reflexes (Ex): A screaming fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Potent Magic (Ex): Unlike mortal creatures, a screaming fiend can affect an immortal with its magical attacks.

Telepathy (Su): A screaming fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Skills: Screaming fiends have a +8 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

03-16-07, 03:57 PM
Croaking Fiend
WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 13d8+133 (191 hp)
Initiative: +7 (+1 Dex, +4 Improved Initiative, +2 Enhanced Reflexes)
Speed: 30 ft. (6 squares), fly 20 ft. (poor)
Armor Class: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +13/+23
Attack: Claw +18 melee (1d3 +6)
Full Attack: 2 Claw +18 melee (1d3 +6) and bite +13 melee (2d8 +3) or tongue +13 melee touch (no damage)
Space/Reach: 10 ft. /10 ft. (20ft with Snap ability)
Special Attacks: Call other, improved grab, mind power, snap, stench, summon
Special Qualities: Control undead, Damage reduction 10/good, darkvision 60ft., enhanced reflexes, fiend immunities, flight, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell resistance 19, spell-like abilities, telepathy 100ft
Saves: Fort +18, Ref +9, Will +11
Abilities: Str 23, Dex 12, Con 31, Int 18, Wis 16, Cha 20
Skills: Climb +22, Concentration +26, Escape Artist +17, Hide +13, Intimidate +21, Knowledge (the planes) +20, Listen +27, Move Silently +17, Search +20, Spellcraft +20, Spot +27, Survival +19, Use Rope +1
Feats: Blind Fighting, Cleave, Improved Initiative, Power Attack, Toughness
Environment: Entropic Planes
Organization: Solitary
Challenge Rating: 15
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: -

Also known as the Swamp Fiend and the Gobbler, this foul, slimy monster looks like a giant humanoid toad standing over 7ft tall.
Croaking fiends speak Abyssal, Celestial and Draconic.
The forms of croaking fiends are based on the hezrou, although any creature raised to this status is given this form.

Combat
Croaking fiends have a tremendous love of battle, searching for conflict wherever it is. Croaking fiends will often open combat by snapping its claw and tongue attacks at its foes. If things are going badly for the fiend, it will start slinging spells as needed to pummel its enemies. It is more willing to use its Summon and Call Other abilities than the screaming fiend.
Croaking fiends are proficient with all simple and martial weapons, and will occassionally use one. When using a weapon, the croaking fiend may use its bite and offhand claw (if free) as secondary attacks. They do not use armor.

Call Other (Sp): Once per round, a croaking fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Improved Grab (Ex): If a croaking fiend hits a foe with both of its claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the claw attacks are part of the Snap ability, the victim is immediately dragged back to the fiend if the grapple succeeds.
If the croaking fiend hits the foe with a tongue touch attack, it does no damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the victim is dragged back to the fiend and automatically suffers bite damage.

Mind Power (Sp): As a swift round action, a croaking fiend may create a variety of spell-like effects at the expenditure of Power Points. A croaking fiend possesses 100 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Croaking fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A croaking fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Snap (Ex): A croaking fiend may stretch its tongue and arms up to 20ft to make an attack on a foe. The tongue attack is a touch attack and the claw attacks are normal attacks. If the tongue or both claws hit, the croaking fiend may attempt to grapple the victim (See Improved Grab).

Stench (Ex): A croaking fiend’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons or fiends) within 10 feet must succeed on a DC 26 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same croaking fiend’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Summon (Sp): Once per day a croaking fiend can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Control Undead (Sp): A croaking fiend may command undead as if it were a 23rd level cleric. The croaking fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effeective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A croaking fiend has damage reduction of 10/good. Its natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Enhanced Reflexes (Ex): A croaking fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Flight (Su): A croaking fiend can cease or resume flight as a free action. This ability becomes ineffective in an antimagic field, and the croaking fiend loses its ability to fly for as long as the antimagic effect persists.

Potent Magic (Ex): Unlike mortal creatures, a croaking fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will—chaos hammer, greater teleport (self plus 50 pounds of objects only), unholy blight; 3/day—blasphemy, gaseous form. Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A croaking fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Skills: Croaking fiends have a +8 racial bonus on Listen and Spot checks.
tjedge1

03-17-07, 12:18 PM
Wow, this has to be one of the longest thread's here by now. I can't believe you're still doing this. Great work by the way. I'm going to have to download this thread all over again to freshen up my monster knowledge.
Gazza555

03-17-07, 12:43 PM
Tjedge

a bit of self promotion :) but you may want to check this (http://boards1.wizards.com/showthread.php?t=730640) thread out.

Also have you seen the new fan gazeteers released over the last year? You can find them here (http://boards1.wizards.com/showthread.php?t=594936)

Regards
Gary
tjedge1

03-17-07, 01:58 PM
Thanks, I'll be reading up on these too. Looks like my plate is very full now to catch up on everything.
Traianus Decius Aureus

03-19-07, 04:41 PM
Howling Fiend
WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 16d8+176 (248 hp)
Initiative: +7 (+1 Dex, +4 Improved Initiative, +2 Enhanced Reflexes)
Speed: 60 ft. (12 squares), fly 20 ft. (poor)
Armor Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +16/+31
Attack: Pincer +26 melee (2d6 +11)
Full Attack: 2 Pincers +26 melee (2d6 +11) and bite +24 melee (1d6 +5) and gore +24 melee (2d8 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Call other, howl, improved grab, mind power, summon
Special Qualities: Control undead, damage reduction 10/good, darkvision 60ft., enhanced reflexes, fiend immunities, flight, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell-like abilities, spell resistance 21, telepathy 100 ft., true seeing
Saves: Fort +21, Ref +11, Will +14
Abilities: Str 33, Dex 12, Con 33, Int 25, Wis 18, Cha 22
Skills: Bluff +27, Concentration +30, Diplomacy +25, Disguise +25, Hide +16, Intimidate +27, Knowledge (arcana) +26, Knowledge (the planes) +26, Listen +31, Move Silently +20, Search +26, Sense Motive +23, Spellcraft +26, Spot +31, Survival +23
Feats: Cleave, Great Cleave, Improved Initiative, Multiattack, Persuasive, Power Attack
Environment: Entropic Planes
Organization: Solitary
Challenge Rating: 18
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Level Adjustment: -

Also known as the Fiery Fiend or the Four-Armed Horror, this bizarre fiend has a wolf's head with long, sharp horns, a large, muscular body, and normal human legs. It stands about 9ft tall. It has four arms: two long arms attached at its shoulders which end in crab-like pincers and two smaller human arms emerging from its chest beneath the clawed arms. These smaller arms are generally not used for combat, but may be used if the howling fiend feels they are necessary.
Howling fiends speak Abyssal, Celestial and Draconic, and are likely to know several mortal languages as well.
The forms of howling fiends are based on the glabrezu, although any creature raised to this status is given this form.

Combat
Howling fiends prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these nasty fiends attack with a vengeance. They follow a confusion attack with melee attacks or fire-based spells, hoping to finish off wounded foes quickly. They will use chaos hammer or unholy blight to quickly decimate many wounded foes at once.
Howling fiends are proficient with all simple and martial weapons, and will occassionally use them with their arms. When using weapons, the howling fiend may use its bite and pincers as secondary attacks. They do not use armor.

Call Other (Sp): Once per round, a howling fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Howl (Su): As a standard action, a howling fiend may make a terrifying howl. Every creature within 180ft of the howling fiend must make a Will save vs DC 26 (Cha based, +2 racial bonus) or become panicked for 3d6 rounds.

Improved Grab (Ex): If a howling fiend hits with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Mind Power (Ex): As a swift round action, a howling fiend may create a variety of spell-like effects at the expenditure of Power Points. A howling fiend possesses 200 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Howling fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A howling fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Summon (Sp): Once per day a howling fiend can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or a glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Control Undead (Sp): A howling fiend may command undead as if it were a 23rd level cleric. The howling fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effeective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A howling fiend has damage reduction of 10/good. Its natural attacks and any weapons weilded are treated as chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Enhanced Reflexes (Ex): A howling fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Flight (Su): A howling fiend can cease or resume flight as a free action. This ability is supernatural and it becomes ineffective in an antimagic field, and the fiend loses its ability to fly for as long as the antimagic effect persists.

Potent Magic (Ex): Unlike mortal creatures, a howling fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will—chaos hammer, confusion, dispel magic, mirror image, reverse gravity, greater teleport (self plus 50 pounds of objects only), unholy blight; 1/day—power word stun. Caster level 25th. The save DCs are Charisma-based.
Once per month, a howling fiend can fulfill a wish for a mortal humanoid. The fiend can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the howling fiend demands either terrible evil acts or great sacrifice as compensation.

Telepathy (Su): A howling fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

True Seeing (Su): Howling fiends continuously use true seeing as the spell (caster level 25th).

Skills: Howling fiends have a +8 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

03-20-07, 04:01 PM
Groaning Fiend
WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 19d8+171 (256 hp)
Initiative: +8 (+2 Dex, +4 Improved Initiative, +2 Enhanced Reflexes)
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 29 (-1 size, +2 Dex, +18 natural), touch 11, flat-footed 27
Base Attack/Grapple: +19/+31
Attack: Claw +26 melee (1d8 +8)
Full Attack: 2 Claw +26 melee (1d8 +8) and bite +25 melee (2d4 +4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Call other, groan, mind power, poison, smite, summon
Special Qualities: Control undead, Damage reduction 10/good, darkvision 60ft., enhanced reflexes, fiend immunities, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell-like abilities, spell resistance 22, telepathy 100 ft., true seeing
Saves: Fort +20, Ref +13, Will +18
Abilities: Str 27, Dex 15, Con 29, Int 27, Wis 24, Cha 22
Skills: Bluff +28, Concentration +31, Diplomacy +28, Disguise +28, Hide +20, Intimidate +28, Knowledge (arcana) +30, Knowledge (the planes) +30, Listen +37, Move Silently +21, Search +29, Sense Motive +29, Spellcraft +30, Spot +37, Survival +29, Use Magic Device +28
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Claw)
Environment: Entropic Planes
Organization: Solitary
Challenge Rating: 21
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 20-38 HD (Large); 39-57 HD (Huge)
Level Adjustment: -

Also called the Forest Fiend or Biter, this is a tall humanoid with the torso and arms of an ape, the head of a boar or bat, and goat-like legs. It stands 10ft tall.
Groaning fiends speak Abyssal, Celestial and Draconic.
The forms of groaning fiends are based on the nalfeshnee, although any creature raised to this status is given this form.

Combat
Groaning fiends tend to avoid combat, believing they are above it. As a result, they will try to scare off or disable foes, usually with magic or its Groan ability. If provoked into battle, they are swift and vicious fighters, disabling their foes and torturously killing them at its leisure.
Groaning fiends are proficient with all simple and martial weapons, and will occassionally use them. When using weapons, the groaning fiend may use its bite and claw (if free) as secondary attacks. They do not use armor.

Call Other (Sp): Once per round, a groaning fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Groan (Su): Once every half hour, as a standard action, the groaning fiend may unleash a horrific groan. Any creature within 180ft of the groaning fiend must make a Will save vs DC 25 (Cha based). If failed, the victim is paralyzed for 20 minutes. If sucessful, the victim is shaken for 10d10 rounds. This ability does affect undead. The groaning fiend must spend 20 power points each time it uses this ability.

Mind Power (Sp): As a swift round action, a groaning fiend may create a variety of spell-like effects at the expenditure of Power Points. A groaning fiend possesses 200 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Groaning fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A groaning fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Poison (Ex): Any creature bitten by the groaning fiend must make a Fortitude save vs DC 28 or suffer 1d6 Str and Con damage. Secondary damage is 2d6 Str.

Smite (Su): Three times per day a groaning fiend can create a nimbus of unholy light. When the fiend triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 25 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons and fiends are immune to this effect. The save DC is Charisma-based.

Summon (Sp): Twice per day a groaning fiend can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or a nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

Control Undead (Sp): A groaning fiend may command undead as if it were a 23rd level cleric. The groaning fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A groaning fiend has damage reduction of 10/good. Its natural attacks and any weapons weilded are treated as chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Enhanced Reflexes (Ex): A groaning fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Potent Magic (Ex): Unlike mortal creatures, a groaning fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will—call lightning, feeblemind, greater dispel magic, slow, greater teleport (self plus 50 pounds of objects only), unholy aura. Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A groaning fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

True Seeing (Su): Groaning fiends continuously use true seeing as the spell (caster level 25th).

Skills: Groaning fiends have a +8 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

03-21-07, 03:24 PM
Mythu'nn Folk
SCMC
Diminutive Fey
Hit Dice: 1/2d6+1 (2 hp)
Initiative: +7 (+7 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: 0/-15
Attack: Diminutive short bow +11 ranged (1d2 -3)
Full Attack: Diminutive short bow +11 ranged (1d2) or diminuative spear +1 melee (1d2 -3)
Space/Reach: 1 ft. /0 ft.
Special Attacks: ---
Special Qualities: Burst run, good luck charm, invisibility, low-light vision, spell-like abilities
Saves: Fort +1, Ref +9, Will +4
Abilities: Str 4, Dex 25, Con 13, Int 10, Wis 15, Cha 18
Skills: Balance +9, Climb +1, Hide +21, Knowledge (local) +4, Knowledge (nature) +2, Listen +8, Move Silently +9, Search +2, Spot +8, Survival +4, Tumble +9
Feats: Alertness (B), Weapon Finesse
Environment: Cold Mountains
Organization: Solitary, Pair, Patrol (5-20), or Village (60+)
Challenge Rating: 1/4
Treasure: Half Standard
Alignment: Usually neutral good
Advancement: by character class
Level Adjustment: -

Mythu'nn folk look like cute, shaggy teddy bears, roughly the size of a human hand. They have big, deep-brown eyes and white, brown, or black fur. They are ice-dwellers who live high in the mountains surrounding the ee'aar kingdom on the Arm of the Immortals.
Most mythu'nn are extremely curious, wanting to see everything and the sooner the better. Mythu'nn sometimes even accompany adventurers of good alignment for brief periods of time. Such adventurous mythu'nn quickly learn the language of their "Big Folk" friends so that they can communicate. Ee'aar travellers often carry mythu'nn for good luck.
Mythu'nn are sociable and dwell in icy caves high on the mountain-tops. Their wondrous villages are carved and shaped from the ice miniature fairy-villages, sparkling like cut diamond in the light. Mythu'nn protect their villages with patrols, each carrying a horn to sound an alert if necessary. A village can contain several hundred mythu'nn.
Tyminids prey upon mythu'nn, pursuing the tiny folk relentlessly. Mythu'nn folk sometime hide in aeldar webs to elude these predators.
Mythu'nn live fast about ten times as fast as most humanoids. A one year sojourn to see the world with a "Big Folk" friend seems like a decade to one of the adventurous mythu'nn. They live eight to ten years, although to them it seems like 80 to 100 years.
Mythu'nn mate for life; if one partner dies, the other partner then sickens and dies. A mated pair of mythu'nn will have three to five offspring during their fertile years. Twins are fairly common.
Mythu'nn folk have a completely different name for themselves, but no outsider can pronounce it. They have their own language, but their voices are too high pitched and fast for humanoid hearing. Some mythu'nn speak the ee'aar dialect, which they must speak very slowly. Any man-sized or larger humanoid must make a successful Listen check (DC12) to understand the speech of the mythu'nn.

Combat
Most mythu’nn avoid combat if at all possible, using their ability to become invisible or cast dimension door at will. If hard pressed, they fight with tiny spears and bows.

Burst Run (Ex): Once every hour, a mythu'nn can move ten times its normal speed (200 feet). It may maintain this speed for 1d4 + Con modifier rounds.

Good Luck Charm (Su): If a mythu'nn is in contact with a creature, that creature may reroll a failed saving throw or skill check. This reroll may be used once per day per creature.

Invisibility (Su): A mythu'nn can become invisible, as per the spell, at will. The invisibility lasts until dropped by the mythu'nn or the mythu'nn attacks another creature.

Spell-like Abilities (Sp): At will: dimension door. CL 8th.

The Red Curse
Few mythu'nn inhabit cursed lands; those who venture there never acquire Legacies or need cinnabryl.

Mythu'nn Folk as Characters
A mythu'nn's favored class is expert. Mythu'nn rangers and rogues are not unknown, but more martial classes are few in number. Mythu'nn spellcasters tend to be druids or clerics, although some learn arcane magic from the Ee'aar. Mythu'nn clerics may select two of the following domains: Good, Luck, and Protection.
havard

03-21-07, 04:27 PM
I love the Mythu'nns! They are so cuuute :)

Okay, that wasn't very manly of me, was it? :embarrass

Håvard
Traianus Decius Aureus

03-22-07, 03:39 PM
Hissing Fiend
WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 22d8+220 (319 hp)
Initiative: +7 (+5 Dex, +2 Enhanced Reflexes)
Speed: 40 ft. (8 squares), fly 50 ft. (average)
Armor Class: 30 (-1 size, +5 Dex, +16 natural), touch 14, flat-footed 25
Base Attack/Grapple: +22/+36
Attack: Large primary longsword +32 melee (2d6 +10)
Full Attack: Large primary longsword +28/+23/+18/+13 melee (2d6 +10) and 5 large longsword +28/+23 melee (2d6 +5) and tail +31 melee (4d6 +5)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call other, constrict, improved grab, mind power, spit poison, summon
Special Qualities: Control undead, Damage reduction 10/good and cold iron, darkvision 60ft., enhanced reflexes, fiend immunities, flight, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell-like abilities, spell resistance 25, telepathy 100 ft.
Saves: Fort +23, Ref +18, Will +18
Abilities: Str 31, Dex 21, Con 31, Int 28, Wis 20, Cha 26
Skills: Bluff +33, Concentration +35, Diplomacy +33, Disguise +22, Gather Information +33, Hide +26, Intimidate +33, Knowledge (arcana) +34, Knowledge (the planes) +34, Listen +38, Move Silently +30, Search +34, Sense Motive +30, Spellcraft +34, Spot +38, Survival +19, Use Magic Device +33
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved multi-weapon fighting, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (Longsword)
Environment: Entropic Planes
Organization: Solitary
Challenge Rating: 25
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 23-44 HD (Large); 45-66 HD (Huge)
Level Adjustment: -

Also known as the Water Fiend or Destroyer, this fiend has a six-armed female human torso (about 7ft tall) atop a 15ft long snake body. They tend to wear many bangles and jewels.
Hissing fiends speak Abyssal, Celestial and Draconic, and are likely to know several mortal languages as well.
The forms of hissing fiends are based on the marilith, although any creature raised to this status is given this form.

Combat
Hissing fiends seldom rush headlong into battle, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents. If they have allied creatures with them, they will tactically deploy them to cause the most trouble.
Each of the hissing fiend's six arms may wield any one-handed weapon; each individual fiend tends to prefer a particular weapon. Its tail can deliver a hard slap and may grab and constrict foes.
A popular tactic used by these fiends is to polymorph into a female human fighter to satisfy their love of battle without giving away their true nature.
Hissing fiends are proficient with all simple and martial weapons, and occassionally will learn to use an exotix weapon. They do not use armor in their natural form, but may use all armor and shields when polymorphed as a female human fighter.

Call Other (Sp): Once per round, a hissing fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Constrict (Ex): A hissing fiend deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 31 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based. This constriction damage is in addition to the hissing fiend's normal tail damage.

Improved Grab (Ex): To use this ability, a hissing fiend must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Mind Power (Ex): As a swift round action, a hissing fiend may create a variety of spell-like effects at the expenditure of Power Points. A hissing fiend possesses 300 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Hissing fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A hissing fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Spit Poison (Ex): As a standard action, a hissing fiend may spit poison at any creature within 30ft. If the fiend succeeds on a range touch attack, the victim must make a Fortitude save vs DC 31 (Con based) or suffer 3d6 Con primary and secondary damage. If the save is successful, victim still suffers 1d4 Con damage and is blinded. This blindess can only be removed by neutralize poison or cure blindness/deafness spell cast by a divine spellcaster of at least 20th level.
An immortal foe that fails the save only suffers 1d4 Con damage, primary and secondary, and is blinded for 2d10 rounds. An immortal that makes the save is unaffected.

Summon (Sp): Once per day a hissing fiend can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

Control Undead (Sp): A hissing fiend may command undead as if it were a 23rd level cleric. The hissing fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effective level (23). She may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A hissing fiend has damage reduction of 10/good and cold iron. Its natural attacks and any weapons weilded are treated as chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Enhanced Reflexes (Ex): A hissing fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Flight (Su): A hissing fiend can cease or resume flight as a free action. This ability is supernatural and it becomes ineffective in an antimagic field, and the fiend loses its ability to fly for as long as the antimagic effect persists.

Potent Magic (Ex): Unlike mortal creatures, a hissing fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will—align weapon, blade barrier, magic weapon, project image, see invisibility, telekinesis, greater teleport (self plus 50 pounds of objects only), unholy aura. Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A hissing fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

True Seeing (Su): Hissing fiends continuously use true seeing as the spell (caster level 25th).

Skills: Hissing fiends have a +8 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

03-23-07, 03:34 PM
Roaring Fiend
WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 25d8+275 (387 hp)
Initiative: +14 (+8 Dex, +4 Improved Initiative, +2 Enhanced Reflexes)
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 36 (-1 size, +8 Dex, +19 natural), touch 17, flat-footed 28
Base Attack/Grapple: +25/+46
Attack: +5 Large Vorpal Human-Bane longsword +43 melee (2d6 +13)
Full Attack: +5 Large Vorpal Human-Bane longsword +39/+34/+29/+24 melee (2d6 +13) and +5 Large Human-Bane Life Draining whip +38/+33 melee (1d4 +6 plus energy drain plus entangle) or 2 slam +37 melee (1d10 +13)
Space/Reach: 10 ft. /10 ft. (20ft with whip)
Special Attacks: Call other, death throes, entangle, mind power, summon
Special Qualities: Control undead, Damage reduction 15/good and cold iron, darkvision 60ft., enhanced reflexes, fiend immunities, flaming body, immunity to electricity, fire, and poison, outsider traits, potent magic, resistance to acid 10 and cold 10, spell-like abilities, spell resistance 28, summon weapons, telepathy 100 ft., true seeing
Saves: Fort +25, Ref +22, Will +22
Abilities: Str 37, Dex 27, Con 33, Int 31, Wis 26, Cha 28
Skills: Bluff +37, Concentration +39, Diplomacy +37, Disguise +34, Escape Artist +33, Gather Information +37, Hide +32, Intimidate +37, Knowledge (arcana) +38, Knowledge (the planes) +38, Listen +44, Move Silently +36, Search +38, Sense Motive +36, Spellcraft +38, Spot +44, Survival +32, Use Magic Device +36
Feats: Cleave, Great Cleave, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus(longsword)
Environment: Entopic Planes
Organization: Solitary
Challenge Rating: 26
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 26-50 HD (Large); 51-75 HD (Huge)
Level Adjustment: -

Also known as the Mountain Fiend or Manslayer, this fearsome fanged fiend stands 12ft tall. Sharp horns protrude 1ft from each side of its head, and huge leather wings rise from its back.
The mountain fiend likes to perch on high peaks or crags, both for tactical reasons and to assume a commanding position. It can speak quite convincingly, and may use a spell-like power at the same time. It possesses leadership and domination abilities; its great power and Charisma enable it to convince or force even the most rampant chaotics to cooperate.
Roaring fiends speak Abyssal, Celestial and Draconic.
The forms of roaring fiends are based on the balor, although any creature raised to this status is given this form.

Combat
A roaring fiend is a reasonable creature, and rarely attacks by surprise, preferring to allow its victims a chance to surrender totally and unconditionally. Once they join battle armed with their swords and whips, they are clever and nasty foes. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
Roaring fiends are proficient with all simple and martial weapons, but rarely will use anything but a longsword and whip. They do not use armor.

Call Other (Sp): Once per round, a roaring fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Death Throes (Ex): When killed, a roaring fiend explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 33 half). The save DC is Constitution-based.

Entangle (Ex): A roaring fiend's whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the roaring fiend immediately make opposed Strength checks; if the fiend wins, it drags the target against its flaming body (see below). The target remains anchored against the fiend’s body until it escapes the whip.

Mind Power (Sp): As a swift round action, a roaring fiend may create a variety of spell-like effects at the expenditure of Power Points. A roaring fiend possesses 300 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Roaring fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A roaring fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Summon (Sp): Once per day a roaring fiend can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Summon Weapons (Sp): As a free action, a roaring fiend may roar and summon his weapons. They appear instantly in its hands. Should the roaring fiend be killed, the immediately return to the roaring fiends home plane.

Control Undead (Sp): A roaring fiend may command undead as if it were a 23rd level cleric. The roaring fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A roaring fiend has damage reduction of 15/good and cold iron. Its natural attacks and any weapons weilded are treated as chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Enhanced Reflexes (Ex): A roaring fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Flaming Body (Su): The body of a roaring fiend is wreathed in flame. Anyone grappling it takes 6d6 points of fire damage each round.

Potent Magic (Ex): Unlike mortal creatures, a hissing fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will— blasphemy, dominate monster, greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity, power word stun, telekinesis, unholy aura; 1/day—fire storm, implosion. Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A roaring fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

True Seeing (Su): Roaring fiends continuously use true seeing as the spell (caster level 25th).

Skills: Roaring fiends have a +8 racial bonus on Listen and Spot checks.
Traianus Decius Aureus

03-27-07, 04:57 PM
Whispering Fiend
WotI 108
Medium Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4 (+2 Dex, +2 Enhanced Reflexes)
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +10/+16
Attack: Claw +12 melee (1d6 +2)
Full Attack: 2 Claw +12 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Call other, energy drain, leech, mind power, summon
Special Qualities: Change shape, control undead, damage reduction 10/good or cold iron, darkvision 60ft., enhanced reflexes, fiend immunities, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell-like abilities, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 15, Dex 15, Con 15, Int 18, Wis 16, Cha 28
Skills: Bluff +24, Concentration +15, Diplomacy +25, Disguise +22*, Escape Artist +15, Hide +15, Intimidate +24, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +22, Move Silently +15, Search +12, Spot +22, Survival +4, Use Rope +3
Feats: Dodge, Improved Grapple (B), Mobility, Persuasive, Skill Focus (Diplomacy)
Environment: Entropic Planes
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

Also known as the Charmer or Gray Deceiver, this fiend is never found with others of its kind, nor with Hissing Fiends. It prefers to act alone or as the companion of a more powerful fiend. Its natural form is that of a human female with small horns and great bat-like wings (not attached to her arms). It seldom is seen in this form, preferring to change shape to appear as an extremely seductive mortal, usually female and of whatever race suits its needs.
Whispering fiends naturally speak Abyssal, Celestial and Draconic, but with the tongues ability, have difficulty communicating with any sentient creature.
The forms of whispering fiends are based on the succubus, although any creature raised to this status is given this form.

Combat
Whispering fiends are not warriors. They prefer to have charmed followers, beguiled allies, and summoned creatures to fight and defend it. They truely enjoy turning foes against one another. If forced to fight, they can attack with their claws.
Whispering fiends use their change shape ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the whispering fiend applies her life-draining kiss. Whispering fiends are not above taking on the role of a damsel in distress when encountered within a dungeon.
Whispering fiends are proficient with all simple and martial weapons, and will occassionally use one. When using a weapon, the whispering fiend may use its offhand claw (if free) as a secondary attack. They do not use armor.

Call Other (Sp): Once per round, a whispering fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Energy Drain (Su): A whispering fiend drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the whispering fiend must start a grapple. The fiend’s kiss or embrace bestows three negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the whispering fiend. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
In addition, with each successful kiss or embrace, the whispering fiend gains 3d4hp. Hit points gained in excess of the fiends normal hp total last for 10 minutes.

Leech (Su): A whispering fiend drains power points from an immortal or exalted creature it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the whispering fiend must start a grapple. The fiend’s kiss or embrace drains the victim of 10 power points. If a Fortitude save vs DC 24 (Cha based) is successful, the power point loss is temporary; if failed, permanent.
In addition, with each successful kiss or embrace, the whispering fiend gains 10 temporary power points. Power points gained in excess of the fiend’s normal power point total last for 10 minutes or until used.

Mind Power (Sp): As a swift round action, a whispering fiend may create a variety of spell-like effects at the expenditure of Power Points. A whispering fiend possesses 100 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Whispering fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A whispering fiend can cast any mortal spell at 25th level, but that costs her double the spell level in PP (for example, a fire ball would cost her 6 PP).


Summon (Sp): Once per day a whispering fiend can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su): A whispering fiend can assume the form of any Small or Medium humanoid.

Control Undead (Sp): A whispering fiend may command undead as if it were a 23rd level cleric. The whispering fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed her effective level (23). She may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A whispering fiend has damage reduction of 10/good or cold iron. Its natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Enhanced Reflexes (Ex): A whispering fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Potent Magic (Ex): Unlike mortal creatures, a whispering fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will—charm monster, detect good, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), suggestion, greater teleport (self plus 50 pounds of objects only). Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A whispering fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Tongues (Su): A whispering fiend has a permanent tongues ability (as the spell, caster level 25th). Whispering fiends usually use verbal communication with mortals.

Skills: Whispering fiends have a +8 racial bonus on Listen and Spot checks. *While using her change shape ability, a whispering fiend gains a +10 circumstance bonus on Disguise checks.
Traianus Decius Aureus

03-28-07, 03:26 PM
Flicker
WotI 110
Medium Aberration (Exalted, Extraplanar, Incorporeal)
Hit Dice: 9d8 (40 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: Fly 12 miles (perfect); Normal encounter speed: fly 40 ft. (perfect))
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +6/+6
Attack: Special
Full Attack: Special
Space/Reach: 5 ft. /5 ft.
Special Attacks: Mind power
Special Qualities: Darkvision 60ft., energetic sustanence, flight, immunity to mortal damage, potent magic, spell immunity
Saves: Fort +3, Ref +7, Will +12
Abilities: Str -, Dex 19, Con 10, Int 23, Wis 22, Cha 22
Skills: Diplomacy +18, Gather Information +18, Knowledge (the planes) +18, Listen +20, Search +12, Sense Motive +18, Spot +20, Survival +12, Tumble +16
Feats: Alertness, Dodge, Endurance, Improved Initiative
Environment: Astral Plane, Plane of Fire, Energy-dominant Planes
Organization: Solitary, Pair, or String (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic, usually good
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

A flicker is a being composed entirely of light energy. It appears as a strand of multi-colored light. This strand is only 1/4 inch in diameter, but a number of feet long equal to the creature's Intelligence score (usually 17-28ft). One end of the light strand moves in a complex path within a small space (about 100 cubic feet), and the rest of the strand appears to follow the leading end's path. Movement may be very slow or extremely rapid—indeed, as fast as light itself. The creature may thus appear to normal vision as a glowing symbol or as a written word.
This race began, long ago, in the Home Plane of an Immortal of Energy. They developed intelligence through evolution, and eventually learned to leave their own plane. Their existance is well-known to Immortals, many of whom treat them (somewhat insultingly) as pets.
Flickers communicate with each other by the patterns formed by their movements. These patterns can be understood by Immortals (in a manner similar to that used in Aura communication), or by anyone using read magic.
A flicker's mood can be detected without magical aid. Its patterns contain smooth, flowing lines when the creature is happy or peaceful. The patterns become jagged and irregular as the flicker's excitement or irritation increases. Color is another good indicator of mood, but the meanings of all the subtle hues of which the creature is capable are difficult to interpret fully.
This life form is common in the Astral Plane, and occasionally found in Outer Planes of Energy and the Elemental Plane of Fire. Flickers do not enter any other plane voluntarily, and die immediately if forced to do so unless carefully protected by total immersion in fire or energy.

Combat
Flickers are gentle creatures, and will not attack unless they are attacked and cannot flee. Even so, they cannot be harmed by mortals, and cannot be easily harmed by most immortals. Likewise they cannot harm mortals and are limited in the ways they can harm immortals.

Mind Power (Sp): As a swift round action, a flicker may create some spell-like effects at the expenditure of Power Points. A flicker possesses 1d10x100 Power Points to spend. Flickers are associated with the Sphere of Energy. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• A flicker can cast the Gate spell (travel only) at 25th caster level, at the cost of 18 PP.
• A flicker may cast the immortal spells power attack (2 PP per 1d6, up to 9d6), probe (5 PP) and probe-shield (5 PP);

Energetic Sustenance (Ex): A flicker immersed in fire or raw energy heals 1 hp per round. A flicker is instantly killed if sent to any Plane (other than the Astral, Plane of Fire, and Energy-dominant planes) and not immediately immersed in energy.

Flight (Ex): A flicker can cease or resume flight as a free action.

Immunity to Mortal Damage (Ex): A flicker cannot be damaged by any physical attack from mortal creatures. They may be damaged normally by exalted and immortal creatures.

Potent Magic (Ex): A flicker can affect an immortal with its magical attacks

Spell Immunity (Ex): A flicker is immune to all spells and spell-like effects, whether cast by mortal, exalted or immortal creatures. However, they are not immune to spells and spell-like abilities from immortals and exalted creatures belonging to the Sphere of Energy.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.
Traianus Decius Aureus

03-30-07, 03:16 PM
Jumper
WotI 110
Large Aberration (Exalted, Extraplanar)
Hit Dice: 11d8+66 (115 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: fly 130 ft. (perfect)
Armor Class: 28 (-1 size, +8 Dex, +11 natural), touch 17, flat-footed 20
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d6 +7 plus aging/time jump)
Full Attack: 12 Slam +14 melee (2d6 +7 plus aging/time jump)
Space/Reach: 10 ft./5 ft.
Special Attacks: Aging/Time jump, mind power
Special Qualities: Darkvision 60ft., flight, potent magic, spell immunity, telepahy 100ft.
Saves: Fort +9, Ref +11, Will +13
Abilities: Str 25, Dex 26, Con 22, Int 24, Wis 23, Cha 21
Skills: Bluff +12, Diplomacy +12, Escape Artist +15, Gather Information +12, Hide +20, Listen +20, Move Silently +24, Search +14, Sense Motive +13, Sleight of Hand +15, Spot +20, Tumble +22
Feats: Combat Reflexes, Hover, Improved Initiative, Stealthy
Environment: Any land
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral, Often evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -

Jumpers are intelligent life forms that feed on time. They appear very similar to marine brittle-starfish, with small bodies and long slender arms. Each is far larger than the aquatic version, the body measuring about 1 foot across per Hit Die, and the arms 1 foot per Hit Die. The body has the shape of a dodecahedron (1dl2), and an arm extends from the center of each of the 12 sides.
Jumpers are thieves whose self-interest is always paramount. They may be hired for payment in time units, usually demanding 5-50 days per mission (per jumper). They normally insist on payment before providing service, but they fear Immortals enough that once paid, they can be relied upon. The payment can be contributed by up to two individuals per jumper. To collect, the creature gently wraps five arms around the victim, so that no physical damage is inflicted, and then concentrates deeply. The victim (having agreed to the payment) gets no saving throw, and is suddenly jumped forward by the agreed-upon amount after the jumper concentrates for a few rounds.
A jumper with full PP and hp totals gains 1 Hit Die for each 5 days of time that it eats. It gains a corresponding amount of hp, PP, and physical size for each Hit Die gained.
These odd creatures were created by a former Hierarch of the Sphere of Time, who granted them exalted status for their own protection. They thrived and spread quickly, and are now common sights on the Outer and Astral planes. When each new Immortal of Time gains a Home Plane, a flock of these creatures (3-24, each with 11-18 Hit Dice) soon arrive to seek employment. If none are hired, they may retaliate as a group by stealing something.
Jumpers move by very rapid but non-magical flying, and communicate by telepathy.

Combat
Jumpers attack by slamming foes with their arms (up to five arms per foe). They thrive on the confusion and fear of their aging/time-jump attacks. Jumpers rarely use their mind powers against immortal foes, as they have few power points and would be susceptable to any immortal counterstrike.

Aging/ Time-jump (Su): Every time a jumper hits a mortal with its slam attack, the victim is aged 10-40 years. There is no save allowed. This aging can be removed through a restoration spell (removes 1d4x10 years of unnatural aging) or a greater restoration spell (removes all unnatural aging).
Immortal foes are affected differently. If an Immortal is hit with a slam attack, it must make a DC 20 Fortiude save (Cha based). If successful, the immortal loses 1d10 power points temporarily. If failed, the immortal is transported 5 rounds into the future (ie he vanishes and reappears in the same spot 5 rounds later). If the spot is occupied when the immortal reappears, he appears in the closest empty square.
For each sucessful time-jump the Jumper causes in combat, it heals 5 hp of damage and regenerates 5 PP. These gains cannot cause the jumper to gain more hp or PP than its normal amount.

Mind Power (Sp): As a swift round action, a jumper may create some spell-like effects at the expenditure of Power Points. A jumper possesses 5 PP/ HD Power Points to spend. Jumpers are associated with the Sphere of Time. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• A jumper may cast the immortal spells power attack (2 PP per 1d6, up to 11d6), probe (5 PP) and probe-shield (5 PP);

Flight (Ex): A jumper can cease or resume flight as a free action.

Potent Magic (Ex): A jumper can affect an immortal with its magical attacks.

Spell Immunity (Ex): A jumper is immune to all magic spells and effects except for those originating from immortals and exalted creatures from the Sphere of Time.

Telepathy (Su): A jumper can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Traianus Decius Aureus

04-02-07, 04:01 PM
Monster Ruler
WotI 111
For most monster and animal species there is a Monster Ruler, a creature which is a powerful, nearly immortal example of the species.
Each Monster Ruler is intelligent, even if the race is not, and has its own name. This creature was once a normal member of its race that became especially powerful over the years; if a member of an unintelligent race, it developed intelligence through evolution, accident, or enchantment.
With some Monster Rulers, the status of Ruler is handed down from parent to child; with others, it is won in mortal combat between the current ruler and new challengers. Occassionally, it may simply be granted by a Heiracrh.
Monster Rulers normally rule over only one plane, often only one world, and a given monster race may have many rulers, each in a widely separated place. They normally do not travel beyond their plane or world. The most fearsome and powerful Monster Rulers are Paragons (see template in Epic Level Handbook) of their species as well. These are significantly more powerful than the lesser Monster Rulers.

Creating a Monster Ruler
Monster Ruler is an acquired template that can be added to any non-humanoid creature (referred to hereafter as the base creature).
A Monster Ruler uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Creature’s type remains the same. It gains the Exalted and Extraplanar subtypes. It grows two times larger, effectively gaining a size category.
Hit Dice: Multiply the base creatures HD by 8. Character levels are not multiplied.
Speed: Double the base creature’s movement rates. If the creature can fly, its manuverablity drops by one category.
Armor Class: Armor class is adjusted by the creature’s new size and Dex modifier. Natural AC bonus is increased by +6.
Base Attack/Grapple: Recalculate based on new HD, abilitity modifiers and size.
Attack: A Monster Ruler maintains all of the attacks it possessed as a normal creature.
Full Attack: A Monster Ruler maintains all of the attacks it possessed as a normal creature, but may attack twice with each natural attack (See Otherworldly Speed).
Damage: Increase dice damage from a Monster Ruler’s natural attacks by 4 steps (ie. a 1d4 attack becomes a 3d6 attack).
Special Attacks: A Monster Ruler maintains all of the special attacks it possessed as a normal creature, with the following adjustments:
• Ranges and area of effects for any special attacks double in size.
• Damage from special attacks is increased by 4 steps, if appropriate (ie. a 1d4 attack becomes a 3d6 attack).
• Spell-Like Abilities (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities, with a minimum caster level of 25th.
• Swallow Whole: Monster Rulers of Huge or larger size with a bite attack gain the Swallow Whole Extarordinary ability.
• Improved Grab: Monster Rulers of Huge or larger size gain the Improved Grab Extarordinary ability for use with their bite attack.
• Otherwordly Speed (Ex): A Monster Ruler is so quick, during a full round attack, it may attack twice with each of its natural attacks.
• Mind Power (Sp): As a swift round action, a Monster Ruler may create a variety of spell-like effects at the expenditure of Power Points (please see Immortals rules for the nature of this power). The exact number of Power Points a Monster Ruler has is equal to 10x Racial HD, Additionally, each creature is associated with a Sphere; this association also affects the costs of certain abilities and powers. Power Points regenerate at the rate of 1 per minute, unless otherwise specified in the monster description. The associated sphere should suit the monster based on type: Normal animals, constructs, forest creatures are Matter, undead are Entropy, Abberations are often Energy, etc….
The following are typical uses for Power Points:
• A Monster Ruler can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• A Monster Ruler may cast the immortal spells power attack (2 PP per 1d6, up to 11d6), probe (5 PP) and probe-shield (5 PP);

Special Qualities: A Monster Ruler’s special qualities are identical to the base creature’s, with the following exceptions and additions:
• Regeneration and fast healing rates are doubled.
• Damage Reduction: The Monster Ruler gainsDR15/magic if it does not already possess damage reduction. If it already has DR, it gains +5 to its DR.
• Potent Magic (Ex): Unlike mortal creatures, a Monster Ruler can affect an immortal with its magical attacks
• Spell Resistance: The Monster Ruler gains Spell Resistance 10 + HD. If the creature already possesses spell resistance, use whichever is higher.

Saves: Calculate based on creature’s new HD.
Abilities: Adjust the base creature’s ability scores as follows:
Old Size New Size Str Dex Con
Fine Diminutive Same -2 Same
Diminutive Tiny +2 -2 Same
Tiny Small +4 -2 Same
Small Medium +4 -2 +2
Medium Large +8 -2 +4
Large Huge +8 -2 +4
Huge Gargantuan +8 Same +4
Gargantuan Colossal +8 Same +4
Colossal Colossal+ +8 Same +8

In addition, the Monster Ruler gains +10 Int, +4 Wis, and +4 Cha.
Skills: Monster Rulers gain additional skill points based on their new HD and Int. Any racial skill bonuses remain.
Feats: Monster Rulers gain additional feats based on their new HD.
Environment: Outer Planes
Organization: Solitary
Challenge Rating: 4x the base creature’s rating.
Treasure: 2x base creature’s treasure.
Alignment: Same as base creature.
Advancement: by Character Class
Level Adjustment: Same as base creature +5

Sample Monster Ruler: Minoides, King of Minotaurs
Huge Monstrous Humanoid (Exalted, Extraplanar)
Hit Dice: 48d8+192 (408 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 17 (-1 Dex, -2 size, +11 natural), touch 9, flat-footed – (see text)
Base Attack/Grapple: +48/+64
Attack: +5 Huge Greataxe +60 melee (4d6 +13) or Gore +54 melee (6d6 +8)
Full Attack: +5 Huge Greataxe +60/+55/+50/+45 melee (4d6 +13) and 2 Gore +49 melee (6d6 +4)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Mind Power, Otherworldly Speed, Powerful charge 8d6+12
Special Qualities: Damage Reduction 15/magic, Darkvision 60 ft., Natural Cunning, Potent Magic, Scent, Spell Resistance 58
Saves: Fort +22, Ref +27, Will +29
Abilities: Str 27, Dex 8, Con 19, Int 17, Wis 14, Cha 12
Skills: Diplomacy +27, Hide -13, Intimidate +28, Knowledge (the planes) +28, Listen +54, Search +28, Sense Motive +27, Spellcraft +29, Spot +54
Feats: Alertness, Cleave, Die Hard, Endurance, Great Cleave, Great Fortitude Improved Bull Rush, Improved Critical (Greataxe), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Track, Weapon Focus (Greataxe))
Environment: Outer Planes
Organization: Solitary
Challenge Rating: 16
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: by character class
Level Adjustment: +6

Minoides is the fearsome, self-styled King of Minotaurs. He lives on an Outer Plane that is one gigantic labyrinth, with his throne room occupying the center. He is a cruel creature, and has succumbed to the temptations his power can attract. He inherited his status from his father, whom he murdered to take his place. He is blissfully unaware of Taurides, a much more powerful 12th level Barbarian Paragon Minotaur that recently achieved Monster Ruler status in a distant corner of the Multi-verse.
Minoides speaks Common, Giant, Orc, Goblin and Terran.

Combat
Minoides weilds a magic greataxe in battle. He will open battle with a charge against who he perceives to be the greatest threat.

Otherwordly Speed (Ex): A Monster Ruler is so quick, during a full round attack, it may attack twice with each of its natural attacks.

Mind Power (Sp): As a swift round action, Minoides may create a variety of spell-like effects at the expenditure of Power Points (please see Immortals rules for the nature of this power). Minoides posseses 480 PP. He is affliated with the Sphere of Matter. Power Points regenerate at the rate of 1 per minute. The following are typical uses for Power Points:
• Minoides can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• Minoides may cast the immortal spells power attack (2 PP per 1d6, up to 48d6), probe (5 PP) and probe-shield (5 PP);


Powerful Charge (Ex): Minoides typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +54 attack bonus that deals 8d6+12 points of damage.

Damage Reduction (Su): Minoides has damage reduction of 15/magic. His natural attacks count as magic weapons for the purposes of bypassing damage reduction.

Natural Cunning (Ex): Minoides possesses innate cunning and logical ability. This gives him immunity to maze spells, prevents them from ever becoming lost, and enables him to track enemies. Further, he is never caught flat-footed.

Potent Magic (Ex): Unlike mortal creatures, Minoides can affect an immortal with its magical attacks.

Scent (Ex): This special quality allows Minoides to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Minoides has a +4 racial bonus on Search, Spot, and Listen checks.
Traianus Decius Aureus

04-03-07, 05:44 PM
Notion
WotI 112
Medium Aberration (Exalted, Incorporeal)
Hit Dice: 5d8 (22 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Encouter Speed: fly 130 ft. (perfect); Travel Speed: fly 24 miles (perfect)
Armor Class: 31 (+9 Dex, +12 Deflection), touch 31, flat-footed 22
Base Attack/Grapple: +3/+3
Attack: Emotional touch +12 melee touch (Special)
Full Attack: 2 Emotional touch +12 melee touch (Special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind power, emotional touch
Special Qualities: Adjust size, darkvision 60ft., nothingness, potent magic, spell immunity
Saves: Fort +1, Ref +10, Will +9
Abilities: Str -, Dex 28, Con 10, Int 21, Wis 21, Cha 34
Skills: Gather Information +20, Knowledge (the planes) +13, Listen +15, Search +13, Sense Motive +13, Spot +15, Survival +13
Feats: Alertness, Improved Initiative
Environment: Thought-Dominant Outer Planes
Organization: Solitary, Pair, or String (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 6-8 HD (Medium); 9-16 HD (Large); 17-32 HD (Gargantuan); 33-50 HD (Colossal)
Level Adjustment: -

Notions are creatures of nearly pure thought, often completely undetectable. At rest, a notion appears as a lacy network of strands of air, similar to a small and loosely woven net. Its surface area is about 1 square foot per Hit Die. It may flutter about in this form, or may curl up into a tiny ball of airy fluff of extremely small size.
Each notion has a specialty, a concept or emotion that makes up its essence. Notions and Immortals refer to this specialty as the notion's flavor. Though many are similar, each individual notion is a blend of specific thoughts. Notions with relatively low Hit Dice have weak flavor (minor effect); those of high Hit Dice contain very strong flavor (intense effect). In play, the greater the Hit Dice, the stronger the effect. Typical flavors (effects) of notions are listed below.
A powerful Immortal of Thought grew bored with his work, and chose to disperse his essence and return to mortal life. His well-meaning aide granted his new personality a minor gift to aid his survival, but the gift had a side effect. During a dream one fateful night, his mind was able to enter the Dimension of Nightmares, and his thoughts took on real forms which kept their existence after he awoke. The notions are the descendants of one of his more pleasant thoughts during that brief visit.
With the rise of human and demi-human powers, notions have become very common on the Prime Plane. They are perhaps the most widespread life form in the Outer Planes of Thought, serving many Immortals of that Sphere.
Notions are a friendly, inquisitive race, and mean no harm to anyone. Their personal habits are unknown. They sometimes reproduce simply by swooping at each other. Occasionally this interaction of two notions creates a new one, apparently instantaneously. Depending on its exact scope, the new notion may have any number of Hit Dice, up to a maximum of the total of the parent notions. Thus when two notions come together, nothing may result, or a small inspired notion may result, or they may form a major new nation, more complex than before. Notions of a single type are rarely found together. The creatures seem to prefer to congregate with others of widely different flavors.
Notions can be persuaded to perform services in exchange for payment in high emotional states. Individual notions have their own preference for payment, usually from an emotion corresponding to their own makeup. A creature willing to pay the price will be unable to experience the emotion for 1-20 days per HD of the notion.

Combat
Notions rarely attack with evil intent, but may attack simply for entertainment or at the request of some other creature. A notion simply swoops near a victim or floats down on them. If attacked by an Immortal power attack spell, they will immediately flee. Otherwise, they will move to avoid mortal attacks, fleeing only if badly hurt.

Mind Power (Sp): As a swift round action, a notion may create some spell-like effects at the expenditure of Power Points (please see Immortals rules for the nature of this power). Notions possess 250 PP. They are affiliated with the Sphere of Thought. Power Points regenerate at the rate of 1 per minute. The following are typical uses for Power Points:
• A notion may cast the immortal spells probe (5 PP) and probe-shield (5 PP);

Emotional Touch (Su): Each round, a notion may make swoop touch attacks against two targets. These are melee touch attacks. If the target is hit it must make a Will save vs DC 24 (Cha based) if immortal, if mortal no save is allowed. If failed, the victim is affected by the flavor of the notion. The intensity of the flavor increases with the HD of the notion. Mortals are allowed a Will save vs DC 24 (Cha based) each hour to shake the emotion, Immortals can make a save every minute.
Additionally, as a full round action, the notion may float down over an area equal to its size and affect every creature in the area. It must start the round no more than 10ft above the area to be affected in order to attack in this manner.
Typical notion flavors are as follows:
01-03 absurdity
04-06 alertness
07-10 anxiety
11-12 boredom
13-14 certainty
15-16 comprehension
17-18 courage
19-22 curiosity
23-26 dislike
27-29 doubt
30-31 evasiveness
32-34 excitement
35-38 fear
39-40 fondness
41-44 hate
45-46 honesty
47-49 indifference
50-53 insanity
54-56 judgment (bad)
57-58 judgment (good)
59-61 love
62-64 misinterpretation
65-66 optimism
67-69 paranoia
70-73 passion
74-75 peace
76-78 pessimism
79-80 pleasure
81-82 pragmatism
83-85 procrastination
86-89 rage
90-91 sanity
92-94 serenity
95-97 sorrow
98-00 unconcern

With each sucessful Emotional Touch attack, the notion recovers 1d6 power points, up to its normal total.

Adjust Size (Ex): As a standard action, a notion may change its size, becoming any size from its normal size (1 sqft per HD) down to 6" square.

Nothingness (Ex): A notion is invisible at all times. In an environment of earth, fire, water, or vacuum it can only be detected by either a detect magic or truesight spell (either cast by an Immortal) or a probe spell. In air, ether, or the Astral Plane a notion simply cannot be detected by any normal or magical means except for a probe spell. A probe spell must be renewed each round in either case to maintain an accurate location of the notion.

Potent Magic (Ex): Unlike mortal creatures, a notion can affect an immortal with its magical attacks.

Spell Immunity (Ex): A notion is immune to all spells and spell-like effects, whether cast by mortal, exalted or immortal creatures. However, they are not immune to spells and spell-like abilities from Immortals belonging to the Sphere of Thought.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.
Traianus Decius Aureus

04-06-07, 03:22 PM
Servitor
WotI 113
Large Construct (Exalted, Extraplanar)
Hit Dice: 15d10+30 (112 hp)
Initiative: +1 (+1 Dex)
Speed: 50 ft. (10 squares), fly 120 ft. (average) (can't run)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +11/+21
Attack: Slam +16 melee (2d6 +6)
Full Attack: 2 Slam +16 melee (2d6 +6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mind power
Special Qualities: Construct traits, darkvision 60ft., low-light vision, potent magic
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 23, Dex 12, Con -, Int 10, Wis 13, Cha 12
Skills: Concentration +5, Diplomacy +5, Gather Information +5, Knowledge (local) +3, Listen +9, Search +4, Sense Motive +5, Spot +9
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Any
Advancement: Between 15 and 50 HD, Any size possible
Level Adjustment: -

Servitors are created by Immortals and may look like just about anything: humans, golems, dragons, clouds, chairs, bowling balls... They are used as bodyguards or as messengers. Occassionally one is created to house the life-force of a recently slain mortal who was favored by the Immortal.
Although a construct created by an Immortal, servitors are intelligent and serve the Immortal by choice, not compulsion. Most servitors serve their creator willingly as thanks for being given life (even if as a construct.).
The above servitor is at the lower end of what is possible for a servitor. They may have a variety of weapon and natural attacks, skills and feats suited to their purpose, a variety of special attacks and qualities, and be of virtually any size. The possibilities are only limited by the Immortal's power expediture and the servitor's intended purpose.

Combat
This servitor attacks with two slam attacks. It will use its Mind Power only if in danger.

Mind Power (Sp): As a swift round action, a servitor may create a variety of spell-like effects at the expenditure of Power Points. A servitor possesses 150-300 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Servitors are associated with whichever Sphere their creator belongs to. The following are typical uses for the Power Points:
• A servitor can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP).


Potent Magic (Ex): Unlike mortal creatures, a servitor can affect an immortal with its magical attacks.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

04-09-07, 04:15 PM
Mystaran Titan
WotI 114
Huge Outsider (Exalted, Extraplanar)
Hit Dice: 15d8+165 (232 hp)
Initiative: +7 (+7 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 23 (-2 size, +7 Dex, +8 natural), touch 15, flat-footed 16
Base Attack/Grapple: +15/+35
Attack: Slam +25 melee (2d6 +12)
Full Attack: 2 Slam +25 melee (2d6 +12) or by weapon +25/+20/+15 melee (by weapon +12)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Mind power
Special Qualities: Damage reduction 15/magic, darkvision 60ft., outsider traits, potent magic, spell resistance 27
Saves: Fort +20, Ref +16, Will +17
Abilities: Str 34, Dex 25, Con 32, Int 25, Wis 27, Cha 28
Skills: Bluff +27, Concentration +29, Diplomacy +27, Escape Artist +25, Gather Information +27, Hide +8, Knowledge (arcana) +25, Knowledge (the planes) +25, Listen +28, Move Silently +16, Search +25, Sense Motive +26, Spellcraft +25, Spot +28, Survival +26, Use Magic Device +27
Feats: Alertness, Awesome Blow, Cleave, Endurance, Improved Bull Rush, Power Attack
Environment: Outer Planes
Organization: Solitary, or Pair plus 2d6 cyclopes if on the Prime
Challenge Rating: 17
Treasure: None
Alignment: Any
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: -

Titans are beings which appear similar to attractive human beings. Most Titans are between 21ft and 30ft tall, although a few larger ones have been known to exist.
Titans are the special servants of the Immortals. Most were once mortal servants of the Immortals and proved so valuable that the Immortals in question wished for them to be available forever; however most were not likely candidates for Immortality. The Heirarchs transformed them into Titans; they are exalted beings, but can never progress to Immortality.
Every Heirarch of Matter, Energy, Thought and Time has 20 Titans as servants. There are no Entropic Titans, as the Lesser Fiends fill their role.
When a Titan is "killed," its body perishes and its life-force returns to its Home Plane. An Immortal must create a new bpdy for the Titan. Until that time, it drifts about and can do nothing but communicate with other living creatures.
Titans are not very ambitious; they know they have advanced as far as they ever will. They prefer to be addressed informally. On the Prime Plane, they will be accompanied by cyclopes, who act as their servants.

Combat
Titans usually fight with a slam attack, but may carry weapons if they are performing a dangerous task for an Immortal.

Mind Power (Sp): As a swift round action, a titan may create a variety of spell-like effects at the expenditure of Power Points (please see Immortals rules for the nature of this power). Titans possess 250 PP. They can be affliated with any Sphere except Entropy. Power Points regenerate at the rate of 1 per minute of rest. The following are typical uses for Power Points:
• Titans can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• Titans may cast the immortal spells power attack (2 PP per 1d6, up to 30d6), probe (5 PP) and probe-shield (5 PP);
• Titans may expend power points to create magic items (each 10,000gp value of the item cost 1 PP. If the power points spent are temporary, the item lasts 24 hrs,; if permanent power is spent, the magic item is permanent.) Titans do not need any item creation feats in order to do this. They cannot create Immortal Artifacts.

Damage Reduction (Su): A Titan has damage reduction of 15/magic.

Potent Magic (Ex): Unlike mortal creatures, a Titan can affect an immortal with its magical attacks.
Traianus Decius Aureus

04-10-07, 03:36 PM
Gargantua Gecko
IM 36
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: 60 ft. (12 squares), climb 60ft
Armor Class: 13 (-2 Size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +9/+28
Attack: Bite +5 melee (5d6+11)
Full Attack: Bite +5 melee (5d6+11)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +17, Ref +8, Will +5
Abilities: Str 32, Dex 11, Con 24, Int 1, Wis 12, Cha 2
Skills: Climb +20, Hide +1*, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Great Fortitude
Environment: Warm forests or Special
Organization: Solitary or group (2-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This creature is a very large version of the giant gecko lizard. It has been created by the Immortal Demogorgon to help further her causes.

Combat
This creature will attack anything that its master Demogorgon desires it to. It will try to swallow any creature smaller than it.

Improved Grab (Ex): If a Gargantua gecko hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua gecko may attempt to swallow the victim whole in the next round. A Gargantua gecko may only grab an opponent that is Medium size or smaller.

Swallow Whole (Ex): A Gargantua gecko can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+11 points of bludgeoning damage and 7 points of acid damage per round from the Gargantua gecko's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua gecko's gizzard can hold 2 medium, 8 small, 32 tiny, 128 diminuative or smaller opponents.


Skills: A Gargantua gecko lizard has a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. Gecko lizards use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Gargantua gecko lizards have a +4 racial bonus on Hide and Move Silently checks. *Amongst rocks or forested areas, at night or in dim conditions, the Hide bonus improves to +8.
Traianus Decius Aureus

04-11-07, 05:35 PM
Omshirim
SCMC
Large Ooze
Hit Dice: 10d10+70 (125 hp)
Initiative: -5 (-5 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, -5 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +7/+16
Attack: Slam +11 melee (1d6 + 5 plus 1d6 acid)
Full Attack: 2 Slam +11 melee (1d6 + 5 plus 1d6 acid)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acid, improved grab, great leap, suffocation
Special Qualities: Blindsight 60ft, damage reduction 15/wood, fire resistance 15, immunity to electricity, ooze traits, vein of ore
Saves: Fort +10, Ref -2, Will -2
Abilities: Str 20, Dex 1, Con 24, Int -, Wis 1, Cha 1
Skills: ---
Feats: ---
Environment: Any underground
Organization: Solitary
Challenge Rating: 11
Treasure: Unprocessed precious metal ore equal to Double Standard coins
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Omshirims look like veins of gold, platinum, silver, or other precious metal embedded in rock. The omshirim is the result of a Herathian magical experiment gone awry. The original goal of the experiment was to infuse quicksilver into a lurker to speed it up and make it more adaptable and "decorative." The experiment succeeded in these things. However, the creature displayed unforeseen adaptability, escaped, and multiplied in the caves under Herath, much to the chagrin of the mages who developed it.
Omshirims are solitary creatures, often found near deposits of valuable metals.
An omshirim's body is extremely malleable, and it may contort its body in a variety of shapes and may compress its body to fit into cracks as small as 1 inch wide.

Combat
When an omshirim senses prey, it leaps out of its hiding place and attacks. It will always try to grapple a foe, and envelope them in the process- this invariably will cause the victim to suffocate.

Acid (Ex): An omshirim secretes a digestive acid that damages living tissue and quickly dissolves metal, but not stone. Any melee hit deals acid damage. Armor dissolves and becomes useless immediately unless it succeeds on a DC 21 Reflex save. A metal weapon that strikes an omshirim also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The omshirim’s acidic touch deals 21 points of damage per round to metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Improved Grab (Ex): To use this ability, an omshirim must hit with both of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the omshirim maintains a hold on the creature and can inflict slam damage automatically each round and may suffocate the victim.

Great Leap (Ex): An omshirim can, as part of a charge, leap up to 30ft at a target and can follow with a full attack.

Suffocation (Ex): Each round a victim is grappled, the omshirim can cause 2d6+7 hp of non-lethal damage per round due to suffocation. Once the victim is unconscious, this damage becomes lethal.

Damage Reduction (Su): An omshirim has damage reduction of 15/wood.

Immunity to Electricity (Ex): An omshirim has 100% immunity to all electrical damage, whether normal or magical.

Vein of Ore (Ex): An omshirim is hard to identify, even under ideal conditions, and it takes a DC 20 Spot check to notice one. Creatures who fail to notice an omshirim for what it is are automatically hit with a melee attack for slam and acid damage if they touch it.

Ooze Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry): An ooze is mindless with no Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); An ooze is blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; It has immunity to poison, sleep effects, paralysis, polymorph, and stunning; Oozes are not subject to critical hits or flanking; Oozes eat and breathe, but do not sleep.


The Red Curse
Omshirims do not acquire Legacies or require cinnabryl.
Traianus Decius Aureus

04-12-07, 03:34 PM
Gargantua Ghoul
IM 36
Huge Undead
Hit Dice: 8d12 (52 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +4/+21
Attack: Bite +11 melee (4d6+9 plus paralysis)
Full Attack: Bite +11 melee (4d6+9 plus paralysis) and 2 claws +9 melee (2d6+4 plus paralysis)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Ghoul fever, improved grab, paralysis, swallows whole
Special Qualities: Darkvision 60ft, undead traits, +4 turn resistance
Saves: Fort +2, Ref +2, Will +8
Abilities: Str 29, Dex 11, Con -, Int 13, Wis 14, Cha 12
Skills: Balance +4, Climb +12, Hide -4, Jump +24, Move Silently +4, Spot +7
Feats: Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---
This creature is a very large version of a ghoul. It has been created by the Immortal Orcus to help further his causes.

Combat
This creature will attack anything that its master Orcus desires it to. Despite its size, it will still try to ambush its foes. It will try to swallow any creature smaller than it.

Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Improved Grab (Ex): If a Gargantua ghoul hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua ghoul may attempt to swallow the victim whole in the next round. A Gargantua ghoul may only grab an opponent that is Medium size or smaller.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Swallow Whole (Ex): A Gargantua ghoul can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8 points of bludgeoning damage and 1 point of acid damage per round from the Gargantua ghoul's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua ghoul's gizzard can hold 1 medium, 4 small, 16 tiny, 64 diminuative or smaller opponents.
Traianus Decius Aureus

04-12-07, 05:47 PM
Gargantua Horned Chameleon
IM 36
Gargantuan Animal
Hit Dice: 20d8+180 (270 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 20 (+1 Dex, +13 natural, -4 size), touch 7, flat-footed 19
Base Attack/Grapple: +15/+41
Attack: Tongue +12 ranged touch (snatch) or bite +25 melee (5d6+14)
Full Attack: Tongue +12 ranged touch (snatch) or bite +25 melee (5d6+14) and gore +20 melee (5d6+7) and tail +20 melee touch (trip)
Space/Reach: 20 ft. /15 ft. (30 ft. with tail or tongue)
Special Attacks: Improved grab, snatch, swallow whole, trip
Special Qualities: Low-light vision
Saves: Fort +21, Ref +13, Will +7
Abilities: Str 38, Dex 12, Con 28, Int 1, Wis 12, Cha 2
Skills: Climb +18, Hide -3*, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Endurance
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

A gargantua horned chameleon is an oversized version of the giant horned chameleon. It has been created by the Immortal Demogorgon to help further her causes.

Combat
The horned chameleon will eat anything it can find that remotely looks like food. It is very aggressive and has been known to attack without provocation. It will obey the commands of Demogorgon without hesitation. Normally the horned chameleon attacks by shooting its tongue out to a range of 30 feet and dragging the victim to its mouth. It can also gore with its horn and knockdown victims with a trip attack from its tail in the same round.

Improved Grab (Ex): If a Gargantua horned chameleon hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua horned chameleon may attempt to swallow the victim whole in the next round. A Gargantua horned chameleon may only grab an opponent that is Large size or smaller.

Snatch (Ex): In combat a horned chameleon may choose to use its sticky tongue, instead of a bite attack, to attack any single creature smaller then itself within range (30 feet). The lizard makes a ranged touch attack. A successful hit means that the victim must make a DC 38 escape artist or DC 34 Str check to avoid being pulled to the horned chameleon's mouth and bitten with a +4 attack bonus on the same round. The check DC's are Strength-based, and the Escape Artist DC includes a +4 racial bonus.

Swallow Whole (Ex): A Gargantua horned chameleon can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+21 points of bludgeoning damage and 9 points of acid damage per round from the Gargantua horned chameleon’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua horned chameleon's gizzard can hold 1 large, 4 medium, 16 tiny, 64 diminuative or smaller opponents.


Trip (Ex): In addition to its normal attacks the horned chameleon can make a trip attack with its tail. This is a melee touch attack that does not provoke an attack of opportunity. If the attempt fails the opponent cannot react to trip the lizard.

Skills: The skin of a gargantua horned chameleon changes color, allowing it to blend in with its surroundings and providing a +6 racial bonus to Hide checks. The chameleon also receives a +4 racial bonus to Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +12.
Traianus Decius Aureus

04-13-07, 02:52 PM
Gargantua Mummy
IM 36
Huge Undead
Hit Dice: 32d12+3 (211 hp)
Initiative: -2 (-2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22
Base Attack/Grapple: +16/+39
Attack: Slam +29 melee (4d6 +15)
Full Attack: Slam +29 melee (4d6 +15)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Despair, mummy rot
Special Qualities: Damage reduction 5/-, darkvision 60ft., undead traits, vulnerability to fire
Saves: Fort +12, Ref +8, Will +20
Abilities: Str 40, Dex 6, Con -, Int 6, Wis 14, Cha 15
Skills: Hide -3, Listen +8, Move Silently +5, Spot +8
Feats: Alertness, Great Fortitude, Toughness
Environment: Any land
Organization: Solitary
Challenge Rating: 20
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: ---
Level Adjustment: ---

This creature is a very large version of a mummy. It has been created by the Immortal Orcus to help further his causes.

Combat
This creature will attack anything that its master Orcus desires it to. It will repeatedly slams one of its foes until they are dead or infected with mummy rot. It will then switch to the next closest target.

Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 28 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 28, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Damage Reduction (Su): A Gargantua mummy has damage reduction of 5/-.

Vulnerability to Fire (Ex): A Gargantua mummy takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Gargantua Pit Viper
IM 36
Huge Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), climb 40 ft. (8 squares), swim 40 ft. (8 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (3d6 +7 plus poison)
Full Attack: Bite +11 melee (3d6 +7 plus poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, poison, swallow whole
Special Qualities: Darkvision 60ft, low-light vision, scent
Saves: Fort +11, Ref +8, Will +3
Abilities: Str 24, Dex 15, Con 21, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +15, Hide +1, Listen +6, Spot +6, Swim +15
Feats: Improved initiative (B), Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This creature is a very large version of the giant pit viper snake. It has been created by the Immortal Demogorgon to help further her causes.

Combat
Gargantua pit vipers are only aggressive if they feel threatened or if directed to attack by Demogorgon. They can be hard to spot despite their size. Their bite is very poisonous.

Improved Grab (Ex): If a Gargantua pit viper hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua pit viper may attempt to swallow the victim whole in the next round. A Gargantua pit viper may only grab an opponent that is Medium size or smaller.

Poison (Ex): A Gargantua pit viper has a poisonous bite that deals initial and secondary damage of 2d4 Con. The save DC is 19 and Constitution-based.

Swallow Whole (Ex): A Gargantua pit viper can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+10 points of bludgeoning damage and 5 points of acid damage per round from the Gargantua pit viper's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua pit viper's gizzard can hold 2 medium, 8 small, 32 tiny, 128 diminuative or smaller opponents.

Scent (Ex): This special quality allows a Gargantua pit viper to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Gargantua pit vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A pit viper can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A pit viper 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.
Gazza555

04-16-07, 04:51 AM
Jamie

Any reason that the current Gargantua creatures don't have the correct amount of feats for their hit dice?

Regards
Gary
Traianus Decius Aureus

04-16-07, 08:59 AM
Jamie

Any reason that the current Gargantua creatures don't have the correct amount of feats for their hit dice?

Regards
Gary

The Gargantua template does not grant any new skill points or feats based on the new HD. I chose this to reflect that this is a magical transformation, not a natural one occuring over time. Mentally these creatures are still their normal selves, so they only have the skills and feats the normal creature would. I believe the Titanic template does a similar thing.
Gazza555

04-16-07, 11:04 AM
The Gargantua template does not grant any new skill points or feats based on the new HD. I chose this to reflect that this is a magical transformation, not a natural one occuring over time. Mentally these creatures are still their normal selves, so they only have the skills and feats the normal creature would. I believe the Titanic template does a similar thing.

I knew there was reason. :D

Regards
Gary
Traianus Decius Aureus

04-16-07, 03:19 PM
Gargantua Rattlesnake
IM 36
Gargantuan Animal
Hit Dice: 16d8+64 (136 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), climb 40 ft. (8 squares), swim 40 ft. (8 squares)
Armor Class: 18 (-4 size, +3 Dex, +9 natural), touch 9, flat-footed 15
Base Attack/Grapple: +12/+32
Attack: Bite +16 melee (3d6 +8)
Full Attack: Bite +16 melee (3d6 +8) and Bite +11 melee (3d6 +4)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Extra attack, improved grab, poison, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +13, Will +6
Abilities: Str 27, Dex 17, Con 19, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +16, Hide -1, Listen +6, Spot +6, Swim +17
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Gargantua rattlesnakes are 40 feet long. They are pale brown with white and grey scales set in a diamond pattern. On their tails is a dried, scaly rattle, which they often shake to warn off intruders or attackers who are too large to eat. . It has been created by the Immortal Demogorgon to help further her causes.

Combat
Gargantua rattlesnakes are very fast and can attack twice each round with their venomous bite. Because of their creation by Demogorgon, they are much more aggressive than their normal counterparts.

Extra Attack (Ex): Rattlesnakes strike so quickly that, in conjunction with a Full Attack action, they can attack twice with their bite in the same round. The second attack is treated as a secondary attack and suffers a -5 penalty on the attack roll.

Improved Grab (Ex): If a Gargantua rattlesnake hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua rattlesnake may attempt to swallow the victim whole in the next round. A Gargantua rattlesnake may only grab an opponent that is Large size or smaller.

Poison (Ex): A rattlesnake has a poisonous bite that deals initial and secondary damage of 1d6 Con if the victim fails a DC 22 fortitude save. The save DC is constitution-based.

Swallow Whole (Ex): A Gargantua rattlesnake can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+12 points of bludgeoning damage and 4 points of acid damage per round from the Gargantua rattlesnake's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua rattlesnake's gizzard can hold 1 large, 4 medium, 16 small, 64 diminuative or smaller opponents.

Scent (Ex): This special quality allows a Gargantua rattlesnake to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Gargantua rattlesnakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A rattler can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A rattlesnake 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

Gargantua Rock Python
IM 36
Colossal Animal
Hit Dice: 20d8+100 (190 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), climb 40 ft. (8 squares), swim 40 ft. (8 squares)
Armor Class: 15 (-8 size, +3 Dex, +10 natural), touch 5, flat-footed 12
Base Attack/Grapple: +15/+47
Attack: Bite +23 melee (3d6 +16)
Full Attack: Bite +23 melee (3d6 +16)
Space/Reach: 30 ft. +/20 ft.+
Special Attacks: Constrict 6d4+24, improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +15, Will +7
Abilities: Str 43, Dex 16, Con 21, Int 2, Wis 13, Cha 2
Skills: Balance +11, Climb +24, Hide -5, Listen +9, Spot +9, Swim +24
Feats: Alertness, Endurance
Environment: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This 120ft long snake has brown and yellow scales set in a spiral pattern. . It has been created by the Immortal Demogorgon to help further her causes.

Combat
Gargantua rock pythons much more aggressive than their normal cousins. This is due to their service to Demogorgon. They will bite the nearest foe and sttempt to constrict them or swallow them.

Constrict (Ex): On a successful grapple check, a rock python deals 6d4+24 points of bludgeoning damage in addition to bite damage.

Improved Grab (Ex): To use this ability, a rock python must hit with its bite 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. It may also swallow the victim whole the next round.

Swallow Whole (Ex): A Gargantua rock python can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+24 points of bludgeoning damage and 5 points of acid damage per round from the Gargantua rock python's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua rock python's gizzard can hold 1 huge, 4 large, 16 medium, 64 small or smaller opponents.

Scent (Ex): This special quality allows a rock python to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rock pythons receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A rock python can always choose to take 10 on a Climb check, even if rushed or threatened. A rock python 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.
Traianus Decius Aureus

04-16-07, 06:04 PM
Gargantua Skeleton
IM 36
Former Human Warrior Skeleton
Huge Undead
Hit Dice: 4d12 (26 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 17 (-2 size, -1 Dex, +8 natural, +2 heavy steel shield), touch 7, flat-footed 17
Base Attack/Grapple: +2/+19
Attack: Scimitar +9 melee (2d6 +9)
Full Attack: Scimitar +9 melee (2d6 +9) or 2 claw +9 melee (3d6 +9)
Space/Reach: 15 ft. /15 ft.
Special Attacks: ---
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60ft., immunity to cold, undead traits
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 29, Dex 9, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 1½
Treasure: None
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

This creature is a very large version of what used to be human warrior skeleton. It has been created by the Immortal Orcus to help further his causes.

Combat
This creature will attack anything that its master Orcus desires it to. It will often use its scimitar out of habit, rather than its claws.

Damage Reduction (Su): A Gargantua skeleton has damage reduction of 5/bludgeoning.

Immunity to Cold (Ex): Skeletons are not affected by cold.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Gargantua Spectre
IM 36
Huge Undead (Incorporeal)
Hit Dice: 28d12 (182 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares), fly 160 ft. (perfect)
Armor Class: 11 (-2 size, +1 Dex, +2 deflection), touch 11, flat-footed 10
Base Attack/Grapple: +14/+22
Attack: Incorporeal touch +13 melee (5d6 plus energy drain)
Full Attack: Incorporeal touch +13 melee (5d6 plus energy drain)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Darkvision 60ft., sunlight powerlessness, +4 turn resistance, undead traits, unnatural aura
Saves: Fort +9, Ref +10, Will +18
Abilities: Str -, Dex 12, Con -, Int 14, Wis 14, Cha 15
Skills: Hide +3, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2
Feats: Alertness, Blind Fighting, Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 28
Treasure: None
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This creature is a very large version of a spectre. It has been created by the Immortal Orcus to help further his causes.

Combat
In close combat a Gargantua spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks. Its purpose is to serve Orcus, and it will do whatever is necessary to carry out his wishes.

Create Spawn (Su): Any humanoid slain by a Gargantua spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a Gargantua spectre’s incorporeal touch attack gain two negative levels. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Gargantua spectre gains 5 temporary hit points.

Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move action or standard action in a round.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 60 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

04-17-07, 03:21 PM
Gargantua Spitting Cobra
IM 36
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares), climb 40 ft. (8 squares), swim 40 ft. (8 squares)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Bite +5 melee (2d6 +4 plus poison)
Full Attack: Bite +5 melee (2d6 +4 plus poison) or spit +3 ranged touch (Blindness )
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poison, spit
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 16, Int 1, Wis 12, Cha 2
Skills: Balance +9, Climb +12, Hide +3, Listen +7, Spot +7, Swim +12
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

A Gargantua spitting cobra is a 12' long greyish-white snake. It can spit a stream of venom at its victim's eyes. It has been created by the Immortal Demogorgon in order to further her causes.

Combat
Unlike most small poisonous snakes, a Gargabtua spitting cobra will attack human-sized or larger opponents unless directed otherwise by its creator, Demogorgon.

Poison (Ex): A Gargantua spitting cobra has a poisonous bite that deals initial and secondary damage of 1d6 Con if the victim fails a DC 15 fortitude save. The save DC is constitution-based.

Spit (Ex): Instead of a normal attack, the Gargantua spitting cobra can emit a stream of venom at the eyes of any opponent within a range of 20 feet. The cobra makes a ranged touch attack. If it hits, the victim must make a DC 15 fortitude save or be blinded. A creature blinded by a cobra's spit is allowed a second fortitude save after 1d4 rounds to regain their eyesight; if failed, the blindness is permanent.

Scent (Ex): This special quality allows a Gargantua spitting cobra to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Gargantua spitting cobras receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A cobra can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A Garganuta spitting cobra 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.


Gargantua Tuatara
IM 36
Gargantuan Animal
Hit Dice: 24d8+192 (300 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 19 (-4 size, +12 natural), touch 6, flat-footed 19
Base Attack/Grapple: +18/+43
Attack: Bite +27 melee (6d6 +13)
Full Attack: Bite +27 melee (6d6 +13) and 2 claw +22 melee (3d6 +6)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Heatsense 60ft, low-light vision
Saves: Fort +22, Ref +14, Will +9
Abilities: Str 36, Dex 10, Con 26, Int 1, Wis 12, Cha 2
Skills: Climb +17, Hide -4, Listen +3, Move Silently +5, Spot +3
Feats: Alertness, Endurance, Track
Environment: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

A Gargantua tuatara is a 32' long carnivore, resembling a cross between an iguana and a toad. It has an olive-colored pebbly hide with white spikes along its back. It has been created by the Immortal Demogorgon to further her causes.

Combat
Gargantua tuataras are very aggressive and able to track down prey. Demogorgon will often use them to track down those interfering with her plots.

Improved Grab (Ex): If a Gargantua tuatara hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Gargantua tuatara may attempt to swallow the victim whole in the next round. A Gargantua tuatara may only grab an opponent that is Large size or smaller.

Swallow Whole (Ex): A Gargantua tuatara can try to swallow a grappled opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+19 points of bludgeoning damage and 8 points of acid damage per round from the Gargantua horned chameleon’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantua tuatara's gizzard can hold 1 large, 4 medium, 16 tiny, 64 diminuative or smaller opponents.

Heatsense (Ex): Gargantua tuataras have a special membrane which, when lowered over their eyes, make them sensitive to temperature changes, allowing them to "see" heat (or the lack of it) up to a range of 60 feet. This acts like the standard blindsense ability but is useless against creatures that do not generate their own heat (such as undead or constructs).

Skills: Gargantua tuataras receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas the Hide bonus improves to +8.
Traianus Decius Aureus

04-18-07, 03:36 PM
Heraldic Servant
(The below is directly from the SCMC)

As a reward for a successful quest, sometimes Immortals bestow a heraldic servant to the head of a deserving noble family or a warrior in their service. The servant is incorporated into the design of the family coat of arms, remaining as part of the inheritance when the original bearer passes away.
These servants are highly intelligent, bestow special abilities on their bearers, and provide services as required. Twenty-one types of heraldic servants are known to exist. Some are noted only in legends and family histories, but 18 are currently serving bearers along the Savage Coast. More than one of each type of heraldic servant may be reported, but each servant is unique created by an Immortal for a particular family.

Heraldic servants each possess three forms: one inactive and two active.
The inactive form appears on the coat of arms; it can be worked into the design however a person wishes as the central element on the shield, part of the crest, or as one of the supporters. For example, the Emperor of Eusdria displays his eagle servant as the main feature on his coat of arms. The eagle is fully spread out, its wings and tail dividing the field into three areas. Regardless of how many times a servant appears on the coat of arms, only one such creature can be summoned.

The primary active form of the heraldic servant is a man-sized version of the creature (regardless of original size). Perfectly formed, each has abilities and magical powers roughly comparable to their real world equivalents. All heraldic servants possess a High Intelligent or better.

The second active form is a humanoid one, retaining characteristics that relate to the natural form. For example, the humanoid form of the dragon is covered in scales, still possesses deadly claws, and retains facial features consistent with a dragon.

Heraldic servants attack with natural weapons when in their true forms. Those who would seem to be out of their element, like the dolphin servant of Savaria's Baroness, are suspended in magical fields that allow them to approximate normal movement. Combat statistics such as AC and hit points never change between natural and humanoid form, but methods of physical attack might. All servants have special magical abilities of some type, from spell immunities to breath weapons; these are available in either form unless otherwise noted.

A heraldic servant will willingly wade into battle if its bearer so orders; if in one of its active forms, the servant automatically moves to defend the bearer unless specifically ordered not to interfere. However, because the heraldic servant is such an immense sign of prestige and because it can be killed, it is usually relegated to the safer activities of heralds or emissaries. Heraldic servants can only be killed when in active form.

A heraldic servant may be summoned at any time by its rightful bearer. The rightful bearer is the person originally granted the heraldic servant or the head of the family after the original bearer's passing. If three successive generations prove themselves unworthy according to the judgment of the Immortal, the servant will be taken away and not returned until two successive generations prove their worth. A deceased servant is withheld until that bearer passes on and a new generation assumes control of the family line, at which time it returns, appearing at the deathbed.

The heraldic servant is devoted to its bearer. They never entertain notions of freedom or treachery, and their alignments will either remain neutral or match those of the bearers. The creatures prefer their natural forms, but hold no resentment at being forced to become humanoid. Heraldic servants are magical creatures, requiring no food or sleep. A heraldic servant does not normally collect treasure, though it might be carrying valuables belonging to its bearer, and it never gains experience. A servant could appear in any climate or terrain, though bearers rarely allow their servants to range very far.

When taking on an active form, the heraldic servant seems to emerge directly from its position on the coat of arms. When returning, the servant must touch the coat of arms it is to become part of. In this manner, the servant may be transferred to a new coat of arms.

Auroch Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+13
Attack: Natural Form: Gore +13 melee (1d6 +6); Humanoid Form: Halberd +13 melee (1d10 +9)
Full Attack: Natural Form: Gore +13 melee (1d6 +6), Humanoid Form: Halberd +13/+8 melee (1d10 +9)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful charge, trample
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, immunity to mind-affecting effects, low-light vision, spell resistance 17, telepathic link
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 22, Dex 11, Con 15, Int 13, Wis 16, Cha 14
Skills: Diplomacy +7, Heal +5, Knowledge (nobility) +6, Listen +8, Search +4, Sense Motive +8, Spot +8
Feats: Cleave, Improved Bull Rush, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The aurochs looks very much like a buffalo or bison. Its body is covered in coarse brown hair, and it has horns and close-set, black eyes. The head of the beast is covered in black, shaggy hair that hangs down in a thick beard across its chest. Its humanoid form looks very much like a minotaur, only with aurochs colouring.
Baron Calturix of Nemausa is the only known bearer of the auroch servant, though many consider him unworthy.

Combat
The auroch servant in natural form attacks using its horns. It can charge and trample foes.
As a humanoid, the auroch servant carries a halberd. It can also choose to use a battle axe, or lance (even a magical ones) if given one by its master. Whatever weapon it holds when reverting to natural form is the weapon it will possess the next time it becomes a humanoid.

Powerful Charge (Ex): When an Auroch servant in natural form makes a charge, its it gains a +4 bonus (instead of the normal +2) to the gore attack and the gore attack deals 2d6 damage in addition to the normal benefits and hazards of a charge.

Trample (Ex): As a full-round action, an Auroch servant in natural form can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Auroch servant merely has to move over the opponents in its path; any creature whose space is completely covered by the Auroch servant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Auroch servant moves over all the squares it occupies.
The trample attack deals 2d4+9 bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.The save DC against DC19 (Str based).
In addition, an Auroch servant that charges a single foe while in natural form may inflict trampling damage against that foe in addition to the normal charge damage.

Alternate Form (Su): An Auroch servant has three forms, two active forms and one inactive form. The first form is its natural form of an auroch. The second form is a humanoid with auroch features. The inactive form is part of a coat-of-arms. In this form, the Auroch servant cannot be harmed.

Heraldric Bond (Su): An Auroch servant grants its bearer several abilities and bonuses, depending on its form.
While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• Immunity to all Mind-Affecting Effects.
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• +2 damage when using a halberd, battle-axe or lance

Immunity to Mind-Affecting Effects (Ex): An Auroch servant is immune to all mind-affecting effects, spells, and spell-like abilities (charms, compulsions, phantasms, patterns, and morale effects.)

Telepathic Link (Su): While in an active form, a Auroch servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Auroch servants never acquire Legacies or become Afflicted.
Traianus Decius Aureus

04-18-07, 06:26 PM
Bear Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+39 (72 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares) upright; 45 ft. (9 squares) on all fours or in humanoid form
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Claw +14 melee (1d10 +8)
Full Attack: 2 Claw +14 melee (1d10 +8) and bite +9 melee (2d8 +4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Hug, improved grab
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, low-light vision, immunities, spell resistance 16, spell-like abilities, telepathic link, vulnerability to sleep
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 27, Dex 12, Con 22, Int 14, Wis 18, Cha 14
Skills: Diplomacy +8, Heal +7, Knowledge (nobility) +8, Listen +10, Search +5, Sense Motive +10, Spot +10, Swim +12
Feats: Iron Will, Power Attack, Toughness
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The bear servant is covered in dark brown fur with light brown highlights around its eyes and paws. It typically walks upright, especially in combat, but can drop down to all fours for a better movement rate. Its humanoid form is not so very different; it becomes a tall, stocky human with the pinched face of a bear, claws for hands, and a light covering of fur over its body.
The only known bearer of this heraldic servant is the Count of Harstal.

Combat
This creature possesses tremendous strength and has razor sharp teeth, which together account for its ability to inflict massive amounts of damage. In both forms, this servant attacks with its front claws and a vicious bite. In its natural form, the bear can attempt a hug if both claw attack hits.

Hug (Ex): A Bear servant may automatically inflict claw and bite damage to a grappled foe.

Improved Grab (Ex): If a Bear servant in its natural form hits an opponent with both its claw attacks, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. On the following round, it may hug its victim

Alternate Form (Su): A Bear servant has three forms, two active forms and one inactive form. The first form is its natural form of a bear. The second form is a humanoid with bear features. The inactive form is part of a coat-of-arms. In this form, the Bear servant cannot be harmed.

Heraldric Bond (Su): A Bear servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• Immunity to all Charm and Hold effects.
• constantly under the effect of a Bear's Endurance spell

Immunities (Ex): A Bear servant is immune to Charm and Hold spells and effects.

Spell-like Abilities (Sp): 3/day: Hold Person. CL 6. Save DCs are Cha based.

Telepathic Link (Su): While in an active form, a Bear servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Vulnerability to Sleep (Ex): A Bear servant has a -2 penalty to any save vs a sleep effect. If it fails the save, it must return to inactive form by the fastest means possible. It cannot become active again until 10 minutes have past.

Skills: A Bear servant has a +4 racial bonus on Swim checks.

The Red Curse
Bear servants never acquire Legacies or become Afflicted.
Traianus Decius Aureus

04-19-07, 03:18 PM
Gargantua Wight
IM 36
Huge Undead
Hit Dice: 16d12 (104 hp)
Initiative: -1 (-1 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple: +8/+25
Attack: Slam +15 melee (3d6 +9 plus energy drain)
Full Attack: Slam +15 melee (3d6 +9 plus energy drain)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Darkvision 60ft., undead traits
Saves: Fort +5, Ref +4, Will +11
Abilities: Str 28, Dex 8, Con -, Int 10, Wis 13, Cha 15
Skills: Hide -2, Listen +10, Move Silently +14, Spot +10
Feats: Alertness, Blind Fighting
Environment: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This creature is a very large version of a wight. It has been created by the Immortal Orcus to help further his causes.

Combat
Gargantua wights attack by hammering with their fists. They follow the orders of Orcus without question or hesistation.

Create Spawn (Su): Any humanoid slain by a Gargantua wight becomes a wight in 1d4 rounds. Spawn are under the command of the Gargantua wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a Gargantua wight’s slam attack gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

Skills: Gargantua wights have a +8 racial bonus on Move Silently checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.



Gargantua Wraith
IM 36
Huge Undead (Incorporeal)
Hit Dice: 20d12 (130 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: fly 120 ft. (average)
Armor Class: 11 (-2 size, +1 Dex, +2 deflection), touch 11, flat-footed 10
Base Attack/Grapple: +10/+18
Attack: Incorporeal touch +8 melee touch (3d6 plus 1d6 Constitution Drain)
Full Attack: Incorporeal touch +8 melee touch (3d6 plus 1d6 Constitution Drain)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Constitution drain, create spawn
Special Qualities: +4 turn resistance, darkvision 60ft., daylight powerlessness, undead traits, unnatural aura
Saves: Fort +6, Ref +7, Will +14
Abilities: Str -, Dex 12, Con -, Int 14, Wis 14, Cha 15
Skills: Diplomacy +6, Hide +1, Intimidate +10, Listen +12, Sense Motive +10, Spot +12, Survival +2
Feats: Alertness (B), Blind Fighting, Combat Reflexes, Improved Initiative (B)
Environment: Any land
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This creature is a very large version of a wraith. It has been created by the Immortal Orcus to help further his causes.

Combat
Gargantua wraith attempt to drain the very life out of their foes with their mere touch. They obey Orcus unquestioningly.

Constitution Drain (Su): Living creatures hit by a Gargantua wraith’s incorporeal touch attack must succeed on a DC 22 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a Gargantua wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Daylight Powerlessness (Ex): Gargantua wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Gargantua wraith at a distance of 60 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.



Gargantua Zombie
IM 36
Former Human Commoner
Huge Undead
Hit Dice: 8d12+3 (55 hp)
Initiative: -3 (-3 Dex)
Speed: 60 ft. (12 squares) (can't run)
Armor Class: 13 (-2 size, -3 Dex, +8 natural), touch 5, flat-footed 13
Base Attack/Grapple: +4/+21
Attack: Slam +11 melee (4d6 +9)
Full Attack: Slam +11 melee (4d6 +9) or huge club +11 melee (2d6 +9)
Space/Reach: 15 ft. /15 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/slashing, darkvision 60ft., single action only, undead traits
Saves: Fort +2, Ref -1, Will +6
Abilities: Str 28, Dex 4, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: Toughness
Environment: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

This creature is a very large version of a zombie. It has been created by the Immortal Orcus to help further his causes.

Combat

Zombies mindlessly obey Orcus. They do little more than smash whatever is in their way.

Damage Reduction (Su): A Gargantua zombie has damage reduction 5/slashing.

Single Action Only (Ex): Gargantua zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Valentinus

04-20-07, 06:56 AM
Hello everyone. I haven't posted here in a long while, and I have to say that this thread grew beyong everything I thought possible. Thanks mainly to Traianus, of course.
In any case, I seriously think this thread should be stickied.
Gazza555

04-20-07, 07:20 AM
Hello everyone.
Hi Valentinus
I seriously think this thread should be stickied.
That's not really needed the thread is linked to from an already stickied thread.

Regards
Gary
Traianus Decius Aureus

04-20-07, 04:08 PM
Demon Ruler Avatar: Demogorgon
IM 30
Huge Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 40d8+680 (860 hp)
Initiative: +26 (+16 Dex, +8 Superior Initiative, +2 Enhanced Reflexes)
Speed: 50 ft. (10 squares), fly 50 ft. (average)
Armor Class: 41 (-2 size, +16 Dex, +17 natural), touch 25, flat-footed 24
Base Attack/Grapple: +40/+65
Attack: Tail +55 melee (1d6 +17 plus entangle plus energy drain)
Full Attack: Tail +55 melee (1d6 +17 plus entangle plus energy drain) and 2 tentacles +53 melee (2d6 +8 plus rot)
Space/Reach: 15 ft. /15 ft. (20ft with tail)
Special Attacks: Call other, double magic, entangle, energy drain, fear aura, gaze, mind power, rot, summon
Special Qualities: Control undead, Damage reduction 15/epic, darkvision 120ft., demon ruler immunities, enhanced reflexes, fast healing 1, immunity to electricity, fire, and poison, Minimum damage from mortals, outsider traits, plane shift, potent magic, resistance to acid 10 and cold 10, spell-like abilities, spell resistance 50, telepathy 100 ft., tongues, true seeing
Saves: Fort +39, Ref +38, Will +38
Abilities: Str 45, Dex 42, Con 44, Int 43, Wis 43, Cha 44
Skills: Appraise +59, Bluff +60, Climb +60, Concentration +60, Diplomacy +60, Disguise +60, Escape Artist +59, Gather Information +60, Heal +59, Hide +51, Intimidate +60, Jump +68, Knowledge (arcana) +59, Knowledge (dungeoneering) +59, Knowledge (the planes) +59, Knowledge (religion) +59, Listen +61, Move Silently +59, Search +59, Sense Motive +59, Spellcraft +59, Spot +61, Survival +59, Use Magic Device +60
Feats: Alertness, Cleave, Great Cleave, Combat Reflexes, Die Hard, Endurance, Improved Critical (Tail), Improved Initiative, Multiattack, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Power Attack, Spellcasting Harrier, Superior Initiative,
Environment: Entopic Planes
Organization: Solitary
Challenge Rating: 40
Treasure: Quadruple Standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This is a powerful avatar of the Immortal Demogorgon. This demon avatar often polymorphs into the form of a human child, apparently the essence of youth and innocence. When she chooses to fight, however, she assumes her normal form—an 18-foot-tall reptilian monster, with two monkey heads atop sinewy necks, two great tentacles in place of arms, and a forked tail.

Combat
The avatar of Demogorgon prefers to gaze and use its fear aura and mind power to disable, then destroy, its foes. If threatened, she will summon her followers and Call Other fiends. Her melee attacks are very debilitating.

Call Other (Sp): Once per round, Demogorgon may attempt to call a fiend or entropic immortal to come to its aid. Each attempt has a 50% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Double Magic (Ex): Demogorgon may use up to two spell-like abilities per round, as well as two mind powers per round.

Entangle (Ex): Demogorgon’s tail entangles foes. If it hits, the target and Demogorgon immediately make opposed Strength checks; if Demogorgon wins, the target is entangled. If she maintains the entangle in subsequent rounds, she cannot attack with the tail.

Energy Drain (Su): Living creatures hit by Demogorgon’s tail attack gain 1d4 negative levels. The DC is 47 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Demogorgon gains 5 temporary hit points.

Fear Aura (Su): At the mere sight of Demogorgon, the viewer must succeed on a DC 47 Will save or be paralyzed with fear for 2d6 rounds. Whether or not the save is successful, that creature cannot be affected again by Demogorgon’s fear aura for 24 hours. The save DC is Charisma-based.

Gaze (Su): Demogorgon possesses powerful gaze attacks. The range of the gaze attacks is 120ft. A creature struck by the gaze of Demogorgon’s left head is charmed, as per the spell. Those struck by the gaze of the right head go insane, as per the spell insanity. A Will save vs DC 47 (Cha based) is allowed. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt two saving throws each round (one for each head) at the beginning of his or her turn in the initiative order. Only looking directly at Demogorgon leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, by wearing a blindfold or averting their eyes.
In addition, as a full round action, Demogorgon may make a double gaze attack. Every creature within 120ft that can see Demogorgon must make a Will save vs DC47 or be dominated, as per the spell dominate person. Creatures with less than 30 HD or levels have a -8 penalty to the save.

Mind Power (Sp): As a swift round action, Demogorgon may create a variety of spell-like effects at the expenditure of Power Points. She possesses 5000 Power Points per head. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Demogorgon is associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• Demogorgon can cast any mortal spell at 25th level, but that costs her double the spell level in PP (for example, a fire ball would cost him 6 PP).
• Demogorgon may cast the immortal spells power attack (2 PP per 1d6, up to 40d6), probe (5 PP) and probe-shield (5 PP).

Rot (Su): Any creature hit by Demogorgon’s tentacle attack suffers 1d4 Con damage. No save is allowed.

Summon (Sp): Once per round, Demogorgon can automatically summon one type of special follower from the below list. This ability is the equivalent of a 9th-level spell.
4-24 Horned Chameleons
3-18 Tuatara Lizards
3-12 Wyverns
2-8 Purple Worms
1-4 Small Dragons
1-2 Dragon Turtles
1 Gargantuan Snake or Lizard (roll d100)
01-28 Spitting Cobra
29-51 Pit Viper
52-69 Gecko
70-83 Rattlesnake
84-93 Python
94-99 Horned Chameleon
00 Tuatara

Control Undead (Sp): Demogorgon may command undead as if she were a 40th level cleric. Demogorgon must make a turn check normally, and ignores any rebuke result. Demogorgon must take a standard action to give mental orders to a commanded undead. At any one time, Demogorgon may command any number of undead whose total Hit Dice do not exceed150 HD. She may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): Demogorgon has damage reduction of 15/epic. Its natural attacks are treated as epic, adamantine, cold iron, chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Demon Ruler Immunities (Ex): Demogorgon is immune to ability damage, ability drain, energy drain, disease, insta-death effects, paralysis, petrification, fear, all types of scrying and the effects of unnatural aging.

Enhanced Reflexes (Ex): Demogorgon gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fast Healing (Ex): Demogorgon has a fast healing rate of 1. On Entropic Planes or while in complete darkness, the rate increases to 10.

Minimum Damage from Mortals (Ex): When struck by a mortal with a weapon or damage causing spell, Demogorgon always suffers the minimum amount of damage possible.

Plane Shift (Sp): At will, Demogorgon may plane shift to the Astral or Ethereal plane. From those planes, she may, at will, plane shift to the Prime or any Entropic Plane.

Potent Magic (Ex): Unlike mortal creatures, Demogorgon can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will— comprehend languages, detect magic, invisibility purge, detect chaos, evil, lawand good, read magic. Caster level 40th. The save DCs are Charisma-based.

Telepathy (Su): Demogorgon can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Tongues (Su): Demogorgon can speak with any creature that has a language, as though using a tongues spell (caster level 40th). This ability is always active.

True Seeing (Su): Demogorgon continuously uses true seeing as the spell (caster level 40th).
Valentinus

04-21-07, 12:04 PM
Hi Valentinus

That's not really needed the thread is linked to from an already stickied thread.

Regards
Gary

Very nice, I didn't notice that. Oh well, cheers.
Traianus Decius Aureus

04-23-07, 03:28 PM
Demon Ruler Avatar: Orcus
IM 30
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 39d8+624 (799 hp)
Initiative: +25 (+15 Dex, +8 Superior Initiative, +2 Enhanced Reflexes)
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 40 (-1 size, +15 Dex, +16 natural), touch 25, flat-footed 24
Base Attack/Grapple: +39/+59
Attack: Tail +54 melee (1d8 +16 plus energy drain)
Full Attack: Large Souldrinker bastard sword +55/+50/+45/+40 melee (2d8 +21 plus 2d4 negative levels) and Large Mace of Ruin +57/+52/+47 melee (2d6+23) and Tail +49 melee (1d8 +16 plus energy drain)
Space/Reach: 10 ft. /10 ft. (15ft with tail)
Special Attacks: Call other, energy drain, fear aura, mind power, summon
Special Qualities: Control undead, Damage reduction 15/epic, darkvision 120ft., demon ruler immunities, enhanced reflexes, fast healing 1, immunity to electricity, fire, and poison, Minimum damage from mortals, outsider traits, plane shift, potent magic, resistance to acid 10 and cold 10, spell-like abilities, spell resistance 49, telepathy 100 ft., tongues, true seeing
Saves: Fort +37, Ref +36, Will +36
Abilities: Str 43, Dex 40, Con 43, Int 41, Wis 40, Cha 42
Skills: Appraise +54, Bluff +56, Climb +55, Concentration +56, Diplomacy +55, Disguise +55, Escape Artist +55, Gather Information +56, Heal +54, Hide +50, Intimidate +56, Jump +64, Knowledge (arcana) +55, Knowledge (dungeoneering) +54, Knowledge (the planes) +55, Knowledge (religion) +54, Listen +57, Move Silently +54, Search +55, Sense Motive +54, Spellcraft +55, Spot +57, Survival +54, Use Magic Device +55
Feats: Alertness, Cleave, Great Cleave, Combat Reflexes, Exotic Weapon Proficiency (Bastard Sword), Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Power Attack, Spellcasting Harrier, Superior Initiative, Two-weapon Fighting
Environment: Entopic Planes
Organization: Solitary
Challenge Rating: 39
Treasure: Quadruple Standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This is a powerful avatar of the Immortal Orcus. This demon avatar's normal form is a 15-foot-tall fat goat-like humanoid. His two great curled ram's horns are his most recognizable feature. His arms are giant-sized but very human. His legs are goatlike, with split hooves.

Combat
The avatar of Orcus prefers to use magic and summoned followers to destroy its foes. However, Orcus is a deadly melee combatant, duel wielding weapons. Although it can use all simple and martial weapons, Orcus prefers using a bastard sword and heay mace. In particular he prefers the Souldrinker and Mace of Ruin.

The Mace of Ruin is a +7 heavy mace that ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.

Souldrinker is a +5 bastard sword that bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword’s power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour.

Call Other (Sp): Once per round, Orcus may attempt to call a fiend or entropic immortal to come to its aid. Each attempt has a 50% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Energy Drain (Su): Living creatures hit by Orcus’s tail attack automatically gain 1 negative level. If a Fort Save vs DC 51 (Cha based, +6 racial bonus) is failed, the victim gains 3 more negative levels. A The DC is 45 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Orcus gains 5 temporary hit points.

Fear Aura (Su): At the mere sight of Orcus, the viewer must succeed on a DC 45 Will save or be paralyzed with fear for 2d6 rounds. Whether or not the save is successful, that creature cannot be affected again by Orcus’s fear aura for 24 hours. The save DC is Charisma-based.

Mind Power (Sp): As a swift round action, Orcus may create a variety of spell-like effects at the expenditure of Power Points. He possesses 9500 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Orcus is associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• Orcus can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).
• Orcus may cast the immortal spells power attack (2 PP per 1d6, up to 39d6), probe (5 PP) and probe-shield (5 PP).


Summon (Sp): Once per round, Orcus can automatically summon one type of special follower from the below list. This ability is the equivalent of a 9th-level spell.
3-30 Mummys
2-20 Spectres
2-12 Vampire Spawn
1-6 Phantoms
1-3 Spirits
1 Nightshade
1 Gargantuan Undead (roll d100)
01-28 Skeleton
29-51 Zombie
52-69 Ghoul
70-83 Wight
84-93 Wraith
94-99 Mummy
00 Spectre

Control Undead (Sp): Orcus may command undead as if he were a 39th level cleric. Orcus must make a turn check normally, and ignores any rebuke result. Orcus must take a standard action to give mental orders to a commanded undead. At any one time, Orcus may command any number of undead whose total Hit Dice do not exceed 200 HD. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): Orcus has damage reduction of 15/epic. Its natural attacks are treated as epic, adamantine, cold iron, chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Demon Ruler Immunities (Ex): Orcus is immune to ability damage, ability drain, energy drain, disease, insta-death effects, paralysis, petrification, fear, all types of scrying and the effects of unnatural aging.

Enhanced Reflexes (Ex): Orcus gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fast Healing (Ex): Orcus has a fast healing rate of 1. On Entropic Planes or while in complete darkness, the rate increases to 10.

Minimum Damage from Mortals (Ex): When struck by a mortal with a weapon or damage causing spell, Orcus always suffers the minimum amount of damage possible.

Plane Shift (Sp): At will, Orcus may plane shift to the Astral or Ethereal plane. From those planes, he may, at will, plane shift to the Prime or any Entropic Plane.

Potent Magic (Ex): Unlike mortal creatures, Orcus can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will— comprehend languages, detect magic, invisibility purge, detect chaos, evil, lawand good, read magic. Caster level 39th. The save DCs are Charisma-based.

Telepathy (Su): Orcus can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Tongues (Su): Orcus can speak with any creature that has a language, as though using a tongues spell (caster level 40th). This ability is always active.

True Seeing (Su): Orcus continuously uses true seeing as the spell (caster level 39th).
Traianus Decius Aureus

04-24-07, 03:48 PM
Megalith
IM 42
Colossal Outsider (Exalted, Extraplanar)
Hit Dice: 3000d8+735000 (748500 hp)
Initiative: +20 (-5 Dex. +25 Int)
Speed: Constantly moving
Armor Class: Core: 24 (-8 size, -5 Dex, +27 natural), touch -13, flat-footed 24; Mantle: Can always be hit
Base Attack/Grapple: +3000/+3261
Attack: -
Full Attack: -
Space/Reach: 3000 miles. /-
Special Attacks: Earthquake, mind power, volcanic action
Special Qualities: Damage reduction 15/epic, dormant immunities, potent magic, outsider traits, spell resistance 50, tremorsense
Saves: Fort +1747, Ref +1497, Will +1522
Abilities: Str 500, Dex 0, Con 500, Int 60, Wis 50, Cha 70
Skills: Bluff +3033, Concentration +3247, Diplomacy +3033, Gather Information +3033, Intimidate +3033, All Knowledge skills + 3028, Listen +3023, Sense Motive +3023, Spellcraft +3028, Spot +3023, Survival +3023
Feats: This creature has no need of feats*
Environment: Multiverse
Organization: Solitary
Challenge Rating: 3000
Treasure: Raw Materials
Alignment: Active Phase: Lawful Neutral, Dormant Phase: Chaotic Neutral
Advancement: 3001+ HD (Colossal)
Level Adjustment: ---

Megaliths are the largest known life forms in the multiverse. They may be related to baaka, but are of a greater order of magnitude, and are as yet classified as a different life form. A megalith may, at first sighting, appear to be a planetary body. In its long dormant phase, it may be indistinguishable from a planet.
The smallest known megalith is about 3,000 miles in diameter; the largest, over a million. The average weight of a megalith's form varies from 100 to 500 pounds per cubic foot. Its exact Hit Dice are unknown, but are believed by Immortals to be about 1 per mile of the creature's diameter.
A megalith's body has two distinct parts. Its center, in which the life essence resides, is a warm, solid core weighing almost 20% of the total mass. This core, effectively the creature's brain, is protected by an outer covering of mixed solid and liquid matter. This covering is called its mantle (it is several miles deep), and can withstand nearly any imaginable attack due to its sheer size.
Over long periods of time, very thin layers of earth, water, and air collect on the creature's surface. Most transient life forms present during a megalith's active phase confine themselves to these added layers, and rarely penetrate any large fraction of the mantle.
During its active phase, a megalith can communicate by gentle, subtle manipulations of the surface of its mantle. The only mortals able to understand megalith "speech" are specialists called druids, and even they do not fully understand the process or the implications. Immortal intelligence, augmented by magical aids such as telepathy, can establish two-way communication with megaliths in active phase.
During its dormant phase, a megalith rejects all attempts at communication, and will instinctively use its mantle to defend itself or to repel irritants.
The monotony of a megalith's life is broken by cycles. Each cycle consists of two phases, active and dormant. In the active cycle, the megalith is fully awake. It observes its surroundings and examines itself constantly, noting the appearance and disappearance of life forms on and within it aiding their development and defending itself. Of generally good intentions, a megalith will try to avoid unexpected movements while awake, for such can damage or destroy the life forms. The active phase lasts for 10,000-1,000,000 years (1d100 x 10,000).
Near the end of its active cycle, a megalith loses interest in its surroundings. It cools its outer parts by rotating with increasing speed, slowing only after all extraneous material (such as water, life forms, etc.) is discarded. It then withdraws its life force to some central point, finally lapsing into a dormant phase (similar to animal hibernation). During this phase it ignores most activity within, on, and around itself, and becomes unpredictable- reacting randomly and instinctively. Whether it dreams or not, who can tell.
All the known megaliths were created at the same time as the multiverse. The home planet of all PCs is a megalith, now nearing the midpoint of its active phase. The Immortals made special arrangements with this creature, who is known to them as Urt, before starting to cultivate life forms upon and within it.

Combat
Megaliths usually ignore most things going on around it. Should something prove to be an irritant, the megalith will first try subtle uses of its mind power to remove the irritant. If its patience is tried, or it is truly threatened, it will respond with earthquakes and volcanic eruptions.
Note that all mental effects and attacks must target the core (the outer edge of which is, at a minimum, several miles into the mantle). In order to kill a megalith, the core must be attacked and damaged directly. This requires penetrating the mantle through magic or inflicting damage equal to 20% of the megalith's hp in an area no more than 10ft square (hacking your way through). The core represents 80% of the megalith's hp.

Earthquake (Sp): Once per round, a megalith may unleash a massive earthquake affecting any area of its mantle. All creatures on the mantle in a 500 ft radius spread of the earthquake’s centerpoint are affected as per the spell earthquake.

Mind Power (Sp): As a swift round action, a megalith may create a variety of spell-like effects at the expenditure of Power Points. It possesses 5000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Megaliths are associated with the Sphere of Matter. The following are typical uses for the Power Points:
• A megalith can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP).
• A megalith may cast the immortal spells power attack (2 PP per 1d6, up to 25d6), probe (5 PP) and probe-shield (5 PP).

Volcanic Action (Ex): Once per 10 rounds, a megalith can unleash a huge volcanic eruption from its surface. The eruption creates a cone of lava and fire that is 15000 ft long (3x HD), and 300ft in diameter (1/10 HD) at its source. Any creature or object with the area of affect is completely obliterated, including immortal artifacts. Creatures immune to fire still suffer 300d6 damage from the pressure and force of the blast, and all items they carry are likely to be destroyed (DM's discretion). Immortals, and only Immortals, are allowed a Reflex save vs DC 100 to avoid the devastation.
A creature that succeeds on a DC 100 Knowledge (the planes) check will know the signs of a megalith volcanic eruption. With subsequent Spot check vs DC 25, the creature will see warning signs of an impending eruption.

Damage Reduction (Su): A megalith has damage reduction of 15/epic.

Dormant Immunities (Ex): A megalith in its dormant cycle is immune to all magic, both mortal and immortal, and all manifestations of mind powers.

Potent Magic (Ex): Unlike mortal creatures, a megalith can affect an immortal with its magical attacks.

Tremorsense (Ex): A megalith can pinpoint the location of any creature located in or on its mantle.
Cthulhudrew

04-24-07, 06:33 PM
That thing's a monster! (Of course, it should be, given that it's a planet after all.)

Just one thing- with a Dexterity of 0, it should be in the same spot as the Baaka in regards to Reflex Saves and Initiative (ie, fails all Reflex saves and using Int mod in place of Dex).

Also, there's an asterisk by the entry for Feats- is there meant to be something in the description that elaborates on that, or is it just to draw attention to the "has no need of feats" comment?
Traianus Decius Aureus

04-25-07, 04:04 PM
Made the corrections, Andrew. I'm not sure I like that particular rule on Dex 0, but I can live with it.

The asterisk was originally there for a note that basically said "If for some reason, you need a particular feat, assume the megalith has it". I did away with the note, not the asterisk.
Traianus Decius Aureus

04-25-07, 04:15 PM
Bee Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +4 (+4 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 90 ft. (average); Humanoid Form: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +6/+6
Attack: Natural Form: Sting +10 melee (2d6 plus poison); Humanoid Form: dagger +10 melee (1d4) or touch +10 melee touch (2d6 plus poison)
Full Attack: Natural Form: Sting +10 melee (2d6 plus poison); Humanoid Form: dagger +10/+5 melee (1d4) and touch +5 melee touch (2d6 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Fear aura, poison
Special Qualities: Alternate form, darkvision 90ft., heraldric bond, low-light vision, spell resistance 18, telepathic link
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 10, Dex 19, Con 18, Int 16, Wis 15, Cha 13
Skills: Diplomacy +9, Heal +8, Knowledge (nobility) +11, Listen +10, Search +8, Sense Motive +8, Spot +10
Feats: Alertness, Combat Reflexes, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This creature looks like a man-sized bumblebee. Its body has two segments, the thorax supporting six large legs and a pair of wings with an 8-foot wingspan. The abdomen, which boasts the creature's large stinger, is much larger. The head has two manipulative feelers near its mouth and large, multifaceted eyes. Short, yellow, bristly hair covers most of the body, but the lower abdomen is striped with thick bands of yellow and black.
In humanoid form, the creature retains the wings and multifaceted eyes. Otherwise, it appears human except for yellow and black striped, bristly hair.
Magus Rex, Wizard King of Herath is the only known bearer of this heraldic servant.

Combat

In combat, the bee servant can sting in its natural form. This sting is poisonous. In humanoid form the bee servant loses its stinger but can attempt to touch an opponent, thereby inflicting the poison effect. The bee in humanoid form can also wield a dagger with proficiency.
Bee servants are intelligent foes and will ignore those foes paralyzed through its aura or poison in order to focus on active threats.

Fear Aura (Su): The bee servant radiates an aura of fear with a 10ft radius. Any foe attacking it or its beared within 10ft of the servant must make a DC 14 (Cha based) Will save or be paralyzed with fear for 1d6 rounds.

Poison (Ex): A bee servant can deliver a dangerous poison through its sting in natural form and a touch in humanoid form. The victim must make a Fort save vs DC 17 (Con based). If sucessful, the victim suffers an additional 2d6 damge. If failed, the victim suffers 5d4 damage and is paralyzed for one round.

Alternate Form (Su): A Bee servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size bee. The second form is a humanoid with bee features. The inactive form is part of a coat-of-arms. In this form, the Bee servant cannot be harmed.

Heraldric Bond (Su): A Bee servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
• Poison Touch (Ex): 3/day the bearer may make a touch attack against a foe. The attack causes 1d6 damage and the victim must make a Fort save vs DC 17. If sucessful, the victim suffers another 1d6 damage. If failed, the victim suffers 3d4 damage and is paralyzed for 1 round.
• Fear Aura (Su): 1/day the bearer may radiate a 10ft radius fear aura. Any foe within 10ft must make a DC 14 Will save or be paralyzed with fear for 1d6 rounds. This aura lasts for 10 rounds.

Telepathic Link (Su): While in an active form, a Bee servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Bee servants never acquire Legacies or become Afflicted.

Dolphin Servant
SCMC
Medium Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3 (+3 Dex)
Speed: Natural Form: 50 ft. (10 squares), swim 70 ft. (14 squares); Humanoid Form: 40 ft. (8 squares), swim 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Natural Form: Ram +7 melee (2d4); Humanoid Form: by spell or weapon
Full Attack: Natural Form: Ram +7 melee (2d4); Humanoid Form: by spell or weapon
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spells
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, low-light vision, noble blessing, spell resistance 14, telepathic link
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 11, Dex 16, Con 18, Int 17, Wis 16, Cha 13
Skills: Diplomacy +6, Knowledge (arcana) +6, Knowledge (nobility) +8, Listen +8, Search +8, Sense Motive +8, Spellcraft +6, Spot +8, Swim +8
Feats: Alertness, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

As one would expect, this heraldic servant looks like a large dolphin with tough, blue-grey skin, a white underbelly, and some light blue streaks along its sides. It can move with incredible speed, hovering a few feet off the ground and propelling itself as if swimming. In humanoid form, it appears mostly human with webbed fingers and toes, gills just under the jaw line, blue-grey skin, and no body hair. The dolphin servant can still communicate with other dolphins while in this humanoid form.
The Baroness of Savaria is the dolphin servant's only known bearer.

Combat
The dolphin servant is a spellcaster, able to work magic as an 8th-level wizard regardless of active form. In its natural state it cannot use spells which require material components, but flipper motions and dolphin speech suffice for the somatic and verbal components. As a humanoid it is suitably robed, can carry material components, and often possesses two minor magical items (such as wands). The dolphin servant has no spell book but can be provided with one that will be magically absorbed when transforming into its natural form.
The dolphin servant uses a hard-hitting ram attack in its natural form. As a humanoid, it can wield any weapon available to the wizard class.

Spells: A Dolphin servant casts spells as a 8th level wizard. It may cast up to 4/5/4/4/2 spells per day. All spells must be memorized froma spellbook.

Alternate Form (Su): A Dolphin servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size dolphin. The second form is a humanoid with dolphin-like features. The inactive form is part of a coat-of-arms. In this form, the Dolphin servant cannot be harmed.

Heraldric Bond (Su): A Dolphin servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR14
• Additional +2 bonus to all saving throws.
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• bearer is constantly under the effect of a water breathing spell
• bearer may cast any cantrip or 1st level spell memorized by the Dolphin servant.


Noble Blessing (Ex): A Dolphin servant recieves a +2 bonus to all saving throws (included above).

Telepathic Link (Su): While in an active form, a Dolphin servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A dolphin servant 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.

The Red Curse
Dolphin servants never acquire Legacies or become Afflicted.
Cthulhudrew

04-25-07, 08:16 PM
Made the corrections, Andrew. I'm not sure I like that particular rule on Dex 0, but I can live with it.

You could give it no Dexterity score instead of a 0 (-), which might solve some problems you have- since it is basically immobile, only being moved by outside forces (gravity, magic, etc.).

[EDIT- Actually, I guess that's pretty much the same thing as having a 0, at least in the case of Dexterity. With some of the other ability scores, there seems to be a difference, such as Con - rather than Con 0, but I can't see the difference here. :confused:
Gazza555

04-26-07, 03:56 AM
Jamie

One more thing about the megalith.

I would be inclined to give them the 'native' subtype as IIRC they are native to the Prime.

Although I did say on an Enworld thread that I would have made them aberrations - they were Constructs in the thread or in that case they should at least given them the 'awakened' subtype.

Regards
Gary
Traianus Decius Aureus

04-26-07, 02:48 PM
You could give it no Dexterity score instead of a 0 (-), which might solve some problems you have- since it is basically immobile, only being moved by outside forces (gravity, magic, etc.).

[EDIT- Actually, I guess that's pretty much the same thing as having a 0, at least in the case of Dexterity. With some of the other ability scores, there seems to be a difference, such as Con - rather than Con 0, but I can't see the difference here. :confused:

I'll keep it per the rules for now, but to me, if you aren't quick/agile then no amount of Intelligence is going to make that better.

Jamie

One more thing about the megalith.

I would be inclined to give them the 'native' subtype as IIRC they are native to the Prime.

Although I did say on an Enworld thread that I would have made them aberrations - they were Constructs in the thread or in that case they should at least given them the 'awakened' subtype.

Regards
Gary

I had considered aberration at one point, as well as an awakened construct and an abomination. I'll give some thought to the native subtype- obviously Urt is a Prime native but I'm not sure they are predominately Prime vs Outer Plane.
Traianus Decius Aureus

04-26-07, 03:56 PM
Nightmare Creature
IM 43
Nightmare creatures are life forms that live in the Demiplane of Nightmares- a space comprised of the third, fourth, and fifth dimension of Nightmare- and perceive the five dimensions in a way exactly opposite to the human viewpoint. One such creature is the malfera, another is the diabolus. Beings normally found on the Prime and other planes are referred to as Normals for they live in Normal space comprised of the first three dimensions.
The Demiplane of Nightmares is out of phase with the normal planes, but does border theportions of the Ethereal Plane near the Dreamlands and Spirit Realm. It also possesses a very weak and thin border with the Far Realms (or Void at DM’s discretion). It is through this border that the Demiplane is twisted from normal reality.
Nightmare creatures are viewed by Normals as horrible, malevolent beings. Some Immortals share this view, but the feeling is by no means universal, and the diaboli are a noteworthy exception to the general rule. The Nightmare creatures view all mortal normals and most Immortals with much the same horror. Some Nightmare creatures are indeed evil, but some are good, and most are neutrally motivated.
Alignment applies to these the same as it does to Normals, though the Nightmare beings' views of order/disorder are again opposite to the views of Normals. They find Chaos to be the natural disorder of all things, and believe Law to be unnatural and often with evil motivation. Among Nightmare beings, the different viewpoints of behavior and motivation occur in much the same proportions as they do in Normals.
All Nightmare creatures are poisonous to Normals. Nightmare creatures are not poisonous to Immortals, and the reverse applies as well.
When a wish or other powerful magic is used to force a Nightmare creature into the dimensional space of Normals, the victim must make a successful Will saving throw vs. DC 20 or go insane. If it fails, the creature becomes uncontrollable, ignores all attempts at communication, and will automatically attack everyone around it, always fighting to the death.


Creating a Nightmare Creature
Nightmare Creature is an acquired template that can be added to any creature (referred to hereafter as the base creature).
A Nightmare creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Creature’s type and size remains the same. It gains the Chaotic and Extraplanar subtypes.
Hit Dice: Same as base creature.
Speed: Same as base creature.
Armor Class: Same as base creature.
Base Attack/Grapple: Same as base creature..
Attack: A Nightmare creature maintains all of the attacks it possessed as a normal creature.
Full Attack: A Nightmare creature maintains all of the attacks it possessed as a normal creature.
Damage: Attack damage remains the same, but every natural attack also inflicts poison damage..
Special Attacks: A Nightmare creature maintains all of the special attacks it possessed as a normal creature, with the following adjustments:
• Poison: A Nightmare creature’s natural attacks can poison their victim. A failed Fort save vs a DC= 10+ ½ HD + Con modifer causes the victim to be sickened for 2d4 rounds as initial damage. The poison deals 1d2 Con damage as secondary damage.
Special Qualities: A Nightmare creature’s special qualities are identical to those of the base creature, with the following adjustments:
• Darkvision 60ft. If the creature already possesses darkvsion, its range is increased 30ft.
• Twisted Resitance: A Nightmare creature is by nature resistant to normal magic and effects. They receive a +2 bonus to all spells and spell-like effects.
Saves: Remains the same.
Abilities: Remains the same.
Skills: Same as base creature, with the following exception: they gain a +8 bonus to all Intimidate checks, and have a -4 penalty to all Diplomacy, Handle Animal, Perform and Sense Motive checks.
Feats: Same as base creature.
Environment: Demiplane of Nightmares
Organization: Solitary in Normal Planes,
Challenge Rating: +1
Treasure: Same as base creature’s treasure.
Alignment: Lawful becomes Chaotic, Chaotic becomes Lawful, otherwise the same as the base creature.
Advancement: Same as base creature.
Level Adjustment: Same as base creature.

Example Nightmare Creature
Nightmare Gerbil
Diminutive Animal (Chaotic, Extraplanar)
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares), climb 20ft
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: 0 /-16
Attack: Bite +8 melee (1d2 -4 plus poison)
Full Attack: Bite +8 melee (1d2 -4 plus poison)
Space/Reach: 1 ft. /0 ft.
Special Attacks: Double damage against organic objects, poison
Special Qualities: Chaotic Traits, Darkvision 60ft, Low-light vision, Twisted Resistance
Saves: Fort +3, Ref +6, Will -1
Abilities: Str 3, Dex 18, Con 13, Int 2, Wis 8, Cha 4
Skills: Climb +12, Hide +16, Intimidate +5, Listen +15, Move Silently +5, Spot +3*
Feats: Alertness, Weapon Finesse (B)
Environment: Demiplane of Nightmares
Organization: Solitary, Pair, Family (2-5), or Nest (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1/2 - 1 HD (Diminutive)
Level Adjustment: -

These small rodents are twisted versions of their normal cousins and usually found on the Demiplane of Nightmares. If you see one on the Prime, it was likely summoned by powerful magic (the caster of which is likely to be in a bad mood :) )

Combat
These creatures will flee from anything perceived as a threat. They can defend themselves with their bite.

Poison (Ex): A Nightmare gerbil’s bite attack can poison their victim. A failed Fort save vs a DC12 (Con based) causes the victim to be sickened for 2d4 rounds as initial damage. The poison deals 1d2 Con damage as secondary damage.

Chaotic Traits: Any natural attack and/or wielded weapon is treated as chaotic-aligned for purposes of overcoming damage reduction.

Double Damage Against Organic Objects (Ex): A Nightmare gerbil that makes a full attack against an organic object (wood, fabric, leather, etc...) deals double damage.

Twisted Resitance (Ex): A Nightmare gerbil is by nature resistant to normal magic and effects. They receive a +2 bonus to all spells and spell-like effects.

Skills: A Nightmare gerbil has a +12 racial bonus to all Listen checks. A Nightmare gerbil has a +8 racial bonus to Climb checks. A Nightmare gerbil can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. As a Nightmare creature, it has a +8 bonus to all intimidate checks, and a -4 penealty to all Diplomacy, Handle Animal, Perform, and Sense Motive checks. *A Nightmare gerbil has a +4 racial bonus to all Spot checks under nighttime conditions.
Cthulhudrew

04-26-07, 07:09 PM
I'll keep it per the rules for now, but to me, if you aren't quick/agile then no amount of Intelligence is going to make that better.

I would guess they are making the assumption that if, lacking mobility, you don't have the ability to move instinctively out of the way or whatnot, that the only way you can/will react is to process things really quickly to come up with countermeasures- Wisdom might be a better asset to have chosen, possibly.

Similar to the rationale they use for Undead (with no Constitution scores) using Charisma instead- their sheer force of will, I suppose, is what holds them together.

It doesn't particularly make any sense, really, especially when you consider the question of "why can't these rationales apply to people with the "relevant" ability scores as well (such as a handicapped but quick witted fighter or something)?
Gazza555

04-27-07, 03:48 AM
Lycanthrope
Lycanthropes are humanoids or giants that can turn themselves into animals. Wereseals are generally encountered in cold coastal regions.

WERESEAL

Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural), flat-footed 12, touch 10
Base Attack/Grapple: +2/+3
Attack: Club +3 melee (1d6+1)
Full Attack: Club +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Alternate form, seal empathy
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skils: Listen +4, Spot +4, Swim +15
Feats: Alertness(B), Endurance, Iron Will(B), Run, Weapon Finesse(B)
Environment: Cold aquatic and coastal regions
Organization: Solitary, pair, harem (1 male and 2d4 females) or a bachelor party (2d4 males)
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +3

Seal Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 16 (+2 Dex, +4 natural), flat-footed 14, touch 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, hold breath, low-light vision, seal empathy
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skils: Listen +4, Spot +4, Swim +16
Feats: Alertness(B), Endurance, Iron Will(B), Run, Weapon Finesse(B)
Environment: Cold aquatic and coastal regions
Organization: Solitary, pair, harem (1 male and 2d4 females) or a bachelor party (2d4 males)
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +3

Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 16 (+2 Dex, +4 natural), flat-footed 14, touch 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, hold breath, low-light vision, seal empathy
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skils: Listen +4, Spot +4, Swim +16
Feats: Alertness(B), Endurance, Iron Will(B), Run, Weapon Finesse(B)
Environment: Cold aquatic and coastal regions
Organization: Solitary, pair, harem (1 male and 2d4 females) or a bachelor party (2d4 males)
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +3

This grey-skinned humanoid looks vaguely human It’s only when you get a closer look and see the webbing between fingers and toes that you identify the creature for what it truly is – a wereseal.

Wereseals in human form tend to be slightly overweight individuals of average height, often with little body hair and slight webbing between their digits. Wereseals often work in such occupations as fishermen, and they have large clear eyes.

COMBAT
Wereseals can assume hybrid forms as well as animal forms. In seal and hybrid forms, they are not very mobile on land and prefer to attack only whilst in water, where their natural swimming ability gives them the advantage, particularly against non-aquatic creatures.

Alternate Form (Su): A wereseal can assume a bipedal hybrid form or the form of a seal.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereseal’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Hold Breath (Ex): A wereseal in seal or hybrid form can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical wereseal, this is 90 rounds, or 9 minutes.

Seal Empathy (Ex): Communicate with seals, and +4 racial bonus on Charisma-based checks against seals.

Skills: A wereseal in seal or hybrid form has a +8 racial bonus on any Swim check to perform a 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.

The wereseal presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

This wereseal is based on the seal stats from Stormwrack and represents the harbor seal variant of the wereseal from PC4 Night Howlers.
Gazza555

04-27-07, 03:51 AM
Sorry I couldn't resist giving the wereseal a club as a weapon :D

Regards
Gary
BOZ

04-27-07, 08:50 AM
heh heh, how naughty. ;)
BOZ

04-27-07, 08:54 AM
oh yes, i would not give something which is not immobile a --- Dex. however, the question is, does it move under its own power or is it just moving because that's what it does? (i didn't really have time to read the whole entry). if it moves under its own power (i.e., can change direction/alter course) then don't give it a Dex ---. if it cannot change its course or speed or anything and would fail all Reflex saves, a Dex --- is appropriate.
Cthulhudrew

04-27-07, 01:34 PM
My guess would be that, as a planetoid, it is immobile except as gravity acts upon it (ie, like a regular celestial body). Alternatively, during its active phases (when awake) it could use its own power points to create magical effects that could move it around- teleportation, flight, etc.- but would otherwise have no motile function.
BOZ

04-27-07, 03:40 PM
in that case, i'd say Dex --- is entirely appropriate.
Traianus Decius Aureus

04-30-07, 04:23 PM
Nipper
IM 44
Swarm
Fine Vermin (Extraplanar, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +9 (+9 Dex)
Speed: fly 80 ft. (good)
Armor Class: 27 (+8 size, +9 Dex), touch 27, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Swarm 1d6
Full Attack: Swarm 1d6
Space/Reach: 10 ft. /0 ft.
Special Attacks: Parasitic invasion, swarm attack
Special Qualities: Darkvision 60ft., distraction, persistant little bugs, swarm traits
Saves: Fort +4, Ref +9, Will +1
Abilities: Str 1, Dex 28, Con 13, Int -, Wis 12, Cha 6
Skills: Hide +25, Listen +8, Spot +8
Feats: Alertness
Environment: Astral Plane
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-8 HD (Fine)
Level Adjustment: -

The nipper is a potentially dangerous pest common in the Astral Plane. It is similar in appearance to a tiny centipede with 12 legs and jagged mandibles, but is rarely more than 1/4 inch long. Their swarms may contain upwards of 10,000 nippers.
Nippers burrow into their foes. Once a nipper is within a victim's body, it quickly reproduces and bears live young. It can accomplish this alone and at remarkable speed, producing 2-20 young within 1 round, and 1-10 more each round for 5 rounds thereafter. Each young nipper feeds immediately after birth.
Nippers can apparently live in the Astral Plane indefinitely without sustenance of any sort. They may float about for years in search of a host body. Unfortunately, nippers do not seem to like the taste of proteans, and usually avoid them. They also have no apparent effect on draeden. Nippers die instantly in any environment except that of the Astral Plane, and thus pose no threat to most inhabited worlds.
Immortals view nippers with much the same disdain as humans view insects. They are generally hated and occasionally subjected to mass attempts at extermination, but their species survives nevertheless. Though they might originally have come from some other plane, they are now native to the Astral.

Combat
Nippers are unintelligent. They can sense warmth and are attracted by motion. When a flock of nippers senses a victim, they quickly swarm to the attack. They all try to burrow into the victim's body.

Parasitic Invasion (Ex): Each round a character is within a nipper swarm, he must make a Fort. Save vs DC12 or have 1d10 nippers burrow into his body and lay eggs. This causes an additional 1d10 damage. After one round, a second fortitude save is allowed. If sucessful, nothing happens; if failed, the victim suffers 1d10 damage and 1d4 Con damage as new nippers hatch, feed on its body and lay more eggs. After the initial failure, a fortitude save is attempted each round until the victim is dead, succeeds on a save, or 5 rounds pass. Each failure results in an additional 1d10 damage and 1d4 Con damage. Each failure also increases the swarm's hp by 2 as new nippers emerge. For every 8 hp so gained, the swarm gains another HD.

Swarm Attack: A nipper swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Persistant Little Bugs (Ex): Even if the nipper swarm is defeated, 3d20 nippers may persist in attacking the characters. These may be attacked as normal creatures (not as a swarm).

Swarm Traits: A nipper swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Nipper swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Individual Nipper
Fine Vermin (Extraplanar)
Hit Dice: 1/8d8+1 (1 hp)
Initiative: +9 (+9 Dex)
Speed: fly 80 ft. (good)
Armor Class: 27 (+8 size, +9 Dex), touch 27, flat-footed 18
Base Attack/Grapple: 0/-21
Attack: Bite +12 melee (1 hp)
Full Attack: Bite +12 melee (1 hp)
Space/Reach: 1/2 ft. /0 ft.
Special Attacks: Parasitic invasion
Special Qualities: Darkvision 60ft.
Saves: Fort +3, Ref +9, Will +1
Abilities: Str 1, Dex 28, Con 13, Int -, Wis 12, Cha 6
Skills: Hide +25, Listen +5, Spot +5
Feats: Alertness, Weapon finesse (B)
Environment: Astral Plane
Organization: Solitary, Brood (5-20), or Host (20-60)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Occassionally, nippers are encountered in smaller numbers than found in a swarm. Some usually remain after a swarm is destroyed as well, proving how difficult they are to exterminate.

Combat
Nippers will bite in an effort to burrow into their victims.

Parasitic Invasion (Ex): If a nipper hits with its bite attack, the victim must make a Fort. Save vs DC12 or have the nipper burrow into his body and lay eggs. After one round, a second fortitude save is allowed. If sucessful, nothing happens; if failed, the victim suffers 1d4 damage and 1d2 Con damage as new nippers hatch, feed on its body and lay more eggs. After the initial failure, a fortitude save is attempted each round until the victim is dead, succeeds on a save, or 5 rounds pass. Each failure results in an additional 1d4 damage and 1d2 Con damage. Each failure also increases the number of nippers encountered by 1d6.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

05-01-07, 03:15 PM
Protean, Astral
IM 46
Gargantuan Ooze (Exalted, Extraplanar)
Hit Dice: 10d10+100 (155 hp)
Initiative: -5 (-5 Dex)
Speed: 100 ft. (20 squares)
Armor Class: 19 (-4 size, -5 Dex, +18 natural), touch 1, flat-footed 19
Base Attack/Grapple: +7/+29
Attack: Acidic touch +15 melee touch (2d6 acid)
Full Attack: Acidic touch +15 melee touch (2d6 acid)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Acidic envelopement, improved grab, mind power
Special Qualities: Hard to spot, ooze traits, potent magic, spell resistance 10
Saves: Fort +13, Ref -2, Will +0
Abilities: Str 30, Dex 1, Con 30, Int -, Wis 1, Cha 1
Skills: ---
Feats: Die Hard, Endurance, Iron Will, Improved Overrun
Environment: Astral Plane
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-1000 HD (Colossal) and See Below
Level Adjustment: -

Proteans are the most widespread life form in the entire Prime Plane, including the PC homeworld(s). They are almost entirely unknown to mortals, since they are usually limited to microscopic size by the conditions of that plane. The few mortals even aware of the existence of proteans call them amoebas.
At rest, a protean has a form similar to a thin circular disc. Its thickness is about 1 % of its width. Its circumference is about 6 feet per Hit Die. When it moves or attacks, a protean's form is irregular. Whatever their size, proteans are very simple single-celled organisms. In the Prime Plane, they are occasionally encountered in "giant" size. In the Astral and Outer Planes, they can grow to nearly any size.
A protean has little or no thought, and is thus quite predictable. It will instinctively reach for objects of all sorts, and can digest any solid or liquid. Proteans do not react to light or darkness. They tend to retreat from serious danger if they recognize it as such.
Proteans originated on the Prime Plane, and were some of the first forms of animal life. Despite Immortal efforts to quarantine proteans therein, the first human adventurers to discover and visit other planes of existence brought microscopic proteans with them. Some proteans survived and grew in the vast depths of the astral plane. They are now too prolific and widespread to be completely eliminated.
Most Immortals are well aware of the hazard posed by these creatures. Whenever mortals visit Outer Planes, Immortals arrive soon after they depart and conduct a mass protean hunt, lest the plane be contaminated. This became standard procedure when, in the course of routine Immortal exploration of the infinite number of Outer Planes, one was discovered to contain nothing but decomposing protean matter—apparently the end result of an unstopped infestation.

Combat
Touch. Envelope. Digest. Astral proteans exist only to devour food and grow. To attack, a protean extends a finger of protoplasm to envelop its victim at the same time, and secretes acidic digestive juices to consume its food.

Acidic Envelopement (Ex): An astral protean may completely envelope a grappled foe within its body. A victim enveloped automatically suffers 2d6+10 acid damage each round it is grappled. Any equipment worn by the victim suffers 10 points of acid damage per round (enchanted items may make a Fortitude save vs DC 20 to avoid the damage). After the victim dies, its body and equipment are completely digested within 15 minutes. An astral protean gains 1 HD for every 10 HD consumed.
A Gargantuan astral protean may envelope 2 Huge, 4 Large, 8 Medium, 16 Small, 32 Tiny or 64 Diminutive or smaller creatures. A colossal protean up to 20HD may envelope 2 Gargantuan, 4 Huge, 8 Large, 16 Medium, 32 Small, 64 Tiny or 128 Diminutive or smaller creatures . For every 20HD past 20, double the number of creatures a Colossal astral protean can envelope. At 40 HD, it may envelope a single Colossal sized creatures as well

Improved Grab (Ex): If the astral protean hits a huge or smaller target with its acidic touch, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round, the astral protean may envelope the held creature with its body if its next grapple check succeeds (See Acidic Envelopement).

Mind Power (Sp): As a swift round action, an astral protean may create some spell-like effects at the expenditure of Power Points. An astral protean possesses 10 Power Points per HD to spend. Astral proteans are associated with the Sphere of Matter. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• An astral protean may cast the immortal spells power attack (2 PP per 1d6, up to 10d6), probe (5 PP) and probe-shield (5 PP);

Hard To Spot (Ex): Creatures must succeed in a DC 20 Spot check to spot astral proteans from a distance greater than 30ft. The Spot check DC drops to 15 within 30ft of the amoeba.

Potent Magic (Ex): Unlike mortal creatures, an astral protean can affect an immortal with its magical attacks.

Spell Resistance (Ex): An astral protean has a spell resistance equal to its HD.

Ooze Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry): An ooze is mindless with no Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); An ooze is blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; It has immunity to poison, sleep effects, paralysis, polymorph, and stunning; Oozes are not subject to critical hits or flanking; Oozes eat and breathe, but do not sleep.

Astral Protean Advancement
When advancing an astral protean, the following apply:
• The creature gains 6ft of width per HD
• The creature's movement rate equals 10ft per HD.
• The creature may make 1 acid touch attack per 10 HD. It cannot make multiple attacks on the same foe.
• The creature gains 1 point of Str and Con for each HD it gains past 10.
• The creature's spell resistance equals its HD.
Traianus Decius Aureus

05-02-07, 03:48 PM
Dragon Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+49 (87 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +7/+11
Attack: Natural Form: Bite +11 melee (3d6 +4);
Humanoid Form: +3 Greatsword +14 melee (1d10+9) or 1 bite +11 melee (2d6+4)
Full Attack: Natural Form: Bite +11 melee (3d6 +4) and 2 claw +6 melee (1d10 +2) and tail +6 melee (2d6 +2);
Humanoid Form: +3 Greatsword +14/+9 melee (1d10+9) and 1 bite +6 melee (2d6 +2) or 1 bite +11 melee (2d6+4) and 2 claws +6 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapon
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, immunity to fire, low-light vision, spell resistance 14, telepathic link
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 19, Dex 11, Con 24, Int 13, Wis 16, Cha 14
Skills: Diplomacy +7, Knowledge (nobility) +6, Listen +10, Sense Motive +8, Spot +10
Feats: Alertness, Cleave, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: -

This heraldic servant is a small dragon, standing six feet tall. This servant has iridescent green scales and the usual dragon features, including a large set of leathery wings.
As a humanoid, the dragon loses the wings, tail, and much of its mass. It is still covered in scales and possesses vicious, claw-like hands; bright, amber eyes; and an extended mouth filled with sharp teeth.
The only known bearer of the dragon servant is the King of Robrenn, who allows the dragon to spend a lot of time in natural form. The dragon servant is perhaps the most prestigious of the heraldic servants, truly rivalled only by the unicorn and the phoenix.

Combat
Similar to a regular dragon, the dragon servant attacks with its claws and teeth. It can tail slap anyone standing behind it as well, and three times a day, it can let loose a fiery breath weapon As a humanoid, the dragon servant relies on its natural weapons or a two-handed sword.

Breath Weapon (Su): 3/day a Dragon servant may breath a 20ft cone of fire. This inflicts 6d8 fire damage to all in the area of effect. Victims are allowed a Fort save vs DC 20 to suffer half damage. It may use this ability in both natural and humanoid form.

Alternate Form (Su): A Dragon servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size dragon. The second form is a humanoid with dragon-like features. The inactive form is part of a coat-of-arms. In this form, the Dragon servant cannot be harmed.

Heraldric Bond (Su): A Dragon servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +2 to all attack rolls, damage rolls, saves and skill checks
• +20 hp
• SR14
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• bearer has 100% immunity to fire damage.

Telepathic Link (Su): While in an active form, a Dragon servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Dragon servants never acquire Legacies or become Afflicted.

Eagle Servant
SCMC
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3 (+3 Dex)
Speed: Natural Form: 15 ft. (3 squares), fly 120 ft. (average);
Humanoid Form: 25 ft. (5 squares), fly 100 ft. (average)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+5
Attack: Natural Form: Bite +5 melee (2d6);
Humanoid Form: Longsword +5 melee (1d8) or claw +5 melee (1d6)
Full Attack: Natural Form: Bite +5 melee (2d6) and 2 claw +0 melee (1d8);
Humanoid Form: Longsword +5 melee (1d8) and claw +0 melee (1d6) or 2 claw +5 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dive
Special Qualities: Alternate form, darkvision 120ft., heraldric bond, keen senses, low-light vision, majestic aura, spell resistance 17, telepathic link
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 11, Dex 17, Con 14, Int 16, Wis 17, Cha 18
Skills: Diplomacy +10, Heal +8, Knowledge (nobility) +9, Listen +11, Search +8, Sense Motive +9, Spot +15
Feats: Alertness, Flyby Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: -

The eagle servant stands as tall as a man, with a wingspan of over 15 feet. The feathers are all dark brown with the hint of gold at their very tip, except for the snow-white head. The eagle servant's strong beak and claws can actually puncture plate-mail armour. In humanoid form, this servant could be mistaken for an ee'aar; it has a humanoid body with white feathers for hair, taloned feet, and two dark gold wings folded back behind it.
The Emperor of Eusdria is the bearer of this heraldic servant.

Combat
When in natural form, Eagle servants prefer to dive at targets and attack with their claws. In humanoid form, they often will dive onto foes, then engage in melee using a long sword in one hand and one claw as a secondary attack.

Dive (Ex): If an Eagle servant makes a charge while flying, it may attack with both claw attacks. These attacks receive a +4 attack bonus and inflict double damage. This ability can be used in both natural and humanoid form.

Alternate Form (Su): An Eagle servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size eagle. The second form is a humanoid with eagle-like features. The inactive form is part of a coat-of-arms. In this form, the Eagle servant cannot be harmed.

Heraldric Bond (Su): An Eagle servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• the bearer receives a +4 bonus to all Spot checks
• Majestic Aura (Su): The bearer may activate this ability 3/day for one round. Every foe of the bearer must make a Will save vs DC 18. If failed, the victim cannot attack the bearer that round.

Keen Senses (Ex): An Eagle servant sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Majestic Aura (Su): Every round, every foe of the Eagle servant must make a Will save vs DC 18 (Cha based, +2 racial bonus). If failed, the victim cannot attack the Eagle servant that round. This ability is only active while in natural form. Any creature directly attacked by the Eagle servant is immune to effect of the majestic aura.

Telepathic Link (Su): While in an active form, an Eagle servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: Eagle servants have a +4 bonus to all Spot skil checks.

The Red Curse
Eagle servants never acquire Legacies or become Afflicted.
Traianus Decius Aureus

05-03-07, 05:34 PM
Repeater (Ditto Monster)
IM 47
Colossal Dragon (Exalted, Extraplanar)
Hit Dice: 25d12+250 (412 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 90 ft. (18 squares), fly 120 ft. (poor)
Armor Class: 32 (-8 size, +30 natural), touch 2, flat-footed 32
Base Attack/Grapple: +25/+52
Attack: Bite +28 melee (8d10 +11/8d10+11)
Full Attack: Bite +28 melee (8d10 +11/8d10+11) and 6 claw +24 melee (2d10 +5/2d10+5)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Dangerous foreknowledge, mind power, repeater snort
Special Qualities: Darkvision 60ft., dragon traits, low-light vision, potent magic, spell reflection, spell resistance 35, time magic immunity, telepathy 100ft
Saves: Fort +24, Ref +14, Will +21
Abilities: Str 33, Dex 11, Con 30, Int 20, Wis 25, Cha 24
Skills: Concentration +38, Diplomacy +35, Heal +35, Hide -16, Intimidate +35, Knowledge (the planes) +33, Listen +37, Search +33, Sense Motive +35, Spellcraft +33, Spot +37, Survival +35
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Claw), Improved Initiative, Overwhelming Critical (Claw), Power Attack, Weapon Focus (Claw), Weapon Specialization (Claw)
Environment: Astral and Outer Planes
Organization: Solitary, or Pair
Challenge Rating: 30
Treasure: Teeth
Alignment: Usually lawful evil
Advancement: 26-75 HD (Colossal)
Level Adjustment: -

The repeater, also called the ditto-monster, is a sixlegged reptilian Exalted life form. It is 75 feet long and 15 feet wide. Its body is covered with shimmering multi-colored scales, and its teeth and claws are long and razor-like. It has four pairs of wings, two protruding between each set of legs.
Repeaters are thought to be related to draeden and/or dragons, but all three life forms deny the connection. Little else is known about these creatures.
Repeaters are dangerous scavengers of the Astral and Outer Planes. They do not usually attack Immortal projects, preferring to wander and search for single travelers or those in small groups.
Repeaters enjoy eating the forms created by Immortals, but also savor mortal humans and demi-humans. They can converse in many languages, and also by telepathy, but usually find communication unimportant.
Repeater teeth have several uses. They can be used as material components for time related spells and magic items. Additionally they are razor-sharp and durable, capable of being made into masterwork daggers and shortswords with double the hardness and hitpoints of normal steel weapons of the same type. These weapons are suitable for epic-level enchantments.

Combat
The repeater can be a formidable opponent in physical combat. It makes an attack with each of the six claws, and another for the bite, but the repeater's attacks are so quick, each attack is actually a double attack. Thus when hit by a claw, the victim actually is hit twice. Damage listed above takes this into account.
The repeater can use all forms of Power combat, and will do so against other power-using creatures.
This creature's most feared ability is its snort. The monster can snort at the end of any melee round, and no other limit applies to the frequency. Its snort produces an odd feeling of entrapment in all life forms within 300 feet of the repeater.

Dangerous Foreknowledge (Ex): A repeater receives a +8 bonus to all attack and damage rolls against foes that have succombed to its repeater snort.

Mind Power (Sp): As a swift round action, a repeater may create a variety of spell-like effects at the expenditure of Power Points. It possesses 5000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Repeaters are associated with the Sphere of Time. The following are typical uses for the Power Points:
• A repeater can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP).
• A repeater may cast the immortal spells power attack (2 PP per 1d6, up to 25d6), probe (5 PP) and probe-shield (5 PP).

Repeater Snort (Su): As a free action at the end of a round, a repeater may snort. Any creature hearing the snort within 300ft must make a Will save vs DC 34 (Cha based). If successful, nothing happens; if failed, they fall prey to the repeater's deadliest ability. Any victim of the repeater effect must repeat all of the previous round's actions. The repeater, of course, is under no such compulsion, and acts with deadly foreknowledge of its victim's actions. It cannot, however, move about during the round after it snorts.
For each victim affected by the snort, the previous round's attack and damage rolls apply once again, and all magic use and Power combat actions are repeated exactly. If unable to cast a spell again or use an item again, the victim does nothing. If movement occurred, the same movement is taken again, but starting from the current position (if physically prevented from moving the full distance, the victim will move as far as possible and is treated as having moved the full distance).
The creature will usually choose not to snort at the end of a round in which it has been physically damaged, for the same damage would then recur. It will probably snort when subjected to Power attacks from multiple sources, as it can win them all if repeated.
Anyone entrapped by the repeater effect may make a new saving throw (Will vs. DC 34) at the end of the round of repetition. If this is successful, the effect ends at that time, and the victim can freely choose actions for the coming round. If failed, the victim must repeat the same actions again. Any number of rounds of action may be repeated in this way, and a repeater may snort every round if desired.

Potent Magic (Ex): Unlike mortal creatures, a repeater can affect an immortal with its magical attacks.

Spell Reflection (Ex): Any spell or spell-like ability successfully resisted by the repeater is automatically reflected back at the caster for full effect.

Time Magic Immunity (Ex): A repeater is completely immune to any magic associated with the Sphere of Time or cast by Exalted or Immortal creatures associated with the Sphere of Time.

Telepathy (Su): A repeater can communicate telepathically with any other creature within 100 ft that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Traianus Decius Aureus

05-04-07, 05:40 PM
Soo
IM 48
Small Outsider (Exalted, Extraplanar, Water)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+5 Dex)
Speed: 60 ft. (12 squares), swim 100 ft. (20 squares)
Armor Class: 24 (+1 size, +5 Dex, +8 natural), touch 16, flat-footed 19
Base Attack/Grapple: +3/+3
Attack: Touch +4 melee (See Below)
Full Attack: Touch +4 melee (See Below)
Space/Reach: 5 ft. / 0 ft.
Special Attacks: Improved grab, mind power, suffocate
Special Qualities: Alchemical essence, darkvision 60ft., immunity to fire, outsider traits, potent magic, spell resistance 13
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 11, Dex 21, Con 10, Int 14, Wis 12, Cha 15
Skills: Bluff +8, Disable Device +5, Escape Artist +11, Hide +17, Intimidate +5, Listen +6, Move Silently +13, Open Lock +8, Sleight of Hand +11, Spot +6, Survival +4, Swim +14
Feats: Alertness, Improved Grapple (B), Stealthy
Environment: Outer Planes
Organization: Solitary, Pair, or Crew (2-5)
Challenge Rating: 5
Treasure: 2-5 Potions
Alignment: Always chaotic neutral
Advancement: 4 HD (Small); 5-8 HD (Medium); 9-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: -
Soo are watery time-beings, and have no solid forms. They appear as small dark spheres, each about 1 foot across per hit die. Each soo is composed mostly of water and time.
Although a soo's form is not magical, its substance can produce an effect identical to those of any one potion. Most soo deliberately choose one such effect, usually ethereality, gaseous form, or poison. If part of a soo is ingested by an opponent (such as in the course of a bite attack), the potion takes effect immediately. The attacker may make a saving throw to avoid the effect. Any effect produced in this way is magical, despite its non-magical origin, and may thus be dispelled or otherwise magically countered.
A soo's form collapses when the creature is slain, forming a puddle of water which rapidly disperses in most environments. If the victors act quickly, they may gather 2-5 potions (of the same type as its essence) from the remains.
Soo are rather independent creatures, not very interested in other life forms. They feed by absorbing water, and enjoy savoring its impurities.
The soo are notorious liars, and have offered a large number of conflicting stories about their origin and background. Their true story has probably been revealed but disbelieved with all others. This habit has led to the Immortal expression, "not worth a soo."

Combat
Soo fight by trying to grab their foes and suffocate them. They may hit their grappled foe's with touch spell effects (using Mind Power) if the foe is dangerous.

Improved Grab (Ex): If a Soo hits a creature with its touch attack, it attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the Soo may suffocate its victim. A Soo may grab foes of any size up to one size category larger than it.

Mind Power (Sp): As a swift round action, a Soo may create a variety of spell-like effects at the expenditure of Power Points. It possesses 30 Power Points (10 per HD). Power Points regenerate with rest at the rate of 1 PP per minute of rest. Soo are associated with the Sphere of Time. The following are typical uses for the Power Points:
• A Soo can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects associated witht he Sphere of Time.
• A Soo may cast the immortal spells power attack (2 PP per 1d6, up to 3d6), probe (5 PP) and probe-shield (5 PP).

Suffocate (Ex): A Soo can suffocate any grappled foe. Any character can hold her breath while grappled by the Soo for a number of rounds equal to 1/2 her Constitution score. After this period of time, the character must make a DC 12 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails her Constitution check, she begins to suffocate. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates to death.

Alchemical Essence (Ex): A Soo's essence is much like a potion. Each Soo has a different essence, and they are usually of effects harmful or inconvienent for imbibers. Any creature that bites a Soo must make a DC 11 (Con based) Fortitude save or be affected by the Soo's essence as if they drank a potion.

Potent Magic (Ex): Unlike mortal creatures, a Soo can affect an immortal with its magical attacks.

Skills: A Soo 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.
Traianus Decius Aureus

05-07-07, 04:04 PM
Tonal/ Atonal: Semiquaver
IM 49
Large Outsider (Exalted, Extraplanar)
Hit Dice: 15d8+45 (112 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 640 ft. (128 squares)
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +15/+19
Attack: Sonic blast (See Below)
Full Attack: Sonic blast (See Below)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Mind power, sonic blast
Special Qualities: Darkvision 60ft., outsider traits, potent magic, spell resistance 30, tonal immunities
Saves: Fort +14, Ref +15, Will +12
Abilities: Str 10, Dex 19, Con 16, Int 16, Wis 13, Cha 20
Skills: Concentration +10, Diplomacy +23, Gather Information +17, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Perform (Sing)+26, Search +21, Sense Motive +19, Spellcraft +21, Spot +21, Survival +10
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perform (Sing))
Environment: Outer Planes
Organization: 8, 16 or 32
Challenge Rating: 12
Treasure: See Below
Alignment: Always lawful good (Tonal) or Chaotic Evil (Atonal)
Advancement: ---
Level Adjustment: ---

Tonals have physical forms very similar to bubbles of light. These forms vary in size and color according to each tonal's status. The color varies during communication, but the size is constant. The diameter of a semiquaver tonal is 15ft. Semiquavers are dark colored, ranging from deep blue to brown or black.
Tonals were created by Thalia, a famous immortal of Energy. Her work in developing the Prime Plane predates mortal magic use. Tonals were originally utterly Chaotic, but were made Lawful by one of Thalia's aides, an immortal with the common name of Guidarezzo. The creatures seem to enjoy their relatively new alignment, which has significantly improved their ability to communicate.
Though most tonals are now Lawful, many older Chaotic tonals still wander the Outer and Astral Planes. These can be dangerous; they are often evil, and are usually cacophonous. They are commonly called atonals, to distinguish them from their civilized counterparts.
Most Immortals know of and avoid conflict with the Lawful tonals. However, the old wild and often evil atonals are considered fair game.
Most tonals are social creatures, found in groups of various sizes. Except for breves, all tonals congregate in even numbers. They communicate by changing colors, a language understandable to others only with magical aid. Tonals sing to each other frequently, producing harmonic sounds that do not inflict damage. This music is a favorite entertainment during festive occasions.
Tonals have no relation to the non-living sounds common to the Prime Plane, some of which bear similar names.
All tonals share a common Home Plane in the Outer Planes. In addition to the usual protections, this plane is watched by Thalia herself, and is considered unassailable by most Immortals.
A tonal's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. This may then be used as a weapon, for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.
Semiquavers are the smallest and least powerful of the tonals.

Combat
Tonals are usually quite sociable creatures and will only attack in self defense. Atonals are aggressive and dangerous to the unwary. Both types can only attack with Mind Power and sonic blasts.

Mind Power (Sp): As a swift round action, a Semiquaver tonal may create a variety of spell-like effects at the expenditure of Power Points. It possesses 250 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Semiquavers are associated with the Sphere of Energy. The following are typical uses for the Power Points:
• A Semiquaver tonal can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects that have the [Sonic] descriptor.
• A Semiquaver tonal may cast the immortal spells power attack (2 PP per 1d6, up to 15d6), probe (5 PP) and probe-shield (5 PP).

Sonic Blast (Sp): As a standard action, a semiquaver toanl may unleash a sonic blast. Every creature within 15ft of the semiquaver tonal must make a Fort save vs DC 28 (Con based, +8 racial bonus) or suffer 2 points of sonic damage and be deafened for 1 round.

Potent Magic (Ex): Unlike mortal creatures, a tonal can affect an immortal with its magical attacks.

Tonal Immunities (Ex): All tonals are immune to silence effects. Tonals have 100% immunity to all damage from non-magical souces. Tonals are immune to all ability damage and drains.
Hugin

05-07-07, 05:15 PM
I didn't realize there were this many new creatures in the IM series. This is really expanding my Mystara monster knowledge!
BOZ

05-07-07, 06:02 PM
a few dozen, in fact, IIRC.
Gazza555

05-08-07, 05:47 AM
I didn't realize there were this many new creatures in the IM series. This is really expanding my Mystara monster knowledge!
For a rather comprehensive list of D&D monsters check out Echohawk's index on Enworld. Here's the link (http://www.enworld.org/forums/showthread.php?t=195132).

Regards
Gary
Traianus Decius Aureus

05-08-07, 03:52 PM
Quaver
IM 49
Huge Outsider (Exalted, Extraplanar)
Hit Dice: 20d8+100 (190 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 320 ft. (64 squares)
Armor Class: 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
Base Attack/Grapple: +20/+32
Attack: Sonic blast (See Below)
Full Attack: Sonic blast (See Below)
Space/Reach: 15 ft./10 ft.
Special Attacks: Mind power, sonic blast
Special Qualities: Darkvision 60ft., outsider traits, potent magic, spell resistance 35, tonal immunities
Saves: Fort +19, Ref +17, Will +15
Abilities: Str 18, Dex 17, Con 20, Int 20, Wis 13, Cha 24
Skills: Concentration +28, Diplomacy +30, Escape Artist +10, Gather Information +30, Heal +7, Knowledge (arcana) +28, Knowledge (the planes) +28, Listen +26, Perform (Sing) +33, Search +28, Sense Motive +24, Spellcraft +28, Spot +26, Survival +24
Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perform (Sing))
Environment: Outer Planes
Organization: 4, 8, or 16
Challenge Rating: 16
Treasure: See Below
Alignment: Always lawful good (tonal) or chaotic evil (atonal)
Advancement: ---
Level Adjustment: ---

Quavers have physical forms very similar to bubbles of light. These forms vary in size and color according to each tonal's status. The color varies during communication, but the size is constant. The diameter of a quaver is 20ft. A quaver is darker colored, ranging from deep blue to brown or black.
As with all tonals, a quaver's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. This may then be used as a weapon, for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.
Quavers are the second smallest and one of the weaker of the tonals.

Combat
Tonals are usually quite sociable creatures and will only attack in self defense. Atonals are aggressive and dangerous to the unwary. Both types can only attack with Mind Power and sonic blasts.

Mind Power (Sp): As a swift round action, a Quaver tonal may create a variety of spell-like effects at the expenditure of Power Points. It possesses 500 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Quavers are associated with the Sphere of Energy. The following are typical uses for the Power Points:
• A Quaver tonal can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects that have the [Sonic] descriptor.
• A Quaver tonal may cast the immortal spells power attack (2 PP per 1d6, up to 20d6), probe (5 PP) and probe-shield (5 PP).

Sonic Blast (Sp): As a standard action, a quaver tonal may unleash a sonic blast. Every creature within 20ft of the quaver tonal must make a Fort save vs DC 32 (Con based, +8 racial bonus) or suffer 4 points of sonic damage and be deafened for 2 rounds.

Potent Magic (Ex): Unlike mortal creatures, a tonal can affect an immortal with its magical attacks.

Tonal Immunities (Ex): All tonals are immune to silence effects. Tonals have 100% immunity to all damage from non-magical souces. Tonals are immune to all ability damage and drains.



Crochet
IM 49
Huge Outsider (Exalted, Extraplanar)
Hit Dice: 25d8+175 (287 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 160 ft. (32 squares)
Armor Class: 23 (-2 size, +3 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +18/+30
Attack: Sonic blast +20 melee (See Below)
Full Attack: Sonic blast +20 melee (See Below)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Mind power, sonic blast
Special Qualities: Darkvision 60ft., outsider traits, potent magic, spell resistance 35, tonal immunities
Saves: Fort +17, Ref +13, Will +17
Abilities: Str 18, Dex 17, Con 24, Int 24, Wis 13, Cha 28
Skills: Concentration +36, Diplomacy +38, Escape Artist +32, Gather Information +38, Heal +30, Knowledge (arcana) +36, Knowledge (the planes) +36, Listen +32, Perform (Sing) +39, Search +36, Sense Motive +30, Spellcraft +36, Spot +32, Survival +30, Tumble +32
Feats: Alertness, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perform (Sing))
Environment: Outer Planes
Organization: 2, 4, or 8
Challenge Rating: 20
Treasure: See Below
Alignment: Always lawful good (tonal) or chaotic evil (atonal)
Advancement: ---
Level Adjustment: ---

Crochet tonals have physical forms very similar to bubbles of light. These forms vary in size and color according to each tonal's status. The color varies during communication, but the size is constant. The diameter of a crochet is 25ft. A crochet is darker colored, ranging from deep blue to brown or black.
As with all tonals, a crochet's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. This may then be used as a weapon, for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.
Crochets are moderate in size and power for a tonal.

Combat
Tonals are usually quite sociable creatures and will only attack in self defense. Atonals are aggressive and dangerous to the unwary. Both types can only attack with Mind Power and sonic blasts.

Mind Power (Sp): As a swift round action, a Crochet tonal may create a variety of spell-like effects at the expenditure of Power Points. It possesses 1000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Crochets are associated with the Sphere of Energy. The following are typical uses for the Power Points:
• A Crochet tonal can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects that have the [Sonic] descriptor.
• A Crochet tonal may cast the immortal spells power attack (2 PP per 1d6, up to 25d6), probe (5 PP) and probe-shield (5 PP).

Sonic Blast (Sp): As a standard action, a crochet tonal may unleash a sonic blast. Every creature within 25ft of the crochet tonal must make a Fort save vs DC 36 (Con based, +8 racial bonus) or suffer 8 points of sonic damage and be deafened for 4 rounds.

Potent Magic (Ex): Unlike mortal creatures, a tonal can affect an immortal with its magical attacks.

Tonal Immunities (Ex): All tonals are immune to silence effects. Tonals have 100% immunity to all damage from non-magical souces. Tonals are immune to all ability damage and drains.
Traianus Decius Aureus

05-09-07, 04:54 PM
Griffon Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +4 (+4 Dex)
Speed: Natural Form: 30 ft. (6 squares), fly 80 ft. (average)
Humanoid Form: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +7/+8
Attack: Claw +8 melee (1d4 +1)
Full Attack: 2 Claw +8 melee (1d4 +1) and bite +3 melee (2d8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Pounce
Special Qualities: Alternate form, Damage reduction 10/magic, darkvision 60ft., heraldric bond, low-light vision, scent, spell resistance 16, spell-like abilities, telepathic link
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 13, Dex 18, Con 15, Int 16, Wis 15, Cha 18
Skills: Diplomacy +11, Heal +9, Knowledge (nobility) +11, Listen +11, Search +10, Sense Motive +9, Spot +15
Feats: Alertness, Flyby Attack, Iron Will
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Griffons are known as much for their fierce and tenacious approach to combat as they are for their haughty attitude; the griffon servant is no exception. Griffons possess characteristics from two different animals, both majestic in their own right. The griffon servant has the lower body of a lion, with powerful rear legs and a tail, all covered in dusky yellow fur. Its upper body is that of an eagle, including a powerful beak and a large set of wings. This servant stands seven feet tall, large enough to carry a rider. Its humanoid form is several hundred pounds lighter and walks upright.
There are two known bearers of the griffon: the Margrave of Zvornik and the Duke of Pachester. Both use the griffin as a ceremonial steed, decked out in gems and jewellery. The Duke has also outfitted his with a magical saddle and harness.

Combat
The griffon has superior smell and sight. Once in combat, the griffon does not stop until it or its opponent lies dead, or until its bearer calls it back. The griffon usually attacks from the sky, making a raking pass with its claws before landing and attacking with its beak and both claws.
The Griffon servant in either its natural or humanoid form may be the target of its enlarge person spell-like ability.

Pounce (Ex): When a Griffon servant in natural form makes a charge will flying, it can follow with a full attack.

Alternate Form (Su): A Griffon servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size griffon. The second form is a humanoid with griffon-like features. The inactive form is part of a coat-of-arms. In this form, the Griffon servant cannot be harmed.

Damage Reduction (Su): A Griffon servant has damage reduction of 10/magic. Its natural attacks are treated as magically for the purposes of bypassing damage reduction.

Heraldric Bond (Su): A Griffon servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• DR 10/magic

Scent (Ex): This special quality allows a Griffon servant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spell-like Abilities (Sp): At will: enlarge person; 3/day: gust of wind, whispering wind. CL 7th. All DCs are Charisma based.

Telepathic Link (Su): While in an active form, a Griffon servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Griffon servent has a +4 racial bonus to all Spot checks.

The Red Curse
Griffon servants never acquire Legacies or become Afflicted.



Horse Servant
SCMC
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+7
Attack: Natural Form: Hoof +7 melee (1d8 +2) or Bite +7 melee (1d6+2);
Humanoid Form: dire mace +7 melee (1d8+2)
Full Attack: Natural Form: 2 Hooves +7 melee (1d8 +2) and bite +2 melee (1d6 +1);
Humanoid Form: dire mace +5 melee (1d8+2) and +5 melee (1d8+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., flight, heraldric bond, low-light vision, regeneration 1, spell resistance 18, telepathic link
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 15, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Skills: Diplomacy +6, Heal +5, Knowledge (nobility) +6, Listen +7, Search +6, Sense Motive +5, Spot +7
Feats: Endurance, Exotic Weapon Proficiency (dire mace) (B), Run, Two-Weapon Fighting (B)
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

These heraldic servants are either the darkest black or the purest white. Though they are a bit small for horses, medium-size humanoids can ride them with little difficulty. In humanoid form, they appear as white- or black-skinned humans, with a thin mane of long hair running from the brow to the base of the neck in the place of regular hair.
This heraldic servant possesses a magical form of flight, walking or galloping into the air as it would higher ground. The horse's flight works only while being ridden by its bearer, who must telepathically command it to do this.
The only known bearers of this heraldic servant are the Duke of Cimarron and the Baron of Mohesia.

Combat
The heraldic horse fights as a warhorse would; as its rider attacks, it is able to rear up and use its teeth and front hooves. In the servant's humanoid form, it magically produces a common, dire mace. The Horse servant may be given barding to wear in Natural form, and this barding will magically convert into armor for the Humanoid form.

Alternate Form (Su): A Horse servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size horse. The second form is a humanoid with horse-like features. The inactive form is part of a coat-of-arms. In this form, the Horse servant cannot be harmed.

Flight (Su): A Horse servant can cease or resume flight as a free action. The ability is supernatural, it becomes ineffective in an antimagic field, and the Horse servant loses its ability to fly for as long as the antimagic effect persists.

Heraldric Bond (Su): A Horse servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
When in an active form, the bearer gains the following (in addition to those benefits listed above):
• Regeneration (Ex): The bearer of the Horse servant is difficult to kill. Damage dealt to the beaer is treated as nonlethal damage and he automatically heals nonlethal damage at the rate of 1 hp per round. Fire and acid deal lethal damage to the bearer, which doesn’t go away. The bearer can regrow lost portions of their bodies and can reattach severed limbs or body parts.

Regeneration (Ex): A Horse servant is difficult to kill. Damage dealt to the Horse servant is treated as nonlethal damage and it automatically heals nonlethal damage at the rate of 1 hp per round. Fire and acid deal lethal damage to the Horse servant, which doesn’t go away. The Horse servant can regrow lost portions of their bodies and can reattach severed limbs or body parts.

Telepathic Link (Su): While in an active form, a Horse servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Horse servants never acquire Legacies or become Afflicted.
Traianus Decius Aureus

05-10-07, 04:23 PM
Minim
IM 49
Huge Outsider (Exalted, Extraplanar)
Hit Dice: 28d8+252 (378 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares)
Armor Class: 25 (-2 size, +3 Dex, +14 natural), touch 11, flat-footed 22
Base Attack/Grapple: +28/+40
Attack: Sonic blast(See Blelow)
Full Attack: Sonic blast (See Blelow)
Space/Reach: 15 ft./10 ft.
Special Attacks: Mind power, sonic blast
Special Qualities: Darkvision 60ft., outsider traits, potent magic, spell resistance 35, tonal immunities
Saves: Fort +27, Ref +21, Will +19
Abilities: Str 18, Dex 17, Con 28, Int 28, Wis 13, Cha 32
Skills: Concentration +44, Diplomacy +42, Escape Artist +34, Gather Information +42, Heal +32, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +34, Perform (Sing) +45, Search +40, Sense Motive +32, Spellcraft +40, Spot +34, Survival +32, Tumble +34
Feats: Alertness, Combat Casting, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perform (Sing))
Environment: Outer Planes
Organization: 2 or 4
Challenge Rating: 22
Treasure: See Below
Alignment: Always lawful good (tonal) or chaotic evil (atonal)
Advancement: ---
Level Adjustment: ---

Minim tonals have physical forms very similar to bubbles of light. These forms vary in size and color according to each tonal's status. The color varies during communication, but the size is constant. The diameter of a minim is 28ft. A minim is lighter colored, ranging from white topinkish yellow.
As with all tonals, a minim's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. This may then be used as a weapon, for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.
Minims are moderate in size and power for a tonal.

Combat
Tonals are usually quite sociable creatures and will only attack in self defense. Atonals are aggressive and dangerous to the unwary. Both types can only attack with Mind Power and sonic blasts.

Mind Power (Sp): As a swift round action, a Minim tonal may create a variety of spell-like effects at the expenditure of Power Points. It possesses 2000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Minims are associated with the Sphere of Energy. The following are typical uses for the Power Points:
• A Minim tonal can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects that have the [Sonic] descriptor.
• A Minim tonal may cast the immortal spells power attack (2 PP per 1d6, up to 28d6), probe (5 PP) and probe-shield (5 PP).

Sonic Blast (Sp): As a standard action, a Minim tonal may unleash a sonic blast. Every creature within 28ft of the Minim tonal must make a Fort save vs DC 41 (Con based, +8 racial bonus) or suffer 16 points of sonic damage and be deafened for 8 rounds.

Potent Magic (Ex): Unlike mortal creatures, a tonal can affect an immortal with its magical attacks.

Tonal Immunities (Ex): All tonals are immune to silence effects. Tonals have 100% immunity to all damage from non-magical sources. Tonals are immune to all ability damage and drains.


Semibreve
IM 49
Gargantuan Outsider (Exalted, Extraplanar)
Hit Dice: 33d8+363 (511 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 27 (-4 size, +2 Dex, +19 natural), touch 8, flat-footed 25
Base Attack/Grapple: +33/+53
Attack: Sonic blast (See Below)
Full Attack: Sonic blast (See Below)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Mind power, sonic blast
Special Qualities: Darkvision 60ft., outsider traits, potent magic, spell resistance 39, tonal immunities
Saves: Fort +31, Ref +22, Will +21
Abilities: Str 26, Dex 15, Con 32, Int 32, Wis 13, Cha 36
Skills: Concentration +41, Diplomacy +49, Escape Artist +38, Gather Information +49, Heal +37, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (local) +47, Knowledge (nature) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +39, Perform (Sing) +52, Search +47, Sense Motive +37, Spellcraft +47, Spot +39, Survival +37, Tumble +38
Feats: Alertness, Combat Casting, Dodge, Endurance, Great Fortitude, Improved Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perform (Sing)), Superior Initiative
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 26
Treasure: See Below
Alignment: Always lawful good (tonal) or chaotic evil (atonal)
Advancement: ---
Level Adjustment: ---

Semibreve tonals have physical forms very similar to bubbles of light. These forms vary in size and color according to each tonal's status. The color varies during communication, but the size is constant. The diameter of a semibreve is 33ft. A semibreve is lighter colored, ranging from white topinkish yellow.
As with all tonals, a semibreve's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. This may then be used as a weapon, for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.
Semibreves are the second largest in size and second most powerful tonals.

Combat
Tonals are usually quite sociable creatures and will only attack in self defense. Atonals are aggressive and dangerous to the unwary. Both types can only attack with Mind Power and sonic blasts.

Mind Power (Sp): As a swift round action, a Semibreve tonal may create a variety of spell-like effects at the expenditure of Power Points. It possesses 4000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Semibreves are associated with the Sphere of Energy. The following are typical uses for the Power Points:
• A Semibreve tonal can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects that have the [Sonic] descriptor.
• A Semibreve tonal may cast the immortal spells power attack (2 PP per 1d6, up to 33d6), probe (5 PP) and probe-shield (5 PP).

Sonic Blast (Sp): As a standard action, a Semibreve tonal may unleash a sonic blast. Every creature within 33ft of the Semibreve tonal must make a Fort save vs DC 45 (Con based, +8 racial bonus) or suffer 32 points of sonic damage and be deafened for 16 rounds.

Potent Magic (Ex): Unlike mortal creatures, a tonal can affect an immortal with its magical attacks.

Tonal Immunities (Ex): All tonals are immune to silence effects. Tonals have 100% immunity to all damage from non-magical sources. Tonals are immune to all ability damage and drains.
Traianus Decius Aureus

05-14-07, 03:03 PM
Tonal/ Atonal: Breve
IM 49
Gargantuan Outsider (Exalted, Extraplanar)
Hit Dice: 38d8+468 (639 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 20 ft. (4 squares)
Armor Class: 29 (-4 size, +2 Dex, +21 natural), touch 8, flat-footed 27
Base Attack/Grapple: +38/+58
Attack: Sonic blast (See Below)
Full Attack: Sonic blast (See Below)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Mind power, sonic blast
Special Qualities: Darkvision 60ft., outsider traits, potent magic, spell resistance 39, tonal immunities
Saves: Fort +36, Ref +25, Will +24
Abilities: Str 26, Dex 15, Con 36, Int 36, Wis 13, Cha 40
Skills: Appraise +54, Concentration +54, Diplomacy +56, Escape Artist +43, Gather Information +56, Heal +42, Intimidate +56, Knowledge (arcana) +54, Knowledge (history) +54, Knowledge (local) +54, Knowledge (nature) +54, Knowledge (religion) +54, Knowledge (the planes) +54, Listen +44, Perform (Sing) +69, Search +54, Sense Motive +42, Spellcraft +54, Spot +44, Survival +42, Tumble +43
Feats: Alertness, Combat Casting, Dodge, Endurance, Epic Skill Focus (Peform (Sing)), Great Fortitude, Improved Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perform (Sing)), Superior Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 30
Treasure: See Below
Alignment: Always lawful good (tonal) or chaotic evil (atonal)
Advancement: ---
Level Adjustment: ---

Breve tonals have physical forms very similar to bubbles of light. These forms vary in size and color according to each tonal's status. The color varies during communication, but the size is constant. The diameter of a breve is 38ft. A breve is lighter colored, ranging from white topinkish yellow.
As with all tonals, a breve's form collapses when its hit points reach zero. Its flimsy outer skin may be gathered and compressed to form a small object similar to a sling stone. This may then be used as a weapon, for it explodes on impact and releases one final blast of a strength and size equal to the original tonal's.
Breve tonals are the largest and most powerful of the tonals.

Combat
Tonals are usually quite sociable creatures and will only attack in self defense. Atonals are aggressive and dangerous to the unwary. Both types can only attack with Mind Power and sonic blasts.

Mind Power (Sp): As a swift round action, a Breve tonal may create a variety of spell-like effects at the expenditure of Power Points. It possesses 8000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Breves are associated with the Sphere of Energy. The following are typical uses for the Power Points:
• A Breve tonal can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects that have the [Sonic] descriptor.
• A Breve tonal may cast the immortal spells power attack (2 PP per 1d6, up to 38d6), probe (5 PP) and probe-shield (5 PP).

Sonic Blast (Sp): As a standard action, a Breve tonal may unleash a sonic blast. Every creature within 38ft of the Breve tonal must make a Fort save vs DC 50 (Con based, +8 racial bonus) or suffer 64 points of sonic damage and be deafened for 32 rounds.

Potent Magic (Ex): Unlike mortal creatures, a tonal can affect an immortal with its magical attacks.

Tonal Immunities (Ex): All tonals are immune to silence effects. Tonals have 100% immunity to all damage from non-magical sources. Tonals are immune to all ability damage and drains.
Jakob_Pawlowicz

05-14-07, 05:47 PM
First of all: I truly admire the fact that you have the energy, time and will to do all these conversions Traianus. :bow:
Second: do you intend to convert the monsters from The Wrath of the Immortals adventure ( Lightning Zombie, Ploppéds and Sprackles)? :confused:
Last, but not least, thank you again for posting all these wonderful monsters.

- Jakob
Traianus Decius Aureus

05-16-07, 04:34 PM
Thanks Jakob!

Sometimes it feels like I'm like Clark W. Griswold on a quest to get to Wally World (I never realized the sheer quantities of D&D monsters that were created). But its been an adventure.

The WotI creatures I believe have all been converted, either by me or another board member. Pandius should have them.
Traianus Decius Aureus

05-16-07, 04:36 PM
Lion Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 45 ft. (9 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d10 +2)
Full Attack: Bite +8 melee (1d10 +2) and 2 claw +3 melee (1d4 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eviscerate, pounce, roar
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, low-light vision, scent, spell resistance 16, telepathic link
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 15, Dex 14, Con 17, Int 16, Wis 15, Cha 14
Skills: Diplomacy +7, Hide +9, Knowledge (nobility) +8, Listen +17, Move Silently +17, Search +8, Sense Motive +7, Spot +17, Survival +7
Feats: Alertness, Power Attack, Stealthy
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This servant is a fairly large version of a common lion, with dusky yellow fur, great claws, and a mouth full of sharp teeth. The male lion servant possesses a large mane of reddish-brown hair, but the female does not. In its humanoid form, this servant looks very much like a rakasta, with slightly more pronounced claws and a face that shows the strong characteristics of a lion.
The Queen of Bellayne, the Lord Governor of Leãoça, and the Margrave of Hojah are all known bearers of this heraldic servant.

Combat
This servant is a very alert creature and is able to move fairly stealthily, even through a battlefield. Striking from stealth when possible, it attacks with both a bite and its front claws. If both claw attacks are successful during the same round, the lion servant eviscerates its victim.
A Lion servant is proficient with Light, Medium, and Heavy armor and with all shields. However it may only wear armor in humanoid form.

Eviscerate (Ex): While in natural form, if a Lion servant hits an opponent with its two claws attacks, it may cause an additional 2d12+2 damage by ripping at the victim with its rear claws.

Pounce (Ex): While in natural form, when a Lion servant makes a charge, it can follow with a full attack.

Roar (Ex): 5/day a Lion servant may roar. Any foe within 30ft of the servant must make a Will save vs DC 15 (Cha based) or be stunned for 1d4 rounds.

Alternate Form (Su): A Lion servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size lion. The second form is a humanoid with leonine features. The inactive form is part of a coat-of-arms. In this form, the Lion servant cannot be harmed.

Heraldric Bond (Su): A Lion servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• +10 to War Machine BR on any forced directly under the bearer's command
• Greater Heroism (Sp): 3/day the bearer may activate the effects of a greater heroism spell. It may only target the bearer, but in all other respects is identical to the spell. Caster level 12th.

Scent (Ex): This special quality allows a Lion servant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Telepathic Link (Su): While in an active form, a Lion servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: Lion servants have a +8 racial bonus to all Listen, Move Silently and Spot checks.

The Red Curse
Lion servants never acquire Legacies or become Afflicted.

Phoenix Servant
SCMC
Medium Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +6 (+6 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 80 ft. (average); Humanoid Form: 30 ft. (6 squares), fly 40 ft. (good)
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +8/+8
Attack: Bite +14 melee (2d8)
Full Attack: Bite +14 melee (2d8) and 2 claw +9 melee (1d10)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Immolation
Special Qualities: Alternate form, darkvision 60ft., fast healing 3, heraldric bond, immunity to fire, low-light vision, rise from the ashes, spell resistance 16, telepathic link
Saves: Fort +9, Ref +12, Will +6
Abilities: Str 10, Dex 22, Con 16, Int 13, Wis 18, Cha 14
Skills: Diplomacy +7, Heal +8, Knowledge (nobility) +5, Listen +8, Search +5, Sense Motive +8, Spot +8, Survival +8
Feats: Dodge, Flyby Attack, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant appears as a bird with beautiful violet, scarlet, crimson, and orange plumage. It has gem-like talons and a beak of sapphire blue, and its eyes glow a deep ruby. In humanoid form, its body is distinguished by winged arms which end in raking claws, a face with blue-gem beak, and ruby eyes. Its hair and wings retain their bright and violent colours.
The Priest-King of Eshu (ruler of the enduks) is the bearer of the phoenix servant.

Combat
The phoenix attacks with talons and beak unless on the ground, in which case only the beak can hit. In humanoid form, the phoenix can fight with all three attacks.

Immolation (Su): 5/day a Phoenix servant can take a full round action to wreath itself in flames for one round. Every creature within 10ft of the servant immediately suffers 8d6 fire damage. A Fortitude save vs DC 17 (Con based) is allowed for half damage.

Alternate Form (Su): A Phoenix servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size phoenix. The second form is a humanoid with a phoenix's features. The inactive form is part of a coat-of-arms. In this form, the Phoenix servant cannot be harmed.

Heraldric Bond (Su): A Phoenix servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +2 to all attack rolls, damage rolls, saves and skill checks
• +20 hp
• SR16
• Strong Bond (Su): Should the Phoenix servant ever be permanently killed, the bearer is immediately energy drained and loses four levels. This level loss can only be undone by immortal intervention.


Rise From the Ashes (Su): A Phoenix servant reduced to 0 or fewer hp turns into a pile of ash. After 20 minutes, it rises, fully healed, in its natural form. All creatures within 10ft of a rising Phoenix servant are effected as per the Immolation ability (this does not count against its daily usage of that ability). A wish spell may permanently prevent this rising, effectively killing the servant.

Telepathic Link (Su): While in an active form, a Phoenix servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Phoenix servants never acquire Legacies or become Afflicted.
stanles

05-16-07, 10:46 PM
First of all: I truly admire the fact that you have the energy, time and will to do all these conversions Traianus. :bow:
Second: do you intend to convert the monsters from The Wrath of the Immortals adventure ( Lightning Zombie, Ploppéds and Sprackles)? :confused:
Last, but not least, thank you again for posting all these wonderful monsters.

- Jakob

they're all on the Vaults

Lightning Zombie, Greater (http://pandius.com/lzombgrt.html)
Lightning Zombie, Lesser (http://pandius.com/lzomblsr.html)
Ploppéd (http://pandius.com/plopped.html)
Bird; Sprackle (http://pandius.com/sprackle.html)
Sprackle, Lesser (http://pandius.com/sprcklsr.html)
Traianus Decius Aureus

05-18-07, 03:06 PM
Vortex Creature
The great dimensional Barrier, whose very existence creates the dilemma and paradox of the missing dimensions, is commonly called the Dimensional Vortex. The few life forms known to arise from dimensional space including the Vortex, are called vortex creatures. All of these beings can be described as either minor or major. A typical minor vortex creature is the spectral hound. Major vortex creatures are incredibly dangerous to both mortals and Immortals. A typical example is the blackball.
The characteristics of all vortex creatures place them within the Sphere of Entropy, though they are not actually part of that organization.
Vortex creatures are very rare, and little is known about them. They do come in many types, however aberrations and magical beasts seem to be the most prevalent types.

Major
IM 50
Creating a Major Vortex Creature
Major Vortex Creature is an inherited template that can be added to any creature (referred to hereafter as the base creature).
A Major Vortex creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Creature’s type and size remains the same. It gains the Exalted, Extraplanar and Incorporeal subtypes.

Hit Dice: Same as base creature.

Speed: Same as base creature.

Armor Class: Creature loses its natural AC bonus, if any. Creature gains a Deflection Bonus to AC equal to its Cha modifier (+1 minimum).

Base Attack/Grapple: Base Attack same as base creature. Incorporeal creatures have no Grapple Attack.

Attack: A Major Vortex creature maintains all of the attacks it possessed as a normal creature.

Full Attack: A Major Vortex creature maintains all of the attacks it possessed as a normal creature.

Damage: Attack damage remains the same.

Special Attacks: A Major Vortex creature maintains all of the special attacks of the base creature, with the following adjustments:
• Mind Power (Sp): As a swift round action, a major vortex creature may create a variety of spell-like effects at the expenditure of Power Points (please see Immortals rules for the nature of this power). The exact number of Power Points a major vortex creature has is equal to 50 PP per HD. Major Vortex creatures are associated with the Sphere of Entropy (although not formally); Power Points regenerate at the rate of 1 per minute. Major Vortex creatures can use the following powers:
- A Major Vortex creature can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP)..
- A Major Vortex creature may cast the immortal spells power attack (2 PP per 1d6, up to 1d6 per HD), probe (5 PP) and probe-shield (5 PP).

Special Qualities: A Major Vortex creature’s special qualities are identical to those of the base creature, with the following adjustments:
• Dimension Door vulnerability (Su): A vortex creature that passes through a dimension door spell is immediately shifted back to its home plane and vanishes forever, no save throw allowed. A vortex creature knows a dimension door by its appearance, and will avoid it at all cost.
• Major Vortex Immunities: Major Vortex creatures are immune to all forms of physical damage, magic, ability damage and drain, poison, disease, energy drain, all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), sleep effects, paralysis, stunning, death effects, and necromancy effects coming from normal creatures. The only known ways of damaging them are through the immortal spell power attack.
• Potent Magic (Ex): Unlike mortal creatures, a major vortex creature can affect an immortal with its magical attacks.

Saves: Remains the same.

Abilities: A vortex creature has no Str score due to its incorporeality. It gains a +2 bonus to its Cha score.

Skills: Same as base creature, with the following exception: they gain a +8 bonus to all Intimidate checks.

Feats: Same as base creature.

Environment: Dimensional Vortex

Organization: Solitary in Normal Planes,.

Challenge Rating: +5

Treasure: Same as base creature’s treasure.

Alignment: Any non-good

Advancement: Same as base creature.

Level Adjustment: Same as base creature.

Minor
IM 50
Creating a Minor Vortex Creature
Minor Vortex Creature is an inherited template that can be added to any creature (referred to hereafter as the base creature).
A Minor Vortex creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Creature’s type and size remains the same. It gains the Extraplanar and Incorporeal subtypes.

Hit Dice: Same as base creature.

Speed: Same as base creature.

Armor Class: Creature loses its natural AC bonus, if any. Creature gains a Deflection Bonus to AC equal to its Cha modifier (+1 minimum).

Base Attack/Grapple: Base Attack same as base creature. Incorporeal creatures have no Grapple Attack.

Attack: A Minor Vortex creature maintains all of the attacks it possessed as a normal creature.

Full Attack: A Minor Vortex creature maintains all of the attacks it possessed as a normal creature.

Damage: Attack damage remains the same.

Special Attacks: A Minor Vortex creature maintains all of the special attacks of the base creature.

Special Qualities: A Minor Vortex creature’s special qualities are identical to those of the base creature, with the following adjustments:
• Dimension Door vulnerability (Su): A vortex creature that passes through a dimension door spell is immediately shifted back to its home plane and vanishes forever, no save throw allowed. A vortex creature knows a dimension door by its appearance, and will avoid it at all cost.
• Minor Vortex Immunities: Minor Vortex creatures are immune to fire and cold damage.

Saves: Remains the same.

Abilities: A vortex creature has no Str score due to its incorporeality. It gains a +2 bonus to its Cha score.

Skills: Same as base creature, with the following exception: they gain a +4 bonus to all Intimidate checks.

Feats: Same as base creature.

Environment: Dimensional Vortex

Organization: Solitary in Normal Planes,.

Challenge Rating: +2

Treasure: Same as base creature’s treasure.

Alignment: Any non-good

Advancement: Same as base creature.

Level Adjustment: Same as base creature.
Traianus Decius Aureus

05-18-07, 03:07 PM
Enchanted Armor
CM7 29
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 20 (+2 Dex, +8 Full Plate Armor), touch 12, flat-footed 18
Base Attack/Grapple: +3/+5
Attack: Short bow +5 ranged (1d6)
Full Attack: Short bow +5 ranged (1d6) or short spear +5 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Fiery death
Special Qualities: Construct traits, darkvision 60ft., immunity to fire, low-light vision
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 15, Dex 14, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 2 or 3 (if explosive)
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: -

This twisted construct is a combination of a preserved elven corpse clad in an enchanted set of full plate armor. Some of them are enchanted to explode upon death.
Originally created to protect the wizard Moorkroft, the method of creation has since diasppeared.

Combat
These construct serve as guards, following his orders to the letter. They fight with shortspears and shortbows. Those that explode on death tend to push their way into their foes ranks first.

Fiery Death (Su): When an Enchanted Armor Construct is reduced to 0 hp, there is a 25% chance it will explode. All creatures within 30ft are hit by a 5d6 fireball. A reflex save vs DC 12 (Con based) is allowed for half damage.

Immunity to Fire (Ex): An Enchanted Armor construct is immune to all fire damage, whether normal or magical.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
havard

05-18-07, 05:12 PM
No sample Vortex creatures? :)

Keep it up!
Traianus Decius Aureus

05-18-07, 05:27 PM
No sample Vortex creatures? :)

Keep it up!

I didn't have time to do a Vortex Gerbil :)
havard

05-18-07, 05:53 PM
I didn't have time to do a Vortex Gerbil :)

lol! :)

Yeah, the nightmare ones were pretty funny (and scary!) :)

How about a Vortex Animal Herd? ;)
Traianus Decius Aureus

05-23-07, 04:15 PM
Ram Servant
SCMC
Medium Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +5/+7
Attack: Natural Form: Gore +7 melee (1d8 +2); Humanoid Form: Heavy Mace +7 melee (1d8 +2)
Full Attack: Natural Form: Gore +7 melee (1d8 +2); Humanoid Form: Heavy Mace +7 melee (1d8 +2) and off hand Heavy Mace +7 melee (1d8 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge, smash and crush
Special Qualities: Alternate form, Damage reduction 15/slashing and piercing, darkvision 60ft., heraldric bond, low-light vision, mountaineer, spell resistance 17, telepathic link
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 14, Dex 17, Con 18, Int 16, Wis 17, Cha 13
Skills: Balance +9, Climb +8, Diplomacy +6, Jump +4, Knowledge (nobility) +8, Listen +8, Search +8, Sense Motive +7, Spot +8, Survival +8
Feats: Improved Bull Rush, Iron Will
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The ram servant appears as a larger form of the mountain ram, with shaggy hair and a set of large horns. In its humanoid form, it is often mistaken for a goatman, with the shaggy hair, lower hooves, and head of its original form. Only the hands turn truly humanoid in form. The creature may move over rough or broken terrain at full movement regardless of form.
The Baron of Sedhuen is the only known bearer of this heraldic servant.

Combat
In its natural form, the ram attacks with a gore, and with a running start, it may inflict double damage. However, unless otherwise instructed this heraldic servant automatically adopts humanoid form for combat. As a humanoid, it attacks with a heavy mace in each hand. The servant automatically produces these weapons, reabsorbing them when shifting to natural form. It may wear armour, which must be acquired from its bearer; this can also be absorbed when changing form.
A Ram servant is only proficient with heavy maces. It is proficient with all light, Medium and Heavy Armors.

Powerful Charge (Ex): When a Ram servant makes a charge, its gore attack deals 2d8+4 damage in addition to the normal benefits and hazards of a charge.

Smash and Crush (Ex): A Ram servant is treated as if it has the Two-Weapon Fighting feat. A Ram servant suffers no penalties to its attack rolls for duel wielding heavy maces.

Alternate Form (Su): A Ram servant has three forms, two active forms and one inactive form. The first form is its natural form of a medium-size ram. The second form is a humanoid with ram-like features. The inactive form is part of a coat-of-arms. In this form, the Ram servant cannot be harmed.

Damage Reduction (Su): A Ram servant has damage reduction of 15/slashing and piercing.

Heraldric Bond (Su): A Ram servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• bearer gains DR 10/slashing and piercing.


Mountaineer (Ex): A Ram servant suffers no penalties for moving through rough, broken or mountainous terrain. In addition, it gains a +4 bonus to all Balance and Climb skill checks.

Telepathic Link (Su): While in an active form, a Ram servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Ram servants never acquire Legacies or become Afflicted.

Rooster Servant
SCMC
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), fly 30 ft. (poor) (Natural Form only)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Natural Form: Beak +7 melee (2d6); Humanoid Form: Dagger +7 melee (1d4)
Full Attack: Natural Form: Beak +7 melee (2d6); Humanoid Form: Dagger +7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, immunity to illusions, limited flight, low-light vision, magical resistance, spell resistance 18, telepathic link
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 10, Dex 17, Con 16, Int 18, Wis 15, Cha 17
Skills: Diplomacy +9, Jump +14, Knowledge (nobility) +10, Listen +10, Search +10, Sense Motive +8, Spot +10
Feats: Alertness, Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This servant is simply the man-sized equivalent of the common barnyard animal, standing five feet tall. In humanoid form, the servant appears as a red-haired, ruddy-faced human with only its pure black eyes and taloned feet giving it away. The humanoid form loses the power of flight, but it can jump up well.
The rooster servant's only known bearer is the Count of Suerba.

Combat
The natural form of this heraldic servant only has one physical attack: its beak. It usually relies on its crow, which can imitate the effects of several spells.
In humanoid form, the servant can attack with a dagger, but it cannot wear armour. It also retains its spell-like abilities.

Spell-Like Abilities (Sp): 1 day: feather fall, deafness, dispel magic, shout, confusion, summon nature's ally IV, power word stun. Caster Level 12th, all saves are Cha based.

Alternate Form (Su): A Rooster servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized rooster. The second form is a humanoid with rooster-like features. The inactive form is part of a coat-of-arms. In this form, the Rooster servant cannot be harmed.

Heraldric Bond (Su): A Rooster servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
• Immunity to all Illusions.
• +2 bonus to all saves against magical effects


Immunity to Illusions (Ex): A Rooster servant is immune to all Illusions.

Limited Flight (Ex): A Rooster servant can only fly for one round at a time. It must be grounded for at least one round between flight attempts.

Magical Resistance (Ex): Rooster servant receives a +2 bonus to all saves made against magical effects.

Telepathic Link (Su): While in an active form, a Rooster servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Rooster servant has a +8 racial bonus to all Jump skill checks.

The Red Curse
Rooster servants never acquire Legacies or become Afflicted.
havard

05-23-07, 04:29 PM
Good to see you up and at it Traianus.

I have to say I never liked those Heraldic Servants things too much. Anyone wanna convince me otherwise? :)
Traianus Decius Aureus

05-23-07, 04:39 PM
Good to see you up and at it Traianus.

Thanks :) I was was out of town due to a death in the family, so I've out of the loop.

I have to say I never liked those Heraldic Servants things too much. Anyone wanna convince me otherwise? :)

They aren't great for PCs, but they are a nice surprise for the nimwit PCs that think its fun to attack a plot important NPC.
Gazza555

05-24-07, 04:11 AM
This servant is simply the man-sized equivalent of the common barnyard animal, standing five feet tall. In humanoid form, the servant appears as a red-haired, ruddy-faced human with only its pure black eyes and taloned feet giving it away. The humanoid form loses the power of flight, but it can jump up well.
Got a picture for this one

http://content.answers.com/main/content/wp/en/thumb/f/f3/200px-Foghorn_Leghorn.png

:D

Wow! - the 1000th post in the thread. :dancin:

Regards
Gary
Traianus Decius Aureus

05-24-07, 09:31 AM
Got a picture for this one

http://content.answers.com/main/content/wp/en/thumb/f/f3/200px-Foghorn_Leghorn.png

:D

Wow! - the 1000th post in the thread. :dancin:

Regards
Gary

:heehee

You owe me a new keyboard!
Hugin

05-24-07, 09:40 AM
:rofl: *in a southern drawl* "I say look at me when I'm talking to ya boy!"
Traianus Decius Aureus

05-24-07, 03:58 PM
Gargantua Iron Living Statue
CM7
Huge Construct
Hit Dice: 16d10 + 40 (128 hp)
Initiative: -2
Speed: 20 ft (can’t run)
Armor Class: 20 (+14 natural, -2 size, -2 Dex), touch 6, flat-footed 20
Base Attack/Grapple: +12/+32
Attacks: 1 slam +22 melee (5d6+12)
Full Attack: 2 slams +22 melee (5d6+12)
Face/Reach: 15ft. / 15 ft.
Special Attacks: Absorb
Special Qualities: Construct traits, darkvision 120ft., low-light vision
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 34, Dex 6, Con -, Int 6, Wis 10, Cha 2
Skills: Listen+4, Spot +3
Feats: Power Attack, Weapon Focus (Slam)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

A living statue is a magical construct that resembles a statue of a humanoid. Unlike golems, they are intelligent and capable of following reasonably complex orders. Left to themselves, they pretend to be inanimate statues until they have the opportunity to ambush intruders.
This particular one has been created as a Gargantua version of the Living Statue. The only known example is a damaged one in the lair of the red dragon Fosfer.

Combat
Iron Living Statues follow their orders to the letter. They are often used as guards, and will use powerful slams to kill intruders.

Absorb (Su): If struck in melee with a non-magical metal weapon, the attacker must make a Strength check (DC 30) or the weapon becomes stuck in the body of the iron living statue and can only be removed if the statue is destroyed. Stuck weapons will be absorbed into the statue over the next 1d4 days, permanently adding 1d8 hit points to the statue.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

05-25-07, 03:40 PM
Tyrannosaurus Molior
CM7 16
Huge Construct
Hit Dice: 20d10+40 (150 hp)
Initiative: +0
Speed: 40 ft. (8 squares) (can't run)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +24 melee (6d6 +11)
Full Attack: Bite +24 melee (6d6 +11)
Space/Reach: 15 ft./10 ft.
Special Attacks: Hurl, improved grab
Special Qualities: Construct traits, darkvision 60ft., low-light vision
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 32, Dex 10, Con -, Int -, Wis 15, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: -

The creature known as a Tyrannosaurus Molior is a construct meant to look like a Tyrannosaurus Rex. One known example guards the Lizard key in the ancient Elven Lands.

Combat
A Tyrannosaurus Molior is almost always ordered to guard something. It will unquestioningly perform this duty. It attacks with a terrible bite, and will hurl foes away from its charge.

Hurl (Ex): As a standard action, any creature grabbed by the Tyrannosaurus Molier's bite may be hurled 10d10 ft in a random direction. The victim suffers 1d6 dmage per 10ft thrown. A Reflex save vs DC 31 (Str based) is allowed for half damage.

Improved Grab (Ex): If a Tyrannosaurus Molier hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. A grabbed creature may be hurled in the following round, or may continue to be held, in which case the Tyrannosaurs Molior automatically inflicts bite damage each round the victim is held.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Traianus Decius Aureus

05-29-07, 03:38 PM
Beaver, Giant
BMSII 13, 14, 16
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +4 Dex, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (4d6 +4)
Full Attack: Bite +7 melee (4d6 +4) and 2 claw +2 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Double damage against wood objects
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 19, Dex 18, Con 17, Int 5, Wis 14, Cha 12
Skills: Diplomacy +3, Listen +6, Spot +6, Swim +5
Feats: Alertness, Endurance
Environment: Any land
Organization: Solitary, Pair, or Colony (5-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

These creatures are the result of magical experimentation. It is believed that a ambbitious wizard tried to take a normal beaver and give it the size and intelligence to allow it to help construct things at the behest of humans. The giant beaver that resulted was a magical creature that looks like an overgrown version of the regular beaver. Some scholars believe this creature is the ancestor of the Mugumba Mud-dwellers, however, this is a unsupportted argument at best.
Giant beavers build great dams in order to create ponds in which to build their huge mud and wood "castles." They can be persuaded to build dams and other earthworks in exchange for jewelry, gold, or rare and exotic barks. In addition to their accumulated wealth, giant beaver pelts command a high price on the black market, ranging from 500-800 gp per pelt.

Combat
Not inclined to fight, these creatures will flee when met openly, and will fight only when cornered or trapped. Intruders into their lairs will be ferociuosly attacked by every giant beaver in the lair.

Double Damage Against Wood Objects (Ex): Giant beavers ignore the hardness of any wooden objects it attacks and it inflicts double damage to wooden objects (or creatures made of wood).
havard

05-30-07, 02:31 PM
Beaver, Giant

Resists urge to make lame joke.... :embarrass




I like the tie in with the Mud-dwellers btw. A truly Mystaran description there :)

Havard
Traianus Decius Aureus

05-30-07, 04:01 PM
Sea Horse
SCMC
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +4 (+4 Dex)
Speed: Natural Form: 25 ft. (5 squares), swim 55 ft. (11 squares); Humanoid Form: 40 ft. (8 squares), swim 40 ft. (8 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Natural Form: Gore +5 melee (1d4 +1); Humanoid Form: Slam +5 melee (1d4 +1)
Full Attack: Natural Form: Gore +5 melee (1d4 +1) and tail +0 melee (2d4); Humanoid Form: 2 slam +5 melee (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 120ft., heraldric bond, low-light vision, spell resistance 18, spell-like abilities, telepathic link
Saves: Fort +7, Ref +8, Will +2
Abilities: Str 13, Dex 18, Con 16, Int 14, Wis 13, Cha 15
Skills: Diplomacy +6, Gather Information +6, Heal +5, Knowledge (nobility) +6, Listen +7, Sense Motive +5, Spot +7, Swim +9
Feats: Alertness, Combat Reflexes
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The sea horse is an aquatic animal with an equine head and a long, curled tail. They swim with a rocking motion as the tail straightens and then snaps back to provide thrust. Like the dolphin, this servant is suspended in a magical field when summoned on land, allowing it to swim in the air but never rising more than a few feet above the ground. The sea horse servant is covered in scaly plates. They can be any combination of brown or green.
As a humanoid, this heraldic servant retains the natural armour scales and its colour. The fingers and toes are webbed, gills adorn its throat, and it has a mane of stringy hair.
The only known bearer of this heraldic servant is the Lord Governor of Tartaruga.

Combat
In its natural form, the sea horse servant attacks with a gore and a heavy tail slap; in humanoid form it attacks with its fists.

Alternate Form (Su): A Sea Horse servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized sea horse. The second form is a humanoid with sea horse-like features. The inactive form is part of a coat-of-arms. In this form, the Sea Horse servant cannot be harmed.

Heraldric Bond (Su): A Sea Horse servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR18
• 120ft Darkvision
While the Sea Horse servent is in active form, the bearer gains the following:
• At will: fire shield (chill). Caster Level 12th. Self Only.

Spell-like Abilities (Sp): At will: fire shield (chill); 3/day: polymorph (self only). Caster Level 12th, all save DCs are Cha based.

Telepathic Link (Su): While in an active form, a Sea Horse servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Sea Horse servant 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.

The Red Curse
Sea Horse servants never acquire Legacies or become Afflicted.



Sea Lion
SCMC
Medium Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +1 (+1 Dex)
Speed: Natural Form: 20 ft. (4 squares), swim 45 ft. (9 squares); Humanoid Form: 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Claw +9 melee (2d4 +3)
Full Attack: 2 Claw +9 melee (2d4 +3) and bite +4 melee (2d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Maul, roar
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, low-light vision, spell resistance 16, telepathic link
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 16, Dex 13, Con 22, Int 13, Wis 16, Cha 14
Skills: Diplomacy +6, Gather Information +5, Heal +7, Knowledge (nobility) +5, Listen +9, Sense Motive +7, Spot +9, Swim +11
Feats: Alertness, Cleave, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This servant has the head and forepaws of a lion, and the body and tail of a fish. Like other aquatic servants, the sea lion gains the power of basic flight when travelling out of the water. It still moves by the thrust of its powerful tail, hovering a few feet in the air, but at a slower rate. In humanoid form, the sea lion servant looks the same as in its natural form except for large, webbed rear feet and gills located behind the ears.
The bearer of the sea lion servant is the Lord Governor of Da Presa.

Combat
In combat, the sea lion attacks with claws and fangs. It will roar at the start of combat if outnumbered or it feels overmatched. In humanoid form, a Sea Lion servant may wear any light, medium or heavy armor.

Maul (Ex): If a Sea Lion servant hits an opponent with both claw attacks, it may maul. The Sea Lion gains a +4 attack bonus to its bite attack and inflicts double damage if the attack succeeds. The victim must also make a Reflex save vs DC 16 (Str based) or be unable to take any actions for the remainder of the round.

Roar (Su): As a full round action, the sea lion may roar. All creatures within 60ft of the Sea Lion servant must make a Will save vs DC 19 (Con based) or be shaken for one hour. A Sea Lion servant may roar three times per day.

Alternate Form (Su): A Sea Lion servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized sea lion. The second form is a humanoid with sea lion-like features. The inactive form is part of a coat-of-arms. In this form, the Sea Lion servant cannot be harmed.

Heraldric Bond (Su): A Sea Horse servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• At will: heroism, water breathing. Caster Level 12th. Self Only.

Telepathic Link (Su): While in an active form, a Sea Lion servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: A Sea Lion servant 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.

The Red Curse
Sea Lion servants never acquire Legacies or become Afflicted.
Traianus Decius Aureus

05-31-07, 02:56 PM
Beetle, Boring
BMSII 13, 14, 18
Large Vermin
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 10ft
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (3d6 +5)
Full Attack: Bite +7 melee (3d6 +5)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +8, Ref +1, Will +2
Abilities: Str 21, Dex 10, Con 18, Int -, Wis 13, Cha 8
Skills: Listen +9, Spot +9
Feats: ---
Environment: Any underground
Organization: Solitary, Pair, Colony (5-20 plus 5ft-10ft patch of Yellow Mold per beetle and 50% chance of 2-5 oozes, slimes, jellies, or puddings)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

Boring beetles are about 15ft long and 5ft thick. They most commonly are found in the remains of gargantuan, felled trees and unused tunnel complexes. This species is capable of growing yellow mold for food, and is also capable of cultivating other slimes, jellies and oozes found in dungeons and other underground environments. These beetles, although not intelligent, seem to have better coordination with and awareness of their fellow colonists than most vermin.
Boring beetle lairs are foul places, as they start their nauseating cultures by gathering various dead bodies and rotting offal (creating a putrid Petrie dish, if you will). The upside to this is their lairs generally contain treasure from the victims.

Combat
These beetles simply attack with their mandibles. They will attack anything they consider food.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

06-01-07, 03:24 PM
Rhinoceros Beetle
BMSII 13, 14, 18
Huge Vermin
Hit Dice: 12d8+96 (150 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 20 ft. (clumsy)
Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+28
Attack: Bite +18 melee (2d8 +11) or gore +18 melee (2d6 +11)
Full Attack: Bite +18 melee (2d8 +11) and gore +13 melee (2d6 +5)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Powerful charge
Special Qualities: Darkvision 60ft.
Saves: Fort +16, Ref +4, Will +3
Abilities: Str 33, Dex 11, Con 26, Int -, Wis 9, Cha 6
Skills: ---
Feats: ---
Environment: Warm forests
Organization: Solitary, Pair, Brood (2-6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

The giant rhinoceros beetle is about 20ft long and 10ft wide, and is found in the tropical forests of the equitorial regions. It has a single huge horn extending in front of its body, and is has a heavily armored body. They roam the forests eating fruit from trees and the occassional unsuspecting animal. While on the ground they destroy just about everything in their path. While they can fly, they are slow and clumsy at it.

Combat
A giant rhinoceros beetle will attack anything it considers food or a threat, usually by charging them with its gore attack.

Powerful Charge (Ex): When a giant rhinoceros beetle makes a charge, its gore attack deals double damage in addition to the normal benefits and hazards of a charge.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Jakob_Pawlowicz

06-01-07, 05:33 PM
I'm no "Creature-conversion-expert", but a 12HD monster with a CR of only 6.... I don't get it.
Cthulhudrew

06-01-07, 06:13 PM
I'm no "Creature-conversion-expert", but a 12HD monster with a CR of only 6.... I don't get it.

A lot more goes into factoring CR than just HD. It's a tricky process. If anything, a CR 6 might be high for the Rhinocerous Beetle (considering it only has two things going for it- high hp and vermin traits).

Compare with other CR 6 creatures:

Young Blue Dragon (http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/CHROMATIC_DRAGONS.html#blue)
Five-Headed Pyro- or Cryo-Hydra (http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/HYDRA.html#hydra1)
Megaraptor (http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/DINOSAUR.html#megaraptor)
Baleen Whale (http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/WHALE.html#bal)

Just a couple of samples of how CR calculation is tricky. A young blue is really pretty much on the high end there (frankly, I'm a bit surprised its even considered a CR6 myself)- I think it could take the Rhinocerous Beetle out pretty quickly. The pyro/cryo-Hydras are also tricky; the revamps they did on the hydra in 3.5 didn't seem to include CR changes (though they should have- the things quite a bit more difficult). The Baleen is right about the same level as the Rhino Beetle, while the Megaraptor seems (at a glance anyway) kind of on the low end compared to the rest.

CR6 seems to be an okay level for the RB, though again, I could see an argument for making it a CR5 as well potentially. As long as you shoot for those scales, you should be all right.

(Also, party ability can really throw off CRs too- a really well equipped, min/maxed, party of experienced players can often handle CRs a couple levels above their party level, but bad players/characters can have trouble with CRs below their party levels.)
Traianus Decius Aureus

06-04-07, 02:38 PM
Floating Eye (Eye of the Deep, Eye)
BMSII 13, 14, 23
Tiny Animal (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4 (+4 Dex)
Speed: swim 90 ft. (18 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: 0 /-11
Attack: Bite -1 melee (1d3 -3)
Full Attack: Bite -1 melee (1d3 -3)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Deathly Gaze
Special Qualities: Low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 5, Dex 18, Con 13, Int 2, Wis 13, Cha 12
Skills: Listen +5, Spot +5, Swim +5
Feats: Alertness
Environment: Any aquatic
Organization: Solitary, Pair, Crew (2-5), or School (5-20 + 50% 2-5 sharks)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Actually small fish with a huge central eye, Floating Eyes have the power to frighten or fascinate their foes. They normally eat small fish and plankton, but will work with sharks (and other sea predators) to disable prey and feed on the remains.

Combat
Floating Eyes usually try to fascinate/frighten their foes. If in small groups they will then flee; if in a large group, they will allow the sharks to attack their victims.

Deathly Gaze (Su): During the first round of an encounter with a Floating Eye, each creature looking at the Floating Eye must make a Will save vs DC 15 (Cha based, +3 racial bonus). Those failing the save are either frightened, or they are fascinated (DM's discretion). Regardless, the effect lasts for 2-8 rounds.

Skills: A Floating Eye 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.
Traianus Decius Aureus

06-05-07, 03:35 PM
Koalinth
BMSII 24
1st level Warrior
Medium Humanoid (Aquatic, Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 studded leather armor), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Spear +2 melee (1d8 +1)
Full Attack: Spear +2 melee (1d8 +1) or javilin +2 ranged (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Skills: Hide +3, Listen +2, Move Silently +7, Spot +2, Swim +7
Feats: Alertness
Environment: Warm aquatic
Organization: Gang (4-9 plus 50% riding sharks), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level, leaders and 50% of warriors riding sharks), warband (10-24 plus 50% riding sharks), or tribe (30-300 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, all leaders and 50% warriors riding sharks)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: by character class
Level Adjustment: -

Koalinth are an aquatic version of hobgoblins. They appear very similar to hobgoblins, but have webbed hands and feet, and have gills. They are also a bit thinner and taller, with a blueish tint to their skin color
Raiders and pillagers by nature, they tend to operate over large areas surrounding a centralized base of operations. This lair is typically well hidden. They are known to raid most sea people settlements, with the exception of the sea giants, devilfish, shark-kin and kopru, all of which are more than a match for them. They have a fondness for tormenting the Aquarendi.
To help them move quickly, and to help intimidate their victims, Koalinths often ride large sharks; their leaders ride hammerhead, tiger, or great white sharks.
Fortunately, these raiders are few in number, either never being able to reproduce in great numbers or their frequent raids thinning the school too much.
Koalinths speak Goblin, Common and Aquan.
The Koalinth warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Combat
Like their surface cousins, Koalinths are capable of creating and carrying out sophisticated battle plans. They are very predatory, raiding many of the various sea people's settlements and unwary undersea travellers.
They are proficient in all simple and martial weapons, favoring javilins and spears. They may wear light, medium and heavy armor, and use all shields but tower shields. However, due to the need to move fast, they usually use sharkskin leather studded with bone or coral bits.

Skills: Koalinths have a +4 racial bonus to all Move Silently skill checks. They have a +8 racial bonus on any Swim check to perform some 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.

Koalinths as Characters
A Koalinth's favored class is fighter. Koalinth groups have a wide range of classes represented, with fighter, warrior, and rogue the most popular. Koalinth clerics can select two of the following domains: Evil, War, or Water.
Cthulhudrew

06-05-07, 06:07 PM
BMSII 24

What does BMSII stand for? I didn't realize that Koalinths had made any appearances in Mystara products. Interesting to know. :)
Traianus Decius Aureus

06-05-07, 06:09 PM
What does BMSII stand for? I didn't realize that Koalinths had made any appearances in Mystara products. Interesting to know. :)

Blackmoor Adventures Supplement II
Cthulhudrew

06-05-07, 08:25 PM
Blackmoor Adventures Supplement II

Ah. I'm not sure I have that one. I have one of the Blackmoor supplements (the brownish paper one with the map of Castle Blackmoor in it), but I can never remember if that's BSMII or the First Fantasy Campaign one.
havard

06-06-07, 01:26 AM
Ah. I'm not sure I have that one. I have one of the Blackmoor supplements (the brownish paper one with the map of Castle Blackmoor in it), but I can never remember if that's BSMII or the First Fantasy Campaign one.

Sounds like you have the FFC Andrew. Unless I'm mistaken, the Supplement II in question is the D&D booklet that first featured the Temple of the Frog. It is available as a free download from Dave Arneson's website (or mine).

Havard
Traianus Decius Aureus

06-06-07, 09:02 AM
Sounds like you have the FFC Andrew. Unless I'm mistaken, the Supplement II in question is the D&D booklet that first featured the Temple of the Frog. It is available as a free download from Dave Arneson's website (or mine).

Havard

That's the one!

BTW, is there a pdf version on supplement IV?
Gazza555

06-06-07, 09:29 AM
FWIW there's a Footpad lizard in the Drow of the Underdark supplement. I haven't compared stats to see how similar it is to the OD&D/Mystara variants.

Regards
Gary
BOZ

06-06-07, 09:36 AM
anyone have a handy link to Echohawk's monster list? ;)
Gazza555

06-06-07, 10:06 AM
anyone have a handy link to Echohawk's monster list? ;)
See Post 983 (http://boards1.wizards.com/showpost.php?p=12332233&postcount=983) - although it does give the link to the May list not the updated one for June :)

Regards
Gary
havard

06-06-07, 02:29 PM
That's the one!

BTW, is there a pdf version on supplement IV?

I don't think so. There were some problems with that supplement due to the inclusion of creatures from the Cthulhu mythos, Elric etc...

Havard
Traianus Decius Aureus

06-06-07, 03:30 PM
Stag Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +6/+7
Attack: Natural Form: Gore +7 melee (4d6 +1); Humanoid Form: +1 Glassteel Shortsword +8 melee (1d6+2)
Full Attack: Natural Form: Gore +7 melee (4d6 +1); Humanoid Form: +1 Glassteel Shortsword +6/+1 melee (1d6+2) and offhand +1 Glassteel Shortsword +6 melee (1d6+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Powerful charge
Special Qualities: Alternate form, Damage reduction 15/magic (against ranged only), darkvision 60ft., heraldric bond, low-light vision, spell resistance 19, telepathic link
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 13, Dex 17, Con 16, Int 14, Wis 14, Cha 15
Skills: Diplomacy +8, Knowledge (nobility) +8, Listen +10, Search +8, Sense Motive +8, Spot +10
Feats: Alertness, Improved Initiative, Two-Weapon Fighting
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant is a deadly version of the common herd animal. Though smaller, it possesses an impressive array of antlers actually edged and tipped with sharpened glassteel. In humanoid form, the stag servant appears fully human except for short, dark brown fur and a ridge of bone where its antlers would normally be. The humanoid version is very stocky and muscular.
The bearer of this heraldic servant is the Countess of Morguen.

Combat
Stag servants will try to gore their foes while in natural form, charging when possible. In humanoid form, they duel-wield +1 glassteel shortswords. These swords mat be replaced with other shortswords provided by the bearer. It may be provided with light armor, but the servant prefers to be unencumbered by armor (it may wear other protective devices, however).

Powerful Charge (Ex): When a Stag servant in natural form makes a charge, its gore attack deals double damage in addition to the normal benefits and hazards of a charge.

Alternate Form (Su): A Stag servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized stag. The second form is a humanoid with stag-like features. The inactive form is part of a coat-of-arms. In this form, the Stag servant cannot be harmed.

Damage Reduction (Su): A Stag servant has damage reduction of 15/magic against all ranged attacks. It does not have any damage reduction against melee attacks.

Heraldric Bond (Su): A Stag servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, saves and skill checks
• +2 to all damage rolls
• +10 hp
• SR19
• DR 15/magic against all ranged attacks

Telepathic Link (Su): While in an active form, a Stag servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Stag servants never acquire Legacies or become Afflicted.



Swan (Black) Servant
SCMC
Medium Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3 (+3 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 40 ft. (good); Humanoid Form: 30t (6 squares), fly 60ft (good)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Natural Form: Peck +4 melee (1d4); Humanoid Form: Dagger +4 melee (1d4)
Full Attack: Natural Form: Peck +4 melee (1d4); Humanoid Form: Dagger +4 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dominate
Special Qualities: Alternate form, Damage reduction 15/magic, darkvision 60ft., flight, heraldric bond, low-light vision, spell resistance 20, telepathic link
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 11, Dex 17, Con 18, Int 16, Wis 14, Cha 19
Skills: Diplomacy +9, Gather Information +9, Knowledge (nobility) +8, Listen +9, Sense Motive +7, Spot +9, Tumble +8
Feats: Alertness, Quicken Spell-like Ability (Dominate)
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This beautiful creature has glossy black feathers and a golden beak. It is very poised and graceful. Its humanoid form is always female with enthralling, elven features; long black hair; dark eyes; and a beautifully feathered cloak.
The Count of Enom is the only known bearer of the black swan. Legends mention a white swan heraldic servant that has similar powers, but uses charm rather than dominate.

Combat
Black Swan servants typically avoid melee combat, preferring to dominate a foe and using it to defend her and her bearer. If forced to fight, it pecks with its beak in natural form and fights with a dagger in humanoid form.

Dominate (Sp): Once per day, the Black Swan servant can dominate a foe. This ability is identical to the spell dominate person, with the following exceptions: it can affect any creature except for immortals and exalted creatures, and it bypasses all spell resistance. The victim is allowed a Will save vs DC 18 (Cha based, +2 racial bonus) to avoid domination.

Alternate Form (Su): A Black Swan servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized black swan. The second form is a beautiful, elf-like humanoid. The inactive form is part of a coat-of-arms. In this form, the Black Swan servant cannot be harmed.

Damage Reduction (Su): A Black Swan servant has damage reduction of 15/magic. Its attacks are treated as magical for the purposes of bypassing damage reduction.

Flight (Su): A Black Swan servant in humanoid form can cease or resume flight as a free action. This ability becomes ineffective in an antimagic field, and the Black Swan servant in humanoid form loses its ability to fly for as long as the antimagic effect persists.

Heraldric Bond (Su): A Black Swan servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR20
• DR 15/magic
• 3/day: fly. Caster Level 12th. Self Only.

Telepathic Link (Su): While in an active form, a Black Swan servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Black Swan servants never acquire Legacies or become Afflicted.
Traianus Decius Aureus

06-07-07, 04:53 PM
Lamprey, Normal
BMSII 13, 14, 19
Small Animal (Aquatic)
Hit Dice: 1/4d8+3 (4 hp)
Initiative: +3 (+3 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4 plus Blood Drain)
Full Attack: Bite +1 melee (1d4 plus Blood Drain)
Space/Reach: 5 ft. / 0 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will -3
Abilities: Str 10, Dex 17, Con 16, Int 1, Wis 5, Cha 4
Skills: Hide +7, Listen -1, Spot -1, Swim +8
Feats: Die hard (B), Endurance
Environment: Any aquatic
Organization: Solitary, Pair, or Swarm (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 1/2-1 HD (Small)
Level Adjustment: -

Similar to eels, lampreys are evolutionary primitive creatures. They survive by attaching themselves to creatures and living parasitically off of them. They prefer large creatures that can sustain them for great lengths of time, but will attack anything if it needs nourishment.

Combat
Bite. Attach. Drain blood. That is all these creatures know how to do. They are stubborn as well, and have little instinct for self-preservation.

Blood Drain (Ex): A lamprey that has attached to another creature may automatically cause an additional 1d4 hp of damage each round for blood loss, in addition to its normal bite damage.

Improved Grab (Ex): If a lamprey hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the lamprey attaches to the victim and may automatically cause bite damage and Blood Drain each round it maintains the hold.

Skills: Lampreys have a +8 racial bonus on any Swim check to perform some 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.



Giant Lamprey
BMSII 13, 14, 19
Large Animal (Aquatic)
Hit Dice: 3d8+18 (31 hp)
Initiative: +2 (+2 Dex)
Speed: swim 30 ft. (6 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+11
Attack: Bite +6 melee (1d8 +5 plus Blood Drain)
Full Attack: Bite +6 melee (1d8 +5 plus Blood Drain)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will -2
Abilities: Str 20, Dex 15, Con 20, Int 1, Wis 5, Cha 4
Skills: Listen +0, Spot +0, Swim +13
Feats: Die hard (B), Endurance, Toughness
Environment: Any aquatic
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

These are just bigger and meaner versions of the normal lamprey. They can very quickly kill their hosts if they are not careful, and, as a result, they must change hosts quite often. When encountered without hosts, they are likely to be very hungry.

Combat
Just like its smaller brother, giant lampreys bite and suck blood. Unfortunately for anything they encounter, they are a whole lot better at it.

Blood Drain (Ex): A giant lamprey that has attached to another creature may automatically cause 1d4 Constitution damage each round for blood loss, in addition to its normal bite damage.

Improved Grab (Ex): If a giant lamprey hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant lamprey attaches to the victim and may automatically cause bite damage and Blood Drain each round it maintains the hold.

Skills: Giant lampreys have a +8 racial bonus on any Swim check to perform some 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.
Traianus Decius Aureus

06-11-07, 03:16 PM
Fire Lizard (False Dragon)
BMSII 13, 14, 19
Huge Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +12/+28
Attack: Bite +18 melee (4d4 +8)
Full Attack: Bite +18 melee (4d4 +8) and 2 claw +13 melee (1d8 +4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., fire immunity, low-light vision
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 26, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Skills: Listen +9, Spot +9, Survival +4
Feats: Alertness, Cleave, Great Cleave, Iron Will, Power Attack
Environment: Any land
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

These huge lizards are of identical appearance to dragons, but without wings. Of similar size, they are commonly mottled gray, and are rumored to be the ancestors of present day dragons (although it is best not to repeat it front of draconic company).
They share a number of habits with dragons, such as seeking out shiny baubles with which to line their nests, and frequently sleeping for great periods of time. Unlike dragons, thye mature in about ten years, and have a lifespan of roughly 100 years. Also unlike dragons, they have no affection for their young. They can go up to ten years without eating, but prefer to devour a cow or two per month. Fire lizards are also unintelligent.
Despite most dragons' resentment of the rumored relationship between fire lizards and dragons, most dragons will not attack them if at all possible.

Combat
These lizards will generally only attack creatures they view as prey, or when they or their territory is threatened. They attack with a vicious bite and sharp claws. They will breathe fire often.

Breath Weapon (Su): A fire lizard's breath weapon attack usually deals 1d10 fire damage in a 10' cone. Targets are allowed a Reflex save for half damage (DC 20 Con based). Using a breath weapon is a standard action. Once a fire lizard breathes, it can’t breathe again until 1d4 rounds later.

Fire Immunity (Ex): A fire lizard is immune to all fire damage, whether from normal or magical sources.
Traianus Decius Aureus

06-11-07, 05:37 PM
Minotaur Lizard
BMSII 13, 14, 19
Gargantuan Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +9/+33
Attack: Bite +17 melee (4d8 +12)
Full Attack: Bite +17 melee (4d8 +12) and 2 claw +12 melee (2d10 +6)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Rend
Special Qualities: Low-light vision
Saves: Fort +14, Ref +8, Will +4
Abilities: Str 34, Dex 10, Con 23, Int 2, Wis 11, Cha 5
Skills: Listen +5, Spot +5, Survival +5
Feats: Cleave, Die Hard, Endurance, Great Cleave, Power Attack
Environment: Any land
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: -

These giant lizards received their name from to projections on their heads that resemble a bull's horns. These projections, unlike a bull's horns, cannot be used to gore foes.
Minotaur lizards, on average, grow up to about 40ft long. They mature in about 10 years, and live up 40 years.

Combat
Aggressive and foul-tempered, these giant lizards will attack anything near its lair. While their bite is nasty, their claws can cause extensive bleeding if they both hit a foe.

Rend (Ex): If a minotaur lizard hits a target with both claws in the same round, it cause an additional 2d6 hp damage to the victim.
Hugin

06-11-07, 06:04 PM
Minotaur Lizard! Cool. I really like that false dragon idea too. I'm rather surprised we haven't seen these guys through the various forms of D&D.
Traianus Decius Aureus

06-12-07, 04:31 PM
Nymph, Water
BMSII 24
Medium Fey (Aquatic)
Hit Dice: 4d6 (14 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Masterwork dagger +7 melee (1d4)
Full Attack: Masterwork dagger +7 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Amphibious, Damage reduction 5/cold iron, low-light vision, water dependant, wild empathy
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +9, Listen +9, Move Silently +11, Search +9, Spot +9, Swim +8, Use Rope +4
Feats: Great Fortitude, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, or Covey (2-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good
Advancement: by character class
Level Adjustment: -

Water nymphs are closely related to dryads and more distantly to the nymphs commonly encoutered on land (mountain and forest nymphs). Instead of being bound to a tree, they are bound to a specific body of water (or part of a large body). Thus they may be bound to a spring, river, lake, sea, cove, harbor, etc... Nymphs bound to freshwater bodies of water are known as naiads, and those bound to saltwater bodies of water are called neriads.
A nymph’s delicate features are much like a female elf’s, though her flesh suggests a hint of mother-of-pearl, and her hair is tinted with light blues and greens, as if it were viewed while looking through water. They often adorn their hair with shells and flowers from water plants. Most wear little clothing- a short tunic made of beautiful aquatic vegetation being a favored item.
Although they are generally solitary, up to five nymphs have been encountered in one place on rare occasions.
Water nymphs speak Common, Aquan, and Sylvan. Many also speak the racial languages of the Undersea peoples.

Combat
Shy, intelligent, and resolute, nymphs are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a nymph uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest.

Amphibious (Ex): A nymph can breathe while in air and while submerged in water.

Damage Reduction (Su): A nymph has damage reduction of 5/ cold iron.

Spell-like Abilities (Sp): At will—water breathing, control water, fog cloud; 3/day— charm person (DC 13), deep slumber (DC 15), water walk; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Water Dependant (Su): Each nymph is mystically bound to a single water body (or part of a large one) and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A nymph’s water body does not radiate magic.

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

Skills: A water nymph 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.
Traianus Decius Aureus

06-13-07, 04:17 PM
Talbot Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Natural Form: Bite +8 melee (2d4 +2); Humanoid Form: Rapier +8 melee (1d6 +2)
Full Attack: Natural Form: Bite +8 melee (1d6 +2); Humanoid Form: Rapier +6/+1 melee (1d6 +2) and Dagger +6/+1 melee (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Favored enemies, improved two-weapon fighting style
Special Qualities: Alternate form, darkvision 120ft., heraldric bond, keen senses, low-light vision, spell-like abilities, scent, spell resistance 17, telepathic link, wild empathy
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 15, Dex 14, Con 15, Int 18, Wis 16, Cha 13
Skills: Diplomacy +10, Knowledge (nobility) +13, Listen +14, Sense Motive +12, Spot +14, Survival +12
Feats: Alertness, Dodge, Endurance (B), Run, Track (B)
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant looks like a large dog with a smooth white coat, a broad mouth, and huge pendulous ears. It moves rather awkwardly but is actually quite strong and fast. Many people wrongly identify this heraldic servant's humanoid form as a lupin. It has the same general build and characteristics, but with white hair, floppy ears, and a slightly more canine face.
The talbot possesses superior senses of hearing and smell, which it can use to track enemies.
The talbot has several known bearers: the King of Renardy, the Duke of Ysembragne, the Baron of Brégoigne, and the Countess of Marmandy.

Combat
These heraldic servants are dashing and skilled foes, whether in natural or humanoid form. In natural form, they attack with a fierce bite. In humanoid form, they duel wield weapons- usually rapiers and daggers. They are proficient in all simple and martial weapons, and may be given other weapons by their bearer. They are excellent trackers, and enjoy surprising their foes.

Favored Enemies (Ex): The Talbot servant gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
The Talbot servant gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. Likewise, he gets a +4 bonus on weapon damage rolls against such creatures.

Improved Two-Weapon Fighting Style (Ex): The Talbot servant is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Alternate Form (Su): A Talbot servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized hunting dog. The second form is a canine humanoid. The inactive form is part of a coat-of-arms. In this form, the Talbot servant cannot be harmed.

Heraldric Bond (Su): A Talbot servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR17
• Favored Enemy: Giants (Ex): The bearer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
While in an active form, the bearer also gains the following:
• 3/day: invisiblity. Caster Level 12th. Self Only.
• Keen Senses (Ex): The bearer sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Keen Senses (Ex): A Talbot servant sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Scent (Ex): This special quality allows a Talbot servant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spell-like Abilities (Sp): At will: invisibility. Caster Level 12th.

Telepathic Link (Su): While in an active form, a Talbot servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature.

The Red Curse
Talbot servants never acquire Legacies or become Afflicted.

Tyger Servant
SCMC
Medium Magical Beast
Hit Dice: 8d10+8 (52 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +8/+11
Attack: Natural Form: Bite +11 melee (1d10 +3); Humanoid Form: Unarmed Strike +11 melee (1d6 +3)
Full Attack: Natural Form: Bite +11 melee (1d10 +3) and 2 claw +6 melee (1d4 +1); Humanoid Form: 2 Unarmed Strike +11 melee (1d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Alternate form, darkvision 60ft., evasion, heraldric bond, low-light vision, telepathic link
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 16, Dex 15, Con 12, Int 13, Wis 13, Cha 14
Skills: Balance +6, Diplomacy +7, Jump +7, Knowledge (nobility) +6, Listen +7, Sense Motive +6, Spot +7, Tumble +8
Feats: Dodge, Improved disarm (B), Improved Trip, Improved unarmed strike (B), Mobility
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The tyger servant has a dark orange pelt of long, soft fur, which is lighter on its stomach, but it does not have the stripes usually associated with regular tigers. Its eyes are jade green. In humanoid form, this servant is still covered with soft fur and retains the feline facial features that are often associated with rakastas. The rest of the body is fully humanoid.
No bearers of the tyger servant are known at this time.

Combat
In natural form, this servant attacks with a bite and claws. In humanoid form, it attacks with unarmed strikes similar to those used by monks and mystics.

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

Rake (Ex): A Tyger servant that has established a hold may rake with both of its rear claws. Each rear claw has a attack bonus of +8 causes 2d6 +3 damage.

Alternate Form (Su): A Tyger servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized tiger. The second form is a feline humanoid. The inactive form is part of a coat-of-arms. In this form, the Tyger servant cannot be harmed.

Evasion (Ex): If a Tyger servant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

Heraldric Bond (Su): A Talbot servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR12
While in an active form, the bearer also gains the following:
• Evasion (Ex): If the bearer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Telepathic Link (Su): While in an active form, a Tyger servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

The Red Curse
Tyger servants never acquire Legacies or become Afflicted.
TraverseTravis

06-13-07, 06:18 PM
I'm wondering, shouldn't there be some way to harm the heraldic servants when they are inactive? Or could there at least be an explanation of what happens if the coat-of-arms bearing the inactive servant is physically destroyed (thrown into a vat of lava, ground to dust, disintegrated by a blackball)? Does the heraldic servant reappear once another coat-of-arms is constructed, as if it were a summoned monster? I mean it doesn't seem fitting that heraldic servants would have an alternate form where they are more invincible than a terrasque! Even a lich's phylactery has only 40 hit points, hardness 20, and a break DC of 40.

Travis
Traianus Decius Aureus

06-14-07, 12:38 PM
Travis- I have tried to keep the conversions very faithful to their original version, and this issue is not directly addressed in the source material. If you have not seen the first entry on Heraldic Servants, you might want to take a look as it has more general info than the specific entries.

My interpretation is this: A heraldic servant is not bound to a single item like a phylactery. It is a gift from an Immortal to an individual, and becomes part of the individuals arms. It may be summoned by the rightful bearer from any item that bears the arms. One day when hunting it may be summoned from a tunic bearing it. The next it could be a medallion. A week later it could be from a shield. The item itself is not important, just the fact that the bearer carries something with the arms. Should the bearer lose that item, it would simply be a matter of carrying another item with the arms in order to summon the servant again.

It is possible to lose the servant- the family must live up to the honor of having one, and it is possible that too many unworthy bearers will cause the patron immortal to take it away.

I hope that makes sense. As something that can only be achieved through a divine gift, they are not likely to be something for PCs, and trying to permanently destroy one granted to an NPC, would in my mind, make the perpetrator a marked individual both from the noble family and its divine patron.
Traianus Decius Aureus

06-14-07, 04:54 PM
The final two Heraldic Servants...

Unicorn Servant
SCMC
Medium Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +2 (+2 Dex)
Speed: Natural Form: 60ft (12 squares); Humanoid Form: 30 ft. (6 squares) in chainmail armor; base speed 40 ft.
Armor Class: Natural Form: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15; Humanoid Form: 17 (+2 Dex, +5 chainmail armor), touch 12, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Natural Form: Horn +7 melee (1d12 +1); Humanoid Form: +2 Longsword +9 melee (1d8 +3)
Full Attack: Natural FOrm: Horn +7 melee (1d12 +1) and 2 hooves +2 melee (1d6); Humanoid Form: +2 Longsword +9/+4 melee (1d8 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dispelling, powerful charge
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, low-light vision, spell resistance 15, telepathic link, true enemy, unicorn servant immunities
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 13, Dex 14, Con 22, Int 16, Wis 17, Cha 15
Skills: Diplomacy +11, Knowledge (nobility) +12, Listen +12, Sense Motive +12, Spot +12
Feats: Combat Expertise, Endurance, Run
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This heraldic servant is one of the most fantastic and beautiful creatures ever known. Its pure white hair is long and flowing, hinting at the unicorn's wild nature. Golden hair hangs from the mane and tail. Its hooves are yellow-ivory in colour, and its eyes are usually a fiery pink or deep blue. A single, ivory horn extends from the centre of its forehead. In its humanoid form, the unicorn servant appears as a young male or female knight with flawless, snow-white skin, long white or golden hair, and blue or pink eyes. It usually resembles an elf or human physically.
This servant's humanoid form always appears dressed in immaculate, white chain mail.
There are no known bearers of the unicorn heraldic servant. Legends indicate that this servant is always given to an elf or human maiden of fair and just reputation.

Combat
A unicorn servant in natural form will attempt to charge its foe. After that it will stab with its horn and rear up to attack with its hooves. It horn counts as a magic weapon for the purpose of bypassing damage reduction.
In humanoid form, the Unicorn servant weilds a +2 Longsword and wears chainmail. If either is taken from the servant, it immediately disappears.

Dispelling (Su): The touch of the unicorn servant's horn or longsword acts as a dispel magic spell (Caster Level 11, Wisdom based.)

Powerful Charge (Ex): When a unicorn servant in natural form makes a charge, its attack deals triple damage in addition to the normal benefits and hazards of a charge.

Alternate Form (Su): A Unicorn servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized unicorn. The second form is of an elven or human-like humanoid. The inactive form is part of a coat-of-arms. In this form, the Unicorn servant cannot be harmed.

Heraldric Bond (Su): A Unicorn servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR15
• Immune to poison and all charm and hold magic.
• True Enemy (Ex): The bearer can sense whether or not any creature within 240ft seeks to harm her. This ability is constantly active.

Telepathic Link (Su): While in an active form, a Unicorn servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

True Enemy (Ex): The Unicorn servant can sense whether or not any creature within 240ft seeks to harm it or its bearer. This ability is constantly active.

Unicorn Servant Immunities (Ex): A Unicorn servant is immune to all poisons. It is also immune to all charm and hold spells, spell-like abilities, and effects.

The Red Curse
Unicorn servants never acquire Legacies or become Afflicted.



Wyvern Servant
SCMC
Medium Magical Beast
Hit Dice: 7d10+49 (87 hp)
Initiative: +1 (+1 Dex)
Speed: Natural Form: 20 ft. (4 squares), fly 60 ft. (poor); Humanoid Form: 45 ft (9 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+10
Attack: Natural Form: Sting +10 melee (2d3 +3); Humanoid Form: Bite +10 melee (2d8 +3)
Full Attack: Natural Form: Sting +10 melee (2d3 +3) and bite +5 melee (2d8 +1); Humanoid Form: Bite +10 melee (2d8 +3) and 2 claw +5 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Alternate form, darkvision 60ft., heraldric bond, low-light vision, spell resistance 16, telepathic link
Saves: Fort +12, Ref +6, Will +4
Abilities: Str 17, Dex 12, Con 24, Int 13, Wis 14, Cha 13
Skills: Diplomacy +6, Hide +11, Knowledge (nobility) +6, Listen +6, Move Silently +11, Sense Motive +6, Spot +6
Feats: Cleave, Power Attack, Stealthy
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The wyvern servant measures about six feet long, not counting its additional six-foot tail. It has a serpentine body covered in greyish scales and a head resembling that of a dragon. Unlike the dragon, it only has only the two hind feet. Two leathery, bat-like wings extend from its back, and its tail ends in a deadly stinger. The wyvern servant communicates with hisses and deep-throated growls in its natural form.
As a humanoid, the wyvern looks much like a lizardman, losing the wings but keeping its basic features and coloration. Unlike all other heraldic servants, the wyvern cannot speak even in humanoid form; in both forms, telepathic communication is possible with its bearer, however.
The Margrave of Slagovich is the only known bearer of the wyvern heraldic servant.

Combat
Wyvern servants favor stealth and surprise as a way to quickly dispatch foes with their poison. They prefer to fight in their natural form.

Poison (Ex): The sting of the Wyvern servant is poisonous. Any creature hit must make a Fortitude save vs DC 20 or suffer 2d4 Constitution ability damage, for both primary and secondary damage.

Alternate Form (Su): A Wyvern servant has three forms, two active forms and one inactive form. The first form is its natural form of a man-sized wyvern. The second form is of a lizardman-like humanoid. The inactive form is part of a coat-of-arms. In this form, the Wyvern servant cannot be harmed.

Heraldric Bond (Su): A Wyvern servant grants its bearer several abilities and bonuses, depending on its form. While in all forms, the bearer gains the following:
• +1 to all attack rolls, damage rolls, saves and skill checks
• +10 hp
• SR16
• 3/day: poison. Caster level 11th, Cha based.

Telepathic Link (Su): While in an active form, a Wyvern servant and its bearer have a telepathic link enabling them to share thoughts and sensory impressions. This has a range of one mile.

Skills: Wyvern servants have a +4 bonus to all Hide and Move Silently skill checks.

The Red Curse
Wyvern servants never acquire Legacies or become Afflicted.
Gazza555

06-15-07, 08:54 AM
My interpretation is this: A heraldic servant is not bound to a single item like a phylactery. It is a gift from an Immortal to an individual, and becomes part of the individuals arms. It may be summoned by the rightful bearer from any item that bears the arms. One day when hunting it may be summoned from a tunic bearing it. The next it could be a medallion. A week later it could be from a shield. The item itself is not important, just the fact that the bearer carries something with the arms. Should the bearer lose that item, it would simply be a matter of carrying another item with the arms in order to summon the servant again.
:schemes: How about a tattoo ;)

Regards
Gary
Traianus Decius Aureus

06-15-07, 09:23 AM
:schemes: How about a tattoo ;)

Regards
Gary

:D

Why not? If you were granted one, you'd want it available at all times wouldn't you? If it is a culturally acceptable practice for the noble, it would seem to be a smart move, although I would think it would have to be clearly visible at all times since the point of the coat of arms was identification. Ultimately, it s up to the DM and his/her requirements for the story...
Traianus Decius Aureus

06-15-07, 03:56 PM
Otter, Giant
BMSII 13, 14, 17
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (2d6 +2)
Full Attack: Bite +4 melee (2d6 +2) and 2 paw -1 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Hold breath, low-light vision, scent, trap avoidance
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 5
Skills: Balance +6, Climb +6, Listen +6, Spot +6, Swim +10
Feats: Alertness, Dodge, Track (B)
Environment: Cold,Temperate lands and aquatic
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 1
Treasure: Half Standard and Pelt (50-100gp)
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: ---

A relatively harmless creature, the giant otter's playful antics may cause unintentional damage. They like to scurry and bounce about, often frightening horses and knocking over things as large wagons and small boats. For an animal, they possess very good awareness and intelligence, despite how they're antics can be perceived. They can be domesticated, and if properly trained, can be excellent hunting companions.

Combat
Giant otters are rather playful creatures and will generally only attack in self-defence or if their young are threatened.

Hold Breath (Ex): A giant otter can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical giant otter, this equals 102 rounds, or a little over 10 minutes.

Scent (Ex): This special quality allows a giant otter to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Trap Avoidance (Ex): Giant otters receive a +4 bonus to any save made against a non-magical trap.

Skills: Giant otters have a +4 racial bonus to all Balance and Climb skill checks. They have a +8 racial bonus to all Swim skill checks.
TraverseTravis

06-15-07, 04:41 PM
Traianus Decius Aureus wrote:
My interpretation is this: A heraldic servant is not bound to a single item like a phylactery. It is a gift from an Immortal to an individual, and becomes part of the individuals arms. It may be summoned by the rightful bearer from any item that bears the arms.

Yep, that makes sense. :)

Good work!

Travis
ewancummins

06-17-07, 01:41 PM
Has anyone done a conversion of the faenare from Top Ballista?
Traianus Decius Aureus

06-18-07, 10:04 AM
Has anyone done a conversion of the faenare from Top Ballista?

Not that I know of. I'll be getting to PC2 in the next month or so. I believe there has been some talk of using the Raptorian for stats.
ewancummins

06-18-07, 12:39 PM
Faenare had some cool song based abilities, as I recall. I believe they had their own song based casters- windsingers, or something like that.
Traianus Decius Aureus

06-18-07, 02:03 PM
Someone did do a prestige class for the windsinger. I'm sure its on the Vaults if you're interested.
Hugin

06-18-07, 02:14 PM
Someone did do a prestige class for the windsinger. I'm sure its on the Vaults if you're interested.
I've found two on the Vaults for you ewancummins.

The first (http://pandius.com/windsing.html).

The second (http://pandius.com/prestige.html).
Traianus Decius Aureus

06-18-07, 03:10 PM
Pungi Ray
BMSII 13, 14, 20
Large Animal (Aquatic)
Hit Dice: 6d8+21 (48 hp)
Initiative: +1 (+1 Dex)
Speed: swim 20 ft. (4 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d12 +4)
Full Attack: Bite +7 melee (2d12 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Blend with the seabed, poison
Special Qualities: Low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 12, Con 17, Int 2, Wis 13, Cha 7
Skills: Hide +19, Listen +4, Spot +4, Swim +13
Feats: Alertness, Endurance, Toughness
Environment: Any land
Organization: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 3
Treasure: Standard (Gems Only)
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Often mistaken as a piece of low weed or sea grass on the bottom, the pungi ray is deadly. Each seemingly innocent green stalk is really a hard spike full of poison. Their protective coloration is excellent, and they are very difficult to spot.

Combat
Pungi rays normally stay perfectly still and allow their prey to spike themselves. Once the prey has been weakened with poison, it will attack with its bite.

Blend with the Seabed (Ex): Pungi rays may lay completely flat on the ocean's floor and blend with surrounding (an opposing Spot check vs the ray's Hide skill is needed to realize something isn't quite right). While in this state, the pungi ray cannot take any actions. Any creature moving through the pungi ray's space must make a Reflex save vs DC 16 (Con based) or suffer 5d4 damage and save vs poison from the ray's spikes. This save must be made for each 5' section of space moved through.
At any time, the ray may voluntarily move and attack normally. However if the ray has any creatures on top of it, it must succeed in a Str check vs a DC 10 + 5 per person in its space. If failed, the ray cannot move or attack that round, and must try again the next round.

Poison (Ex): Any creature affected by the pungi ray's spikes must make a Fort. save vs DC 16 (Con based) or suffer 1d4 Dex damage and 1d4 Str damage, both primary and secondary.

Skills: A pungi ray has a +16 racial bonus to all Hide skill checks. It also 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
Traianus Decius Aureus

06-19-07, 03:24 PM
Water/Sea Spider
BMSII 13, 14, 21
Medium Vermin
Hit Dice: 4d8+4 (22 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), climb 20ft, swim 20 ft. (4 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +3/+4
Attack: Bite +6 melee (1d4 +1)
Full Attack: Bite +6 melee (1d4 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60ft., hold breath
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 13, Dex 17, Con 13, Int -, Wis 12, Cha 2
Skills: Climb +11, Hide +9, Spot +9, Swim +9
Feats: Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Cluster (2-5), or Nest (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

Normally found living in great air bubbles in heavy weed beds, water spiders normally feed on fish. They accomplish this by weaving webs in the weeds, usually in clusters of 12-24 near the lair. The only entrance to the lair is through the bottom through an airlock-type arrangement. The main lair is between 10'-100' in diameter. many abandoned spider nest has provided refuge for airbreathers. Every 10' in diameter a nest has will provide 1 hour's worth of air to 4 people.

Combat
Water spiders like to trap their prey. Once trapped, they will let the prey drown if possible, and will attack any creature capable of breathing to finish them off. Once dead, the water spider will take the remains to its lair.

Poison (Ex): The venom of a water spider is relatively weak, but it can be potentially deadly; victims of the water spider's bite must make a DC 13 fortitude save. Initial damage is 1d3 Str damage and secondary damage is paralysis for 2d6 rounds. The save DC is constitution-based. Note that parayzed creatures underwater are subject to drowning unless they can breathe underwater.

Web (Ex): A water spider can set up a number of web traps on the surface of the water, as well as underwater. The spider can create sheets of 10 feet square sticky webbing. These are usually positioned to snare swimming creatures but can also try to trap prey on the lake or seabed. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both DCs are constitution-based and the Strength check includes a +4 racial bonus. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/-. \
A water spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Any creature entangled underwater may be a risk of drowning if they are unable to breathe underwater.

Hold Breath (Ex): A water spider can hold its breath for a number of rounds equal to 8x its Constitution score before it risks drowning. For a typical water spider, this equals 104 rounds, or a little over 10 minutes.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

Skills: A water spider has a +6 racial bonus to Hide checks. The water spider also receives a +8 racial bonus on Spot and Climb checks. A water spider can always choose to take 10 on Climb checks, even if rushed or threatened. Water spiders use either their Strength or Dexterity modifiers for Climb checks, whichever is higher. Water spiders have a +8 racial bonus to all swim checks.
Traianus Decius Aureus

06-20-07, 03:11 PM
Krolli
SCMC
Medium Humanoid (Reptilian)
Hit Dice: 3d8 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 25 ft. (5 squares), fly 40 ft. (average)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d8 +2)
Full Attack: 2 Claw +4 melee (1d8 +2) and bite -1 melee (1d6 +1) or by weapon +4 melee and claw -1 melee (1d8+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Keen senses, powerful build
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 15, Dex 14, Con 11, Int 10, Wis 11, Cha 9
Skills: Appraise +1, Balance +3, Climb +3, Diplomacy +1, Listen +4, Sense Motive +1, Spot +4, Survival +2
Feats: Alertness, Power Attack
Environment: Any hills, mountains
Organization: Solitary, Pair, Patrol (2-5 plus 1 7th level fighter), Squad (5-20 plus 2 7th level fighters), or Eyrie (20-60 plus 2-6 7th level fighters, 1 10th level priest and an additional 10% non-combatant young)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: by character class
Level Adjustment: +2

Krolli are a strong race of warm-blooded, winged lizardmen native to the Arm of the Immortals. Krolli are usually 7 to 8 feet tall and are quite lightweight (150 to 180 pounds) for their size. Their wingspan is roughly twice their height.
Like the other lizard kin of the Orc's Head Peninsula, the krolli were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The krolli were created to serve as soldiers and slaves, but were not suitable.
Krolli prefer to have their communities far from humans and their ilk. They form solitary communities, or eyries. While they do not relish the company of humans, they appreciate the wealth to be had in dealing with men, and they will sometimes venture forth to trade. Krolli will occasionally be encountered among men, either trading or employed as mercenaries. In short, wherever profit is to be had, there will be krolli.
Female krolli lay 2d4 eggs per year. Of these, only about 25% actually hatch. Krolli eggs are very tough, and krolli society strictly forbids helping the young out of their shells, which they believe helps to keep the race strong. Outsiders are sometimes horrified by this harsh and pragmatic attitude. A krolli that reaches maturity can live as long as 125 years, although warriors seldom live that long.
Krolli speak a variant of the shazak tongue- the one used by the shazaks themselves. Many krolli also speak common, due to their dealings with humans. Some also speak Draconic.
Krolli are slow to show the coloration changes wrought by the Red Curse. It might take several years for a Krolli to acquire red skin or scales.

Combat
Most krolli fight with their sharp claws and bite. Some use weapons, prefering spears and other weapons that can be used while flying. When using a one-handed weapon, a krolli may use its offhand as a secondary attack.
Krolli shun armor, but occassionally will use shields.

Keen Senses (Ex): A krolli sees four times as well a human in shadowy illumination and twice as well in normal light.

Powerful Build (Ex): A krolli is treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.

The Red Curse
Most Krolli do not normally venture into the cursed regions of the Savage Coast, but those who do are susceptible to the effects of the Red Curse. They can all acquire Legacies, requiring cinnabryl to ward off Affliction.

Krolli as Characters
The favored class of the krolli is a fighter. There are a number barbarians, warriors, and rangers. Clerics typically are devoted to Ka the Preserver, or may choose two of the following domains: Knowledge, Protection, or Strength. The krolli are wary of the arcane casters.
BOZ

06-20-07, 03:22 PM
:) note that these were apparently designed by Todd Lockwood (yes, him) way back in the day.
Traianus Decius Aureus

06-21-07, 04:20 PM
Parparit
HCM1
Medium Fey (Extraplanar)
Hit Dice: 12d6 (42 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 19 (+4 Dex, +5 deflection), touch 19, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: +3 Dagger +13 melee (1d4+3)
Full Attack: 1 +3 Dagger +11/+6 melee (1d4+3) and 1 offhand +3 dagger +11/+6 melee (1d4+3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Dominate
Special Qualities: Cocoon, Damage reduction 10/cold iron, low-light vision, spell-like abilities, unearthly grace
Saves: Fort +9, Ref +17, Will +15
Abilities: Str 11, Dex 18, Con 11, Int 14, Wis 15, Cha 22
Skills: Balance +11, Bluff +21, Concentration +8, Diplomacy +21, Heal +9, Knowledge (nature) +10, Listen +19, Search +10, Sense Motive +17, Spot +19, Survival +9
Feats: Alertness, Improved Critical (Dagger), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse
Environment: Dream World Outer Plane; Any forests, hills, mountains
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 13-24 HD (Medium) or by character class
Level Adjustment: +6

The parparit is also known as the butterfly woman. They are incredibly beautiful female fey that resemble human or elven female with butterfly wings. They tend to have secluded lairs where they can place a cocoon high above the ground. At night, or when threatened by dangerous foes, the parparit will retreat to her cocoon.
They are native to a mysterious outer plane known as the Dream World, but a few have made their way to the Prime.
Parparit are driven by the need for beautiful creatures to adore and love them. They interpret love as having beautiful, dominated humanoids attend to their every need. Those deemed ugly or who resist their charms are swiftly and ferociously destroyed. They prefer human, half-elven, and elven victims of either sex.
While the parparits are not intentionally malicious, their lairs are far from anything civilized and this has unintended problems. Other than the most primitive shelter offered by her lair, her victims must fend for themselves for food and protection from the elements, and only after seeing to her needs first. Those without any survival skills typically die within a few weeks from starvation or exposure. Those that break free from her charms are often no better off: they are in the middle of nowhere with little equipment or supplies, even if she doesn't kill them for rejecting her.
The remoteness of a parparit lair also means she rarely has victims for any length of time. This is fortunate, as their are no male parparits, and a female will require a elven, half-elven or human male to reproduce. This has kept them fairly rare, but has also made them more desperate to gain victims.
Other fey like dryads, nymphs and the like, are very wary of parparits, and will often try to keep mortals away from areas they are known to frequent.
Parparits speak Sylvan, and most can speak Common and other local languages.

Combat
Parparits favor dominating their foes to avoid combat altogether. However they are ferocious fighters, weilding two daggers with great proficiency. Coupled with their spell-like abilites, they can quickly take down an enemy.

Dominate (Su): Any creature gazing upon the parparit, must immediately make a Will save vs DC 22 (Cha based) or become dominated, as per the spell.

Cocoon (Ex): A parparit each night (or when in extreme danger) will enter her cocoon. While in the cocoon, the parparit gains fast healing 5, energy resistance 20 (against all types), and a +8 cover bonus to AC.
The cocoon itself has a hardness of 10 and 100 hitpoints. It cannot be damaged by fire, acid, electricity or cold.

Damage Reduction (Su): A parparit has damage reduction of 10/cold iron.

Spell-like Abilities (Sp): At will: flare, guidance; 3/day: faerie fire, glitterdust, obscuring mist, true strike; 1/day: call lightning, displacement, fire seeds, wind wall. Caster Level 12th, All save DCs are Cha based.

Unearthly Grace (Su): A parparit adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Traianus Decius Aureus

06-22-07, 05:40 PM
Megolel Paz
HCM1
Medium Aberration (Extraplanar)
Hit Dice: 24d8+96 (204 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +18/+28
Attack: Claw +23 melee (3d6 +6)
Full Attack: 2 Claw +23 melee (3d6 +6) and bite +18 melee (2d8 +3 plus poison)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Damage reduction 15/cold iron, darkvision 60ft.
Saves: Fort +12, Ref +8, Will +17
Abilities: Str 23, Dex 10, Con 19, Int 8, Wis 17, Cha 8
Skills: Intimidate +5, Listen +9, Search +3, Spot +9, Survival +9
Feats: Alertness, Cleave, Die Hard, Endurance, Great Cleave, Improved Critical (Claw), Improved critical (Bite), Power Attack
Environment: Dream World Outer Plane
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 25-48 HD (Large); 49-72 HD (Huge)
Level Adjustment: -

This horrid creaure appears like a snake with three sets of feet, two arms ending in wicked claws, and a humanoid head that resembles an ogre.
A megolel paz tends to have an unabiding hatred of humanoids, and frequently will set up ambushes to kill them. It does this through a very unique quality. Its excrement looks like gold, and it will leave a trail of it to an ambush point. This fool's gold lasts for an hour before betraying its true origin. Before that point it looks and feels like real gold, howeve, anyone succeeding in a DC20 Alchemy or Profession (Miner) skill check will realize that something is not right with it.
These creatures, will not overly intelligent, are quite cunning and dangerous. They cannot speak however, and at any rate would rather kill anyone rather than talk to them.
These creature was first discovered and somewhat affectionately named “Poogold” by a group of planar travelers from the Prime Plane of Mystara. They discovered the creature’s secret about an hour after they slayed it, when the sack containing what they thought were gold nuggets began to emit a noxious odor. Fortunately, no megolel paz has ever made it to the Prime.

Combat
A megolel paz is a cunning foe, and likes to ambush those foolish enough to follow its golden trail. It will ferociously attack the biggest threat to it (usually spellcasters) first, tearing with its claws and bite.

Poison (Ex): The bite of a megolel paz is very poisonous. Any creature bitten must make a Fort. save vs DC 26 (Con based) or suffer initial damage of 2d10 hp and 1d6 Con damage. Secondary damage is 2d6 Con.

Damage Reduction (Su): A megolel paz has damage reduction of 15/cold iron.
havard

06-23-07, 03:08 PM
Hey,
its cool to have these creatures converted Traianus! I like how you managed to convey the fact that the Parparit is deadly with her daggers while keeping the standard 1d4 in damage as opposed to the original 1d12 damage.

Also, the explanation of where the name "poogold" came from is awesome! :)

Havard
Traianus Decius Aureus

06-25-07, 06:07 PM
Phase Stinger
B12 32
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (+2 Dex)
Speed: fly 50 ft. (perfect) (can't run)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-10
Attack: Sting +0 melee (1d2 -3 plus poison)
Full Attack: Sting +0 melee (1d2 -3 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60ft., flight, low-light vision, spell-like abilities
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 5, Dex 15, Con -, Int -, Wis 14, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: -

Phase stingers are magical guardians created by mages to protect their lairs. They are small brass spheres that travel by flying and they can pass through walls. They are very good at disabling foes without killing them.

Combat
In combat, phase stingers have a small brass spike they use to sting their foes. This spike injects a mild, paralytic poison. Phase stingers are not designed to kill, but rather disable. As a result, they will move on to other targets once its current foe is paralyzed. When all foes are paralyzed, it will let its master deal with the victims unless ordered to do otherwise.

Poison (Ex): A phase stinger injects a mild poison when it stings a victim. The victim must make a Fortitude save vs DC11 (Con Based) or be paralyzed for 2d4x10 minutes.

Flight (Su): A phase stinger can cease or resume flight as a free action. This ability becomes ineffective in an antimagic field, and the phase stinger loses its ability to fly for as long as the antimagic effect persists.

Spell-like Abilities: At will: passwall. Caster Level 10th.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
TraverseTravis

06-25-07, 11:44 PM
Hey,
its cool to have these creatures converted Traianus! I like how you managed to convey the fact that the Parparit is deadly with her daggers while keeping the standard 1d4 in damage as opposed to the original 1d12 damage.

Also, the explanation of where the name "poogold" came from is awesome! :)

Havard

Yeah, clever work on the two Hebrew monsters. I wonder if there's a way to further increase the damage closer to 1d12. Those are some nasty daggers. What if any daggers wielded by the Parapit were imbued with the keen quality as long as they were in her hands? (Something like how any weapon certain outsiders wield is temporarily imbued with a magic quality such as chaotic-aligned.) Would that be straying too far from the original concept?

Travis
Gazza555

06-26-07, 03:51 AM
What if any daggers wielded by the Parapit were imbued with the keen quality as long as they were in her hands?
Well she's already listed as having Improved Critical (dagger) as a feat (although TDA hasn't mentioned it in the Attack lines) so giving the daggers the keen quality is redundant as it doesn't stack with Imp Crit (at least in 3.5, 3.0 would be rather different).

You could give them the human bane quality if you wanted to be really nasty. (+2 to attack, +2d6 damage)

Regards
Gary
Traianus Decius Aureus

06-26-07, 09:13 AM
Well she's already listed as having Improved Critical (dagger) as a feat (although TDA hasn't mentioned it in the Attack lines) so giving the daggers the keen quality is redundant as it doesn't stack with Imp Crit (at least in 3.5, 3.0 would be rather different).

You could give them the human bane quality if you wanted to be really nasty. (+2 to attack, +2d6 damage)

Regards
Gary

Yes, the keen quality would be redundant under 3.5E, although under 3E I believe they stacked.

The lethality of the daggers is easily adjustable up or down depending on your needs. Since the original was doing two attacks at 1d12 and her 3.5E to-hit bonus allowed multiple attacks, it made sense to give her Improved two weapon-fighting, so now we have four attacks per round to give roughly the same damage. Without a Str bonus, I gave her Weapon Finesse to help her hit, and a magic bonus to help her hit and her damage. The Improved Critical is to reflect in the stats her skill with the dagger. So originally you had a damage range of 2-24, with an average of 13 damage, on the conversion you have a range of 16-28, with an average of 22. This is somewhat mitigated by the second attacks having a lesser chance to hit, especially when factoring in the fey type's poor to-hit bonuses.

For some alternative daggers, I might use daggers of venom, or one's with the brilliant energy or speed qualities. A nice twist could also have her wielding merciful daggers.
BOZ

06-26-07, 10:22 AM
Yes, the keen quality would be redundant under 3.5E, although under 3E I believe they stacked.

correct on both counts.
Gazza555

06-26-07, 11:29 AM
The Improved Critical is to reflect in the stats her skill with the dagger. So originally you had a damage range of 2-24, with an average of 13 damage, on the conversion you have a range of 16-28, with an average of 22.
My point was that you hadn't listed the increased threat range with her daggers, for example:

Attack: +3 Dagger +13 melee (1d4+3/17-20)
Full Attack: 1 +3 Dagger +11/+6 melee (1d4+3/17-20) and 1 offhand +3 dagger +11/+6 melee (1d4+3/17-20)

Regards
Gary
Traianus Decius Aureus

06-26-07, 12:06 PM
My point was that you hadn't listed the increased threat range with her daggers, for example:

Attack: +3 Dagger +13 melee (1d4+3/17-20)
Full Attack: 1 +3 Dagger +11/+6 melee (1d4+3/17-20) and 1 offhand +3 dagger +11/+6 melee (1d4+3/17-20)

Regards
Gary

My reply was largely going to the person you quoted, so that is my bad. I should probably include the crit threat. I haven't in the past as I figured 3.5 DMs would know how to handle that, but it would make things easier on the fly.
Gazza555

06-26-07, 12:17 PM
My reply was largely going to the person you quoted, so that is my bad.
Yeah I figured that. :)
I should probably include the crit threat. I haven't in the past as I figured 3.5 DMs would know how to handle that, but it would make things easier on the fly.
As you are probably aware, you only really need to include it when it differs from the normal 'x2/20'.

Regards
Gary
TraverseTravis

06-26-07, 04:12 PM
So originally you had a damage range of 2-24, with an average of 13 damage, on the conversion you have a range of 16-28, with an average of 22.


Okay, that makes sense, and is simpler than adding another supernatural ability. Good job again!

Travis
Traianus Decius Aureus

06-26-07, 05:52 PM
Silk-Spider Swarm
DotE DM57
Fine Vermin (Extraplanar, Swarm)
Hit Dice: 2d8 +4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 10 ft. (2 squares), climb 20ft
Armor Class: 18 (+4 size, +3 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +1/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, webbing
Special Qualities: Darkvision 60ft., low-light vision, Swarm Traits
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 1, Dex 17, Con 14, Int -, Wis 12, Cha 2
Skills: Climb +11, Hide +7, Spot +5
Feats: ----
Environment: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None (Raw Spider-Silk)
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A silk-spider swarm is comprised of 10,000 silk-spiders occupying a 10ftx10ft space. An individual silk-spider is less than 1” in diameter, including the legs. The creature’s chitinous covering is a glossy brown and hairless; unlike other spiders in the Known World, silk-spiders have ten legs.
Silk-spiders nest in dry caves and pits. They are not native to this world, and will die outside the special environments created for them by Alphatian wizards, so there is little chance of encountering them in the wild outside Alphatian controlled territory... On the other hand, there’s no telling where an Alphatian wizard will set up shop.
Silk-spiders are prized because the webs they weave can be collected and processed into very light, very tough material- lighter and tougher than normal silk. This is the prized clothing material in Alphatia, and commoners may not wear it.
Each 10’ by 10’ area webbed by silk-spiders can be formed into a piece of cloth suitable for one ordinary large gown, or several short tunics or lesser garments. To collect the web material, a spider-keeper must use magic to keep the spiders from swarming him.

Combat
These bugs swarm over anything in its path.

Webbing (Ex): As a full-round action, a silk-spider swarm may choose rapidly cover its space (and all creatures within it) with a sheet of webbing. This webbing is effective against targets up to Large size. A creature entangled in the web can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions with a DC 17 check. The check DCs are Constitution-based, and the DC includes a +4 racial bonus. Each section of webbing has 12 hp.

Swarm Subtype: A silk-spider swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Silk-spider swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A silk-spider swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Skills: A silk-spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

06-27-07, 04:22 PM
Gator Man (Gurrash)
DMR2 47, OHP
Medium Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+8
Attack: Bite +4 melee (1d8 +2) or by weapon
Full Attack: Bite +4 melee (1d8 +2) and 2 claw -1 melee (1d4 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Enrage, improved grab, tail slap
Special Qualities: Illiterate, powerful build
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 15, Dex 10, Con 13, Int 7, Wis 8, Cha 8
Skills: Intimidate +5, Listen 0, Spot 0, Survival +4, Swim +7
Feats: Endurance, Power Attack
Environment: Warm marshes
Organization: Solitary, Pair, Gang (2-5), Patrol (5-20 plus 1 3rd level leader), or Clan (20-60 plus 1-3 3rd level leaders, 1 6th level chief and 1 6th level shaman)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +2

Savage and hardy, with a bloodthirsty streak bred into them by the Herathians when they crossed them with alligators, the gurrash of Ator are a crude but powerful people. They escaped Herathian control long ago and fled into the bayous, where they bred so quickly that the Herathians were unable to eradicate them. Their favorite prey was the shazaks who lived in the bayou. The shazaks were soon forced to abandon the bayou to the more ferocious gurrash.
Gurrash stand seven to eight feet tall and weigh close to 300 pounds. They are covered with deep green scales. Their heads resemble those of alligators, with large mouths filled with sharp teeth and slitted pupils in their eyes. Eye color ranges from an almost toxic-looking yellow to a deep red. They favor simple clothing such as loincloths and tunics and may wear bandoliers to carry their equipment and weapons.
Something savage always lurks just beneath the surface in even the calmest and most civilized gurrash. Many are evil-tempered and prone to excessive violence, though some are more controlled and reasonable. Gurrash are not as advanced as shazaks and, indeed, tend to view them as tasty snacks. Some few among the gurrash have learned to control their harsher natures and violent impulses enough to become adventurers.
The gurrash hunt and fish in the bayou and defend their home from all interlopers. They are more likely to kill strangers than open a dialogue with them. They are beginning to develop the concept of family and tribal unity beyond that of monarch and subjects, though monarchs still rule through fear, brutality, and the support of the Shamans. Any monarch who is outdone in savagery by a lesser gurrash can look forward to a challenge for the right to rule the tribe.
The gurrash trade with the wallaras, though they do so almost accidentally. They have found that if they leave certain items at designated places along the wallaran grasslands, other items that they need appear in their place. Because the gurrash believe that the grasslands are the home of their Immortal patron Goron, they do not venture there, allowing the wallaras (utilizing their camouflage abilities) to make these switches without the gurrashes' knowledge.
The gurrash speak a dialect of Shazak. A very few speak Common and the other two dialects of Shazak.

Combat
Gurrash are formidable warriors, and are quite capable of hunting down there enemies. Most gurrash distain armor and shields. Most attack with their savage bites and claws. A favored tactic is to grapple foes and atttempt to drown them in the waters of the bayou.
All gurrash are proficient with all simple weapons, though they can only attain non-primitive, manufactured weapons through trade or raids. Leaders will likely have martial weapons as a status symbol.
A gurrash wielding a weapon may attack with its bite as a secondary attack.

Enrage (Ex): The Gurrash are prone to fits of violence when frustrated or wounded.
Outside of combat, a gurrash must make a Wisdom check vs DC 16 when in frustrating or unfamiliar circumstances. If failed, the gurrash flies into a rage, breaking things, threatening all around it, and possibly attacking the provoker. After 2 rounds, a second Wisdom check is made- if successful, the gurrash rants for another 3 rounds before calming down; if failed, the gurrash attacks the object of its frustration.
The gurrash may also become enraged by taking more than 10 points of damage in a single attack. He must make a Wisdom check vs DC18 or become enraged. If enraged while in combat (whether by damage or from frustration), the gurrash rages like a 3rd level barbarian.
In a combat rage, a gurrash temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases its hit points by 2 points per HD, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a gurrash cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the gurrash’s (newly improved) Constitution modifier. A gurrash cannot prematurely end his rage- only the death of its target or the normal ending can end it. At the end of the rage, the gurrash loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Improved Grab (Ex): If a gurrash hits with both of its claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least Medium size or smaller than the gurrash.

Tail Slap (Ex): A gurrash may make a tail attack against any creature behind it as a secondary attack. The tail slap inflicts 1d8 damage.

Illiterate (Ex): The Gurrash do not automatically know how to read and write. A gurrash may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A gurrash who gains a level in any class other than barabarian automatically gains literacy.

Powerful Build (Ex): A gurrash is treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.

Skills: Gurrash have a +4 racial bonus to all Intimidate, Survival and Swim skill checks.

Gurrash as Characters
The favored class of the gurrash is barbarian. Their clans also harbor fighters, rogues, clerics, rangers, druids and a few wizards and sorcerors. Gurrash clerics are usually devoted to Goron, the embodiment of gurrash evil and destruction. As the reptilian queen of evil and water, she made the gurrash brutal and bloodthirsty, causing them to revolt against the Herathians. For the gurrash, Goron is the patron of victory. To Known Worlders, Goron is also known as Demogorgon. Gurrash clerics typically choose two of the following domains: Destruction, Evil, or Water.
Gurrash characters possess the following racial traits.
• +4 Strength, +2 Constitution, -4 Intelligence, -2 Wisdom, -2 Charisma.
• Medium size.
• A gurrash's base land speed is 30 feet.
• Racial Hit Dice: A gurrash begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort+3, Ref+1, Will+1.
• Racial Skills: A gurrash's humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Hide, Intimidate, Listen, Move Silently, Spot, Survival, and Swim.
• Gurrash have a +4 racial bonus on Intimidate, Survival, and Swim checks.
• Racial Feats: A gurrash's humanoid levels give it two feats.
• Weapon proficiency: A gurrash is proficient with all simple weapons.
• +4 natural armor bonus.
• Natural Weapons: 2 claws (1d4) and bite (1d8)
• Special Attacks (see above): Improved Grab, Enrage, Tail Slap
• Special Qualities (see above): Illiterate, Powerful Build
• Automatic Languages: Shazak (Gurrash dialect). Bonus Languages: Shazak (Shazak dialect), Shazak (Cayma dialect), Draconic, Local languages
• Favored Class: Barbarian
• Level Adjustment: +2.
Cthulhudrew

06-27-07, 06:18 PM
The Gator-Men, cool- I've been working on these guys myself (along with the Cay-men). Couple of questions for you:

Why 3 HD? The DMR and, IIRC, the Mystara MC both give them 7 HD? I think they might have started with 3 HD as the monster class Bruce developed for them, so maybe that's where it comes from?

Did one of the later sources add the Enrage ability? I think they gave it that ability in the Blackmoor d20 version (or something similar), but I don't recall it in either of the other sources.

I'd been debating going Large or Powerful Build myself, so nice to see we're thinking along the same lines.

[EDIT- I see that the Savage Coast MC has them with 3 HD. Strange.]
Traianus Decius Aureus

06-28-07, 09:20 AM
The Gator-Men, cool- I've been working on these guys myself (along with the Cay-men). Couple of questions for you:

Why 3 HD? The DMR and, IIRC, the Mystara MC both give them 7 HD? I think they might have started with 3 HD as the monster class Bruce developed for them, so maybe that's where it comes from?

Did one of the later sources add the Enrage ability? I think they gave it that ability in the Blackmoor d20 version (or something similar), but I don't recall it in either of the other sources.

I'd been debating going Large or Powerful Build myself, so nice to see we're thinking along the same lines.

[EDIT- I see that the Savage Coast MC has them with 3 HD. Strange.]

My conversion took into account three sources: the DMR, Savage Coast MC, and the Orc's Head Peninsula book. The later two were what I primarily worked from. The 3 HD, as you noted, is from the SCMC. I suspect this was done knowing they could be leveled as a class, probably either from Bruce's work or knowing they would be in the OHP book. The Orc's Head info includes them as a character class, and that is where the enrage ability is found.

I went with Powerful Build because they would have been borderline Large, and I felt if I made them Large, they would also have to be Monstrous Humanoid. I would rather keep them Humanoid (Reptilian). I'll be interested to see your version. Once all the monsters are done, I'll give all the PC races a visit. This one will still need a Racial Progression and a Racial Paragon class.
Hugin

06-28-07, 09:37 AM
After taking a second glance at the gator-man picture in the Creature Catalog, I wish they they had made them with a much longer torso and shorter legs. It would have been nice to capture that alligator look a little more.

I envision them as being stockier, heavier, and more powerful looking than in that picture. Their head looks right but the body just doesn't seem to fit well with it. I wish I could sketch well (and map well, and write well, and ... ;) )
Traianus Decius Aureus

06-28-07, 03:07 PM
Gurrash Paragon Class
Gurrash paragons have the following game statistics.

Abilities: Strength is important to gurrash paragons because of its role in combat, and several gurrash paragon skills are based on Strength. Dexterity and Constitution are valued because of their roles in combat, and a high Constitution also allows a gurrash paragon to maintain being enraged for longer periods of time.
Alignment: Any, although predominantly chaotic and evil.
Hit Die: d8.

Class Skills
The gurrash paragon's class skills (and the key ability for each skill) are Balance (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the gurrash paragon class.

Weapon and Armor Proficiency: Gurrash paragons are proficient with all simple and martial weapons, and with light armor and medium armor.

Improved Natural Attack (Bite): Gurrash paragons automatically receive this feat as a bonus feat. This increases their bite damage to 2d6.

Monstrous Mien (Ex): Gurrash paragons can channel their innate ferocity, resulting in a +4 racial bonus on intimidate checks.

Deadly Grapple (Ex): At 2nd level, a gurrash paragon comes to understand and draw upon the natural ferocity that courses through his blood and the primeval hunter’s instinct of the alligator. He gains a +4 bonus to all grapple checks. When in swampy or aquatic conditions, the bonus increases to +6.

Ability Boost (Ex): At 3rd level, a gurrash paragon's Strength score increases by 2 points.

Table: The Gurrash Paragon
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Improved Natural Attack (bite), Monstrous Mien
2nd +2 +3 +0 +0 Deadly Grapple
3rd +3 +3 +1 +1 Ability boost (Str +2)
Traianus Decius Aureus

06-29-07, 02:59 PM
Gurrash Racial Progression
The table below gives an optional level progression for gurrash players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the gurrash will be the same as if created normally.

Table: Gurrash Racial Progression

Class Level Hit Dice BAB Fort Save Ref Save Will Save Skills Special
1st 1d8 +0 +2 +0 +0 (2+ Int Mod) x4 +2 Str, -4 Int, -2 Wis, -2 Cha; bite 1d4; +1 natural armor; Illiterate; +2 racial bonus on Intimidate, Survival, and Swim checks.; Starting Feat.
2nd 2d8 +1 +3 +0 +0 2+ Int Mod +2 natural armor,;Enrage
3rd 2d8 +1 +3 +0 +0 --- +2 Con; 2 claws 1d4; Powerful Build
4th 3d8 +2 +3 +1 +1 2+ Int Mod +3 natural armor; Tail Slap; +4 racial bonus on Intimidate, Survival, and Swim checks; Feat.
5th 3d8 +2 +3 +1 +1 --- +2 Str; bite 1d8; +4 natural armor, Improved Grab.


Edit: I apologize for the formatting, this forum can be difficult :censored: :banghead:
Traianus Decius Aureus

06-29-07, 03:49 PM
Zzonga-Bush
DotE DM38
(CR 1): The zzonga-bush is a plant which grows to be about 4ft in diameter. It has short, spiky green leaves and a large fruit which looks like a pale pink strawberry. The fruit gives off a strong, distinctive, sweet odor.
Any creature within 30ft of a zzonga-bush must make a Will save vs DC10 or be enticed to sample the zzonga-fruit. A creature eating the raw fruit must make a Fort save vs DC 15 or become drugged. The drug effect is similar to being fascinated. The object of the fascination may change, and may even be the victim’s own thoughts. While drugged, the creature blissfully stands or sits quietly, taking no actions other than to pay attention whatever is fascinating it at the moment. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the drugged creature a new saving throw. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, gives a +2 bonus to the save. The drugged effects of the zzonga-fruit last for 1d4 days.
A zzonga-bush has 8 hp, and is vulnerable to fire (+50% damage).
Zzonga-fruit may be made in wine, jellies, liquors, or fruit filled pastries. Ingestion of these more concentrated forms of the fruit increases the Fort save DC to 20. Fortunately, the distinctive smell of zzonga prevents anything with a sense of smell from secretly being drugged with zzonga (unless they are unfamiliar with it, and that will only work once.) This plant/drug is very popular among the Alphatians, and has caused many to become addicted to its effects.
Traianus Decius Aureus

06-29-07, 06:14 PM
Does anyone have a copy of ST1: Up the Garden Path? Better yet, is there any way to get a pdf version?
Hugin

06-29-07, 07:01 PM
Does anyone have a copy of ST1: Up the Garden Path? Better yet, is there any way to get a pdf version?
Never heard of it. :confused:
Cthulhudrew

06-29-07, 08:43 PM
That one's new to me, too. :blink:
BOZ

06-29-07, 08:45 PM
i think maybe it was Echohawk on the ENworld boards who's been looking for that one for a long time... very rare, as i understand it.
Morphail_o

06-30-07, 04:18 AM
Zzonga-Bush
DotE DM38
(CR 1): The zzonga-bush is a plant which grows to be about 4ft in diameter. It has short, spiky green leaves and a large fruit which looks like a pale pink strawberry. The fuit gives off a strong, distinctive, sweet odor...

I was wondering how you are going to tackle the plants of Mystara. I figure if it cant really attack (amber lotus, grab grass), then it is not worth the hassle of making it a plant-creature (especially amber lotus that can't even move). They are better treated as traps.

As usual, you are doing a great job :D
TraverseTravis

06-30-07, 03:39 PM
Here's the Acaeum page about ST1: http://www.acaeum.com/ddindexes/modpages/st.html

If I remember correctly, Carl Quaif has one of the few copies of ST1 in existence. His email address listed at his website: http://www.geocities.com/TimesSquare/Cauldron/2399/

Travis
TraverseTravis

06-30-07, 03:43 PM
Here's a Wikipedia page about the Stoke-on-Trent Garden Festival on which the module is based: http://en.wikipedia.org/wiki/Stoke-on-Trent_Garden_Festival. The D&D module is mentioned in the article.

Travis
Traianus Decius Aureus

07-02-07, 05:37 PM
Coral, Poisonous
BMSII 17
(CR 2): This colorful, underwater marine life lives in sharp, tough rock like formations. While they typically can be avoided by swimming if in deep enough water, they can be dangerous to pass through in shallow water or while walking on the seabed.
For each 5ftx5ft section of poisonous coral moved through, the victim must make a Reflex save vs DC 15 or be poisoned. Coral poison inflicts primary damage of 1d4 Str and 1d6 secondary Con damage. Poisonous coral typically has a height between 3ft and 10ft.
Each 5ft square of poisonous coral has a hardness of 8 and 20 hp.
Gazza555

07-03-07, 07:43 AM
Edit: I apologize for the formatting, this forum can be difficult :censored: :banghead:

Is this any better?

Table: Gurrash Racial Progression

Level Hit Dice BAB Fort Ref Will Skills Special
1st 1d8 +0 +2 +0 +0 (2+ Int Mod) x4 +2 Str, -4 Int, -2 Wis, -2 Cha; bite 1d4; +1 natural armor; Illiterate; +2 racial bonus on Intimidate, Survival, and Swim checks.; Starting Feat.
2nd 2d8 +1 +3 +0 +0 2+ Int Mod +2 natural armor,;Enrage
3rd 2d8 +1 +3 +0 +0 --- +2 Con; 2 claws 1d4; Powerful Build
4th 3d8 +2 +3 +1 +1 2+ Int Mod +3 natural armor; Tail Slap; +4 racial bonus on Intimidate, Survival, and Swim checks; Feat.
5th 3d8 +2 +3 +1 +1 --- +2 Str; bite 1d8; +4 natural armor, Improved Grab.


and

Table: The Gurrash Paragon

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Improved Natural Attack (bite), Monstrous Mien
2nd +2 +3 +0 +0 Deadly Grapple
3rd +3 +3 +1 +1 Ability boost (Str +2)


Regards
Gary
Traianus Decius Aureus

07-03-07, 09:06 AM
That looks great Gary! Thanks for doing it.
Hugin

07-03-07, 10:03 AM
How do these Racial Progression & Paragon things work? I don't recall hearing about these before.
Gazza555

07-03-07, 10:15 AM
How do these Racial Progression & Paragon things work? I don't recall hearing about these before.
Racial progressions are for races who have an ECL of more than one (ie either more than one racial HD or have a Level Adjustment). It enables a player to play a charcater of that race from level 1. In the case of the Gurrash (with it's 3 racial HD and a LA of +2) a first level fighter (for example) is actually equivalent to a level 6 character (3 HD + 2 LA + 1st Fighter), so to join a lower level party one option at least is to use the racial progressions.

A character has to complete the racial progression before he is allowed to select a 'proper' class.

Racial paragons are prestige classes that usually improve racial traits, for example a dwarf paragon may increase the dwarf's stonecunning ability or his bonuses vs orc, goblinoids, etc.

Regards
Gary
Hugin

07-03-07, 03:51 PM
Racial progressions are for races who have an ECL of more than one...
So it's basically similar to what the Creature Crucible series had done for basic. Thanks Gary.
Traianus Decius Aureus

07-03-07, 05:58 PM
Ether Weird (Mystaran)
GAZ4 51
Medium Outsider (Extraplanar, Incorporeal)
Hit Dice: 10d8+20 (65 hp)
Initiative: +5 (+5 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (+5 Dex, +4 Deflection), touch 19, flat-footed 14
Base Attack/Grapple: +10/-
Attack: Touch +15 melee (1d8 + Insanity)
Full Attack: 2 Touch +15 melee (1d8 + Insanity)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Insanity
Special Qualities: Darkvision 60ft., outsider traits
Saves: Fort +9, Ref +12, Will +10
Abilities: Str -, Dex 20, Con 14, Int 11, Wis 13, Cha 19
Skills: Hide +18, Knowledge (religion) +13, Knowledge (the planes) +13, Listen +16, Search +13, Sense Motive +14, Spot +16, Survival +14
Feats: Alertness, Dodge, Iron Will, Mobility
Environment: Ethereal Plane; Any land
Organization: Solitary usually; 1-20 in special circumstances.
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

Ether weirds are rare beings from the Ethereal Plane, conjured here by the Immortal Orisis. The ether weirds were once the inhabitants of an outer plane. When that plane was destroyed by warring Immortals, the weirds were stranded in the Ethereal Plane. They now serve Orisis, who has promised to rebuild their plane.
Most ether weirds are roughly humanoid in shape but have odd proportions and, coupled with their ethereal nature, seem quite otherworldly. These beings are pure spirits of destruction and a danger to any- good or evil- that may disturb them.
The most dangerous aspect is their ability to cause insanity in those they touch. This gives the victim a vision of immortality so awe-inspiring, it fractures the mind.
Ether wierds are quite rare on the Prime Plane. However White Island in Ierendi is home to a rather large quantity of them. In the depths of the Springs of Life, they dwell, summoned by the Whitenight druids to confront a reawakened Nithian evil. The dreams of these weirds are the source of the terrible visions that drive overnight visitors to the island mad.

Combat
Ether weirds will attempt to drive all of its foes insane, before ganging up and taking them down one by one.

Insanity (Su): Any creature hit by the touch attack of an Ether weird must immediately make a Will save vs DC 19 or be struck insane. This has the same effect as the wizard/sorceror spell insanity.
Gazza555

07-04-07, 04:21 AM
So it's basically similar to what the Creature Crucible series had done for basic.
A much more succinct way of putting it. :)

Regards
Gary
havard

07-04-07, 11:15 AM
Ether Weird (Mystaran)

Are they related to Water Weirds?

Is Osiris mentioned in Gaz 4? Interesting writeup!

Havard
Traianus Decius Aureus

07-04-07, 01:28 PM
Are they related to Water Weirds?

Is Osiris mentioned in Gaz 4? Interesting writeup!

Havard

Water weirds and ether weird seem very different based on what I've seen. I would go as far to suggest the authors were not aware of the water weird in any detail.

And yes, Orisis (a play on Osiris) is mentioned in specific connection to these creatures. Its a shame the overall Ierendi Gaz was so cheesey, because there is good stuff in it.
Traianus Decius Aureus

07-05-07, 06:12 PM
Gargoñan Rosebush
SCMC
Small Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: -5
Speed: 0 ft. (0 squares)
Armor Class: 6 (+1 size, -5 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +1/-8
Attack: None
Full Attack: None
Space/Reach: 5 ft. /5 ft.
Special Attacks: Singing
Special Qualities: Blindsight 60ft, boon of the afflicted, low-light vision, plant traits, scent
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 0, Dex 0, Con 16, Int 5, Wis 15, Cha 18
Skills: Concentration +4, Listen +4, Spot +4
Feats: Endurance
Environment: Any forests
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

This white rose has the ability to temporarily freeze the effects of the Red Curse. When plucked from its bush, the rose acts as one ounce of cinnabryl, wilting as it depletes. At the end of the seventh day, the last petal drops and its protection ceases. Anyone currently protected by a Gargoñan rose cannot use his Legacies.
The Gargoñan rose bush is a sentient being, with senses based on smell and empathy. The Immortal Valerias originally created its species as a gesture of compassion toward the poor and the Afflicted.
The bushes grow in Shazak and Herathian forests, in the hallowed forests of Robrenn, as well as in Gargoña near places where the Afflicted have died. Gargoñans consider these bushes sacred gifts from the Immortals; tampering with one (attempting to uproot the bush or take more than one rose) is a capital crime in Gargoña.

Combat
A Gargoñan Rosebush does not initiate comabt with any living creature. If attacked, it will defend itself through Legacy use, and by charming nearby creatures to come to its aid.

Singing (Su): A Gargoñan Rosebush may sing. This singing will charm any creatures within a mile of the Gargoñan Rosebush. Targets allowed a Will save vs DC 15 (Cha based). The Gargoñan Rosebush may sing an unlimited number of times per day. Creatures so charmed are affected as per the charm person/charm monster spells.

Boon of the Afflicted (Su): The flowers of the Gargoñan Rosebush work like cinnabryl in warding off Affliction. A single flower will protect the bearer for one whole week before wilting and dying. A creature can only pluck one flower per week, and possession of a flower prevents the use of any legacies.

Scent (Ex): This special quality allows the Gargoñan Rosebush to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

The Red Curse
The Gargoñan Rosebush can activate the following Legacy defences 3/day: Acid Touch, Entangle, Poison, and Weaken. It does not suffer from afflictions.
If the DM does not have information on these legacies, use the following:

Acid Touch (Su): For a Gargoñan Rosebush, this legacy works slightly differently. When activated, any creature that successfully touches or hits the bush suffers 1d4 + 1hp per HD acid damage. The ability lasts for 1 round/HD.

Entangle (Sp): The rosebush’s branches grow into tentacles 5 feet long per 3 HD, maximum 25 feet. It may target a single foe and entangle it if a DC 15 Reflex save is failed. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed for that round.

Poison (Su): The rosebush can poison one victim and force it to make a Fort save vs DC 15 (Cha based) or suffer 1d4 Con damage, both primary and secondary. The rosebush is not required to touch a foe to poison it: it may target any creature within 30ft to poison.

Weaken (Su): One target within30ft of the rosebush has its Str reduced to 5 on a failed Fort. Save vs DC 15 (Cha based). This weakness lasts for 1 round per HD.
stanles

07-06-07, 06:37 AM
There doesn't look like much love for us from the new Monster Manual: http://www.wizards.com/default.asp?x=dnd/iw/20070705a
Hugin

07-06-07, 10:13 AM
There doesn't look like much love for us from the new Monster Manual: http://www.wizards.com/default.asp?x=dnd/iw/20070705a
Not only that, but judging by the list of creatures, nothing even sounds interesting. Just a bunch of 'this of that' and 'thingy of doohicky'. I'd rather see creatures at least loosely based on RW mythologies and legends - they seem to have character.
Traianus Decius Aureus

07-06-07, 12:27 PM
Not only that, but judging by the list of creatures, nothing even sounds interesting. Just a bunch of 'this of that' and 'thingy of doohicky'. I'd rather see creatures at least loosely based on RW mythologies and legends - they seem to have character.

The quality of the Monster Manuals has plummeted quite a bit. I'm really tired of them to be honest. At least things like the Draconomicon and Libris Mortis had a theme to work around and provided quite a bit of interesting goodies aside from the monsters. They should have stopped the Monster Manuals at II.
Morphail_o

07-06-07, 12:28 PM
Not only that, but judging by the list of creatures, nothing even sounds interesting. Just a bunch of 'this of that' and 'thingy of doohicky'. I'd rather see creatures at least loosely based on RW mythologies and legends - they seem to have character.

Oh, there is this one: Master of the Hunt (fey). I think it is from Celtic mythology (or at least the one I remember from 2nd edition Legends and Lore). There is also a dog of the hunt.
Couple of mandrakes in there too.
Hmm. .there is this guy Thrym hound. Norse mythology right?

But I agree, they get worse. I think MM2 was the most mystara-freindly.
Traianus Decius Aureus

07-06-07, 04:57 PM
Cave Cambo
Dragon’s Den: Wyrmhaven 8
Large Magical Beast
Hit Dice: 2d10+8 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 12 (-1 size, +2 Dex, +1 natural), touch 11, flat-footed 10
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d6 +3)
Full Attack: Bite +4 melee (1d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poisonous breath
Special Qualities: Blindsight 60ft, scent
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 19, Int 2, Wis 12, Cha 2
Skills: Hide +2, Listen +6, Spot +6, Survival +2, Swim +15
Feats: Endurance
Environment: Temperate and Warm aquatic or underground
Organization: Solitary
Challenge Rating: 1/2
Treasure: Half Standard
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

A cave cambo is a 10ft long aquatic albino cave snake. The cave cambo is blind and sensesits prey through echolocation and special heat sensors located on its tongue. Not a particularly brave snake, it will prey on smaller creatures unless an opportunity presents itself to ambush a larger victim.

Combat
Cave cambos like to attack from watery environs, particularly if they can draw their prey into the water as well. They can breathe a blast of putrid, poisonous air at a foe, or strike with its bite.

Poisonous Breath (Ex): As a standard action a cave cambo may breathe on one target within 10ft of it with its poisonous breath. The victim must make a Fort save vs DC 15 or be paralyzed for 1d4 rounds.

Scent (Ex): This special quality allows a cave cambo to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Cave cambos receive a +4 racial bonus to Hide, Listen, and Spot checks and a +10 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.
Traianus Decius Aureus

07-09-07, 05:35 PM
Gremlin
CO, X2 25, RC 181, PC2 16
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: 0/-5
Attack: Small dagger +0 melee (1d3 -1)
Full Attack: Small dagger +0 melee (1d3 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chaotic aura, fumbling foes
Special Qualities: Low-light vision, mental resistance, unwieldy magic
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 9, Wis 8, Cha 15
Skills: Disable Device +3 (+7)*, Hide +11, Jump +6, Listen +2, Move Silently +3, Spot +2, Tumble +8
Feats: Stealthy
Environment: Any land
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic, usually neutral
Advancement: 2-5 HD (Small) or by character class
Level Adjustment: +2

Gremlins are 3ft tall humanoids with pasty gray-green skin, large saucer-shaped eyes and pointed ears. They are whimsical and have a playfully malignant sense of humor.
Gremlins always live in and around settled areas. They parasitize other "civilized" creatures. They move around from place to place and rarely collect treasure as such. They will have a number of secret places (attics, paths below floorboards, the eaves of barns, even sewers) to which they can escape and hide. A large number have found their way onto the flying city of Serraine, much to the displeasure of the predominately gnomish population.
Gremlins love to meddle. They want to mess up things that work, and laugh at the outcome. While they are chaos personified, they are rarely evil and generally do not intend serious harm. As a result of this meddling instinct, gremlins can easily be distracted by anything unusual or new. An intricate device or contraption can keep them occupied for 2d6 hours trying to figure out the object, and ultimately how to make it malfunction.
Gremlins like to pick up things, squint at them, and poke fingers into places that shouldn't be poked. They like to make little exclamations of surprise and interest. They express displeasure by poking out their tongues, screwing up their faces, and rasping. They squeak and chitter a lot and are quite rude.
Despite their endless tinkering with the inanimate and mechanical, what is actually learned by the gremlin is miniscule- the knowledge is gone in the time it takes to cause one malfunction and start working on the next. While they are experts in messing things up, they know little of why and how things work.
Gremlins speak their own language, a derivative of Sylvan and Gnomish. It is a very disjointed language and hard for any non-gremlin to understand and speak. Most also speak Common. Exceptional gremlins may pick up Auran (especially if on Serraine), Gnomish, and other local languages.

Combat
Gremlins usually do not fight. They prefer to cause as much chaos with their aura as possible and flee if physically threatened. They can use simple weapons if they need to, but their chaotic auras tend to make armor useless in no time at all.

Chaotic Aura (Su): A gremlin radiates a Chaotic Aura. Any creature within 10ft of a gremlin must make a Will save vs DC 15 (Cha based, +2 racial bonus) each round or something that can go wrong for the creature, will. These misfortunes will be average difficulty or less (see below). In addition, as a standard action, the gremlin may focus this aura on a single foe or object, raising the save DC to 17 (+2 bonus) and allowing for a more elaborate misfortune (see below).
The nature of the aura is to be playfully malignant. The effects of the aura are never directly harmful. Gremlin magic usually affects mechanical devices before nonmechanical devices. A crossbow might break in half, axeheads might fall off the shaft, armor straps might break, bowstrings fray... The exact effects of gremlin magic depend on the DMs imagination.
It is also of note, that this aura functions constantly, and any object within the aura is subject to malfunction- chair legs break, food spoils, bottles break, chandeliers fall... A gremlin can, overtime, completely wreck an area by its mere aura. For every minute a gremlin is in an area, there is a 25% chancethat a malfunction will occur within 10ft of the gremlin.
For more specific or complex malfunctions, the gremlin can make a Disable Device skill check vs the difficulty of the task. If the check succeeds, any targeted unattended object is immediately affected, whileany malfunction involving a creature or items in their possession receive a save.

Difficulty (DC) Example
Very easy (0) Unravel basic knot or undo simple fastener, turn off a tap
Easy (5) Bowstring breaks, Axe head falls off, cause someone to stumble and drop something, sheath falls off, armor strapping breaks
Average (10) Backpack spills equipment out, stopping a water clock, making a wood plank pop into the air
Tough (15) Cause a wagon wheel to fall off, weapon to break, cause someone to trip and fall, making a plank pop into the air and hit someone, souring a keg of beer
Challenging (20) Cause a person to trip and spill drinks on a specific target, cause the legs to fall off a chair
Formidable (25) Cause a person to trip and crash into another object, making a plank pop into the air and hit a specific person in a specific way
Heroic (30) Make bars fall away from a metal cage, make an entire wagon undercarriage fall off, making the legs fall off a bed and have the frame then collapse.
Nearly impossible (40) Make a small building collapse on itself.

Other gremlins may assist another gremlin in causing a specific malfunction. Each assisting gremlin adds a +2 bonus to the Disable Device skill check. Groups of gremlins are thus able to perpetrate some truly magnificent malfunctions.

Fumbling Foes (Su): This gremlin ability has two effects: First, any creature that attacks a gremlin and misses, must roll an attack against himself, taking normal damage if the roll indicates a hit. This roll receives a -3 penalty.
Secondly, anyone within the Chaotic Aura casting a spell or using a spell-like ability of a magic item must make a Will save vs DC 15 (Cha based, +2 racial bonus). If successful, the magic works normally. If failed, the magic doesn't harm the gremlin and the effects of the magic target the caster.

Mental Resistance (Ex): Gremlins may have a seive for a brain, but hey are very resistance to mental effects. A gremlin has a +2 bonus against all mind-affecting spells and spell-like abilities.

Unwieldy Magic (Ex): A gremlin has difficulty using magic items. Each time a gremlin picks up a magic item, there is a 10% chance that the item will deactivate or malfunction. A malfunctioning item will return to normal 10-30 minutes after a gremlin has put it down.

Skills: Gremlins have a +4 racial bonus to all Hide skill checks. They also have a +2 racial bonus to all Jump and Tumble skill checks. *The gremlin receives a +4 racial bonus to all Disable Device skill checks made in conjunction with its Chaotic Aura.

Gremlin Advancement
Gremlins can advance by character class, or may gain up to 5HD in the Fey type. Gaining HD in Fey causes the following changes to a gremlin's stats:

• Chaotic Aura: For each additional Fey HD the gremlin possesses, the range of the aura increases by 5ft. At 2 HD, the racial bonus to the save DC increases to +3. At 3HD, it becomes +4, and at 5HD it becomes +5. This ability does not improve with character levels.

• Fumbling Foes: At 2 HD, the racial bonus to the save DC increases to +3 and the attack roll penalty is -2. At 3HD, they become +4 and -1, and at 5HD they become +5 and no penalty. This ability does not improve with character levels.

• Mental Resistance: At 2 HD, the increases to +3. At 4HD, it becomes +4, and at 5HD it becomes +5. This ability does not improve with character levels.

• Unwieldy Magic: The chance of malfunction is 10% per HD. In addition, each time a HD is gained, every magic item in the possession of the gremlin must be rechecked. This ability is not affected by character levels.

• Skills: For each Fey HD gained, the gremlin’s racial bonus increases by +1 (for a total of +8 at 5 HD). At 4HD, a gremlins racial bonus to Jump and Tumble increases to +4.

• Leg Whip (Sp): At 3HD, the gremlin gains this ability.
As a standard action, the gremlin can cause a shimmering green magical force to whip around the targets legs, binding them together if a Reflex save vs DC 14 (Cha based ) is failed. A bound target cannot move more than 5 ft per round by hopping, which takes a full-round action. If the target is moving in the round it is affected by the leg whip, it falls prone, suffering 1d3 damage. The effect has a range of 20ft, and lasts for 2d4 rounds. It may be 2/day.
Against targets that cannot be tripped up in the above manner, it will cause an elaborate malfunction to befall the target.

• Side-Splitter (Sp): At 4HD, the gremlin gains this ability.
This ability affects a single creature, which must be able to see the gremlin. The gremlin leaps out, makes a rude or absurd gesture/grimace/pose, and sticks its tongue out as far as possible (farther than you might think). The target must make a Will Save vs DC 16 (Cha based, +2 racial bonus), or drop all carried items andfall to the floor laughing. The victim cannot take any actions while laughing. The victim is allowed a save each round to break the effect. Once broken, it takes one round for the victim to compose themselves and gather up any dropped items. This ability has a range of 20ft and can be used 2/day.

• Confusion (Sp): At 5HD, the gremlin gains this ability.
1/day the gremlin may cast the confusion spell. CL 5, Cha based save.

Gremlins as Characters
Gremlins have a favored class of rogue. Gremlins are capable of both arcane and divine magic. In addition, some gremlins have become bards, rangers, and fighters. Due to their chaotic nature, Gremlins cannot be paladins or monks. Gremlin clerics often worship the Trickster, or may choose two of the following domains: Chaos, Luck, or Trickery. Gremlin characters possess the following racial traits:
 +2 Dexterity, –2 Strength, +4 Charisma, -2 Intelligence, -2 Wisdom..
 Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• A gremlin’s base land speed is 40 feet.
 +2 racial bonus on Jump and Tumble checks.
 +4 racial bonus on Hide checks.
 +4 racial bonus on Disable Device checks made for the Chaotic Aura.
 Scent Special Quality.
 Low-light vsion.
• Special Attacks (see above): Chaotic Aura, Fumbling Foes
• Special Qualities (see above): Mental Resistance, Unwieldy Magic
 Automatic Languages: Gremlin, Common. Bonus Languages: Auran, Gnome, other local languages.
 Favored Class: Rogue.
 Level Adjustment: +2
TraverseTravis

07-09-07, 11:02 PM
There doesn't look like much love for us from the new Monster Manual: http://www.wizards.com/default.asp?x=dnd/iw/20070705a

Though there isn't much that explicitly ties into Mystara, I feel most of the monsters could be fitted to Mystara. It seems WotC's intention is to make books of all new monsters...which I feel is kinda admirable. Except for our more obscure Mystaran creatures (that Trainanus Decius Aureus is making a yeoman's effort to convert), haven't most of the monsters of previous editions been updated to 3E, such as in Necromancer Game's Tome of Horrors?

In the new Bestiary of Krynn: Revised (http://www.dragonlance.com/products/SVP-4405.aspx) there's a whole chapter devoted to explaining how to adapt various Monster Manual creatures to fit in Krynn. The suggestions are generally grouped by monster types. There's even a small chart listing exactly which monsters officially do not exist in Krynn, such as drow and orcs. As far as I recall from browsing at the gamestore, there were about 16 "banned" monsters on the chart.

I'd like to see a Mystaran version of this document, explaining which and how monsters can be adapted into Mystara's cosmology, and where they'd most likely to be encountered. For example, most fey could be found in the Good Kingdom and constructs would be common in Alphatia and Glantri. It'd be even niftier if there were OD&D conversions for each monster that can be used in Mystara, as a nod to the Known World's roots. If it were a handsome PDF done using the same font and graphic style as the OD&D line, that'd be superb.

Travis
TraverseTravis

07-09-07, 11:11 PM
double post
Gazza555

07-10-07, 11:02 AM
You can see some excerpts from MMV (including the table of contents) here (http://www.wizards.com/default.asp?x=dnd/ex/20070710a).

Regards
Gary
Cthulhudrew

07-10-07, 02:20 PM
I'd like to see a Mystaran version of this document, explaining which and how monsters can be adapted into Mystara's cosmology, and where they'd most likely to be encountered.

A good place to start would be the Sentient Races in Mystara (http://pandius.com/sentrace.html) lists. Though incomplete, and (obviously) only covering the sentient races, this is probably the sort of thing you are talking about.
Morphail_o

07-10-07, 03:33 PM
Jamie, you should be paid for this...:) Excellent as usual.
I tried doing a Gremlin conversion and post it here, but het, it is much easier to wait a day or two and see what you come up with...

Gremlins in Top Ballista emphesised the "creature class concept", with all the feaures spread out across a level advancemet. But I felt they would work better as a standard monster, with options to advance in PC classes (brobably rogue). The Chaotic Aura was the most problamatic, becuase it is not defined enough to fit the rule-heavy 3rd edition.

Anyway, if I were to use gremlins in games, I would probably use the advanced fey versions you offer. I also think standard abilities can replace the original Top Ballista ones. The Entangle spell has the mechanics for Leg Whip, hidious laughter for Side-Splitter.

Anyway, general question: Why didn't WotC do the Gremlin? Could it be legal issues with the movie guys?
Cthulhudrew

07-10-07, 05:42 PM
Anyway, general question: Why didn't WotC do the Gremlin? Could it be legal issues with the movie guys?

Nah. The word gremlin is public domain- it goes back waaay before the movie. Besides which, the OD&D gremlin is quite a different creature from the movie gremlins- both in appearance and abilities. If they were creating a creature called a mogwai, I could see problems (AFAIK, the name and concept of mogwai comes exclusively from the movie).

It probably has more to do with lack of interest, and/or the fact that the OD&D (Moldvay) gremlin is quite a bit different from the AD&D gremlin (and related species, such as fremlins).

On the conversion here, I'd think that the gremlins abilities (in particular the Fumbling Foes ability, which is pretty powerful- especially the spellcasting aspect) would warrant more than a +1 LA.
Traianus Decius Aureus

07-10-07, 06:42 PM
Nah. The word gremlin is public domain- it goes back waaay before the movie. Besides which, the OD&D gremlin is quite a different creature from the movie gremlins- both in appearance and abilities. If they were creating a creature called a mogwai, I could see problems (AFAIK, the name and concept of mogwai comes exclusively from the movie).

It probably has more to do with lack of interest, and/or the fact that the OD&D (Moldvay) gremlin is quite a bit different from the AD&D gremlin (and related species, such as fremlins).

On the conversion here, I'd think that the gremlins abilities (in particular the Fumbling Foes ability, which is pretty powerful- especially the spellcasting aspect) would warrant more than a +1 LA.

I'm flexible on the Level Adjustment. From a player standpoint, the unweildy magic quality is a definite drawback. The ability scores are balanced, there is no natural armor or natural attacks. Fumbling Foes is a great ability, Chaotic Aura is a good for the gremlin NPC, but is a mixed blessing for a PC gremlin (although that will be addressed a bit in the racial progression/racial writeup.)
If compared to a human at startup, the human has an extra feat, skill bonuses, and Any as a favored class. The gremlin's mental resistance=feat, skill bonuses=skill bonuses, unwieldly magic partially offsets Chaotic Aura. I could justify a +2 LA, I'm not sure a +3 is warranted.
Echohawk

07-11-07, 03:45 AM
i think maybe it was Echohawk on the ENworld boards who's been looking for that one for a long time... very rare, as i understand it.Yes. And I still don't have one :(
Cthulhudrew

07-13-07, 05:25 PM
Jamie-

Just noticed something when I downloaded the MM 3.5 errata for something else that I was working on- there is a part there about creatures in the MM not meeting the prereq for the Weapon Finesse Feat (+1 BAB), and suggestions on how to rectify that (give it as a bonus feat, which has no prereqs, and then give them a normal feat to fill their open slot).

At a quick glance, it seems like you got that covered for a lot of the non +1s, but some of them might need to be changed. The ones I noted were:

Bird, Magpie
Lizard, Thumper
Moan Bird
Small Riding Animal
Snake, Black Cobra
Snake, Rainbow Viper
Snake, Rock Rattler
Wildcat
Spider, Huge
Spider, Wood

It had never even occurred to me to check (had completely forgotten WF had a prereq, actually), so I thought I'd mention it.
Traianus Decius Aureus

07-13-07, 06:13 PM
Gremlin

Small and tricky, these little creatures are the bane of civilized living. Gremlins are quirky, meddlesome, and playfully malignant embodiments of Chaos. They are Murphy’s Law personified.

Personality: Gremlins love to meddle. They want to mess up things that work, and laugh at the outcome. While they are chaos personified, they are rarely evil and generally do not intend serious harm. As a result of this meddling instinct, gremlins can easily be distracted by anything unusual or new. An intricate device or contraption can keep them occupied for 2d6 hours trying to figure out the object, and ultimately how to make it malfunction.
Gremlins like to pick up things, squint at them, and poke fingers into places that shouldn't be poked. They like to make little exclamations of surprise and interest. They express displeasure by poking out their tongues, screwing up their faces, and rasping. They squeak and chitter a lot and are quite rude.
Despite their endless tinkering with the inanimate and mechanical, what is actually learned by the gremlin is miniscule- the knowledge is gone in the time it takes to cause one malfunction and start working on the next. While they are experts in messing things up, they know little of why and how things work.

Physical Description: Gremlins are 3ft tall humanoids with pasty gray-green skin, large saucer-shaped eyes and pointed ears. They weigh between 25 and 35 lbs. They favor simple clothing such as loincloths and tunics.
Relations: Gremlins are generally not liked in civilized cultures. They simply cause too much chaos. They are tolerated by most sentient species, but will be driven off if causing too much trouble. Of all the sentient races, gnomes perhaps hate them the most.

Alignment: Gremlins are almost always chaotic. Few are good or evil. Most are pranksters with little concern other than their amusement
Gremiln Lands: There are no gremlin lands, as such. They may be found in any and every part of Mystara, but are rarely found in great numbers. Gremlins always live in and around settled areas. They parasitize other "civilized" creatures. They move around from place to place and rarely collect treasure as such. They will have a number of secret places (attics, paths below floorboards, the eaves of barns, even sewers) to which they can escape and hide. The flying city of Serraine probably has the greatest number of them concentrated in one place.

Religion: Gremlins don’t take religion all that seriously, and most religions would have difficultydealing with them. However, those that are inclined to things divine usually followKorotiku. Some have also followed Loki or Eiryndul. Those that don’t follow a specific Immortal choose two of the following domains: Chaos, Luck or Trickery.

Language: Gremlins speak their own language, a derivative of Sylvan and Gnomish. It is a very disjointed language and hard for any non-gremlin to understand and speak. Most also speak Common. Exceptional gremlins may pick up Auran (especially if on Serraine), Gnomish, and other local languages.

Names: Gremlin names are usually similar to the naming conventions of the region they are found in, but silly sounding or meant to be puns. They do not havesurnames.
Male Names: Beazeley, Gluteus, Igor, Nigel
Female Names: Brunhilda, Muffy, Nigella, Wanda

Adventurers: Gremlin adventurers possess a level of curiosity that surpasses that of a normal one its kind. Some are motivated to see (and/or compromise) many new and different things. Some want new “shinies.” Some want to cause levels of chaos never seen before. Gremlin adventurers have a hard time fitting in as their auras can harm their allies as well as their enemies. However, some parties will put up with the minor troubles and fallout from the gremlin if the skills and abilities can be channeled properly when needed.

Gremlin Racial Traits:
• +2 Dexterity, –2 Strength, +4 Charisma, -2 Intelligence, -2 Wisdom..
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• A gremlin’s base land speed is 40 feet.
• +2 racial bonus on Jump and Tumble checks.
• +4 racial bonus on Hide checks.
• +4 racial bonus on Disable Device checks made for the Chaotic Aura.
• Low-light vsion.
• Chaotic Aura (Su): A gremlin radiates a Chaotic Aura. Any creature within 10ft of a gremlin must make a Will save vs DC 15 (Cha based, +2 racial bonus) each round or something that can go wrong for the creature, will. These misfortunes will be average difficulty or less (see below). In addition, as a standard action, the gremlin may focus this aura on a single foe or object, raising the save DC to 17 (+2 bonus) and allowing for a more elaborate misfortune (see below).
The nature of the aura is to be playfully malignant. The effects of the aura are never directly harmful. Gremlin magic usually affects mechanical devices before nonmechanical devices. A crossbow might break in half, axeheads might fall off the shaft, armor straps might break, bowstrings fray... The exact effects of gremlin magic depend on the DMs imagination.
It is also of note, that this aura functions constantly, and any object within the aura is subject to malfunction- chair legs break, food spoils, bottles break, chandeliers fall... A gremlin can, overtime, completely wreck an area by its mere aura. For every minute a gremlin is in an area, there is a 25% chancethat a malfunction will occur within 10ft of the gremlin.
For more specific or complex malfunctions, the gremlin can make a Disable Device skill check vs the difficulty of the task. If the check succeeds, any targeted unattended object is immediately affected, whileany malfunction involving a creature or items in their possession receive a save.
Difficulty (DC) Example
Very easy (0) Unravel basic knot or undo simple fastener, turn off a tap
Easy (5) Bowstring breaks, Axe head falls off, cause someone to stumble and drop something, sheath falls off, armor strapping breaks
Average (10) Backpack spills equipment out, stopping a water clock, making a wood plank pop into the air
Tough (15) Cause a wagon wheel to fall off, weapon to break, cause someone to trip and fall, making a plank pop into the air and hit someone, souring a keg of beer
Challenging (20) Cause a person to trip and spill drinks on a specific target, cause the legs to fall off a chair
Formidable (25) Cause a person to trip and crash into another object, making a plank pop into the air and hit a specific person in a specific way
Heroic (30) Make bars fall away from a metal cage, make an entire wagon undercarriage fall off, making the legs fall off a bed and have the frame then collapse.
Nearly impossible (40) Make a small building collapse on itself.
Other gremlins may assist another gremlin in causing a specific malfunction. Each assisting gremlin adds a +2 bonus to the Disable Device skill check. Groups of gremlins are thus able to perpetrate some truly magnificent malfunctions.
• Fumbling Foes (Su): This gremlin ability has two effects: First, any creature that attacks a gremlin and misses, must roll an attack against himself, taking normal damage if the roll indicates a hit. This roll receives a -3 penalty.
Secondly, anyone within the Chaotic Aura casting a spell or using a spell-like ability of a magic item must make a Will save vs DC 15 (Cha based, +2 racial bonus). If successful, the magic works normally. If failed, the magic doesn't harm the gremlin and the effects of the magic target the caster.
• Mental Resistance (Ex): Gremlins may have a seive for a brain, but hey are very resistance to mental effects. A gremlin has a +2 bonus against all mind-affecting spells and spell-like abilities.
• Unwieldy Magic (Ex): A gremlin has difficulty using magic items. Each time a gremlin picks up a magic item, there is a 10% chance that the item will deactivate or malfunction. A malfunctioning item will return to normal 10-30 minutes after a gremlin has put it down.
• Automatic Languages: Gremlin, Common. Bonus Languages: Auran, Gnome, other local languages.
• Favored Class: Rogue.
• Level Adjustment: +2

Gremlin Racial Progression
The table below gives an optional level progression for gremlin players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the gremlin will be the same as if created normally. The optional advanced progression continues to develop gremlin abilities rather than class abilities.
________________________________________
Table: Gremlin Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 -2 Str, -2 Int, -2 Wis, +2 Dex; +2 racial bonus to Hide checks; Chaotic Aura; Mental Resistance; Unwieldymagic; Starting Feat.
2nd 1d6 +0 +0 +2 +2 --- +2 Cha; +2 racial bonus on Jump and Tumble checks and Disable Device checks made for Chaotic Aura; Fumbling Foes (-5penalty)
3rd 1d6 +0 +0 +2 +2 --- +2 Cha; +4 racial bonus to Hide checks and Disable Device checks made for Chaotic Aura; Chaotic Aura (+2 bonus to Save DC); Fumbling Foes (-3 penalty, +2 bonus to save DC)
Below are levels for advanced progression
4th 2d6 +1 +0 +3 +3 6+ Int Mod Chaotic Aura (+3 bonus to Save DC, 15ft range); Fumbling Foes (-2 penalty, +3 bonus to save DC); Mental Resistance +3;Unwieldy magic (20%); Hide bonus +5
5th 3d6 +1 +1 +3 +3 6+ Int Mod Chaotic Aura (+4 bonus to Save DC, 20ft range); Fumbling Foes (-1 penalty, +4 bonus to save DC); Unwieldy magic (30%); Hide bonus +6; Leg Whip.
6th 4d6 +2 +1 +4 +4 6+ Int Mod Chaotic Aura (+4 bonus to Save DC, 25ft range); Mental Resistance +4; Unwieldy magic (40%); Hide bonus +; +4 racial bonus on Jump and Tumble checks; Side-Splitter
7th 5d6 +2 +1 +4 +4 6+ Int Mod Chaotic Aura (+5 bonus to Save DC, 30ft range); Fumbling Foes (+5 bonus to save DC); Mental Resistance +5; Unwieldy magic (50%); Hide bonus +8, Confusion.
________________________________________
Advanced Gremlin Abilities

Leg Whip (Sp): As a standard action, the gremlin can cause a shimmering green magical force to whip around the targets legs, binding them together if a Reflex save vs DC 14 (Cha based ) is failed. A bound target cannot move more than 5 ft per round by hopping, which takes a full-round action. If the target is moving in the round it is affected by the leg whip, it falls prone, suffering 1d3 damage. The effect has a range of 20ft, and lasts for 2d4 rounds. It may be 2/day.
Against targets that cannot be tripped up in the above manner, it will cause an elaborate malfunction to befall the target.

Side-Splitter (Sp): This ability affects a single creature, which must be able to see the gremlin. The gremlin leaps out, makes a rude or absurd gesture/grimace/pose, and sticks its tongue out as far as possible (farther than you might think). The target must make a Will Save vs DC 16 (Cha based, +2 racial bonus), or drop all carried items andfall to the floor laughing. The victim cannot take any actions while laughing. The victim is allowed a save each round to break the effect. Once broken, it takes one round for the victim to compose themselves and gather up any dropped items. This ability has a range of 20ft and can be used 2/day.

Confusion (Sp): 1/day the gremlin may cast the confusion spell. CL 5, Cha based save.
Traianus Decius Aureus

07-13-07, 06:16 PM
Jamie-

Just noticed something when I downloaded the MM 3.5 errata for something else that I was working on- there is a part there about creatures in the MM not meeting the prereq for the Weapon Finesse Feat (+1 BAB), and suggestions on how to rectify that (give it as a bonus feat, which has no prereqs, and then give them a normal feat to fill their open slot).

At a quick glance, it seems like you got that covered for a lot of the non +1s, but some of them might need to be changed. The ones I noted were:

Bird, Magpie
Lizard, Thumper
Moan Bird
Small Riding Animal
Snake, Black Cobra
Snake, Rainbow Viper
Snake, Rock Rattler
Wildcat
Spider, Huge
Spider, Wood

It had never even occurred to me to check (had completely forgotten WF had a prereq, actually), so I thought I'd mention it.

OK, I'll take a look at those.
Traianus Decius Aureus

07-17-07, 05:50 PM
Faenare
PC2 6
Medium Humanoid (Faenare)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d4) or by weapon
Full Attack: 2 Claw +1 melee (1d4) or by weapon
Space/Reach: 5 ft. /5 ft.
Special Attacks: Slinger
Special Qualities: Armor Aversion, avian affinity, born of the sky, flight, immunity to non-magical electricity, immunity to harpy charms, spell-like abilities
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 11
Skills: Balance +1, Climb +1, Diplomacy +1, Listen +4, Perform (Sing) +3, Spot +6, Survival +2
Feats: Alertness
Environment: Any mountains
Organization: Solitary, Nest (2-5), or Clan (5-40)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: 3-7 HD (Medium) or by character class
Level Adjustment: +2

Faenare are a secretive race of birdfolk inhabiting wild and dsolate mountainous regions, scattered across the Known World. The Broken Lands are home to the highest number, but even there, they are very rare.
Faenare are tall (most are 6ft to 6 1/2ft tall) humanoids, with winged arms and crests of feathers on their heads, backs, abdomens, and calves. Their eyes are large and bird-like, set in a facial structure otherwise like that of elves. pointed ears nestle below head feathers. They have tawny feathers streaked with amber or gold, although older birdfolk have many streaks of white and grey in their plummage.
A faenare's hands, a part of their winglike arms, cannot be used in flight other than to grip small, light items (ie no weapons). In compensation, their strong, flexible legs and claw-like feet can fight, use weapons and even fire bows in flight. Other than simple harnesses for carrying tools and belongings, faenare have no need of clothing and do not wear it.
Faenare are seclusive, but the one thing that is most commonly associated with them is their ability to sing. Every faenarepossesses some skill in this area, and there are some that develop it to the point they can become Windsingers.
Faenare speak Common, Auran and can communicate with avian creatures. They may also speak Draconic, Elf, Gnome and Sylvan.

Combat
The Faenare are reclusive and protective of their nests. They tend to be non-violent and prefer magic or flight to fighting. Even so, they will attack if provoked.
Faenare can use their claws in combat when flying. Those claws are also capable of using weapons. On the ground, faenare wield weapons with their hands. faenare are proficient with slings, shortswords, longswords, daggers, knives, bolas, shortbows and longbows. They avoid big weapons (pikes, lances, great swords, etc...) and coarse, vulgar weapons (axes, hammers, picks, etc...) Faenare find armor a hinderance and are only not proficient with it, but suffer penalties for wearing it.

Slinger (Ex): Faenare are gifted at the use of a sling. A faenare has a +1 racial bonus to all attack and damage rolls with a sling.

Armor Aversion (Ex): Faenare wearing armor can only fly with a speed of 20ft (clumsy), and the skill check penalties increase by +2.

Avian Affinity (Ex): Avian and avian -related creatures will not attack a faenare unless attacked first. In addition, a faenare can communicate with any normal bird using birdsong.

Born of the Sky (Ex): A faenare receives a +2 bonus to all saves made againstall air-based spells and attacks.

Flight (Ex): A faenare is able to fly at a speed of 40 feet (average maneuverability). A faenare can't fly while carrying a heavy load or while exhausted. Flying requires no more exertion than walking or running for a faenare.
A faenare with flight can make a dive attack. A dive attack works like a charge, but the faenare must move a minimum of 30 feet and descend at least 10 feet. A faenare can make a dive attack only when using its claws; if the attack hits, it deals double damage. A faenare with flight can use the run action while flying, provided she flies in a straight line.

Immunity to Non-Magical Electricity (Ex): Faenare suffer no damage from non-magical electrical sources (i.e. lightning). Electrical damage from magical sources affects the faenare normally.

Immunity to Harpy Charms (Ex): A faenare is immune to the charming abilities of harpies.

Spell-like Abilities (Sp): 1/day: bless, know direction. CL 2, Wisdom based.

Skills: Faenare recieve a +2 racial bonus to all Spot and Perform (Sing) skill checks. Spot and Perform (Sing) is always class skills for a faenare.

Faenare Advancement
Faenare can advance by character class, or may gain up to 7HD in the Humanoid (Faenare) type. Gaining HD in Humanoid (Faenare) causes the following changes to a faenare's stats:
• Natural Armor: At 4HD, a faenare’s natural AC bonus increases to +4.
• Summon Eagles (Sp): At 7 HD, 1/day a faenare may summon 2d4 normal eagles or 1d4 giant eagles to aid it. The eagles will protect the faenare and obey any orders, but will not follow any orders that will obviously lead to their death. The eagles will remain for up to 1 hour. The eagles will expect some token of gratitude for service (usually food will do).
• Spell-like Abilities (Sp): At 3 HD, 1/day: bless, know direction, faerie fire. CL 3, Wisdom based.
At 4 HD, 2/day: bless, know direction; 1/day: faerie fire, fog cloud. CL 4, Wisdom based.
At 5 HD, 2/day: bless, know direction; 1/day: faerie fire, fog cloud, wind wall. CL 5, Wisdom based.
At 6 HD, 3/day: bless, know direction; 2/day: faerie fire, fog cloud, wind wall. CL 6, Wisdom based.
At 7 HD, 3/day: bless, know direction; 2/day: faerie fire, fog cloud, wind wall; 1/day: air walk, control winds. CL 7, Wisdom based.

Faenare as Characters
The favored class of the faenare is bard or druid. Their clans also harbor rogues, clerics, rangers, and a few wizards and sorcerors. There are few paladins, barbarians, and fighters. Faenare clerics typically choose two of the following domains: Air, Knowledge, or Protection.
Faenare characters possess the following racial traits.
• Medium size.
• A faenare's base land speed is 30 feet. They may also fly at a base speed of 40ft (average).
• Racial Hit Dice: A faenare begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort+0, Ref+3, Will+0.
• Racial Skills: A faenare's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Climb, Diplomacy, Hide, Listen, Move Silently, Perform (Sing), Spot, and Survival.
• Faenare recieve a +2 racial bonus to all Spot and Perform (Sing) skill checks. Spot and Perform (Sing) is always class skills for a faenare.
• Racial Feats: A faenare's humanoid levels give it one feat.
• Weapon proficiency: A faenare is proficient with slings, shortswords, longswords, daggers, knives, bolas, shortbows and longbows.
• +3 natural armor bonus.
• Natural Weapons: 2 claws (1d4)
• Special Attacks (see above): Slinger
• Special Qualities (see above): Armor Aversion, Avian Affinity, Born of the Sky, Flight, Immunity to Non-Magical Electricity, Immunity to Harpy Charms, Spell-like Abilities
• Automatic Languages: Common, Auran. Bonus Languages: Draconic, Elf, Gnome, Sylvan, Local languages
• Favored Class: Bard or Druid
• Level Adjustment: +2.
Traianus Decius Aureus

07-18-07, 03:16 PM
Tick, Cardinal (Swarm)
SCMC
Fine Vermin ( Swarm)
Hit Dice: 2d8 +4 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), climb 20ft
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, Legacy bane, Cardinal tick infestation
Special Qualities: Darkvision 60ft., low-light vision, Swarm Traits
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 1, Dex 13, Con 14, Int -, Wis 12, Cha 2
Skills: ---
Feats: ----
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

These tiny parasites usually infest humanoids with Legacies, although they can survive on blood alone. The presence of cardinal ticks reduces or deprives the host's Legacy powers, but it does not alter the other effects of the Red Curse upon them.

Combat
These bugs swarm over anything in its path.
Cardinal Tick Infestation (Ex): Any creature caught in a cardinal tick swarm has a chance to become infested with the parasites. Each round the victim is in the swarm, he must make a Fort save vs DC 13 (Con based) or gain 5% infestation. Subsequent failed saves are cumulative.
Disease (parasitic)—contact; Fortitude DC 13; incubation period 1 round; damage: see below. The save DC is Con-based.
A creature with a cardinal tick infestation has a chance of failure everytime he tries to use a legacy. This chance of failureequals the percentage of infestation (ie 30% infestation means a 30% chance of failure.) Every successful use of a legacy increases the infestation level by 15%.
A successful daily save merely keeps the infestation level stable. A failed daily save means the infestation has increased by 5%.
Anyone coming in contact with an infested creature must make a DC 13 Fort save or gain a 5% infestation.
There are three ways to get rid of the infestation. The first is by scraping them off. This causes 1 point of damage per 1% infestationremoved. Secondly, an ointment made from the nest of the Jibaru poisonous wasp or from cinnabryl powder can reduce an infestation by 10% per day with a successful Heal check. Cinnabyrl ointment costs 100gp per treatment. The Jibaru ointment will require someone knowledgeable of the cure and a wasp nest. Lastly, if the victim is fortunate enough to find one, Saragón Lyra birds can remove the infestation in 2-6 days.

Legacy Bane (Ex): Any creatures caught in the cardinal tick swarm are unable to use their Legacies.

Swarm Subtype: A cardinal tick swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Cardinal tick swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A cardinal tick swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.

The Red Curse
Cardinal tick swarms do not possess any legacies and do not suffer from Affliction.
Traianus Decius Aureus

07-19-07, 05:58 PM
Faenare
The faenare are a race of elf-like bird people. They are an old race, kin to both the elves and the Faedorne of the Shining Isles. Although they are selcusive and insular, they possess a gift for singing and telling tales. They lead a peaceful and unburdened life amongst their nests and clans.

Personality: Faenare are a seclusive race, shunning and mistrusting outsiders. Most are content with this existance, still bearing the scars of the shadow elf treachery long ago. As a result, many outsiders believe the race is long dead, and those that do encounter them believe them to be aloof, arrogant, or rude. Faenare are rarely violent with outsiders unless they are being attacked- even then they will usually flee rather than fight.
However, there is a side that outsiders do not see. It is the side that enjoys the sight of their young at play in the wind currents, teasing the elders and flying with giant eagles. The faenare love to sing stories and weave tales over their stoneberry wine (a delicious light, sweet and bubbly beverage.) Their tales are captivating, singing of joys and follies, pranks and jests, misunderstandings and confusions. Should an outsider be able to join them, he might think he had stumbled into a tavern in the Shires.
The faenare are best described by the words of Alexene Cloudmantle “We are a people of song and air, little burdened by material things… Our life is in song, a breath of life handed down from one generation to the next. With this, we are more than happy.”

Physical Description: Faenare are tall (most are 6ft to 6 1/2ft tall) humanoids, with winged arms and crests of feathers on their heads, backs, abdomens, and calves. Their eyes are large and bird-like, set in a facial structure otherwise like that of elves. pointed ears nestle below head feathers. They have tawny feathers streaked with amber or gold, although older birdfolk have many streaks of white and grey in their plummage.
Other than simple harnesses for carrying tools and belongings, faenare have no need of clothing and do not wear it. They can wear armor, but it is detrimental to their flying abilities.

Relations: Faenare believe they are distantly related to the elves and the Faedorne. Although they have rare dealings with the elves, they are friendly to those they encounter. They believe the shadow elves betrayed and murdered many of the faenare mastersingers, and have not forgotten that treachery.
Faenare are very mistrustful of humans and humanoids in general and avoid them if possible. They maintain strong relations with avian creatures such as giant eagles and rocs.

Alignment: Faenare tend to be Lawful, Neutral, or Good. Chaotic faenare are tolerated, but evil faenare are viewed as a threat to nest and clan. The race’s seclusion means each individual’s actions can have profound repercussions, so Chaotic and/or Evil faenare are viewed with much suspicion.

Faenare Lands: The faenare inhabit wild and desolate mountainous regions, scattered across the Known World. The Broken Lands are home to the highest number, but even there, they are very rare. They favor areas that are unreachable by surface-dwellers. The flying city of Serraine probably has the greatest number of them concentrated in one place outside of the Broken Lands.

Religion: Faenare revere an elven Immortal known to them only as the Mother. Most believe that at some point, all of the faenare Windsingers will spin their music together, and the Mother will arrive to take them to the Shining Isles.
Faenare adventurers are often also drawn to some of the natural Immortals such as Terra and Ordana. Those that don’t follow a specific Immortal choose two of the following domains: Air, Knowledge, or Protection.

Language: Faenare speak both Common and Auran. They are also capable of speaking birdsong with other avian creatures. Those able to often learn Draconic, Elf, Gnome, Sylvan, and other Local languages

Names: Faenare names tend to be melodic. Surnames evoke evoke imagery of the skyor other serene and melodic concepts.
Male Names: Mercurio, Roland, Sirius
Female Names: Alexene, Flora, Rosario, Thimbelle
Surnames: Cloudwalker, Rainsinger, Windsailor

Adventurers: Faenare adventurers often seek to know and understand the greater world around them. Some chaff under their race’s seclusion. Some want to better understand the other inhabitants of Mystara, both to help protect their clans and to broaden their horizons.
The faenare refer to those that leave to adventure as “wind-haunted”, believing they hear a song in their minds at night that drives them to find its source. Faenare adults encourage these wind-haunted souls to seek the song in order to be at peace. It also is believed that these wind-haunted are part of the Mother’s plan by helping their insular race better understand the world around them. Faenare adventurers must often come to a spiritual place where they can balance the violence that often follows adventurers with their race’s inherent non-aggressiveness.

Faenare Racial Traits:
• Medium size.
• A faenare's base land speed is 30 feet. They may also fly at a base speed of 40ft (average).
• Racial Hit Dice: A faenare begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort+0, Ref+3, Will+0.
• Racial Skills: A faenare's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Climb, Diplomacy, Hide, Listen, Move Silently, Perform (Sing), Spot, and Survival.
• Faenare recieve a +2 racial bonus to all Spot and Perform (Sing) skill checks. Spot and Perform (Sing) is always class skills for a faenare.
• Racial Feats: A faenare's humanoid levels give it one feat.
• Weapon proficiency: A faenare is proficient with slings, shortswords, longswords, daggers, knives, bolas, shortbows and longbows.
• +3 natural armor bonus.
• Natural Weapons: 2 claws (1d4)
• Slinger (Ex): Faenare are gifted at the use of a sling. A faenare has a +1 racial bonus to all attack and damage rolls with a sling.
• Armor Aversion (Ex): Faenare wearing armor can only fly with a speed of 20ft (clumsy), and the skill check penalties increase by +2.
• Avian Affinity (Ex): Avian and avian -related creatures will not attack a faenare unless attacked first. In addition, a faenare can communicate with any normal bird using birdsong.
• Born of the Sky (Ex): A faenare receives a +2 bonus to all saves made againstall air-based spells and attacks.
• Flight (Ex): A faenare is able to fly at a speed of 40 feet (average maneuverability). A faenare can't fly while carrying a heavy load or while exhausted. Flying requires no more exertion than walking or running for a faenare.
A faenare with flight can make a dive attack. A dive attack works like a charge, but the faenare must move a minimum of 30 feet and descend at least 10 feet. A faenare can make a dive attack only when using its claws; if the attack hits, it deals double damage. A faenare with flight can use the run action while flying, provided she flies in a straight line.
• Immunity to Non-Magical Electricity (Ex): Faenare suffer no damage from non-magical electrical sources (i.e. lightning). Electrical damage from magical sources affects the faenare normally.
• Immunity to Harpy Charms (Ex): A faenare is immune to the charming abilities of harpies.
• Spell-like Abilities (Sp): 1/day: bless, know direction. CL 2, Wisdom based.
• Automatic Languages: Common, Auran. Bonus Languages: Draconic, Elf, Gnome, Sylvan, Local languages
• Favored Class: Bard or Druid
• Level Adjustment: +2.



Faenare Racial Progression
The table below gives an optional level progression for faenare players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the faenare will be the same as if created normally. The optional advanced progression continues to develop faenare abilities rather than class abilities.
________________________________________
Table: Faenare Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +0 +0 +2 +0 (6+ Int Mod) x4 Armor Aversion; Avian Affinity; Born of the Sky; Flight; 2 Claws (1d4); Faenare weapon proficiencies; Starting Feat.
2nd 1d8 +0 +0 +2 +0 --- Natural AC +1, Slinger; Immunity to Non-Magical Electricity; +2 bonus to Perform (Sing) checks
3rd 2d8 +1 +0 +3 +0 2 + Int Mod Natural AC +2; Immunity to Harpy Charms; +2 bonus to Spot checks
4th 2d8 +1 +0 +3 +0 --- Natural AC +3; 1/day: bless, know direction.
Below are levels for advanced progression
5th 3d8 +2 +1 +3 +1 2 + Int Mod 1/day: bless, know direction, faerie fire; Feat
6th 4d8 +3 +1 +4 +1 2 + Int Mod Natural AC +4; 2/day: bless, know direction; 1/day: faerie fire, fog cloud.
7th 5d8 +3 +1 +4 +1 2 + Int Mod 2/day: bless, know direction; 1/day: faerie fire, fog cloud, wind wall.
8th 6d8 +4 +2 +5 +2 2 + Int Mod 3/day: bless, know direction; 2/day: faerie fire, fog cloud, wind wall; Feat
9th 7d8 +5 +2 +5 +2 2 + Int Mod Summon Eagles; 3/day: bless, know direction; 2/day: faerie fire, fog cloud, wind wall; 1/day: air walk, control winds.


Advanced Faenare Abilities

Summon Eagles (Sp): At 7 HD, 1/day a faenare may summon 2d4 normal eagles or 1d4 giant eagles to aid it. The eagles will protect the faenare and obey any orders, but will not follow any orders that will obviously lead to their death. The eagles will remain for up to 1 hour. The eagles will expect some token of gratitude for service (usually food will do).

Spell-like Abilities (Sp): At 3 HD, 1/day: bless, know direction, faerie fire. CL 3, Wisdom based.
At 4 HD, 2/day: bless, know direction; 1/day: faerie fire, fog cloud. CL 4, Wisdom based.
At 5 HD, 2/day: bless, know direction; 1/day: faerie fire, fog cloud, wind wall. CL 5, Wisdom based.
At 6 HD, 3/day: bless, know direction; 2/day: faerie fire, fog cloud, wind wall. CL 6, Wisdom based.
At 7 HD, 3/day: bless, know direction; 2/day: faerie fire, fog cloud, wind wall; 1/day: air walk, control winds. CL 7, Wisdom based.
Traianus Decius Aureus

07-20-07, 04:39 PM
Harpy
Bloodthristy and cruel, harpies are a mix of human female and bird. There are no male harpies. Legends tell of a Chaotic Immortal who created them as a parody of the faenare.

Personality: Deadly, cruel and, well, evil. Harpies bear no sentimentality, compassion, or empathy. They live to charm their victims, lure them to their nests, use them as necessary, and when the victim’s usefulness ends, tear the victim apart as violently as possible to feed the scream.
Harpies are even brutal to their own kind- elderly harpies are killed or driven off by the scream, and the first-hatched harpy often pushes other eggs out of the nest to destroy them.

Physical Description: Harpies have the upper bodies of an unattractive to hideous woman and the lower torso and legs of a vulture. They are roughly the same height of a human woman, although slightly heavier.
Some harpies like to dress in beautiful clothes to accent their repulsive appearance and mock humanoids (humans in particular.)
Harpies dislike armor, but may wear it if their class levels allow it. Most prefer protective magic. They may use weapons with their hands, preferring melee weapons. They also have talons on their hands that may be used as natural weapons.

Relations: Harpies are dangerous to any living creature around them. Anything within earshot is likely to become a harpy meal (often though the most painful ways possible.) Harpies in particular like to eat Elves and Halflings. As a result, they are usually killed or driven off when discovered.
Alignment: Harpies are usually chaotic and evil. They are rarely lawful or good.

Harpy Lands: Harpies are social creatures, living in tribal groups known as screams. They can be found throughout the Known World- nesting in distant crags, secluded woodlands, on sea cliffs and islands in the Sea of Dread to mention a few places. Some have found their way to the Flying City of Serraine.

Religion: Harpy religion is a mystery. They do possess clerics who worship some of the entropic Immortals, but not much is known on the whole. Harpy clerics who do not worship a particular Immortal can choose two of the following domains: Air, Evil or Trickery.

Language: Harpies speak their own language. They may also know Auran, Draconic, Faenare, Sylvan, and other Local languages.

Names: Harpy names tend to be corruptions of Thyatian female names. They may also be corruptions of the female names in cultures near their nests. Some examples are Geralda and Ssilantha.

Adventurers: Harpy adventurers often go on adventures because they were forced out of their nests. Some seek to permanently leave, others seek power in order to return later and get revenge. Less frequently, they are driven by the need to find new food sources or better areas to start a nest.

Harpy Racial Traits:
• +4 Dex, -4 Intelligence, +2 Wisdom, +6 Charisma.
• Medium size.
• A harpy's base land speed is 20 feet. It has a fly speed of 80ft (average).
• Racial Hit Dice: A harpy begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort+2, Ref+5, Will+5.
• Racial Skills: A harpy's monstrous humanoid levels give it skill points equal to 10 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Intimidate, Listen, Perform (Sing or Oratory), Spot, and Survival.
• Harpies have a +4 racial bonus on Bluff and Listen checks.
• Racial Feats: A harpy's monstrous humanoid levels give it three feats.
• Weapon proficiency: A harpy is proficient with all simple weapons.
• +1 natural armor bonus.
• Natural Weapons: 2 claws (1d3)
• Darkvision 60ft
• Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
• Automatic Languages: Harpy. Bonus Languages:Auran, Draconic, Faenare, Sylvan, Local languages
• Favored Class: Fighter
• Level Adjustment: +3.




Harpy Racial Progression
The table below gives an optional level progression for harpy players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the harpy will be the same as if created normally.
________________________________________
Table: Harpy Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +0 +2 +2 (2+ Int Mod) x4 +2 Dex, -4 Int, +2 Cha; Captivating Song (100ft spread); 2Claws (1d2); Starting Feat.
2nd 1d8 +1 +0 +2 +2 --- +2 bonus to Bluff and Listen Checks
3rd 2d8 +2 +0 +3 +3 2+ Int Mod +2 Wis; +1 natural armor
4th 3d8 +3 +1 +3 +3 2+ Int Mod 2Claws (1d3); Captivating Song (150ft spread); Feat.
5th 4d8 +4 +1 +4 +4 2+ Int Mod +2 Dex
6th 4d8 +4 +1 +4 +4 --- +4 bonus to Bluff and Listen Checks
7th 5d8 +5 +1 +4 +4 2+ Int Mod +2 Cha
8th 6d8 +6 +2 +5 +5 2+ Int Mod Captivating Song (200ft spread); Feat
9th 6d8 +6 +2 +5 +5 --- Captivating Song (250ft spread)
10th 7d8 +7 +2 +5 +5 2+ Int Mod +2 Cha; Captivating Song (300ft spread)
Traianus Decius Aureus

07-23-07, 02:51 PM
Harpy Paragon Class
Harpy paragons have the following game statistics.
Abilities: Charisma is important to harpy paragons because of its role in their Captivating Song. Dexterity is also valued because of its role in combat, both with its combat bonus to ranged weapons and its AC bonus.
Alignment: Any, although predominantly chaotic and evil.
Hit Die: d6.
________________________________________
Class Skills
The harpy paragon's class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Intimidate (Cha) , Listen (Wis), Move Silently (Dex), Perform (Sing or Oratory) (Cha), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the harpy paragon class.
Weapon and Armor Proficiency: Harpy paragons are proficient with all simple and martial weapons, and with light armor and medium armor.

Hover: Harpy paragons automatically receive this feat as a bonus feat.

Dominating Touch (Sp): At 2nd level, a harpy paragon comes to understand and draw upon the supernatural charming ability that courses through her blood. 1/day she may make a melee touch attack against any humanoid or monstrous humanoid creature. If successful, the victim must make a Will save vs DC (10 + 1/2HD+ Cha mod). If failed, the victim is dominated as per the spell (CL is equal to the harpy’s HD.)

Ability Boost (Ex): At 3rd level, a harpy paragon's Charisma score increases by 2 points.

Table: The Harpy Paragon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Hover
2nd +1 +0 +3 +3 Dominating Touch
3rd +2 +1 +3 +3 Ability boost (Cha +2)
Traianus Decius Aureus

07-25-07, 03:04 PM
Moth, Powder
SCMC
(CR 10): These tiny insects swarm together and build breeding-nests inside caches of smokepowder. They consume the vermeil contained in the smokepowder, quickly spoiling it. The moths are so small that individual moths cannot be seen unless a detect invisibility is used. Large swarms of them can be seen with a DC 20 Spot check. After the mating season is over, the insects leave the spoiled powder (rendering it totally useless).
The insects in and of themselves do not pose a threat to any living creature. However, the presence of these insects indicates a large quantity of unstable smokepowder is within 10ft. Any vibrations or movement could cause the unstable powder to detonate. Every creature moving within 10ft of the smokepowder keg must make a Reflex save vs DC 15 or vibrate the powder enough to cause an explosion. This save must be made for every keg within 10ft of the creature. Typically there are 1d12 kegs in a stash.
Each keg of infested smokepowder causes 10d6 +10 fire damage to those within 10ft of it; those within 20 ft suffer half damage. In both cases, a Reflex save vs DC 12 can be made for half damage. Every keg of smokepowder within 20ft of the blast will also explode in a fiery chain reaction.
In addition to fire damage, any Inheritors within the blast have any cinnabryl they carry depleted at the rate of one week’s protection for every 8 points of damage inflicted. Thus a 36 point blast would deplete 4 weeks of cinnabryl.
Traianus Decius Aureus

07-25-07, 05:44 PM
Nagpa
X4 30, DMR2 79, PC2 20
Medium Monstrous Humanoid
Hit Dice: 9d8-9 (31 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +9/+7
Attack: Bite +7 melee (1d6 -2)
Full Attack: Bite +7 melee (1d6 -2) or by weapon
Space/Reach: 5 ft. /5 ft.
Special Attacks: Corruption, create flames
Special Qualities: Armor aversion, darkvision 60ft., immortal's curse, kariwa, locate creature, magical nature, spell resistance 15, spell-like abilities
Saves: Fort +4, Ref +9, Will +11
Abilities: Str 6, Dex 13, Con 9, Int 15, Wis 12, Cha 12
Skills: Appraise +8, Bluff +1 (-3)*, Concentration +1, Decipher Script +6, Diplomacy +1 (-3)*, Disguise +3, Gather Information +5 (+1)*, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (history) +13, Knowledge (religion) +6, Listen +3, Search +6, Spot +3
Feats: Diligent, Investigator, Iron Will, Skill Focus (Knowledge (History))
Environment: Temperate and Warm deserts or underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Usually chaotic neutral
Advancement: 10-13 HD (Medium) or by character class
Level Adjustment: +4

A nagpa resembles a humanoid form except its head is like vulture-like and its body is dry and withered like someone very old. It is surrounded by a strange odor of bird droppings, mustiness, dust, and spoiled alchemical things.
There is much speculation on the true origins of the nagpa. The nagpa claim they came from another plane, one that was very advanced and learned. In the process of travelling through a gate or wormhole to Mystara, the stress caused them to forget much of their origins. What little is known is veiled in fragmented dreams.
Other scholars however, believe that nagpa were the product of a long forgotten Immortal’s curse. It is believed the nagpa were an advanced, magical society that affronted an immortal. His punishment was swift and severe: corrupting the nagpa into their current state, knowing nothing of their origins and never knowing the freedom of death.
Very few people know of their existence, something the nagpa are very happy with. They will go to extreme lengths to keep the details of their existence as secret as possible, including murder. When searching for information or dealing with non-nagpa, nagpa will often use magic to hide their true nature.
Regardless of their origins, nagpa are at the very least unpleasant creatures to deal with, at worse corrupt and evil beings thinking only of themselves. They are often anti-social and are wholely unable to express emotions. The nagpa are quick to say they are merely serious creatures not given to frivolity and possessing large quantities of cynicism and world-weariness. The result is the same however- no-one likes being around them.
Because of their reincarnation at death, nagpa, during their daily kariwa meditation, focus on their past lives for knowledge and wisdom. Nagpa are extremely learned, and love knowledge- the more arcane and obsure the better. They amass great libraries of books, scrolls and manuscripts on every topic imaginable.
Nagpa are usually found near crypts and mausoleums, or other very out of the way places. The have no problem animating the dead to serve them, or enslaving any unfortunate victim that happens in their lairs.
Nagpas usually speak theirown language, Nag, and Common. The also frequently speak Draconic, Ignan and Infernal. However, nagpa are fascinated by languages and often know many languages, both ancient and modern.

Combat
Nagpa do not like combst and will avoid it if possible. They will use their spell-like abilities in preference to any other attack method.
Nagpa are proficient with simple weapons, though they have difficulty using bows of any type. The favor quarterstaffs and daggers as weapons. Nagpa are too frail to use armor. Many nagpas make up for this with substantial magical protective devices.

Corruption (Su): 3/day – A nagpa can subject any object within 60 feet to a burst of negative energy. This burst instantly decays, corrupts or rots the item into an unusable state. Magical and attended objects receive a Will Save vs DC 17 to avoid the effect. Objects must weigh no more than 10 lb per level of the nagpa. Good nagpas may not use this ability. The save DC is Intelligence based.

Create Flames (Sp): 3/day – A nagpa can cause any object of up to 10 lb per caster level within 60 feet to burst into flames for 1d3 rounds. Magical and attended objects receive a DC 17 Will save to avoid the effect. Each round, the flames cause 2d6 fire damage. Anyone in contact with the object may make a Reflex Save vs DC 17 for half damage. The save DC is Intelligence based.

Armor Aversion (Ex): A nagpa cannot wear armor of any type. A nagpa wearing armor is considered helpless.

Immortal's Curse (Ex): A nagpa does not truely die. If killed, it is reincarnated immediately as a new nagpa, with no mememory of its prior lives. The newly reincarnated nagpa appears 2d100 miles from the location of its death.

Kariwa (Su): Each day, the nagpa must meditate for 1/2 hour at some point in the afternoon. If this is not done, the following morning the nagpa must make a Will save vs DC 12 or fall asleep for 1d4 hours. The nagpa cannot be awakened. If the save is made and the nagpa again misses kariwa, the next morning's Will save DC increases by +2. This DC increase is cumulative for each day's kariwa missed.
In addition, a nagpa that goes without kariwa risks going insane (as per the insanity spell). The Will save DC is 12, with a +2 DC increase for each day missed.

Locate Creature (Su): A nagpa automatically knows if any creature within 100 miles is talking about it or any other nagpa, sensing the creature’s direction as the locate creature spell.

Magical Nature (Ex): A nagpa has a +2 racial bonus to all saving throws.

Spell Resistance (Ex): A nagpa has spell resistance equal to 6 + its Monstrous Humanoid HD. Any class levels do not increase its SR.

Spell-like Abilities (Ex): 3/day: darkness, hold person (affects lawful creatures only), silent image; 1/ week: animate dead. CL 9, the save DCs are Intelligence based.

Skills: A nagpa has a +2 racial bonus to all Knowledge skills it possesses ranks in. *All nagpa receive a -4 penalty to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks made against Humanoids, Monstrous Humanoids and Fey.

Nagpa Advancement
Nagpas can advance by character class, or may gain up to 13HD in the Monstrous Humanoid type. Gaining HD in Monstrous Humanoid causes the following changes to a nagpa's stats:
• Natural AC Bonus: At 11 HD, a nagpa’s natural AC bonus increases to +5.
At 13 HD, the nagpa’s natural AC bonus increases to +6.
• Magical Nature: At 11 HD, a nagpa’s saving throw bonus increases to +3.
At 13 HD, a nagpa’s saving throw bonus increases to +4.
• Spell Resistance: A nagpa’s SR is equal to 6 + its Monstrous Humanoid HD.
• Spell-like Abilities: At 10HD, a nagpa can cast polymorph (self only) 1/day.
At 12 HD, a nagpa can cast animate dead 1.day.
Caster level for spell-like abilities is equal to the nagpa’s monstrous humanoid HD.
• Summon Homunculus or Tabi (Sp): At 13HD, the nagpa may summon an appropriate homunculus or tabi to be its servant. This servant is treated as if it was a familiar (the nagpa gains the benefits as well as penalties of a familiar), and the nagpa may summon one even if it current possesses another familiar due to class abilities. The nagpa may summon only one homunculus or tabi at a time, and it remains with the nagpa until killed or dismissed.

Nagpas as Characters
A nagpa’s favored class is wizard. In fact there are hardly any other classes found among the nagpa. Most depise melee classes and most have an aversion to the divine classes. There are a few that become sorcerers, but most settle with wizard. Those that do become clerics may choose two of the following domains: Chaos, Knowledge, or Magic.
Nagpa characters possess the following racial traits.
• -4 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Charisma.
• A nagpa's base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A nagpa begins with nine levels of monstrous humanoid, which provides 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort+3, Ref+6, Will+6.
• Racial Skills: A nagpa's monstrous humanoid levels give it skill points equal to 12 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Concentration, Decipher Script, Gather Information, Knowledge (Any).
• Racial Feats: A nagpa's monstrous humanoid levels give it four feats.
• Weapon proficiency: A nagpa is proficient with all simple weapons.
• +4 natural armor bonus.
• Natural Weapons: Bite (1d6).
• Special Attacks (see above): Create Flames, Corruption
• Special Qualities: Armor Aversion, Immortal’s Curse, Kariwa, Locate Creature, Magical Nature, Spell resistance (6 + 1 per HD), Spell-like Abilities
• A nagpa has a +2 racial bonus to all Knowledge skills it possesses ranks in. *All nagpa receive a -4 penalty to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks made against Humanoids, Monstrous Humanoids and Fey.
• Automatic Languages: Nag and Common. Bonus Languages: Draconic, Ignan and Infernal
• Favored Class: Wizard.
• Level Adjustment of +4.
Hugin

07-25-07, 09:28 PM
Finally we get to see the Nagpa. I love these guys! Thanks TDA.
maddog

07-26-07, 05:59 PM
Nagpa
X4 30, DMR2 79, PC2 20

Boy do I wish I had this about 3 years ago when I ran X4! :) I remember faking Abatu the Nagpa on-the-fly. It was still one of the most memorable encounters of the Master campaign though as the tabi stole the party's Bag of Holding (it had every valuable thing they had in it) and I used the Mirror of Sending as a two way communication device that burns flesh (unless you're the Master). Abatu passed the bag to the Master through the mirror. <evil smile>

Thanks for the conversion, Traianus! The Nagpa rocks!

--Ray.
Traianus Decius Aureus

07-26-07, 06:07 PM
Nagpa
These horrid, vulture-like creatures are dangerous creatures to deal with. Possessing tremendous knowledge in their withered bodies, dealing with them can be a deal with the devil.

Personality: Nagpa are at the very least unpleasant creatures to deal with, at worst corrupt and evil beings thinking only of themselves. They are often anti-social and are wholely unable to express emotions. They are often arrogant and rude, considering everyone else beneath them. Even those that are not outright evil are manipulative and have a strong sense of superiority, often attempting to dominate those around them.
The nagpa are quick to say they are merely serious creatures not given to frivolity and possessing large quantities of cynicism and world-weariness. The result is the same however- no-one likes being around them.
Because of their reincarnation at death, nagpa, during their daily kariwa meditation, focus on their past lives for knowledge and wisdom. Nagpa are extremely learned, and love knowledge- the more arcane and obsure the better. They amass great libraries of books, scrolls and manuscripts on every topic imaginable. They will go to great lengths to acquire knowledge, and have no fear of delving into the black arts, necromancy, forbidden tomes, and other ancient, best left alone, knowledge.
Interestingly, many nagpa become builders and engineers, and have created some of the wonderous architecture of the Known World. They often do this disguised in order to keep a workforce around. They often design and oversee the construction of their own isolated lairs- using undead or slaves to perform the labor.
Nagpa do not like combat and will avoid it if possible. They will use their spell-like abilities in preference to any other attack method.

Physical Description: A nagpa resembles a humanoid form except its head is like vulture-like and its body is dry and withered like someone very old. It is surrounded by a strange odor of bird droppings, mustiness, dust, and spoiled alchemical things.
They usually wear attire appropriate to wizards or sorcerers, but never armor. Most nagpa carry a staff.

Relations: Nagpa do not get along well with any species. Nagpa needing to go into settled lands will usually go in disguise. Between their personalities, smell, appearance and their having no problem animating the dead to serve them, or enslaving any unfortunate victim that happens into their lairs, they are usually driven out if discovered. However, very few individuals know of their existence, and those that do are often targets of the nagpa.

Alignment: Nagpa are almost always chaotic. Many tend to neutral or evil. Very few are good.

Nagpa Lands: There are no nagpa lands, as such. They may be found in any and every part of Mystara, but are rarely found in great numbers. Nagpa are usually found near crypts and mausoleums, or other very out of the way places. Some nagpa can be found on the flying city of Serraine.

Religion: Nagpa are not a religious race, in fact they think that the Immortals did some shoddy work on Mystara. Coupled with the possible cause of their condition being due to an Immortal’s curse, they don’t seem to be enthused about religion. Rarely, as an intellectual exercise more than from any true devout feeling, a nagpa may become a cleric. Those that don’t follow a specific Immortal choose two of the following domains: Chaos, Knowledge or Magic.

Language: Nagpa speak their own language, Nag, and Common. Nag is a rough language filled of squaws, caws, and shrieks. The language is hard to speak quietly and is harsh on the ears—definitely not something well-suited for whispering or polite conversation. Nagpa also are drawn to Draconic, Ignan, and Infernal. However, nagpa are fascinated by languages and often know many languages, both ancient and modern.

Names: Nagpa names are somewhat fantastic, and often sound slightly malignant. Some carry epithets, but they do not use surnames.
Male Names: Baraith, De’Ath, Heydrach, Horrobin, Schamman, Vulturnus
Female Names: Karriona, Sofforine

Adventurers: Nagpa adventurers tend to be motivated by two things: the quest for knowledge, and the destruction of those that know to much about their race. To facilitate either of these ends, nagpa will disguise themselves, or bargain their services in exchange for help. Nagpa rarely will be honest about anything they are doing, keeping their motives to themselves as much as feasibly possible. Any nagpa that adventures with other races will keep any agreements as long as it is convenient to do so. Once their goals are achieved, a nagpa will likely turn on the party.

Nagpa Racial Traits:
• -4 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Charisma.
• A nagpa's base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A nagpa begins with nine levels of monstrous humanoid, which provides 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort+3, Ref+6, Will+6.
• Racial Skills: A nagpa's monstrous humanoid levels give it skill points equal to 12 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Concentration, Decipher Script, Gather Information, Knowledge (Any).
• Racial Feats: A nagpa's monstrous humanoid levels give it four feats.
• Weapon proficiency: A nagpa is proficient with all simple weapons.
• +4 natural armor bonus.
• Natural Weapons: Bite (1d6).
• Corruption (Su): 3/day – A nagpa can subject any object within 60 feet to a burst of negative energy. This burst instantly decays, corrupts or rots the item into an unusable state. Magical and attended objects receive a Will Save vs DC 17 to avoid the effect. Objects must weigh no more than 10 lb per level of the nagpa. Good nagpas may not use this ability. The save DC is Intelligence based.
• Create Flames (Sp): 3/day – A nagpa can cause any object of up to 10 lb per caster level within 60 feet to burst into flames for 1d3 rounds. Magical and attended objects receive a DC 17 Will save to avoid the effect. Each round, the flames cause 2d6 fire damage. Anyone in contact with the object may make a Reflex Save vs DC 17 for half damage. The save DC is Intelligence based.
• Armor Aversion (Ex): A nagpa cannot wear armor of any type. A nagpa wearing armor is considered helpless.
• Immortal's Curse (Ex): A nagpa does not truely die. If killed, it is reincarnated immediately as a new nagpa, with no mememory of its prior lives. The newly reincarnated nagpa appears 2d100 miles from the location of its death.
• Kariwa (Su): Each day, the nagpa must meditate for 1/2 hour at some point in the afternoon. If this is not done, the following morning the nagpa must make a Will save vs DC 12 or fall asleep for 1d4 hours. The nagpa cannot be awakened. If the save is made and the nagpa again misses kariwa, the next morning's Will save DC increases by +2. This DC increase is cumulative for each day's kariwa missed.
In addition, a nagpa that goes without kariwa risks going insane (as per the insanity spell). The Will save DC is 12, with a +2 DC increase for each day missed.
• Locate Creature (Su): A nagpa automatically knows if any creature within 100 miles is talking about it or any other nagpa, sensing the creature’s direction as the locate creature spell.
• Magical Nature (Ex): A nagpa has a +2 racial bonus to all saving throws.
• Spell Resistance (Ex): A nagpa has spell resistance equal to 6 + its Monstrous Humanoid HD. Any class levels do not increase its SR.
• Spell-like Abilities (Ex): 3/day: darkness, hold person (affects lawful creatures only), silent image; 1/ week: animate dead. CL 9, the save DCs are Intelligence based.
• A nagpa has a +2 racial bonus to all Knowledge skills it possesses ranks in. *All nagpa receive a -4 penalty to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks made against Humanoids, Monstrous Humanoids and Fey.
• Automatic Languages: Nag and Common. Bonus Languages: Draconic, Ignan and Infernal
• Favored Class: Wizard.
• Level Adjustment of +4.




Nagpa Racial Progression
The table below gives an optional level progression for nagpa players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the nagpa will be the same as if created normally. The optional advanced progression continues to develop nagpa abilities rather than class abilities.
________________________________________
Table: Nagpa Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +0 +2 +2 (2+ Int Mod) x4 -4 Str, -2 Con, +4 Int; Darkvision 60ft; +1 Natural AC bonus; Bite (1d4);1/day: darkness; Armor Aversion; Immortal’s Curse; Kariwa; -4 penalty to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks made against Humanoids, Monstrous Humanoids and Fey; Starting Feat.
2nd 2d8 +2 +0 +3 +3 2+ Int Mod 1/day: hold person (affects lawful creatures only)
3rd 2d8 +2 +0 +3 +3 --- 1/day: silent image
4th 3d8 +3 +1 +3 +3 2+ Int Mod +2 Natural AC bonus;Feat
5th 4d8 +4 +1 +4 +4 2+ Int Mod +2 Dex; 3/day: darkness
6th 4d8 +4 +1 +4 +4 --- Magical Nature +1; +1 racial bonus to all Knowledge skills it possesses ranks in.
7th 5d8 +5 +1 +4 +4 2+ Int Mod Bite (1d6); SR (6 + HD)
8th 6d8 +6 +2 +5 +5 2+ Int Mod +3 Natural AC bonus; 3/day: hold person (affects lawful creatures only), Feat
9th 6d8 +6 +2 +5 +5 --- +2 Cha; Create Flames
10th 7d8 +7 +2 +5 +5 2+ Int Mod 3/day: silent image, Locate Creature
11th 8d8 +8 +2 +6 +6 2+ Int Mod Corruption
12th 8d8 +8 +2 +6 +6 --- 1/week: animate dead; +2 racial bonus to all Knowledge skills it possesses ranks in.
13th 9d8 +9 +3 +6 +6 2+ Int Mod +4 Natural AC bonus; Magical Nature +2; Feat
Below are levels for advanced progression
14th 10d8 +10 +3 +7 +7 2+ Int Mod 1/day: polymorph (self only)
15th 11d8 +11 +3 +7 +7 2+ Int Mod +6 Natural AC bonus; Magical nature +3
16th 12d8 +12 +4 +8 +8 2+ Int Mod 1/day: animate dead
17th 13d8 +13 +4 +8 +8 2+ Int Mod +6 Natural AC bonus; Magical nature +4; Summon Homunculus or Tabi


Advanced Nagpa Abilities
Summon Homunculus or Tabi (Sp): At 13HD, the nagpa may summon an appropriate homunculus or tabi to be its servant. This servant is treated as if it was a familiar (the nagpa gains the benefits as well as penalties of a familiar), and the nagpa may summon one even if it current possesses another familiar due to class abilities. The nagpa may summon only one homunculus or tabi at a time, and it remains with the nagpa until killed or dismissed.
Traianus Decius Aureus

07-27-07, 05:29 PM
Pegataur
DMR2 82, M2, DotE, PC2 23
Large Monstrous Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft. (12 squares), fly 100 ft. (average)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+14
Attack: Large Lance +9 melee (2d6 +5)
Full Attack: Large Lance +9 melee (2d6 +5) and 2 Hooves +5 melee (1d6 +2) or large longsword +9 melee (2d6 +5) and 2 Hooves +5 melee (1d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., spell-like abilities
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 20, Dex 12, Con 14, Int 8, Wis 13, Cha 11
Skills: Listen +5, Move Silently +3, Search +1, Spot +5, Survival +5
Feats: Power Attack, Weapon Focus (Hoof)
Environment: Any land
Organization: Solitary, Pair, Company (2-5), Patrol (5-20 plus 1 leader of 2nd-5th level), or tribe (20-150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, 2 5th level clerics/druids and 1 leader of 5th-9th level)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: +4

Pegataurs are similar to centaurs, but instead are a hybrid of elf and pegasus. They were originally created by an unknown immortal many ages ago. They maintain close ties with elves, having aided in their migrations and wars. Many noble lineages of pegataurs have elven blades as heirlooms, gifts for their service to the elves.
Pegataurs pride themselves on their strength, stamina, and fitness. They are proud, powerful and proficient warriors. This can often be misconstrued as arrogant and haughtiness by those unfamiliar with them. The only creatures that routinely have contact with pegataurs are the elves and pegasi.
Pegataurs are first-rate foragers and survivors, and can tolerate extreme conditions. They live in all climates, but do prefer lightly wooded hills.
Pegataurs live in tightly knit tribal communities where the leader’s word is law. The leader is often advised by a council consisting of respected warriors and shamans (clerics and/or druids). Pegataur youths live hard lives filled with stern discipline and trials of stamina, deprevation, travel, and hunger. Even as adults, they tend to lead austere, separate lives, filled with stern pride in their strength and prowess.
As mentioned, pegataurs are great warriors and value martial prowess. They recognize the benefits of the divine classes and greatly respect their abilities, even if they do not necessarily recognize thespirit that drives those paths. Like, elves, a magical quality infuses them, and even the lowliest pegataur has a bit of magical ability. Pegataurs, as a result of their skill with arms, are naturally sought after as mercenaries, a role many relish in.
Pegataurs speak Sylvan, Elven and Pegasus (not a true language per se). Many also know Common, Auran, Gnome and Halfling.

Combat
Pegataurs are strong, dangerous combatants. They pride themselves on their martial prowess. In addition to weapons, pegataurs can attack with 2 hooves (treat as secondaryattacks if using a weapon).
A pegataur receives the Martial Weapon Proficiency feats for the lance, longsword, greatsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. It also has armor proficiency in all Light, Medium, and Heavyarmors, as well as with shields.
A pegataur employing a lance deals double damage when it charges, just as a rider on a mount does.

Spell-like Abilities (Sp): 1/day: daze, detect magic, and prestidigitation. Caster level of 1 (or equal to arcane casting level). Any save DCs are Charisma based.

Skills: Pegataurs have a +2 racial bonus on Listen, Search, Spot and Survival checks. A pegataur who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Pegataurs as Characters
A pegataur’s favored class is fighter or Sorcerer. Pegataur society contains a large mix of classes, with only rogues being uncommon. Pegataurs do not always understand the ways of paladins, druids and clerics, but they respect them tremendously. Pegataur clerics may choose two of the following domains: Air, Protection and Strength. Pegataur characters possess the following racial traits.
• +10 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• A pegataur’s base land speed is 50 feet. It also has a fly speed of 100ft (average).
• Darkvision out to 60 feet.
• Natural Attack: 2 Hooves (1d6).
• Racial Hit Dice: A pegataur begins with four levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A pegataur’s monstrous humanoid levels give it skill points equal to 8 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
• Racial Feats: A pegataur’s monstrous humanoid levels give it two feats.
• +2 racial bonus on Listen, Search, Spot and Survival checks. A pegataur who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• +3 natural armor bonus.
• Special Qualities (see above): Spell-like abilities.
• Automatic Languages: Sylvan, Elven, Pegasus. Bonus Languages: Common, Auran, Gnome, Halfling.
• Favored Class: Fighter or Sorcerer.
• Level adjustment +4.
Traianus Decius Aureus

07-30-07, 03:55 PM
Pegataur
Poweful and proud, the pegataurs have a long and distinguished history. Related to the pegasi, elves and centaurs, they are loyal allies and implacable foes.

Personality: Pegataurs pride themselves on their strength, stamina, and fitness. They are proud, powerful and proficient warriors. This can often be misconstrued as arrogance and haughtiness by those unfamiliar with them. The only creatures that routinely have contact with pegataurs are the elves and pegasi.
Pegataur youths live hard lives filled with stern discipline and trials of stamina, deprevation, travel, and hunger. Even as adults, they tend to lead austere, separate lives, filled with stern pride in their strength and prowess.

Physical Description: Pegataurs have an upper body similar to that of the elves, and the lower body of a Pegasus.
Pegataurs wear clothing similar to that of the elves. Pegataurs prepared for battle will be wearing armor. They are proficient with simple weapons, as well as several martial ones.

Relations: Pegataurs typically only have extensive contact with the elves and pegasi. They tend to live in remote areas, and do not seek out contact with other races. However, they are not xenophobic, and will be courteous hosts should others stumble upon their homes.
Many pegataurs become mercenaries, and honor their contacts meticulously. They generally do not overly concern themselves with the nature of their employers, although they will not wage war against elves.

Alignment: Pegataurs are usually lawful or neutral. Few are good or evil.

Pegataur Lands: Pegataurs are first-rate foragers and survivors, and can tolerate extreme conditions. They live in all climates, but do prefer lightly wooded hills.
Pegataurs live in tightly knit tribal communities where the leader’s word is law. The leader is often advised by a council consisting of respected warriors and shamans (clerics and/or druids).
They can be found throughout the Known World- although they tend to be more common in the northern latitudes. Some have found their way to the Flying City of Serraine.

Religion: Pegataurs are attracted to Immortals of the elves, as well as “natural” Immortals such as Ordana and Terra. Pegataur clerics who do not worship a particular Immortal can choose two of the following domains: Air, Protection and Strength.

Language: Pegataurs speak Sylvan and Elven, and can communicate to pegasi. They may also know Common, Auran, Gnome, Halfling, and other Local languages.

Names: Pegataur names are often very similar to elven names. They place a strong importance on family, and their family names are a source of pride.
Male Names: Rolane, Santarian
Female Names: Kalantha, Simone
Family Names: Dawnsorrow, Keltander, Mistlin

Adventurers: Pegataurs go on adventures for many and varied reasons. Many leave to be mercenaries or to improve their skills with arms.
Most encountered will be martial classes, with classes like ranger and duskblade being fairly common. Arcane casters are frequently found as well. Clerics, paladins, and druids are odd in pegataur society, as they do not value martial prowess over their religious or philosophical ideals. They are to be respected, but they are not understood. Rogues are few and far between in pegataur society.

Pegataur Racial Traits:
• +10 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• A pegataur’s base land speed is 50 feet. It also has a fly speed of 100ft (average).
• Darkvision out to 60 feet.
• Natural Attack: 2 Hooves (1d6).
• Weapon Proficiency: A pegataur receives the Martial Weapon Proficiency feats for the lance, longsword, greatsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. They are proficient with all simple weapons.
• Armor Proficiency: A pegataur has armor proficiency in all Light, Medium, and Heavyarmors, as well as with shields.
• A pegataur employing a lance deals double damage when it charges, just as a rider on a mount does.
• Racial Hit Dice: A pegataur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A pegataur’s monstrous humanoid levels give it skill points equal to 8 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
• Racial Feats: A pegataur’s monstrous humanoid levels give it two feats.
• +2 racial bonus on Listen, Search, Spot and Survival checks. A pegataur who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• +3 natural armor bonus.
• Spell-like Abilities (Sp): 1/day: daze, detect magic, and prestidigitation. Caster level of 1 (or equal to arcane casting level). Any save DCs are Charisma based.
• Automatic Languages: Sylvan, Elven, Pegasus. Bonus Languages: Common, Auran, Gnome, Halfling.
• Favored Class: Fighter or Sorcerer.
• Level adjustment +4.




Pegataur Racial Progression
The table below gives an optional level progression for pegataur players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the pegataur will be the same as if created normally.
________________________________________
Table: Pegataur Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +0 +2 +2 (2+ Int Mod) x4 +2 Str, -2 Int; 2 Hooves (1d4); Darkvision 60ft; Pegataur Weapon and Armor Proficiencies;Starting Feat.
2nd 1d8 +1 +0 +2 +2 --- +2 Con; 1/day: prestidigitation
3rd 2d8 +2 +0 +3 +3 2+ Int Mod +2 Str; +1 natural armor
4th 2d8 +2 +0 +3 +3 --- +2 Dex; 1/day: daze
5th 3d8 +3 +1 +3 +3 2+ Int Mod +2 Str; 2 Hooves (1d6); Feat.
6th 3d8 +3 +1 +3 +3 --- +2 Wis; +2 natural armor
7th 4d8 +4 +1 +4 +4 2+ Int Mod +2 Str; +2 racial bonus on Listen, Search, Spot and Survival checks. A pegataur who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it
8th 4d8 +4 +1 +4 +4 --- +2 Con; 1/day: detect magic.
9th 5d8 +5 +1 +4 +4 2+ Int Mod +2 Str; +3 natural armor
Traianus Decius Aureus

07-30-07, 05:58 PM
Pegataur Paragon Class
Pegataur paragons have the following game statistics.
Abilities: As pegataurs value martial prowess above all, Strength is the most important ability for a pegataur paragon. Dexterity and Constitution also play an important role due to their combat applications. Many pegataurs also benefit from a high Charisma, as they may have levels in sorcerer in addition to their limited spell-like abilities.
Alignment: Any, although predominantly lawful and/or neutral.
Hit Die: d8.
________________________________________
Class Skills
The pegataur paragon's class skills (and the key ability for each skill) are Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the pegataur paragon class.
Weapon and Armor Proficiency: Pegataur paragons are proficient with all simple and martial weapons, and with light, medium and heavy armors and shields, including tower shields.

Lancer: Pegataur paragons receive a +1 bonus to all hit rolls and damage rolls when using a lance.

Improved Spell-like Abilities (Sp): At 2nd level, a pegataur paragon comes to understand and draw upon the magic and elven heritage that courses through her blood. She can now use her spell-like abilities 2/day.

Ability Boost (Ex): At 3rd level, a paragon paragon's Strength score increases by 2 points.

Table: The Pegataur Paragon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Lancer
2nd +2 +0 +3 +3 Improved Spell-like Abilities
3rd +3 +1 +3 +3 Ability boost (Str +2)
Traianus Decius Aureus

08-01-07, 04:13 PM
Jibarú Pest
The Jibarú jungle abounds with thousands of species of deadly and annoying parasites and insects. Jibarú pests are always either poisonous or equipped with a potentially deadly defence mechanism. The phanatons know how to avoid or neutralise most of these pests.
Nearly all Jibarú pests provide some component useful in the preparation of medicines, poisons, and antidotes; some, if prepared correctly, even have the potential to counter Afflictions or other infestations like Inheritor lice, cardinal ticks, and vermilia.

The Red Curse
Jibarú pest swarms do not gain legacies and are never afflicted.


Leech (Swarm)
SCMC
Fine Vermin (Swarm)
Hit Dice: 1d8 +3 (7 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), swim 20ft
Armor Class: 19 (+8 size, +1 Dex), touch 19, flat-footed 18
Base Attack/Grapple: +0/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, Blood Drain
Special Qualities: Darkvision 60ft., Swarm Traits
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 1, Dex 13, Con 16, Int -, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Warm Aquatic and Marshes
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A Jibarú leech swarm is comprised of 10,000 tiny brown leeches occupying a 10ftx10ft area (cube if in deep water). They drain blood from creatures they encounter. These leeches can be used in medicines that will alleviate the effects of the Strength Affliction.

Combat
These bugs swarm over anything in its path.

Blood Drain (Ex): Any creature damaged by a Jibarú leech swarm must make a fortitude save vs DC 13 (Con based) or suffer 1d2 Con damage.

Swarm Subtype: A Jibarú leech swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Jibarú leech swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A Jibarú leech swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 13) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.



Moth (Swarm)
SCMC
Fine Vermin (Swarm)
Hit Dice: 1d8 +2 (6 hp)
Initiative: +2 (+2 Dex)
Speed: fly 20ft (average)
Armor Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +0/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, Confusion
Special Qualities: Darkvision 60ft., Swarm Traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 14, Int -, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Warm Forests and Marshes
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A Jibarú moth swarm is comprised of 10,000 tiny mothes occupying a 10ftx10ftx10ft cube. They cause hallucinations in creatures they encounter. These moths can be used in medicines that will alleviate the effects of the Fly Affliction.

Combat
These bugs swarm over anything in its path.

Confusion (Ex): Any creature damaged by a Jibarú moth swarm must make a will save vs DC 12 (Con based) or become confused, as per the spell. A victim will remain confused for 1d4 rounds.

Swarm Subtype: A Jibarú moth swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Jibarú moth swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A Jibarú moth swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.



Wasp (Swarm)
SCMC
Fine Vermin (Swarm)
Hit Dice: 1d8 +4 (8 hp)
Initiative: +4 (+4 Dex)
Speed: fly 20ft (average)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +0/-
Attack: (Swarm 1d6)
Full Attack: (Swarm 1d6)
Space/Reach: 10 ft. /0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60ft., Swarm Traits
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 1, Dex 18, Con 19, Int -, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Warm Forests and Marshes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A Jibarú wasp swarm is comprised of 10,000 bright green, fiercely territorial, poisonous wasps occupying a 10ftx10ftx10ft cube. They are poisonous in large numbers and very dangerous. The wasp's nest can be processed and made into an ointment that will cure those infected with vermilia.

Combat
These bugs swarm over anything in its path.

Poison(Ex): Any creature damaged by a Jibarú wasp swarm must make a will save vs DC 14 (Con based) or be poisoned. Victims suffer 1d6 Con damage for both primary and secondary damage.

Swarm Subtype: A Jibarú wasp swarm has the following traits:
• A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking.
• The swarm is immune to all normal weapon damage.
• Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• Swarms are never staggered or reduced to a dying state by damage.
• Swarms cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
• Jibarú wasp swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
• A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: A Jibarú wasp swarm automatically damages any creature within squares occupied by the swarm.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 14) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.
Traianus Decius Aureus

08-02-07, 03:07 PM
Sphinx
Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. All sphinxes are territorial, but they can often differentiate between deliberate intrusion and temporary or inadvertent trespass. There are marked differences between male and female sphinxes.

Personality: Sphinxes are solitary creatures by nature. They do mate for life, but spend much time apart, meeting to exchange riddles, knowledge, and information, or to rear young. Each parent of a young sphinx seeks to impart all of its knowledge to their offspring. This tends to be a lengthy process, and can become tedious for the young.
Sphinxes are known for their love of riddles and puzzles. They also enjoy learning trivia. They have no special interest in real learning, and they are not bothered by culture or history. However, they do tend to pick up much knowledge throughout their lives, and can be very knowledgable sages.
One trait not often known about sphinxes is their fascination with collections. They are ardent collectors of things obsure and rare: expertly-crafted chessmen, Blackmoor artifacts, or wickerwork from remote areas. They seem to be drawn to the rarest and most difficult to obtain objects- it is believed so that the enthusiasm for the collection will never be quenched.
Sphinxes are proud creatures, and unlike dragons, they cannot be swayed by treasure or flattery. They react poorly to those that treat them with flippancy or discourtesy. However, they will tease travelers and may even be flightly and flippant themselves, if they feel the travelers are friendly, intelligent, and properly respectful.
Sphinxes will avoid combat if possible- all the better to converse with those it meets. They will not hesitate to defend themselves or attack those it feels are a threat. They will use their spells or spell-like abilities in preference to any other attack method.

Physical Description: A sphinx is a leonine creature with large feathery wings, most often similar to those of an eagle. They have the coloration variations common to lions- that is to say a range of browns and yellows.
Sphinxes cannot use weapons, and generally do not wear any armor, although barding could be fashioned for them. They would rather use protective magic that can fit upon their anatomy.

Relations: Sphinxes are territorial creatures, but do enjoy conversing with those its meets. Sphinxes will often ask riddles of travelers to see if they should be allowed to pass through their lands. Sphinxes have little patience for dullards and fools, but otherwise treat most races the same unless they have cause to treat them better or worse.

Alignment: Androsphinxes tend to be chaotic good as a race. Gynosphinxes are almost always True Neutral.

Sphinx Lands: There are no sphinx lands, as such. They are most likely to found be found among ruins in warm deserts, Ylaruam is a particularly favored area for them. Some sphinxes can be found on the flying city of Serraine.
Sphinxes make for excellent guardians, and can often be found protecting dangerous valleys or wadis to keep travelers from harm. Some guard ancient tombs of long forgotten kings and khans, to either jealously guard the knowledge they contain, or in honor of the rulers who valued the presence of sphinxes in their lands and behaved accordingly.

Religion: Most sphinxes worship Grammaton, the Immortal who created them. Most cleric sphinxes choose two of the following domains: Good, Healing, Knowledge, Magic or Protection.

Language: Sphinxes speak their own language, Draconic, and Common. They are also familiar with other Local Languages, Halfling and Gnome.

Names: Sphinx names are shrouded in mystery. They simply are referred to by their location or some other recognizable trait. Some examples are “Sphinx of Halag,” “Sphinx of Kaziri-al-Wadi,” or “The Stoic Guardian Sphinx of Makbar Khan.” The reality is sphinxes prefer to keep their names secret, and they rather enjoy the names humanoids come up for them. Those studying the creatures have, however, determined that many follow the naming conventions of Ancient Nithia or Ylaruam.

Adventurers: Knowledge, more precisely riddles and puzzles, drive sphinxes to adventure. The need to add to its collections and to remove dangerous creatures from its territory are also strong motivations to a sphinx.
Sphinxes occasionally gain class levels, androsphinxes preferring the cleric class and gynosphinxes preferring the sorcerer class.

Androsphinx
These are the male sphinxes.

Androsphinx Racial Traits:
• +12 Strength, +8 Constitution, +6 Intelligence, +6 Wisdom, +6 Charisma.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• An androsphinx’s base land speed is 50 feet. It also has a fly speed of 80ft (poor).
• Darkvision out to 60 feet and low-light vision.
• Racial Hit Dice: An androsphinx begins with twelve levels of magical beast, which provides 12d10 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort+8, Ref+8, Will+4.
• Racial Skills: An androsphinx's magical beast levels give it skill points equal to 15 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Concentration, Decipher Script, Intimidate, Knowledge (Any), Listen, Spot and Survival.
• Racial Feats: An androsphinx's magical beast levels give it five feats.
• +13 natural armor bonus.
• Natural Weapons: 2 claws (2d4).
• Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.
• Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. The sphinx makes the rake atteack at his normal BAB and causes 2d4+1/2 Str bonus in claw damage.
• Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC (10+ ½ HD + Cha bonus) Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC (10+ ½ HD + Cha bonus) Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC (10+ ½ HD + Cha bonus) Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC (10+ ½ HD + Cha bonus) Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC (10+ ½ HD + Cha bonus) Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
• Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
• Automatic Languages: Sphinx, Draconic and Common. Bonus Languages: Local Languages, Gnome and Halfling.
• Favored Class: Cleric.
• Level Adjustment of +5.




Androsphinx Racial Progression
The table below gives an optional level progression for androsphinx players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the androsphinx will be the same as if created normally.
________________________________________
Table: Androsphinx Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +2 +2 +0 (2+ Int Mod) x4 +2 Str, +6 Int, Darkvsion 60ft, Low-light vision, 2 claws (1d4), Starting Feat.
2nd 2d8 +2 +3 +3 +0 2+ Int Mod +2 Con, +1 Natural AC Bonus
3rd 2d8 +2 +3 +3 +0 --- +2 Str, +2 Natural AC Bonus, Rake (1d4), Spells (1st Level Cleric)
4th 3d8 +3 +3 +3 +1 2+ Int Mod +2 Wis, +3 Natural AC Bonus, Feat
5th 4d8 +4 +4 +4 +1 2+ Int Mod +2 Cha, Pounce
6th 4d8 +4 +4 +4 +1 --- +2 Con, +4 Natural AC Bonus, Roar (1/day), Spells (2nd Level Cleric)
7th 5d8 +5 +4 +4 +1 2+ Int Mod +2 Str, 2 claws (1d6), +5 Natural AC Bonus
8th 6d8 +6 +5 +5 +2 2+ Int Mod +6 Natural AC Bonus, Feat
9th 6d8 +6 +5 +5 +2 --- +2 Wis, Rake (1d6), Spells (3rd Level Cleric),
10th 7d8 +7 +5 +5 +2 2+ Int Mod +2 Str, +7 Natural AC Bonus
11th 8d8 +8 +6 +6 +2 2+ Int Mod +2 Con, +8 Natural AC Bonus, Roar (2/day)
12th 8d8 +8 +6 +6 +2 --- +2 Cha, 2 claws (2d4), +9 Natural AC Bonus, Spells (4th Level Cleric)
13th 9d8 +9 +6 +6 +3 2+ Int Mod +2 Str, Feat
14th 10d8 +10 +7 +7 +3 2+ Int Mod +2 Wis, +10 Natural AC Bonus, Rake (2d4)
15th 10d8 +10 +7 +7 +3 --- +2 Con, +11 Natural AC Bonus, Spells (5th Level Cleric)
16th 11d8 +11 +7 +7 +3 2+ Int Mod +2 Str, +12 Natural AC Bonus
17th 12d8 +12 +8 +8 +4 2+ Int Mod +2 Cha, +13 Natural AC Bonus, Roar (3/day), Spells (6th Level Cleric), Feat


Gynosphinx
These are the female equivalents of the androsphinx.

Gynosphinx Racial Traits:
• +6 Strength, +2 Dexterity, +2 Constitution, +8 Intelligence, +8 Wisdom, +8 Charisma.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• A gynosphinx’s base land speed is 40 feet. It also has a fly speed of 60ft (poor).
• Darkvision out to 60 feet and low-light vision.
• Racial Hit Dice: A gynosphinx begins with eight levels of magical beast, which provides 8d10 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort+6, Ref+6, Will+2.
• Racial Skills: A gynosphinx's magical beast levels give it skill points equal to 11 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Intimidate, Knowledge (Any), Listen, Sense Motive, and Spot.
• Racial Feats: A gynosphinx's magical beast levels give it three feats.
• +11 natural armor bonus.
• Natural Weapons: 2 claws (1d6).
• Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.
• Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. The sphinx makes the rake atteack at his normal BAB and causes 1d6+ ½ Str bonus in claw damage.
• Spell-Like Abilities (Sp): 3/day: clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day: comprehend languages, locate object, dispel magic, remove curse (DC 10+1/2 HD+ Cha bonus), legend lore. Caster level 14th. The save DC is Charisma-based.
Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.
• Automatic Languages: Sphinx, Draconic and Common. Bonus Languages: Local Languages, Gnome and Halfling.
• Favored Class: Sorcerer.
• Level Adjustment of +4.




Gynosphinx Racial Progression
The table below gives an optional level progression for gynosphinx players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the gynosphinx will be the same as if created normally.
________________________________________
Table: Gynosphinx Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +2 +2 +0 (2+ Int Mod) x4 +2 Dex, +8 Int, Darkvision 60 ft, low-light vision, 2 claws (1d4), Starting Feat
2nd 2d8 +2 +3 +3 +0 2+ Int Mod +2 Wis, +1 Natural AC bonus, 1/day: clairaudience/clairvoyance, detect magic, read magic, see invisibility
3rd 2d8 +2 +3 +3 +0 --- +2 Con, +2 Natural AC bonus, Rake (1d4)
4th 3d8 +3 +3 +3 +1 2+ Int Mod +2 Str, +3 Natural AC bonus, Feat
5th 4d8 +4 +4 +4 +1 2+ Int Mod +2 Cha, +4 Natural AC bonus, Pounce
6th 4d8 +4 +4 +4 +1 --- +2 Wis, +5 Natural AC bonus, 2/day: clairaudience/clairvoyance, detect magic, read magic, see invisibility
7th 5d8 +5 +4 +4 +1 2+ Int Mod +2 Cha, +6 Natural AC bonus, 1/day: comprehend languages, locate object, dispel magic, remove curse
8th 6d8 +6 +5 +5 +2 2+ Int Mod +2 Str, +7 Natural AC bonus, Feat
9th 6d8 +6 +5 +5 +2 --- +2 Cha, +8 Natural AC bonus, 2 claws (1d6)
10th 7d8 +7 +5 +5 +2 2+ Int Mod +2 Wis, +9 Natural AC bonus, 3/day: clairaudience/clairvoyance, detect magic, read magic, see invisibility
11th 7d8 +7 +5 +5 +2 --- +2 Cha, +10 Natural AC bonus, Rake (1d6)
12th 8d8 +8 +6 +6 +2 2+ Int Mod +2 Str, +2 Wis, +11 Natural AC bonus, 1/week: symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning (caster level 18th, DCs are 22, 1 week duration).
Traianus Decius Aureus

08-03-07, 03:16 PM
Sphinx Paragon Classes
Androsphinx
Androsphinx paragons have the following game statistics.
Abilities: Wisdom is important to androsphinx paragons because of its benefits to the androsphinx’s clerical spellcasting. Charisma is important as it controls the save DCs for the Roar ability and it influences the sphinx’s social skills. Strength is of value as well, as it can help boost the damage of the sphinx’s natural attacks.
Alignment: Any, although predominantly chaotic and good.
Hit Die: d8.
________________________________________
Class Skills
The androsphinx paragon's class skills (and the key ability for each skill) are Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), Listen (Wis), Spot (Wis) or Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the androsphinx paragon class.
Weapon and Armor Proficiency: None.
Bite: Androsphinx paragons are able to bite their foes as a secondary attack.
Resist Spells (Ex): An androsphinx paragon receives a +4 bonus to all saving throws made against spells and spell-like abilities.
Spells: At 2nd level, an androsphinx paragon cast spells as a 7th level cleric. At 3rd level, it cast spells as an 8th level cleric.
Ability Boost (Ex): At 3rd level, an androsphinx paragon's Wisdom score increases by 2 points.

Table: The Androsphinx Paragon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Bite (1d6)
2nd +1 +3 +3 +0 Resist Spells, Spells (7th level Cleric)
3rd +2 +3 +3 +1 Ability boost (Wis +2), Spells (8th level Cleric)

Gynosphinx
Gynosphinx paragons have the following game statistics.
Abilities: Charisma is important to gynosphinx paragons because of its benefits to the gynosphinx’s spell-like abilities and several of its primary skills. Constitution and Dexterity are also important for their combat benefits.
Alignment: Any, although predominantly True Neutral.
Hit Die: d8.
________________________________________
Class Skills
The gynosphinx paragon's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Any) (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the gynoosphinx paragon class.
Weapon and Armor Proficiency: None.
Bite: Gynosphinx paragons are able to bite their foes as a secondary attack.
Resist Spells (Ex): A gynosphinx paragon receives a +4 bonus to all saving throws made against spells and spell-like abilities.
Improved Spell-like Abilities (Sp): At 2nd level, a gynosphinx paragon comes to better understand and draw upon their magical heritage that courses through her blood. Her spell-like abilities are modified as follows:
2/day: comprehend languages, locate object, dispel magic, remove curse.
2/week: symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning .
Ability Boost (Ex): At 3rd level, a gynosphinx paragon's Charisma score increases by 2 points.

Table: The Gynosphinx Paragon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Bite (1d6)
2nd +1 +3 +3 +0 Resist Spells, Improved Spell-like Abilities
3rd +2 +3 +3 +1 Ability boost (Cha +2)
Traianus Decius Aureus

08-03-07, 05:34 PM
Carcass, Undead
PC2 AB 26
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Butt +3 melee (1d8 +2)
Full Attack: Butt +3 melee (1d8 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., undead traits
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 15, Dex 10, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Special
Organization: Solitary, or String (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

These are the remains of dead animals, reanimated through evil magic. The carcasses are absolutely loyal to their animator.
This type of undead was first created by Heydrach the Nagpa, and it is typically viewed as a stepping stone in a line of necromantic experimentation.

Combat
Undead carcasses butt their foes with their heads, regardless of their normal form’s natural attacks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

08-06-07, 06:04 PM
Tabi
X4 31, X10 40, DMR2 104, PC2 28
Tiny Magical Beast
Hit Dice: 5d10 (27 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Base Attack/Grapple: +5/-6
Attack: Claw +12 melee (1d4 -3 plus poison)
Full Attack: 2 Claw +12 melee (1d4 -3 plus poison)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, rotting stench
Saves: Fort +4, Ref +9, Will -1
Abilities: Str 5, Dex 20, Con 11, Int 14, Wis 6, Cha 13
Skills: Escape Artist +7, Gather Information +5, Hide +17, Knowledge (arcana) +4, Knowledge (history) +4, Listen +0, Move Silently +9, Search +4, Sleight of Hand +9, Spot +0, Tumble +5, Use Magic Device +5
Feats: Stealthy, Weapon Finesse
Environment: Warm forests
Organization: Solitary, Pair, Gang (2-5), or Family Group (30-40)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Usually chaotic neutral
Advancement: 6-9 HD (Tiny) or by character class
Level Adjustment: +3

Tabi are tiny, winged monkey-like creatures. They are covered in various shades of golden brown fur and possess leathery, bat-like wings. They exude a horrific smell that can be likened to rotting flesh. They are sharp creatures, but lack direction and common sense. They are also very long-lived, living up to 300 years.
Tabi are very rare in the Known World, often present only due to summoning. They are more common along the coastal jungles of Davinia.
Tabi are quite fond of sweet things, particularly fruits that have been candied. They are herbivores and do not eat meat.
Tabi are very territorial and will mark areas with their scent. They will fight anything that intrudes upon their territory, especially if they attempt to take fruit from trees within their territory.
Tabi are very stealthy and capable of picking pockets. They often use their stealth to ambush foes and aid their quests for sweets, "pretties" (gems and jewelry), and other interests. They are quite inquisitive and have amassed much knowledge and lore that they record on papyrus manuscripts. They are quick problemsolvers and are quite adept at labelling and classifying things, but they are not deep thinkers suited to complex issues- they will often find the most expediate solution, rather than the best solution.
Tabi speak Gnome, Phanaton and other local languages. Other languages they may know are Infernal, Nag, and Sylvan. They are also capable of communicating with apes and monkeys of all types.

Combat
Tabi do not like toe-to-toe combat. They would rather sneak up on a foe, claw their backs to poison them, and flee into the shadows to watch the victims hallucinate.
Tabi do not use weapons other than their claws, and do not wear any armor, as it interferes with their flying.

Poison (Ex): Any creature hit by a tabi's claw attack must make a Fortitude save (DC 12, Con based). If failed, the victim has succumbed to the venom's hallucinatory effects, and becomes confused for 2d6 x 10 minutes. A neutralize poison spell will end the hallucinations.

Rotting Stench (Ex): Any creature within 100 ft. of a tabi gains a +4 circumstance bonus to all Spot checks made against it, due to its strong and distinctive odor of rot. A creature with the Scent ability automatically detects the presence of any tabi within 500ft.

Tabi as Familiars
A tabi may be summoned as a familiar by any chaotic wizard or sorcerer of 7th level with the Improved Familiar feat or by a nagpa. As a familiar, it grants its master a +2 bonus to Sleight of Hand skill checks and a +2 bonus to all Knowledge (arcane) skill checks , and it may telepathically communicate with its master.

Tabi Advancement
Tabi can advance by character class, or may gain up to 9HD in the Magical Beast type. Gaining HD in Magical Beast causes the following changes to a Tabi's stats:
• Strong Willed (Su): At 6 HD, a tabi receives a+1 bonus to all saving throws made against fear effects.
At 7HD, the bonus increases to +2; at 8HD, to +3; at 9HD, to +4.
• Rotting Blight (Ex): At 7 HD, a tabi can emit a more powerful stench at will. This stench affects all creatures in a 100ft spread. Any creature smelling the stenchmust make a Fort Save vs DC (10+1/2 HD+Con bonus) or be sickened. The victim is sickened for as long as they are in the area of effect and for two rounds after they leave it. The stench dissipates in 10 rounds, although winds (natural or magical) can dissipate the stench in two rounds.
• Lesser Spell Pool (Sp): At 6HD, a tabi gains the ability to cast 2 spells per day from the following list: charm person, detect magic, shield, ventriloquism, invisibility, minor image, mirror image, haste and locate object.
Other than detect magic, the tabi must find a scroll or spellbook in order to learn the other spells. Once learned, the tabi no longer has a need for the scroll or spellbook.
At 7HD, the tabi can cast four spells from this pool.
• Greater Spell Pool (Sp): At 8HD, a tabi gains the ability to cast 2 spells per day from the following list: confusion, dimension door, plant growth, hallucinatory terrain, passwall, transport via plants, and projected image.
Other than confusion, the tabi must find a scroll or spellbook in order to learn the other spells. Once learned, the tabi no longer has a need for the scroll or spellbook.
At 9HD, the tabi can cast four spells from this pool.
• Legend Lore (Sp): At 9HD, 1/week the tabi can cast the legend lore spell.

Tabi as Characters
Tabi have a favored class of rogue. Tabi are capable of both arcane and divine magic, although arcane magic is much easier for them to grasp. In addition, some tabi have become bards, rangers, and fighters. Due to their chaotic predisposition, tabi usually are not paladins or monks. Tabi clerics may choose two of the following domains: Chaos, Knowledge, or Trickery. Tabi characters possess the following racial traits:
• +10 Dexterity, –6 Strength, +4 Intelligence, -2 Wisdom, +2 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, –8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
• A tabi’s base land speed is 20 feet. It has a fly speed of 80ft (good).
• +2 natural armor bonus
• Natural Attack: 2 claws (1d4).
• Racial Hit Dice: A tabi begins with five levels of magical beast, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
• Racial Skills: A tabi’s magical beast levels give it skill points equal to 8 × (2 + Int modifier). Its class skills are Escape Artist, Gather Information, Hide, Knowledge (arcane and history), Listen, Move Silently, Sleight of Hand, Spot, Tumble, and Use Magical Device.
• Racial Feats: A tabi’s magical beast levels give it two feats.
• Darkvision 60ft and Low-light vsion.
• Special Attacks (see above): Poison
• Special Qualities (see above): Rotting Stench
• Automatic Languages: Gnome, Phanaton, Local language, communicates with apes and monkeys. Bonus Languages: Infernal, Nag, Sylvan, and other local languages.
• Favored Class: Rogue.
• Level Adjustment: +3
Traianus Decius Aureus

08-07-07, 04:06 PM
Added Advancement and character info to Tabi entry.
Hugin

08-08-07, 12:39 PM
You never cease to amaze me, Traianus. (I have to get a tabi into my game somehow.)
Traianus Decius Aureus

08-08-07, 03:58 PM
Troll, Legacy
SCMC
Large Giant (Aquatic)
Hit Dice: 6d8+66 (93 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), swim 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d4 +8)
Full Attack: 2 Claw +11 melee (1d4 +8) and bite +6 melee (1d8 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d4+12
Special Qualities: Amphibious, Darkvision 90ft, low-light vision, regeneration 5, scent, water dependant
Saves: Fort +16, Ref +4, Will +2
Abilities: Str 27, Dex 14, Con 33, Int 6, Wis 7, Cha 4
Skills: Listen +5, Spot +5, Swim +16
Feats: Alertness, Iron Will, Track
Environment: Any aquatic,marshes
Organization: Solitary, Pair, or Gang (3-8)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +6

Legacy trolls are aquatic trolls altered over the generations by the vermeil muck lining the floor near their homes. These trolls have a variety of Legacies. These deformed trolls often raid coastal villages looking for food and cinnabryl.
These aquatic trolls come in both freshwater and saltwater varieties. Legacy trolls are over eight feet tall. Their arms are thin and frail, but their mouths are wide and lined with dozens of needle-sharp fangs. The colour of the Legacy troll ranges from blue-green to olive, tinged with a bit of red. Even though they have gills, Legacy trolls can survive out of water for short periods and often come ashore in search of prey.
Legacy trolls are found in small colonies containing 1d8 trolls. Groups of more than two are always led by a large female troll, who acts as a chieftain and shaman. She is always the most hideously deformed of all.
Legacy trolls are found up and down the Savage Coast, in rivers, lakes, and along the seashore. Some also live in the Bayou. Most live in groups of underwater nests composed of debris glued together with glandular secretions. Solitary legacy trolls will sometimes lair in small caves in large coral reefs. In such cases, the troll is 50% likely to have a giant eel companion.
Legacy trolls speak Giant, and some also know Aquan and Common.

Combat
Legacy trolls fling themselves into battle, wildly ripping at any foe that stands in their way. They make frequent use of their legacies, although they do not possess much strategic thinking and will burn through the daily uses rather wastefully.

Rend (Ex): If a legacy troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+12 points of damage.

Amphibious (Ex): A legacy troll can breathe while in air and while submerged in water.

Regeneration (Ex): Fire and acid deal normal damage to a legacy troll. If a legacy troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scent (Ex): This special quality allows a legacy troll to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Water Dependant (Ex): A legacy troll may leave water for no longer than 60 + Con modifier minutes at a time. If a legacy troll remains out of water for longer than that time, it loses its regeneration ability until continously immersed in water for 1 hour.

Skills: A legacy troll 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.

The Red Curse
Legacy trolls are always fully mutated by the Afflictions associated with their Legacies, although they never suffer any penalties or ability point losses. Troll Legacies vary are according to the region they live in but are usually associated with Charisma or Strength. Typical Legacies by region are listed below, with the associated physical deformation in parenthesis.

Region 1: Armor (scaly skin), Burn (red skin), Grow (one limb permanently twice normal size), Senses (extremely long tongue, fingers, ears, and nose).

Region 2: Animal Form (permanently stuck in half-fish form), Crimson Fire (eyes glow red), Farsight (eyes on stalks), Meld (blends with background like a chameleon), Sleep (droopy features), Spikes (soft spikes all over body).

Region 3: All-Around Vision (four eyes appear at random points on the body), Ball of Fire (red skin), Separation (body part permanently detached), Shock (hair stands on end),Shrink (head is permanently half size).

Region 4: Acid Touch (drools), Duplicate (illusory third arm), Poison (stinger), Spell Shield (scales), Weaken (appears emaciated).
Legacy trolls do not lose ability points because of the Red Curse, so they do not desperately need cinnabryl. However, they sometimes seek cinnabryl to obtain temporary respite from their physical deformations.

Legacy Trolls as Characters
The favored class of a legacy troll is fighter. Legacy trolls make excellent melee fighters (barbarians, fighters, rangers), but are poor spellcasters of any type. They most likely will be clerics or druids if spellcasters. A legacy troll cleric may choose two of the following domains: Strength, War or Water.
Traianus Decius Aureus

08-08-07, 04:06 PM
You never cease to amaze me, Traianus. (I have to get a tabi into my game somehow.)

Thanks Hugin! Tomorrow I should have up the racial writeup and racial progression. The Creature Crucible player creatures are more work than I originally thought, but they fun to do. I hope you can work the tabi into your campaign (epecially if you can sneak a really advanced one in :) )
Traianus Decius Aureus

08-09-07, 03:40 PM
Tabi
Horrid smelling and tiny, these monkey-like creatures are often quite sharp and far more intelligent than one would expect.

Personality: Tabi are quite inquisitive and have amassed much knowledge and lore that they record on papyrus manuscripts. They are quick problemsolvers and are quite adept at labelling and classifying things, but they are not deep thinkers suited to complex issues- they will often find the most expediate solution, rather than the best solution.
Tabi are very stealthy and capable of picking pockets. They often use their stealth to ambush foes and aid their quests for sweets, "pretties" (gems and jewelry), and other interests.
Tabi are quite fond of sweet things, particularly fruits that have been candied. Many tabi can be enticed into service or be bribed by providing them with sweets.They are herbivores and do not eat meat.
Tabi are very territorial and will mark areas with their scent. They will fight anything that intrudes upon their territory, especially if they attempt to take fruit from trees within their territory. Those in more civilized settings will hoard sweets, and react violently to those that wouldtake them.

Physical Description: Tabi are tiny, winged monkey-like creatures, a little bit larger than a cat.. They are covered in various shades of golden brown fur and possess leathery, bat-like wings. They exude a horrific smell that can be likened to rotting flesh. They are also very long-lived, living up to 300 years.
Tabi do not wear armor or clothes, although they may use belts and other accessoiries that do interfere with its flying or claws. They do not use weapons.

Relations: Between the smell and the tendacy for things to disappear when a tabi is around, most creatures tend to keep away from them. Nagpa are an exception to this, and tabi can often be found in the service of Nagpas. Some tabi also become familiars to adventurers, although this is less common. Some tabi can be found working for undead, lured by the promise of “pretties” and long forgotten knowledge.

Alignment: Tabi are almost always chaotic. Few are good, but the species does have a slight tendancy towards evil. Most are obsessed with collections, cataloguing and hunting down trivia and minutiae and have little concern for others unless they are interfering with the tabi.

Tabi Lands: Tabi are not native the the areas commonly referred to as the Known World. They are more common on the continent of Davinia, where they can be found in the jungles of The Four Kingdoms and Arypt. The flying city of Serraine probably has the greatest number of them concentrated in one place outside of those lands.

Religion: Tabi religious tendencies are unknown, although those that do pursue divine studies seem to be drawn to Immortals that are Entropic or show interest in knowledge or roguish skills. Those that don’t follow a specific Immortal choose two of the following domains: Chaos, Knowledge, or Trickery.

Language: Tabi speak Gnome, Phanaton, and whatever the predominate local language is. They are also capable of speaking and communicating with monkeys and apes of all types, and this is their preferred method of communication amongst themselves. Exceptional tabi may pick up Infernal, Nag, Sylvan, and other local languages.

Names: Tabi names range from being similar to the naming conventions of the region they are found in to being very fantastic and arcane sounding. Some believe their naming conventions to be similar to the Alphatians. They do not have surnames.
Male Names: Augustus, Metzelaar, Quenstin
Female Names: Fausta

Adventurers: Tabi adventurers possess a level of curiosity that surpasses that of a normal one its kind. They are motivated by seeking new things to categorize and study. Some can be motivated by the offer of sweet treats or “pretties.” As a species, a large number do seek out adventures of some type.

Tabi Racial Traits:
• +10 Dexterity, –6 Strength, +4 Intelligence, -2 Wisdom, +2 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, –8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
• A tabi’s base land speed is 20 feet. It has a fly speed of 80ft (good).
• +2 natural armor bonus
• Natural Attack: 2 claws (1d4).
• Racial Hit Dice: A tabi begins with five levels of magical beast, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
• Racial Skills: A tabi’s magical beast levels give it skill points equal to 8 × (2 + Int modifier). Its class skills are Escape Artist, Gather Information, Hide, Knowledge (arcane and history), Listen, Move Silently, Sleight of Hand, Spot, Tumble, and Use Magical Device.
• Racial Feats: A tabi’s magical beast levels give it two feats.
• Darkvision 60ft and Low-light vsion.
• Poison (Ex): Any creature hit by a tabi's claw attack must make a Fortitude save (DC 10 +1/2 HD+ Con modifier). If failed, the victim has succumbed to the venom's hallucinatory effects, and becomes confused for 2d6 x 10 minutes. A neutralize poison spell will end the hallucinations.
• Rotting Stench (Ex): Any creature within 100 ft. of a tabi gains a +4 circumstance bonus to all Spot checks made against it, due to its strong and distinctive odor of rot. A creature with the Scent ability automatically detects the presence of any tabi within 500ft.
• Automatic Languages: Gnome, Phanaton, Local language, communicates with apes and monkeys. Bonus Languages: Infernal, Nag, Sylvan, and other local languages.
• Favored Class: Rogue.
• Level Adjustment: +3



Tabi Racial Progression
The table below gives an optional level progression for tabi players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the tabi will be the same as if created normally. The optional advanced progression continues to develop tabi abilities rather than class abilities.
________________________________________
Table: Tabi Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d10 +1 +2 +2 +0 (2+ Int Mod) x4 -6 Str, +4 Int, -2 Wis, +2 Dex; 2 Claws (1d3); Darkvision 60ft and Low-light vision; Rotting Stench; Starting Feat.
2nd 2d10 +2 +3 +3 +0 2+ Int Mod +2 Dex; +1 natural AC bonus
3rd 2d10 +2 +3 +3 +0 --- +2 Cha
4th 3d10 +3 +3 +3 +1 2+ Int Mod +2 Dex; Feat
5th 3d10 +3 +3 +3 +1 --- Poison
6th 4d10 +4 +4 +4 +1 2+ Int Mod +2 Dex, 2 claws (1d4)
7th 4d10 +4 +4 +4 +1 --- +2 natural AC bonus
8th 5d10 +5 +4 +4 +1 2+ Int Mod +2 Dex
Below are levels for advanced progression
9th 6d10 +6 +5 +5 +2 2+ Int Mod Strong Willed, Lesser Spell Pool (2/day)
10th 7d10 +7 +5 +5 +2 2+ Int Mod Strong Willed (+2), Rotting Blight, Lesser Spell Pool (4/day)
11th 8d10 +8 +6 +6 +2 2+ Int Mod Strong Willed (+3) , Greater Spell Pool (2/day)
12th 9d10 +9 +6 +6 +3 2+ Int Mod Strong Willed (+4) , Greater Spell Pool (4/day), Legend Lore (1/week)


Advanced Tabi Abilities
Strong Willed (Su): A tabi receives a+1 bonus to all saving throws made against fear effects.
At 7HD, the bonus increases to +2; at 8HD, to +3; at 9HD, to +4.

Rotting Blight (Ex): A tabi can emit a more powerful stench at will. This stench affects all creatures in a 100ft spread. Any creature smelling the stenchmust make a Fort Save vs DC (10+1/2 HD+Con bonus) or be sickened. The victim is sickened for as long as they are in the area of effect and for two rounds after they leave it. The stench dissipates in 10 rounds, although winds (natural or magical) can dissipate the stench in two rounds.

Lesser Spell Pool (Sp): A tabi gains the ability to cast 2 spells per day from the following list: charm person, detect magic, shield, ventriloquism, invisibility, minor image, mirror image, haste and locate object.
Other than detect magic, the tabi must find a scroll or spellbook in order to learn the other spells. Once learned, the tabi no longer has a need for the scroll or spellbook.
At 7HD, the tabi can cast four spells from this pool.

Greater Spell Pool (Sp): A tabi gains the ability to cast 2 spells per day from the following list: confusion, dimension door, plant growth, hallucinatory terrain, passwall, transport via plants, and projected image.
Other than confusion, the tabi must find a scroll or spellbook in order to learn the other spells. Once learned, the tabi no longer has a need for the scroll or spellbook.
At 9HD, the tabi can cast four spells from this pool.

Legend Lore (Sp): 1/week the tabi can cast the legend lore spell. Caster Level 9th. This ability is Charisma based.
Traianus Decius Aureus

08-10-07, 03:09 PM
Undead Pegataur
PC2 AB 26
Large Undead
Hit Dice: 10d12 (65 hp)
Initiative: +0
Speed: 50 ft. (10 squares), fly 90 ft. (clumsy) in full Plate armor; base speed 60 ft. fly 100 ft.
Armor Class: 23 (-1 size, +6 natural, +8 full Plate armor), touch 9, flat-footed 23
Base Attack/Grapple: +5/+15
Attack: Large +3 Greatsword +13 melee (3d6 +12)
Full Attack: Large +3 Greatsword +13 melee (3d6 +12) or 2 slams +10 melee (1d8 +6)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/slashing, darkvision 60ft., spell-like abilities, undead traits
Saves: Fort +3, Ref +3, Will +8
Abilities: Str 22, Dex 10, Con -, Int -, Wis 13, Cha 11
Skills: ---
Feats: ---
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

Undead pegataurs are the foul creation of the nagpa Heydrech. They were another step in his necromatic experimentations. They are similar to zombies, but Heydrech managed to not only avoid some of the flaws inherent with zombies, but also managed to enhance the normal creature's inherant spell-like abilities. Fortunately only a few were created, and the method of creation was lost.

Combat
Typically an undead pegataur will cast invisibility and mirror image on itself when combat is imminent, and will wade into battle with its greatsword. It usually reserves its other spell-like abilities for emergencies.

Damage Reduction (Su): An undead pegataur has damage reduction of 5/slashing.

Spell-like Abilities (Sp): 1/day: daze, detect magic, invisibility, magic missile, mirror image, prestidigitation, and sleep. Caster level of 1. Any save DCs are Charisma based.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
MrAdam

08-12-07, 09:51 PM
Traianus you're some kind of freakin' genius. This thread never ceases to amaze me, endlessly churning out conversions of all my favorite "old-skool" monsters (and some I could really do without like those awful red-steel things but thats just me) that you would never see in a new book. Kudoes be unto you
Morphail_o

08-13-07, 11:11 AM
Tabi
• Automatic Languages: Gnome, Phanaton, Local language, communicates with apes and monkeys. Bonus Languages: Infernal, Nag, Sylvan, and other local languages.
• Favored Class: Rogue.
• Level Adjustment: +3

What's Nag? The language of Nagpa?
Traianus Decius Aureus

08-13-07, 11:41 AM
What's Nag? The language of Nagpa?

Yes, that's it. One of the few useful tidbits from the Dragon Mag conversion.
havard

08-13-07, 11:43 AM
Yes, that's it. One of the few useful tidbits from the Dragon Mag conversion.

Sounds like a very annoying language ;)

I always assumed Napgas spoke in a way similar to the Skexen of Dark Crystal, so that sort of fits :)

Havard
Traianus Decius Aureus

08-13-07, 03:30 PM
Sphimera, Undead
PC2 AB26
Large Undead
Hit Dice: 12d12 (78 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6 +6)
Full Attack: 2 Claw +11 melee (1d6 +6) and dragon bite +9 melee (3d4 +3) and lion bite +9 melee (1d10 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon, roar
Special Qualities: Damage reduction 10/magic, darkvision 60ft., spell-like abilities, undead traits
Saves: Fort +4, Ref +5, Will +10
Abilities: Str 23, Dex 12, Con -, Int 10, Wis 15, Cha 13
Skills: Hide +7, Intimidate +11, Knowledge (arcana) +10, Listen +16, Move Silently +11, Spot +16
Feats: Alertness, Cleave, Multiattack, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

This is Heydrech's most wicked experimental abomination- an undead cross between a sphinx and chimera. The methods of creation leave the creature in chronic pain and horridly scarred. It looks like a sphinx with additional dragon's and lion's heads. It has goat's hindquarters and dragon-like wings, although they have been rendered useless.
Its creation has stripped it of all inquisitiveness and restraint, leaving it a savage and vicious creature driven to the brink of madness by the pain and horror of its creation.
A small, but unknown, number of these creatures were created by Heydrech, and the method of creation has been lost.
The creation process has left the undead sphimera unable to speak, but it does understand the languages the sphinx knew in life.

Combat
The undead sphimera is a reckless foe and will furiously engage anything that approaches it. It tends to rely on its natural weapons and breath weapon, only using its spell-like abilities as a last resort.

Breath Weapon (Su): An undead sphimera’s breath weapon is usable once every 1d4 rounds, deals 3d6 points of fire damage in a 50ft cone, and allows a DC 16 Reflex save for half damage.

Roar (Su): Once per day, an underad sphimera may roar. All creatures within 20ft must make a Will save vs DC 17 (Cha based) or become frightened for 2d6 rounds. Those failing the Will save must make a second Will save or be stunned for 1d4 rounds (in addition to being frightened).

Damage Reduction (Su): An undead sphimera has damage reduction of 10/magic.

Spell-like Abilities (Sp): 1/day: magic missile, protection from evil, invisibility purge, web, dispel magic, and haste. Caster level is 6th. All save DCs are Charisma based.

Skills: An undead sphimera has a +2 racial bonus to all Spot and Listen skill checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

08-14-07, 04:24 PM
Pig-Headed Hydra
PC2 AB 28
Huge Construct
Hit Dice: 7d10+40 (78 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares), swim 20 ft. (4 squares) (can't run)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Gore +8 melee (2d8 +5)
Full Attack: 7 Gores +8 melee (2d8 +5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Ferocity
Special Qualities: Construct traits, darkvision 60ft., fast healing 17, low-light vision
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 21, Dex 12, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any forest or marsh
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan)
Level Adjustment: -

A horrible experiment of the mage Kavel Kleinszter, the pig-headed hydra was an experiment in animating flesh, in this case a hydra's body with the heads of a great boars. However, the new abomination did not retain as much of the hydra's regenerative abilities as Kavel had hoped.
It was released into the Blackheart forest when it was apparent the experiment did not go quite as well as planned. There it recklessly attacks anything that it encounters. Oddly, though a failed experiment, it has become an efficent guardian of the Blackheart and Kavel's Obsidian Tower. It is unknown how many of these creatures were created beyond the original.

Combat
Pig-headed hydras can attack with all their heads at no penalty, even if they move or charge during the round.

A pig-headed hydra can be killed either by severing all of its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a pig-headed hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a pig-headed hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, a new head springs from the stump in 1d4 rounds. To prevent a severed head from growing back, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A pig-headed hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A pig-headed hydra’s body can be slain just like any other creature’s, but pig-headed hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a pig-headed hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Ferocity (Ex): A pig-headed hydra is such a tenacious combatant that it continues to fight without penalty if it succeeds in aFortitude save vs DC 12 whenever it suffers damage that would cause its hitpoint total to be 0 or less. If successful, the pig-headed hydrais only reduced to 1 hp.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.
Morphail_o

08-15-07, 10:43 AM
Yes, that's it. One of the few useful tidbits from the Dragon Mag conversion.

Cool, thanks!
Always loved Nagpa and Tabis...
Traianus Decius Aureus

08-17-07, 03:39 PM
Two-Headed Crocotroll
PC2 AB28
Large Construct (Living Construct)
Hit Dice: 8d10+40 (84 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d6 +7)
Full Attack: 2 Bite +12 melee (2d6 +7) and 2 claw +7 melee (1d6 +3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Rend 2d6 +10
Special Qualities: Living construct traits, regeneration 5
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 25, Dex 12, Con 21, Int 4, Wis 12, Cha 4
Skills: Listen +5, Spot+5, Survival +3
Feats: Cleave, Great Cleave, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Another creation of the evil mage Kavel Kleinszter, this experiment is far more dangerous and represented a step forward in his work. Fortunately the creation process was complicated and expensive, and ultimately he was unable to reliably reproduce its results. The only known specimen patrols the areas of the Blackheart Forest surrounding the Obsidian Tower.
This particular creature has the body of a troll, except it has two crocodile heads, and the body has the scales and coloration of a crocodile.

Combat
This creature attacks anything it stumbles across with two powerful bites and wicked claws.

Rend (Ex): If the two-headed crocotroll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to the two-headed crocotroll. If a the two-headed crocotroll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Living Construct Subtype: Unlike other constructs, a living construct has a Constitution score. Does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, does not have low-light vision or darkvision. Unlike other constructs, is not immune to mind-influencing effects. Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A living construct cannot heal damage naturally. Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Unlike other constructs, a living construct can use the run action. Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct. A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Can be raised or resurrected. Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. Does not need to sleep, but must rest for 8 hours before preparing spells.
Traianus Decius Aureus

08-20-07, 02:34 PM
Ogre, Mutant
PC2 AB30
Large Giant
Hit Dice: 4d8+15 (33 hp)
Initiative: -1 (-1 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Greatclub +9 melee (2d8+9)
Full Attack: 1 Greatclub +3 melee (2d8+9) and 1 Greatclub -1 melee (2d8+4) and bite +3 melee (1d3+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 90ft, Low-light vision
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 23, Dex 8, Con 17, Int 4, Wis 10, Cha 5
Skills: Intimidate +0, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (Greatclub)
Environment: Any land
Organization: Solitary, Pair, or Company (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

Yet another experiment of the mage Kavel Kleinszter. He gave the mutant ogres an extra pair of arms and a giant lizard's head. The bite of the lizard's head has not quite fully developed yet, and the process made the ogres less intelligent than they already were. However, they can wield dual greatclubs, and are stronger and tougher than before. Their limited intelligence prevents their use for anything but guard duty.
These creatures understand Giant, but are incapable of speech.

Combat
Mutant ogres are brutish and unintelligent foes that tend to follow orders literally. They are useful as guards only because of there ability to smash up anything that approaches it and their limited ability to question orders.
They attack with dual greatclubs and a weak bite.
havard

08-20-07, 02:49 PM
I like these mutated beasts finding their way here Traianus. I guess other wizards could have ended up making similar creatures, hence making them useful in a more generic manner as well? :)

Havard
Traianus Decius Aureus

08-20-07, 03:41 PM
I like these mutated beasts finding their way here Traianus. I guess other wizards could have ended up making similar creatures, hence making them useful in a more generic manner as well? :)

Havard

I purposefully did not get into anything about their exact creation for that purpose. The Heart of Darkness adventure eventually gets a strong dose of Frankenstein towards the end with Kavel and how he creates his experiments. I tried to get somewhat of a progression from undead=> construct=> living construct=> living, mutated creature even though that distinction is very murky in the adventure as written.

There is one more experiment (or rather experiment gone haywire) from our friend Kavel, then its off to the Faerie Folk and Wee peoples.
Hugin

08-20-07, 05:23 PM
... then its off to the Faerie Folk and Wee peoples.
Looking forward to seeing these! :thumbsup:

I like to incorporate these fellas into my games to provide awe and mystery. They're great fun.
Gazza555

08-21-07, 07:49 AM
Lycanthrope
Lycanthropes are humanoids or giants that can turn themselves into animals.

DEVILSWINE

Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 2d8+3 (20 hp)
Initiative: 0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 natural, +2 leather), flat-footed 12, touch 12
Base Attack/Grapple: +2/+3
Attack: Club +3 melee (1d6+1)
Full Attack: Club +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Alternate form, charm person, swine empathy
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Hide +4, Listen +6, Spot +6
Feats: Alertness(B), Great Fortitude, Iron Will(B), Toughness
Environment: Any forest, swamp, or urban
Organization: Solitary or herd (1-4 devilswine plus 1d6 pigs)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3

Swine Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 2d8+3 (20 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 Dex, +6 natural), flat-footed 16, touch 11
Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d4+3)
Full Attack: Gore +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, charm person, damage reduction 10/silver, low-light vision, scent, swine empathy
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 16, Int 10, Wis 11, Cha 8
Skills: Hide +5, Listen +6, Spot +6
Feats: Alertness(B), Great Fortitude, Iron Will(B), Toughness
Environment: Any forest, swamp, or urban
Organization: Solitary or herd (1-4 devilswine plus 1d6 pigs)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3

Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 2d8+3 (20 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), flat-footed 16, touch 11
Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d4+3)
Full Attack: Gore +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, charm person, damage reduction 10/silver, low-light vision, scent, swine empathy
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 16, Int 10, Wis 11, Cha 8
Skills: Hide +5, Listen +6, Spot +6
Feats: Alertness(B), Great Fortitude, Iron Will(B), Toughness
Environment: Any forest, swamp, or urban
Organization: Solitary or herd (1-4 devilswine plus 1d6 pigs)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3

A grossly fat human seems to ignoring you as he constantly reaches for more food to cram into his ever moving mouth. The remains of uncountable meals stain his clothes.

The devilswine is a form of lycanthrope that only really exists feed its vices; be it gluttony or worse. They rarely take their hybrid form preferring either their humanoid or animal forms.

COMBAT
Devilswine prefer indirect means of combat, relying on ambushes to throw their opponents off balance. If a devilswine has been without food for too long (over two days) it will cast aside all sense of tactics and rush headlong towards it’s opponent to sate it’s ravenous appetite.
In their human form, devilswine try to avoid combat preferring other non-direct methods such as poison. In pig form they like to hide in the undergrowth before rushing out to gore their opponent with their wicked tusks.

Alternate Form (Su): A devilswine can assume a bipedal hybrid form or the form of a swine.

Charm Person (Sp): A devilswine can use the Charm Person spell as a spell-like ability, up to 3 times per day. A devil swine gets a +2 racial bonus to the save DC and the ability is Charisma based.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a devilswine’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Swine Empathy (Ex): Communicate with swine, and +4 racial bonus on Charisma-based checks against swine.

The devilswine presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

The animal form of the devilswine is based on Jamie Batey’s 3.5 conversion of the peccary pig.
Traianus Decius Aureus

08-21-07, 03:48 PM
Undead Mass
PC2 AB 30
Large Undead
Hit Dice: 17d12+3 (113 hp)
Initiative: -3 (-3 Dex)
Speed: 10 ft. (2 squares)
Armor Class: 12 (-1 size, -3 Dex, +6 natural), touch 6, flat-footed 12
Base Attack/Grapple: +8/+19
Attack: Bite +14 melee (1d6+7 plus jolt)
Full Attack: 4 Bite +14 melee (1d6+7 plus jolt) and 4 claw +12 melee (1d4+3 plus jolt) and 4 slam +12 melee (1d4+3 plus jolt)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Jolt
Special Qualities: Amorphous, darkvision 60ft., turn immunity, undead traits
Saves: Fort +5, Ref +2, Will +9
Abilities: Str 25, Dex 4, Con -, Int 5, Wis 8, Cha 7
Skills: Intimidate +4, Listen +6, Spot +6
Feats: Cleave, Great Cleave, Improved Overrun, Multiattack, Power Attack, Toughness
Environment: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 18-34 HD (Large); 35-51 HD (Huge)
Level Adjustment: -

This horror was the result of a desperate attempt by Kavel Kleinszter to destroy some adventurers infiltrating the Obsidian Tower.
Animated by foul ichors, electricity and necromatic magic, it is a bizarre mass of humanoid corpses, reptiles, other creatures, and random body parts twitching and attacking in a very disturbing manner. The parts used in its creation were obviously intended for other, better thought-out experiments, but desperate times call for desperate measures.

Combat
This twisted mass of body parts slams, claws and bites its foes. It may make up to two attacks against any one foe and may attack up to six foes per round within reach.

Jolt (Su): Any creature damaged by an attack from an undead mass suffers 1d4 electrical damage. A successful Fortitude save vs DC 18 reduces this by half.

Amorphous (Ex): An undead mass has no clear front or back and cannot be flanked.

Turn Immunity (Ex): An undead mass cannot be turned.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

08-22-07, 03:48 PM
Scarlet Pimpernel/Crimson Delight
SCMC
Small Plant
Hit Dice: 1d8+3 (7 hp)
Initiative: -1 (-5 Dex, +4 Improved Initiative)
Speed: 0 ft. (0 squares)
Armor Class: 10 (+1 size, -5 Dex, +4 natural), touch 6, flat-footed 10
Base Attack/Grapple: 0/-4
Attack: Legacies
Full Attack: Legacies
Space/Reach: 5 ft./5 ft.
Special Attacks: Legacy boon
Special Qualities: Blindsight 60ft, low-light vision, plant traits
Saves: Fort +5, Ref +0, Will +1
Abilities: Str 0, Dex 0, Con 17, Int 3, Wis 13, Cha 14
Skills: Listen +3, Spot +3
Feats: Improved Initiative
Environment: Any land
Organization: Bed (2-8) or Field (9-20)
Challenge Rating: 1
Treasure: See Below
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

These elegant-looking orchids grow on cinnabryl deposits and the graves of dead, Legacy-using creatures, often along with vermilia. They are 2ft to 3ft tall.

Although scarlet pimpernels and crimson delights look alike and are often found mixed together, they each have alchemical properties that are very different. Voats are sometimes used to distinguish between the two, although a successful Knowledge (Nature) check vs DC 20 can also recognize which is which. Druids and rangers native to the Savage Coast get a +4 bonus to this check.

When eaten fresh, scarlet pimpernel temporarily boosts the effects of Legacies. The effect lasts ten minutes, during which time all Legacy effects (duration, range, damage, etc.) are boosted by 10% and any save DCs receive a +1 bonus. The dried form is three times stronger (lasts 30 minutes, boosts Legacy effects by 30%, save DCs are +3) than the fresh form, but it also can cause delirium. Anyone who eats dried scarlet pimpernel must make a successful Fortitude save vs. DC 16 or suffer a hallucination. This hallucination lasts for 1d6x10 minutes, during which time the victim is unable to respond to events in the real world, even those that are potentially deadly (the victim is considered stunned).

The crimson delight is deadly in its fresh form; anyone who eats fresh crimson delight must make a successful Fortitude saving throw vs. DC 16 or be poisoned (2d6 Con damage, both primary and secondary.) In its dried form, it prevents the use of Legacies for 24 hours.

A bed of plants depletes cinnabryl at the normal speed (one ounce per week). Without cinnabryl, the plants quickly dry up. If this happens, they release spores that ride the wind in search of new deposits.

Combat
Scarlet pimpernels and crimson delights can only attack through legacies.

Legacy Boon (Su): Each time a scarlet pimpernel exhausts the daily uses of a legacy, it immediately gains a new legacy to replace the old one. The scarlet pimpernel may use the newly acquired legacy up to 3/day. This cycle can occur an unlimited number of times per day.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a scarlet pimpernel maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scarlet pimpernel must have line of effect to a creature or object to discern that creature or object. The scarlet pimpernel usually does not need to make Spot or Listen checks to notice creatures within 60ft.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

The Red Curse
Any scarlet pimpernels and crimson delights encountered will possess a Legacy appropriate to the region they are found in. They do not suffer from Afflictions, though they do require cinnabryl to survive.
Traianus Decius Aureus

08-25-07, 02:08 PM
Centaur
Centaurs are a proud race, stong in both will andbody. They can be prone too excess, but have a culture not often seen or appreciated by those outside of the forests.

Personality: Centaurs see themselves as a union of two disparate forces- often they use the metaphor of the sun and clouds. They make no judgment between the two and except them equally.
The primitive forces, the centaur drive for survival and pleasure and the wildness in them, is the first of these forces. They enjoy feasting and drinking. The wildness of the centaur can easily be aroused, as they are impulsive, proud, easily offended and quickly belligerent when insulted or wronged.
Humans do not understand this aspect of centaurs, but centaurs view this part of their nature as the reason for their race’s virility, as it keeps the centaurs strong, quick on the defense, and able to survive and prosper.
The secondforce is the centaur culture. Centaurs make for excellent, wise sages. Their interests include hunting (it is an art to them, medicine, music, prophecy, astrology, languages, as well as other arts and fields of knowledge. Those attuned with the ways of the forest (elves, rangers and druids, among others) understand the wealth of knowledge the centaur race possesses and treat the centaur sages with immense respect. Centaurs will often share their knowledge with those that are respectful.
Most centaurs spend their time looking for the means to sustain themselves and their families. Once that is accomplished, they focus upon more cultured things. Males tend to be more aggressive, and will act quickly to defend their families and tribes. Tribes usually consist of several families, and the shared duties often allow for more time to pursue cultural interests.

Physical Description: Centaurs have the upper bodies of humans and the lower torso and legs of a horse. A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaurs wear a variety of clothing to suit their environment, and will often employ armor when trouble is afoot. (They are proficient with light and medium armors, but not shields.) They use weapons in addition to their hooves, and are proficient with all simple weapons, longswords and longbows.

Relations: Centaurs have good relations with elves, and the two races often work together for mutual defense and care of the forests they inhabit. Centaurs also get along well with the fairy races and other sentient woodland races such as treants and hsaio.
Centaurs on the whole shun humans, as the past is littered with conflicts and problems between the two. However most centaurs judge individual humans on their merit and actions.

Alignment: Centaurs are usually neutral and good. They can be wild, prone to excess, and passionate, but they possess a stong sense of family and loyalty to friends.

Centaur Lands: Centaurs can be found throughout the Known World, usually residing in forests or mountainsides. They can occasionally be found on great plains. More specifically, they may most commonly be found in the Alfheim/Darokin region and in the Ethengar Khanate.

Religion: Many centaurs are followers of Ixion, the immortal responsible for their creation according to legend. They are also disposed to follow other natural immortals such as Ordana and Terra. Centaur clerics who do not follow a specific immortal may choose two of the following domains: Air, Knowledge, and Sun. There are numerous centaur druids as well.

Language: Centaurs speak Sylvan and Elvish. They can also communicate with equines (horses, ponies, donkeys, stc…) They may also know Common,Halfling, Gnomish, and other Local languages.

Names: Centaurs names often draw upon the naming styles of the Milenians, though they can seem a bit more pastoral in nature. They do not use surnames, though some do gain epithets
Male Names: Agrios, Amphyon, Chiron, Elympos, Lycopes, Nessos
Female Names: Callippe, Elathia, Hylonome, Nydia, Olyrrhoe, Philodice.

Adventurers: It is not uncommon at all for centaurs to head out adventuring. They are excellent fighters in natural setting, and though they do not like cramped dungeons and caves, they can be of benefit their as well. Often centaurs view adventures as a way to prove themselves, improve their martial prowess, and learn new things. Other centaurs may see it as an opportunity to teach many of the things it has learned to other races in hopes of fostering good relations. And sometimes, it is a matter of helping one’s family and tribe to survive.
A centaur’s favored class is ranger, a class that balances their martial prowess with an understanding of the natural world. Centaur’s also are drawn to the druid class, and may of the centaurs of myth and legend where druids. It is not uncommon to find fighters, barbarians, clerics, bards, sorcerers and wizards among the centaurs. Paladins and rogues are fewer in number.

Centaur Racial Traits:
Centaur characters possess the following racial traits.
• +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• A centaur’s base land speed is 50 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
• Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
• Weapon Proficiency: A centaur receives the Martial Weapon Proficiency feats for the longsword, and longbow (including composite longbow) as bonus feats. They are proficient with all simple weapons.
• Armor Proficiency: A centaur has armor proficiency in all Light, and Medium armors.
• +3 natural armor bonus.
• Automatic Languages: Sylvan, Elven, Equine. Bonus Languages: Common, Gnome, Halfling, Other local languages.
• Favored Class: Ranger.
• Level adjustment +2.

Centaur Racial Progression
The table below gives an optional level progression for centaur players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the centaur will be the same as if created normally.
________________________________________
Table: Centaur Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +0 +2 +2 (2+ Int Mod) x4 +2 Dex, -2 Int; Medium size; speed 40ft; +1 natural armor; 2 hooves (1d4); Starting Feat.
2nd 2d8 +2 +0 +3 +3 2+ Int Mod +2 Str, +2 Wis
3rd 2d8 +2 +0 +3 +3 --- +2 Str, +2 Con; +2 natural armor
4th 3d8 +3 +1 +3 +3 2+ Int Mod +2 Str, +2 Dex; Feat.
5th 3d8 +3 +1 +3 +3 --- +2 Str, +2 Con, speed 50ft, +3 natural armor
6th 4d8 +4 +1 +4 +4 2+ Int Mod Large Size, 2 hooves (1d6)
Traianus Decius Aureus

08-27-07, 03:41 PM
Centaur Paragon Class

Centaur paragons have the following game statistics.

Abilities: Centaur paragons value both martial prowess and cultural pursuits. Strength is an important ability for a centaur paragon to help enhance its martial prowess. Dexterity and Constitution also play an important role due to their combat applications. Centaur paragons do not neglect Intelligence and Wisdom, as those abilities tie into the paragon’s cultural pursuits. Many centaur paragons act as emissaries and teachers, and will place importance upon their Charisma.

Alignment: Any, although predominantly neutral good.

Hit Die: d8.
________________________________________
Class Skills
The centaur paragon's class skills (and the key ability for each skill) are Diplomacy (Cha), Listen (Wis), Knowledge (Any), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the centaur paragon class.
Weapon and Armor Proficiency: Centaur paragons are proficient with all simple and martial weapons, and with light, medium and heavy armors and shields, except tower shields.

Forest Sage: Centaur paragons receive as a bonus feat Skill Focus for any one Knowledge skill they possess ranks in. They receive a +2 bonus to all Knowledge (Nature) skill checks.

Forest Emmissary (Ex): At 2nd level, a centaur paragon gains a +2 bonus to all Charisma based skills.

Ability Boost (Ex): At 3rd level, a centaur paragon's Strength score increases by 2 points.

Table: The Centaur Paragon
Level Base Attack Bonus Fort Ref Will Special
1st +1 +0 +2 +2 Forest Sage
2nd +2 +0 +3 +3 Forest Emmissary
3rd +3 +1 +3 +3 Ability boost (Str +2)
Traianus Decius Aureus

08-28-07, 06:15 PM
Dryad
EX, RC 174, PC1 9
Medium Fey
Hit Dice: 2d6 (7 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/0
Attack: Dagger +5 melee (1d4 -1)
Full Attack: Dagger +5 melee (1d4 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spells
Special Qualities: Communicate with plants, low-light vision, spell-like abilities, wild empathy
Saves: Fort +0, Ref +7, Will +6
Abilities: Str 8, Dex 18, Con 11, Int 14, Wis 17, Cha 19
Skills: Escape Artist +9, Handle Animal +9, Hide +9, Knowledge (nature) +7, Listen +8, Move Silently +9, Ride +4, Spot +8, Survival +8, Use Rope +4
Feats: Weapon Finesse
Environment: Temperate,Warm forests
Organization: Solitary, or Grove (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Often chaotic good
Advancement: 3-10 HD (Medium) or by character class
Level Adjustment: +3

Dryads are the materialization of the auras of forest trees. They are always female. They are often very beautiful, with hair and a complexion that changes with the seasons.
There are two types of dryads common in Mystara. The first is the dryad. This nymph-like creature maintains a strong connection to the forests and trees, but is not limited to a locality surrounding a particular tree. Hamadryads, on the other hand, have bound themselves to a particular tree refered to as her soul-tree.
Dryads do not spring directly from a tree's aura, as a hamadryad does. Rather they are the descendants of hamadryads that have mated with humans, elves, fairies, and satyrs. Offspring of unions with humans and elves result in dryads, while unions with fairies or satyrs may either be dryads or the other parent’s race. Dryad's can become hamadryads at anytime by binding themselves to a soul-tree.
Hamadryads tend to be solitary, only occassionally desiring company. They are often allied with other woodland creatures and act as caretakers of the forests. Both tpyes of dryads are well-disposed humans as long as they don't violate the forest.
Dryads are less solitary than hamadryads. They often take the appearance of peasant girls, shepardesses, and followers of the hunt. They may even secretly assist those living in the woods. Their interests are often music, dancing, and sport.
Dryads speak Sylven, Elven, and the predominate local language.

Combat
Dryads prefer not to fight, hiding or using their alluring appeal to keep from being attacked. They will use their magic to gain any advantage possible if pushed. Attacking trees, particularly a hamadryad's soul-tree, will inspire a frenzied attack.
Dryads are proficient with all simple weapons and with light armor.

Spells (Sp): A dryad casts spells as a druid of a level equal to her HD.
This dryad casts spells as a 2nd level druid and may cast 5/2 spells per day.

Communicate with Plants (Ex): A dryad may communicate with plants as if she were permanently under the effect of a speak with plants spell.

Spell-like Abilities (Sp): 3/day: charm person. CL 2nd. Save DC is Wisdom based.

Wild Empathy (Ex): A dryad can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dyrad rolls 1d20 and adds her HD, her Charisma modifier and a +6 racial bonus to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the dryad and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A dryad can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but her racial bonus to the check is only +2.

Hamadryads
Hamadryads are identical to normal dryads with the following exceptions:

Spell-like Abilities (Sp): At will: charm person; 1/day: suggestion.

Tree Dependent (Su): Each hamadryad dryad is mystically bound to a single, enormous tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A hamadryad’s tree does not radiate magic.
At will, a hamadryad may merge with her soul-tree indefinitely. A merged hamadryad is virtually undetectable except by means of a wish or miracle spell. While merged, she cannot be harmed or targetted, although the tree iteself may certainly be attacked.

Dryad Advancement
Dryads can advance by character class, or may gain up to 10HD in the Fey type. Gaining HD in Fey causes the following changes to a Dryad's stats:
• Spells: For each additional Fey HD the dryad possesses, she gains an additional level of druid spellcasting..
• Alternate Form (Su): At 3 HD, the dryad can assume the form of one specific type of plant or treeof her choosing 1/day.
At 5HD, she may choose a second plant form and use this ability 2/day
At 7HD, she may choose a third plant form and use this ability 3/day.
At 9 HD, she may choose a fourth plant form and may use this ability at will.
• Erysichthon’s Curse (Su): At 10 HD, the dryad can place a terrible curse upon those that would harm her or the woodlands. This curse causes the victim to receive no nourishment from food, regardless of how much he eats. Whats worse is he is struck with insatiable hunger as well. He will eat whatever looks edible to sate his hunger; towards the end of his suffering this may even include his own flesh. However nothing will stop the hunger.
Additionally as a side effect, any magical effects that require drinking or eating (such as a potion) will not work on the victim. After the first 24 hrs, the victim is subject to the effects of starvation.
The victim is allowed a Will save vs DC (1/2 HD + Cha modifier +4 racial bonus). Erysichthon’s Curse may only be removed by a wish or miracle spell, or a remove curse and atonement spell cast by a cleric of greater level than the dryad.
This ability may only be used once per month.

Dryads as Characters
Dryads have a favored class of druid. Dryads are capable of both arcane and divine magic. In addition, some dryads have become bards, rogues or rangers. Dryads are generally not suited to be barbarians, fighters, monks and paladins. Dryad clerics often worship Ordana, or may choose two of the following domains: Plant, Protection, or Sun. Dryad characters possess the following racial traits:
• -2 Strength, +8 Dexterity, , +8 Charisma, +4 Intelligence, +6 Wisdom..
• Medium Size.
• A dryad’s base land speed is 30 feet.
• +2 Natural AC bonus
• Low-light vision.
• Special Attacks (see above): Spells
• Special Qualities (see above): Communicate with Plants, Spell-like Abilities, Wild Empathy
• Weapon Proficiency: Dryads are proficient with all simple weapons.
• Armor Proficiency: Dryads are proficient with light armors.
• Automatic Languages: Sylven, Elven, Local Language. Bonus Languages: Gnome, Halfling, other local languages.
• Favored Class: Druid.
• Level Adjustment: +3
Traianus Decius Aureus

08-30-07, 03:55 PM
Updated Dryad.
havard

08-30-07, 04:37 PM
Updated Dryad.

Good to see the Centaurs and Dryads getting a specific Mystaran take. As you are moving through PC1, I am curious to see how you are going to handle the Pooka.

Havard
Hugin

08-30-07, 08:01 PM
Good to see the Centaurs and Dryads getting a specific Mystaran take. As you are moving through PC1, I am curious to see how you are going to handle the Pooka.

Havard
Same here. I've used pooka in games before in a non-combat way; a specific PC would see a 'dog-man' only when drunk and nobody else could see it! It was great RPing fun and also furthered a sub-plot. Unfortunately, the PC died before it was resolved. Awww... I just made myself sad... :(
Rimx

09-13-07, 10:39 PM
Here's an updated list of of monsters posted so far by type.

o Aberrations
Beholder-kin Eyeless Orb (http://boards1.wizards.com/showpost.php?p=10220438&postcount=724)
Boneless (http://boards1.wizards.com/showpost.php?p=11466065&postcount=871)
Chimer (http://boards.wizards.com/showpost.php?p=7062776&postcount=161)
Crystalweed (http://boards.wizards.com/showpost.php?p=7071957&postcount=162)
Diger (http://boards.wizards.com/showpost.php?p=7316205&postcount=199)
Draeden (http://boards1.wizards.com/showpost.php?p=11755938&postcount=914)
Eater-of-Magic (http://boards.wizards.com/showpost.php?p=7232472&postcount=183)
Flicker (http://boards1.wizards.com/showpost.php?p=11915122&postcount=935)
Jumper (http://boards1.wizards.com/showpost.php?p=11936981&postcount=936)
Kartoeba ("Thing in the Pit") (http://boards.wizards.com/showpost.php?p=7241495&postcount=184)
Megolel Paz (http://boards1.wizards.com/showpost.php?p=12823846&postcount=1047)
Notion (http://boards1.wizards.com/showpost.php?p=11976162&postcount=938)
Nuckalavee (http://boards.wizards.com/showpost.php?p=8279108&postcount=398)
Portal Monster (http://boards.wizards.com/showpost.php?p=7469658&postcount=230)
Revener (http://boards.wizards.com/showpost.php?p=6802431&postcount=109)
Rockfang (http://boards1.wizards.com/showpost.php?p=11074184&postcount=830)
Scamille (http://boards.wizards.com/showpost.php?p=8353950&postcount=403)
Sporacle (http://boards1.wizards.com/showpost.php?p=10550664&postcount=768)

o Animals
Apes, Snow and White (http://boards.wizards.com/showpost.php?p=9461725&postcount=591)
Auratus (http://boards.wizards.com/showpost.php?p=7399284&postcount=213)
Auroch (http://boards.wizards.com/showpost.php?p=6899773&postcount=129)
Auroch, Shaggy (http://boards.wizards.com/showpost.php?p=7007314&postcount=153)
Baboon, Rock (http://boards.wizards.com/showpost.php?p=9452734&postcount=590)
Baric (http://boards.wizards.com/showpost.php?p=7296668&postcount=195)
Bat, Giant (http://boards.wizards.com/showpost.php?p=9509918&postcount=598)
Bat, Giant Vampire (http://boards.wizards.com/showpost.php?p=9519790&postcount=599)
Bear, Cave (http://boards.wizards.com/showpost.php?p=6909765&postcount=132)
Bear, Grizzly (http://boards.wizards.com/showpost.php?p=9644510&postcount=621)
Bison, Giant (http://boards.wizards.com/showpost.php?p=6909802&postcount=133)
Birch Dove (http://boards1.wizards.com/showpost.php?p=10954018&postcount=821)
Black Cobra (http://boards.wizards.com/showpost.php?p=7681079&postcount=297)
Boar, Great (http://boards.wizards.com/showpost.php?p=9654158&postcount=623)
Bounder (http://boards.wizards.com/showpost.php?p=6966314&postcount=147)
Cinnavixen (http://boards.wizards.com/showpost.php?p=9501342&postcount=597)
Dolphin (http://boards.wizards.com/showpost.php?p=9705230&postcount=634)
Dog, War (http://boards.wizards.com/showpost.php?p=8699514&postcount=466)
Eel, Electric (http://boards.wizards.com/showpost.php?p=8769798&postcount=472)
Eel, Weed (http://boards.wizards.com/showpost.php?p=8799024&postcount=476)
Elk, Giant (http://boards.wizards.com/showpost.php?p=8573841&postcount=445)
Falcon (http://boards1.wizards.com/showpost.php?p=11162362&postcount=835)
Ferret, Giant (http://boards1.wizards.com/showpost.php?p=9835521&postcount=664)
Fish: Bass, Giant (http://boards1.wizards.com/showpost.php?p=9845722&postcount=666)
Fish: Carp, Giant (http://boards.wizards.com/showpost.php?p=8824023&postcount=478)
Fish: Piranha, Giant (http://boards.wizards.com/showpost.php?p=8845443&postcount=479)
Fish: Rockfish, Giant (http://boards1.wizards.com/showpost.php?p=9862972&postcount=670)
Fish: Sturgeon, Giant (http://boards1.wizards.com/showpost.php?p=9872521&postcount=671)
Floating Eye (Eye of the Deep, Eye) (http://boards1.wizards.com/showpost.php?p=12605274&postcount=1012)
Foot-Pad Lizard (http://boards.wizards.com/showpost.php?p=6920736&postcount=135)
Frog, Giant Poisonous/ Montrous Poisonous (http://boards.wizards.com/showpost.php?p=8870653&postcount=490)
Frog, Killer (http://boards.wizards.com/showpost.php?p=7476438&postcount=231)
Galumph (http://boards.wizards.com/showpost.php?p=7446203&postcount=220)
Gargantua Gecko (http://boards1.wizards.com/showpost.php?p=12048181&postcount=941)
Gargantua Horned Chameleon (http://boards1.wizards.com/showpost.php?p=12075810&postcount=944)
Gargantua Rattlesnake, Gargantua Rock Python (http://boards1.wizards.com/showpost.php?p=12115715&postcount=949)
Gargantua Spitting Cobra, Gargantua Tuatara (http://boards1.wizards.com/showpost.php?p=12127265&postcount=951)
Generic Aquatic Dinosaurs (http://boards.wizards.com/showpost.php?p=6832563&postcount=116)
Generic Carnivores (http://boards.wizards.com/showpost.php?p=6846354&postcount=117)
Generic Herbivores (http://boards.wizards.com/showpost.php?p=6866431&postcount=119)
Gerbil (http://boards1.wizards.com/showpost.php?p=11190175&postcount=837)
Giant Anaconda (http://boards.wizards.com/showpost.php?p=7674562&postcount=295)
Giant Boa Constrictor (http://boards.wizards.com/showpost.php?p=7666941&postcount=293)
Giant Hawk (http://boards.wizards.com/showpost.php?p=8145393&postcount=380)
Giant Marble Snake (http://boards.wizards.com/showpost.php?p=7334177&postcount=202)
Giant Swamp Eel (http://boards.wizards.com/showpost.php?p=7385444&postcount=210)
Grazer (http://boards.wizards.com/showpost.php?p=7526613&postcount=246)
Great Cat, Bekkah (http://boards.wizards.com/showpost.php?p=8629850&postcount=450)
Great Cat, Spotted Lion (http://boards.wizards.com/showpost.php?p=8638074&postcount=451)
Hound, Amorian (http://boards.wizards.com/showpost.php?p=6997579&postcount=152)
Ichthyosaurus (http://boards.wizards.com/showpost.php?p=6876047&postcount=120)
Jellyfish, Giant Death's Head and Giant
Marauder (http://boards.wizards.com/showpost.php?p=8183191&postcount=383)
Lake Klintest Monster (http://boards1.wizards.com/showpost.php?p=10981488&postcount=825)
Lamprey, Normal and Giant (http://boards1.wizards.com/showpost.php?p=12643649&postcount=1024)
Lizard, Chameleon (http://boards1.wizards.com/showpost.php?p=11162386&postcount=836)
Lochnar (http://boards.wizards.com/showpost.php?p=7279625&postcount=193)
Magpie, Common and Giant (http://boards.wizards.com/showpost.php?p=7747472&postcount=304)
Manta Ray, Normal and Giant (http://boards1.wizards.com/showpost.php?p=10008749&postcount=708)
Minotaur Lizard (http://boards1.wizards.com/showpost.php?p=12688046&postcount=1026)
Monkey, Giant Marmoset (http://boards.wizards.com/showpost.php?p=7348744&postcount=204)
Mountain Lion (Cougar, Puma) (http://boards.wizards.com/showpost.php?p=9671877&postcount=625)
Nikt'oo (http://boards1.wizards.com/showpost.php?p=10598137&postcount=772)
Nothosaurus (http://boards.wizards.com/showpost.php?p=7032039&postcount=157)
Otter, Giant (http://boards1.wizards.com/showpost.php?p=12740444&postcount=1035)
Oyster, Giant (http://boards.wizards.com/showpost.php?p=9078930&postcount=516)
Panther (http://boards.wizards.com/showpost.php?p=9680412&postcount=631)
Pig, Peccary (http://boards1.wizards.com/showpost.php?p=11131003&postcount=833)
Piranha Bird, Greater and Lesser (http://boards.wizards.com/showpost.php?p=7756196&postcount=310)
Pisanosaurus (http://boards.wizards.com/showpost.php?p=6876068&postcount=121)
Pit Viper (http://boards1.wizards.com/showpost.php?p=10530302&postcount=764)
Phobosuchus (http://boards.wizards.com/showpost.php?p=6885597&postcount=122)
Phororhacos (Sword Beak) (http://boards.wizards.com/showpost.php?p=8581899&postcount=447)
Porcupine, Giant (http://boards.wizards.com/showpost.php?p=9092058&postcount=522)
Pteranodon, Giant (http://boards.wizards.com/showpost.php?p=6885621&postcount=123)
Pungi Ray (http://boards1.wizards.com/showpost.php?p=12771290&postcount=1042)
Rockhome Lizard (http://boards.wizards.com/showpost.php?p=8211272&postcount=387)
Rainbow Viper (Musoke Fitina) (http://boards.wizards.com/showpost.php?p=7696844&postcount=298)
Reindeer, Giant (http://boards.wizards.com/showpost.php?p=6942249&postcount=141)
Rock Python (http://boards1.wizards.com/showpost.php?p=10539685&postcount=767)
Rock Rattler, Normal (http://boards.wizards.com/showpost.php?p=9218202&postcount=544)
Rock Rattler, Giant (http://boards.wizards.com/showpost.php?p=9226165&postcount=545)
Sea Horse (http://boards.wizards.com/showpost.php?p=9115343&postcount=523)
Sea Serpent, Greater (http://boards.wizards.com/showpost.php?p=9145181&postcount=527)
Sea Serpent, Lesser (http://boards.wizards.com/showpost.php?p=9137036&postcount=524)
Seal, Fur (http://boards1.wizards.com/showpost.php?p=10828008&postcount=807)
Shark, Bull (http://boards1.wizards.com/showpost.php?p=10061285&postcount=713)
Shark, Great White (http://boards1.wizards.com/showpost.php?p=10079949&postcount=715)
Shark, Mako (http://boards1.wizards.com/showpost.php?p=10091173&postcount=716)
Sheep (http://boards1.wizards.com/showpost.php?p=11200430&postcount=838)
Shrew, Giant (http://boards1.wizards.com/showpost.php?p=10125791&postcount=720)
Skitterling (http://boards1.wizards.com/showpost.php?p=11536555&postcount=880)
Skunk, Giant (http://boards.wizards.com/showpost.php?p=9197791&postcount=539)
Skunk, Normal (http://boards.wizards.com/showpost.php?p=9189603&postcount=537)
Small Riding Animal (http://boards.wizards.com/showpost.php?p=6958675&postcount=142)
Sprackle, Lesser (http://boards.wizards.com/showpost.php?p=6756809&postcount=100)
Steam Bat (http://boards1.wizards.com/showpost.php?p=11437863&postcount=869)
Swampmare (http://boards1.wizards.com/showpost.php?p=11210868&postcount=839)
Tik Polonga (http://boards.wizards.com/showpost.php?p=7679347&postcount=296)
Titanothere (http://boards.wizards.com/showpost.php?p=8590273&postcount=448)
Thumper Lizard (http://boards.wizards.com/showpost.php?p=6931607&postcount=138)
Toad, Rock/Cave (http://boards1.wizards.com/showpost.php?p=10659644&postcount=777)
Turtle, Giant Swamp Snapping (http://boards.wizards.com/showpost.php?p=7399225&postcount=212)
Tylosaurus (http://boards.wizards.com/showpost.php?p=6893069&postcount=126)
Vamora Shark (http://boards.wizards.com/showpost.php?p=9174192&postcount=533)
Weasel, Giant (http://boards1.wizards.com/showpost.php?p=10669786&postcount=778)
Wildcat (http://boards.wizards.com/showpost.php?p=8646420&postcount=452)
Whale, Narwhal (http://boards1.wizards.com/showpost.php?p=10692704&postcount=779)
White Cobra (http://boards1.wizards.com/showpost.php?p=10895353&postcount=815)
Wolf, Arctic (http://boards.wizards.com/showpost.php?p=6966276&postcount=146)
Yak (http://boards1.wizards.com/showpost.php?p=11221390&postcount=840)

o Constructs
Automaton (Blacklore Valley) (http://boards.wizards.com/showpost.php?p=6899768&postcount=128)
Baak (http://boards1.wizards.com/showpost.php?p=11744629&postcount=908)
Critter, Temple (http://boards1.wizards.com/showpost.php?p=10287376&postcount=732)
Cyborg, Class III Terminator (http://boards.wizards.com/showpost.php?p=7503140&postcount=242)
Cyborg, Class IV Terminator (http://boards.wizards.com/showpost.php?p=7509258&postcount=244)
Dusker, Normal and Brute (http://boards.wizards.com/showpost.php?p=7407558&postcount=214)
Dusker, Giant (http://boards.wizards.com/showpost.php?p=7413807&postcount=215)
Enchanted Armor (http://boards1.wizards.com/showpost.php?p=12431919&postcount=993)
Gargantua Iron Living Statue (http://boards1.wizards.com/showpost.php?p=12489559&postcount=1003)
Golem, Aelder (http://boards1.wizards.com/showpost.php?p=10414616&postcount=749)
Golem, Amber (http://boards.wizards.com/showpost.php?p=6650242&postcount=45)
Golem, Armor (http://boards.wizards.com/showpost.php?p=7422401&postcount=217)
Golem, Bamboo Warrior (http://boards.wizards.com/showpost.php?p=7460264&postcount=223)
Golem, Bronze (http://boards.wizards.com/showpost.php?p=6624377&postcount=11)
Golem, Ganetra (http://boards.wizards.com/showpost.php?p=7198344&postcount=179)
Golem, Glassine Horror (http://boards1.wizards.com/showpost.php?p=10437336&postcount=750)
Golem, Iron Gargoyle (http://boards.wizards.com/showpost.php?p=6746287&postcount=96)
Golem, Obsidian (http://boards.wizards.com/showpost.php?p=6658613&postcount=50)
Golem, Red (http://boards1.wizards.com/showpost.php?p=10458735&postcount=756)
Golem, Rock (http://boards.wizards.com/showpost.php?p=7949801&postcount=349)
Golem, Silver (http://boards.wizards.com/showpost.php?p=7966864&postcount=350)
Golem, Skeletal (http://boards.wizards.com/showpost.php?p=6643314&postcount=31)
Golem, Wood (http://boards1.wizards.com/showpost.php?p=9892723&postcount=675)
Grudgling (http://boards1.wizards.com/showpost.php?p=10480298&postcount=758)
Guardian Hand (http://boards.wizards.com/showpost.php?p=7214580&postcount=181)
Guardian Warrior and Horse (http://boards.wizards.com/showpost.php?p=7972784&postcount=351)
Huptzeen (http://boards.wizards.com/showpost.php?p=8143236&postcount=379)
Juggernaut, Hulean (http://boards1.wizards.com/showpost.php?p=10470054&postcount=757)
Kirekan (http://boards.wizards.com/showpost.php?p=7272755&postcount=190)
Living Statue, Jade (http://boards.wizards.com/showpost.php?p=8387724&postcount=410)
Living Statue, Rock/Ooze (http://boards.wizards.com/showpost.php?p=8410461&postcount=411)
Living Statue, Silver (http://boards.wizards.com/showpost.php?p=8418615&postcount=414)
Living Statue, Steel (http://boards.wizards.com/showpost.php?p=8427176&postcount=415)
Mek (http://boards.wizards.com/showpost.php?p=8271478&postcount=392)
Naâruk (http://boards1.wizards.com/showpost.php?p=10906505&postcount=816)
Phase Stinger (http://boards1.wizards.com/showpost.php?p=12855205&postcount=1049)
Pig-Headed Hydra (http://forums.gleemax.com/showpost.php?p=13411740&postcount=1130)
Reflecter (http://boards.wizards.com/showpost.php?p=9428614&postcount=575)
Robot, DBOT (http://boards.wizards.com/showpost.php?p=7544556&postcount=254)
Robot, EBOT (http://boards.wizards.com/showpost.php?p=7553815&postcount=255)
Robot, SBOT (http://boards.wizards.com/showpost.php?p=7561830&postcount=256)
Robot, UBOT (http://boards.wizards.com/showpost.php?p=7568838&postcount=258)
Servitor (http://boards1.wizards.com/showpost.php?p=12007764&postcount=939)
Skullwraith (http://boards.wizards.com/showpost.php?p=7223279&postcount=182)
Two-Headed Crocotroll (http://forums.gleemax.com/showpost.php?p=13450515&postcount=1132)
Tyrannosaurus Molior (http://boards1.wizards.com/showpost.php?p=12500232&postcount=1004)
Winged Warrior (http://boards.wizards.com/showpost.php?p=9331615&postcount=561)

o Dragons
Additional Information for Mystaran Dragons (http://boards.wizards.com/showpost.php?p=9564091&postcount=602)
Amber Dragon (http://boards.wizards.com/showpost.php?p=9572715&postcount=606)
Crimson Dragon (http://boards.wizards.com/showpost.php?p=9626325&postcount=616)
Crystal Dragon (http://boards.wizards.com/showpost.php?p=9573519&postcount=607)
Dragon, Pocket (http://boards.wizards.com/showpost.php?p=9253151&postcount=548)
Dragon Ruler: Diamond (The Star Dragon), Ruler of all Lawful Dragons (http://boards1.wizards.com/showpost.php?p=11597346&postcount=883)
Dragon Ruler: The Great One, Ruler of All Dragonkind (http://boards1.wizards.com/showpost.php?p=11643999&postcount=901)
Dragon Ruler: Opal (The Sun Dragon) Ruler of all Neutral Dragons (http://boards1.wizards.com/showpost.php?p=11608770&postcount=894)
Dragon Ruler: Pearl (The Moon Dragon) Ruler of all Chaotic Dragons (http://boards1.wizards.com/showpost.php?p=11631091&postcount=896)
Feywing (http://boards.wizards.com/showpost.php?p=8808487&postcount=477)
Flapsail (http://boards.wizards.com/showpost.php?p=6920725&postcount=134)
Frelôn (http://boards1.wizards.com/showpost.php?p=10385004&postcount=746)
Jade Dragon (http://boards.wizards.com/showpost.php?p=9592096&postcount=608)
Onyx Dragon (http://boards.wizards.com/showpost.php?p=9599697&postcount=609)
Repeater (Ditto Monster) (http://boards1.wizards.com/showpost.php?p=12290540&postcount=978)
Red Hawk Dragon,Ruby Dragon & Sapphire
Dragon (http://boards.wizards.com/showpost.php?p=9623936&postcount=613)
Sea Dragon (http://boards.wizards.com/showpost.php?p=8735646&postcount=469)
Sample Sea Dragon (based in DMR2 stats) (http://boards.wizards.com/showpost.php?p=8753067&postcount=471)
Thunderhead (http://boards.wizards.com/showpost.php?p=8475220&postcount=420)
White Fang (http://boards.wizards.com/showpost.php?p=8483919&postcount=423)

o Elementals
Desert Ghost, Immature (http://boards.wizards.com/showpost.php?p=8683560&postcount=464)
Desert Ghost, Mature (http://boards.wizards.com/showpost.php?p=8662534&postcount=454)
Elemental Ruler, Air (http://boards1.wizards.com/showpost.php?p=9758447&postcount=640)
Elemental Ruler, Earth (http://boards1.wizards.com/showpost.php?p=9779903&postcount=641)
Elemental Ruler, Fire (http://boards1.wizards.com/showpost.php?p=9789391&postcount=656)
Elemental Ruler, Water (http://boards1.wizards.com/showpost.php?p=9805840&postcount=661)
Fundemental, Air (http://boards.wizards.com/showpost.php?p=7910976&postcount=334)
Fundemental, Earth (http://boards.wizards.com/showpost.php?p=7918875&postcount=335)
Fundemental, Fire (http://boards.wizards.com/showpost.php?p=7928177&postcount=337)
Fundemental, Water (http://boards.wizards.com/showpost.php?p=7938795&postcount=338)
Horde (http://boards.wizards.com/showpost.php?p=8134903&postcount=378)
Kal-Muru (Shipbane) (http://boards.wizards.com/showpost.php?p=8928188&postcount=495)
Other Elemental Info (http://boards1.wizards.com/showpost.php?p=9805913&postcount=662)
Plasm, Giant (http://boards.wizards.com/showpost.php?p=8308967&postcount=400)
Plasm, Normal (http://boards.wizards.com/showpost.php?p=8300638&postcount=399)
Skywyrm, Greater (http://boards.wizards.com/showpost.php?p=6754017&postcount=98)
Skywyrm, Lesser (http://boards.wizards.com/showpost.php?p=6745111&postcount=95)
Water Weird (Mystaran) (http://boards.wizards.com/showpost.php?p=9297243&postcount=557)

o Fey
Acteon (http://boards.wizards.com/showpost.php?p=6623562&postcount=8)
Coltpixy (http://boards.wizards.com/showpost.php?p=7765487&postcount=311)
Dog, Elven (“Coin-Sith" or "Fey Hound") (http://boards.wizards.com/showpost.php?p=8691206&postcount=465)
Dryad (Mystaran) (http://forums.gleemax.com/showpost.php?p=13584591&postcount=1142)
Elemental Drakes (http://boards.wizards.com/showpost.php?p=7828755&postcount=324)
Faerie Subtype and Faerie (http://boards1.wizards.com/showpost.php?p=9814812&postcount=663)
Gremlin (http://boards1.wizards.com/showpost.php?p=13012420&postcount=1089)
Gremlin Racial Writeup and Progression (http://forums.gleemax.com/showpost.php?p=13064141&postcount=1099)
Imp, Bog (http://boards.wizards.com/showpost.php?p=8159964&postcount=381)
Imp, Garden (http://boards.wizards.com/showpost.php?p=8168894&postcount=382)
Moan Bird (http://boards.wizards.com/showpost.php?p=7032076&postcount=158)
Hsiao (http://boards.wizards.com/showpost.php?p=6642944&postcount=26)
Lilia (http://boards.wizards.com/showpost.php?p=6744479&postcount=94)
Mythu'nn Folk (http://boards1.wizards.com/showpost.php?p=11845334&postcount=930)
Nymph, Water (http://boards1.wizards.com/showpost.php?p=12700299&postcount=1028)
Parparit (http://boards1.wizards.com/showpost.php?p=12809669&postcount=1046)
Randara (http://boards.wizards.com/showpost.php?p=8370274&postcount=408)
Tepictoton (http://boards.wizards.com/showpost.php?p=7041746&postcount=159)
Wychglow (http://boards.wizards.com/showpost.php?p=9339056&postcount=565)
Wychlamp (http://boards.wizards.com/showpost.php?p=9354275&postcount=567)

o Giants
Fachan (http://boards1.wizards.com/showpost.php?p=10349158&postcount=744)
Hephaeston (http://boards.wizards.com/showpost.php?p=6822393&postcount=115)
Ogre, Mutant (http://forums.gleemax.com/showpost.php?p=13483773&postcount=1133)
Troll, Legacy (http://forums.gleemax.com/showpost.php?p=13349973&postcount=1121)
Ubue (http://boards.wizards.com/showpost.php?p=7377208&postcount=209)

o Humanoids
Baldandar (http://boards.wizards.com/showpost.php?p=7715194&postcount=300)
Carnifex (http://boards1.wizards.com/showpost.php?p=11673946&postcount=903)
Carnifex Chaplain and Guard (http://boards1.wizards.com/showpost.php?p=11684958&postcount=904)
Carnifex Magus and Trickster (http://boards1.wizards.com/showpost.php?p=11706992&postcount=906)
Faenare (http://forums.gleemax.com/showpost.php?p=13104272&postcount=1101)
Faenare Race and Racial Progression (http://forums.gleemax.com/showpost.php?p=13128424&postcount=1103)
Garl (http://boards.wizards.com/showpost.php?p=8900691&postcount=492)
Gator Man (Gurrash) (http://boards1.wizards.com/showpost.php?p=12879463&postcount=1059)
Gator Man (Gurrash) Bonus Material (http://boards1.wizards.com/showpost.php?p=12892794&postcount=1063)
Gator Man (Gurrash) Part III (http://boards1.wizards.com/showpost.php?p=12905928&postcount=1064)
Gator Man (Gurrash) Part III-Tables (http://boards1.wizards.com/showpost.php?p=12944679&postcount=1074)
Gruquotec (http://boards.wizards.com/showpost.php?p=7151774&postcount=173)
Homunculus (Familiar): Aryth (Thought/Good) (http://boards.wizards.com/showpost.php?p=7858449&postcount=328)
Homunculus (Familiar): Bogan (Entropy/Evil) (http://boards.wizards.com/showpost.php?p=7866944&postcount=329)
Homunculus (Familiar): Fylgar (Matter/Law) (http://boards.wizards.com/showpost.php?p=7876471&postcount=330)
Homunculus (Familiar): Gretch
(Time/Neutral) (http://boards.wizards.com/showpost.php?p=7885676&postcount=331)
Homunculus (Familiar): Ulzaq (Energy/Chaos) (http://boards.wizards.com/showpost.php?p=7893856&postcount=332)
Kara-Kara (http://boards.wizards.com/showpost.php?p=8959339&postcount=496)
Koalinth (http://boards1.wizards.com/showpost.php?p=12618238&postcount=1013)
Krolli (http://boards1.wizards.com/showpost.php?p=12795866&postcount=1044)
Man: Bandit (http://boards.wizards.com/showpost.php?p=9629305&postcount=619)
Man: Berserker (http://boards.wizards.com/showpost.php?p=9652933&postcount=622)
Man: Brigand (http://boards1.wizards.com/showpost.php?p=9923629&postcount=688)
Man: Buccanneer/Pirate (http://boards1.wizards.com/showpost.php?p=9934264&postcount=691)
Man: Dervish (http://boards1.wizards.com/showpost.php?p=9945229&postcount=698)
Man: Headsman/Thug (http://boards1.wizards.com/showpost.php?p=9902660&postcount=681)
Man: Hide Hunter (http://boards.wizards.com/showpost.php?p=7535519&postcount=249)
Man: Mystic (http://boards1.wizards.com/showpost.php?p=10015959&postcount=709)
Man: Noble (http://boards1.wizards.com/showpost.php?p=9954484&postcount=699)
Man: Nomad (http://boards1.wizards.com/showpost.php?p=9964732&postcount=700)
Man: Trader (http://boards1.wizards.com/showpost.php?p=9998640&postcount=707)
Man, Isolated: Qaurik (http://boards.wizards.com/showpost.php?p=8995879&postcount=499)
Man, Isolated: Traldar (Lost Valley) (http://boards.wizards.com/showpost.php?p=9019318&postcount=500)
Man, Primitive: Barbarian (http://boards.wizards.com/showpost.php?p=9030650&postcount=503)
Man, Primitive: Native (http://boards.wizards.com/showpost.php?p=9033629&postcount=504)
Man, Primitive: Wild Man/ Pagan (http://boards.wizards.com/showpost.php?p=9042132&postcount=507)
Metamorph (http://boards.wizards.com/showpost.php?p=8361878&postcount=407)
Newt (http://boards.wizards.com/showpost.php?p=7453068&postcount=221)
Neshezu (http://boards1.wizards.com/showpost.php?p=11417087&postcount=867)
Oard (http://boards.wizards.com/showpost.php?p=9389691&postcount=572)
Protector (http://boards.wizards.com/showpost.php?p=7358188&postcount=205)
Sand Folk (http://boards.wizards.com/showpost.php?p=7577154&postcount=260)
Sis'thik (Desert Scourge) (http://boards.wizards.com/showpost.php?p=8244801&postcount=390)
Stalwart (http://boards.wizards.com/showpost.php?p=9436401&postcount=576)

o Magical Beasts
Annelid, Great (Juvenile) (http://boards.wizards.com/showpost.php?p=7137667&postcount=171)
Annelid, Great (http://boards.wizards.com/showpost.php?p=8492301&postcount=424)
Aranea, Normal & Herathian (http://boards1.wizards.com/showpost.php?p=10267867&postcount=729)
Ash Crawler (http://boards.wizards.com/showpost.php?p=7706102&postcount=299)
Bat, Zargosian (http://boards.wizards.com/showpost.php?p=7007324&postcount=154)
Batracine (http://boards.wizards.com/showpost.php?p=9444679&postcount=587)
Beaver, Giant (http://boards1.wizards.com/showpost.php?p=12539443&postcount=1005)
Black, Blue, Green and Red Dragonflies (http://boards.wizards.com/showpost.php?p=7795849&postcount=317)
Camarilla (http://boards.wizards.com/showpost.php?p=7494198&postcount=233)
Caniquine (http://boards1.wizards.com/showpost.php?p=9636973&postcount=620)
Cat, Marine (http://boards1.wizards.com/showpost.php?p=10073140&postcount=714)
Cläu-rin (http://boards1.wizards.com/showpost.php?p=10247906&postcount=727)
Dragonfly Nymph (http://boards.wizards.com/showpost.php?p=7803300&postcount=318)
Dream-Hunter (http://boards.wizards.com/showpost.php?p=7088787&postcount=164)
Earthquake Beetle (http://boards.wizards.com/showpost.php?p=8607808&postcount=449)
Ebon Tiger (http://boards.wizards.com/showpost.php?p=7460250&postcount=222)
Elven War Horse (http://boards1.wizards.com/showpost.php?p=10973876&postcount=824)
Feathered Serpent (http://boards.wizards.com/showpost.php?p=7023788&postcount=156)
Feliquine (http://boards1.wizards.com/showpost.php?p=9689259&postcount=632)
Fire Lizard (False Dragon) (http://boards1.wizards.com/showpost.php?p=12686025&postcount=1025)
Flame Wolf (http://boards.wizards.com/showpost.php?p=7253494&postcount=187)
Forest Ray (http://boards1.wizards.com/showpost.php?p=10373879&postcount=745)
Fyrsnaca (http://boards.wizards.com/showpost.php?p=8521382&postcount=426)
Ghriest (http://boards1.wizards.com/showpost.php?p=10395100&postcount=747)
Gold Dragonfly (http://boards.wizards.com/showpost.php?p=7812496&postcount=323)
Gridbug, Giant and Swarm (http://boards.wizards.com/showpost.php?p=7144937&postcount=172)
Heraldic Servant: Auroch (http://boards1.wizards.com/showpost.php?p=12139201&postcount=952)
Heraldic Servant: Bear (http://boards1.wizards.com/showpost.php?p=12141296&postcount=953)
Heraldic Servant: Bee and Dolphin (http://boards1.wizards.com/showpost.php?p=12214439&postcount=963)
Heraldic Servants: Dragon and Eagle (http://boards1.wizards.com/showpost.php?p=12279286&postcount=977)
Heraldic Servant: Griffon and Horse (http://boards1.wizards.com/showpost.php?p=12347352&postcount=985)
Heraldic Servant: Lion and Phoenix (http://boards1.wizards.com/showpost.php?p=12416554&postcount=990)
Heraldic Servant: Ram and Rooster (http://boards1.wizards.com/showpost.php?p=12478552&postcount=997)
Heraldic Servants: Sea Horse and Sea Lion (http://boards1.wizards.com/showpost.php?p=12552808&postcount=1007)
Heraldic Servant: Stag and Swan (Black) (http://boards1.wizards.com/showpost.php?p=12630386&postcount=1023)
Heraldic Servants: Talbot and Tyger (http://boards1.wizards.com/showpost.php?p=12713374&postcount=1029)
Heraldic Servants: Unicorn and Wyvern (http://boards1.wizards.com/showpost.php?p=12727699&postcount=1032)
Herathian Voat (http://boards1.wizards.com/showpost.php?p=11696146&postcount=905)
Hypnosnake (http://boards.wizards.com/showpost.php?p=8909964&postcount=493)
Jorri (http://boards1.wizards.com/showpost.php?p=10509351&postcount=760)
Juhrion (http://boards1.wizards.com/showpost.php?p=10519163&postcount=763)
Karakos the Zargosian Hydra (http://boards.wizards.com/showpost.php?p=6977131&postcount=150)
Kla'a-Tah (http://boards1.wizards.com/showpost.php?p=10257938&postcount=728)
Lava Fish (http://boards1.wizards.com/showpost.php?p=11525769&postcount=879)
Lava Lizard (http://boards.wizards.com/showpost.php?p=8201624&postcount=386)
Leveller “Bodendruker” (http://boards1.wizards.com/showpost.php?p=10885369&postcount=814)
Lupasus (http://boards1.wizards.com/showpost.php?p=10838861&postcount=808)
Lyadrachnus (http://boards.wizards.com/showpost.php?p=6977122&postcount=149)
Mature and Queen Mother Feathered Serpents (http://boards.wizards.com/showpost.php?p=7180084&postcount=177)
Nightgleet (http://boards1.wizards.com/showpost.php?p=11065235&postcount=828)
Noble Dolphin (http://boards1.wizards.com/showpost.php?p=9741767&postcount=635)
Phoenix, Lesser (http://boards1.wizards.com/showpost.php?p=10051595&postcount=712)
Planar Spider (http://boards.wizards.com/showpost.php?p=8379664&postcount=409)
Red Worm (http://boards.wizards.com/showpost.php?p=8544743&postcount=436)
Saberclaw (http://boards.wizards.com/showpost.php?p=8330856&postcount=402)
Sand-star (http://boards.wizards.com/showpost.php?p=7081798&postcount=163)
Saragón Lyra Bird (http://boards1.wizards.com/showpost.php?p=10650851&postcount=776)
Sea Glutton (http://boards.wizards.com/showpost.php?p=9555372&postcount=600)
Seergar (http://boards1.wizards.com/showpost.php?p=11084962&postcount=831)
Shimmerfish (http://boards1.wizards.com/showpost.php?p=9742043&postcount=636)
Shroud Spider, Giant (http://boards.wizards.com/showpost.php?p=9251903&postcount=547)
Skinwing, Shadow Elven (http://boards1.wizards.com/showpost.php?p=11487281&postcount=873)
Skinwing, Shazak (http://boards1.wizards.com/showpost.php?p=11497543&postcount=874)
Sloth, Vulcanian (http://boards1.wizards.com/showpost.php?p=10817435&postcount=805)
Snake: Cave Cambo (http://boards1.wizards.com/showpost.php?p=12983521&postcount=1088)
Sphinx Paragon Classes (http://forums.gleemax.com/showpost.php?p=13294705&postcount=1116)
Sphinx Racial Info and Progression (http://forums.gleemax.com/showpost.php?p=13282148&postcount=1115)
Succulus (http://boards1.wizards.com/showpost.php?p=11094098&postcount=832)
Surtaki (http://boards.wizards.com/showpost.php?p=8466904&postcount=419)
Tabi (http://forums.gleemax.com/showpost.php?p=13327167&postcount=1118)
Tabi Racial Info and Progression (http://forums.gleemax.com/showpost.php?p=13362663&postcount=1123)
Trosip (http://boards1.wizards.com/showpost.php?p=10791817&postcount=801)
Tyminid (http://boards1.wizards.com/showpost.php?p=11559200&postcount=881)
Voat, Common (http://boards1.wizards.com/showpost.php?p=11620337&postcount=895)
Vulturehound (http://boards1.wizards.com/showpost.php?p=10838897&postcount=809)
White Dragonfly (http://boards.wizards.com/showpost.php?p=7789954&postcount=316)
Wynzet (http://boards1.wizards.com/showpost.php?p=11141396&postcount=834)

o Monstrous Humanoids
Bargda (http://boards.wizards.com/showpost.php?p=7724195&postcount=301)
Bhut, Mystaran (http://boards.wizards.com/showpost.php?p=7739583&postcount=303)
Black Hag (http://boards1.wizards.com/showpost.php?p=9892726&postcount=676)
Centaur Paragon Class (http://forums.gleemax.com/showpost.php?p=13569422&postcount=1141)
Centaur Racial Write-up and Progression (http://forums.gleemax.com/showpost.php?p=13545935&postcount=1140)
Changling, Zargosian (http://boards.wizards.com/showpost.php?p=7016926&postcount=155)
Crone of Chaos (http://boards.wizards.com/showpost.php?p=7774256&postcount=314)
Cryion (http://boards.wizards.com/showpost.php?p=8655165&postcount=453)
Deep Glaurant (http://boards.wizards.com/showpost.php?p=7782839&postcount=315)
Goatman (http://boards1.wizards.com/showpost.php?p=10405011&postcount=748)
Harpy as a Race/ Harpy Racial Progression (http://forums.gleemax.com/showpost.php?p=13139275&postcount=1104)
Harpy Paragon Class (http://forums.gleemax.com/showpost.php?p=13164428&postcount=1105)
Hivebrood, Broodling and Soldier (http://boards.wizards.com/showpost.php?p=8035588&postcount=370)
Hivebrood Lieutenant (http://boards.wizards.com/showpost.php?p=8044083&postcount=371)
Hivebrood Mother (http://boards.wizards.com/showpost.php?p=8070736&postcount=376)
Hivebrood Controller (http://boards.wizards.com/showpost.php?p=8075376&postcount=377)
Lamara (http://boards.wizards.com/showpost.php?p=8978740&postcount=498)
Mugumba Mud-Dwellers (http://boards.wizards.com/showpost.php?p=7658682&postcount=292)
Nagpa (http://forums.gleemax.com/showpost.php?p=13190429&postcount=1107)
Nagpa Racial Info/Progression (http://forums.gleemax.com/showpost.php?p=13202839&postcount=1110)
Pachydermion (http://boards.wizards.com/showpost.php?p=9085566&postcount=517)
Pegataur (http://forums.gleemax.com/showpost.php?p=13214153&postcount=1111)
Pegataur Paragon Class (http://forums.gleemax.com/showpost.php?p=13244594&postcount=1113)
Pegataur Racial Entry/Progression (http://forums.gleemax.com/showpost.php?p=13243023&postcount=1112)
Ratling (http://boards.wizards.com/showpost.php?p=7430950&postcount=218)
Refractor, Noble (http://boards.wizards.com/showpost.php?p=7117414&postcount=169)
Refractor, Pharoah (http://boards.wizards.com/showpost.php?p=7127255&postcount=170)
Refractor, Soldier and Steed (http://boards.wizards.com/showpost.php?p=7107475&postcount=168)
Refractor, Worker (http://boards.wizards.com/showpost.php?p=7097514&postcount=167)
Rock Man (http://boards.wizards.com/showpost.php?p=8315813&postcount=401)
Sea Hag (Mystaran) (http://boards1.wizards.com/showpost.php?p=9892736&postcount=678)
Wurmling (http://boards1.wizards.com/showpost.php?p=10963911&postcount=823)

o Oozes
Amoeba, Giant (http://boards.wizards.com/showpost.php?p=8551793&postcount=443)
Bubble (http://boards.wizards.com/showpost.php?p=7306745&postcount=198)
Omshirim (http://boards1.wizards.com/showpost.php?p=12062127&postcount=942)
Protean, Astral (http://boards1.wizards.com/showpost.php?p=12268488&postcount=976)
Vermilion Pudding (http://boards1.wizards.com/showpost.php?p=9892732&postcount=677)

o Outsiders
Archon, Mystaran- Uxor (Female) (http://boards.wizards.com/showpost.php?p=9483760&postcount=595)
Archon, Mystaran- Vir (Male) (http://boards.wizards.com/showpost.php?p=9491889&postcount=596)
Blue Imp (http://boards1.wizards.com/showpost.php?p=10944335&postcount=820)
Demon Ruler Avatar: Demogorgon (http://boards1.wizards.com/showpost.php?p=12163056&postcount=957)
Demon Ruler Avatar: Orcus (http://boards1.wizards.com/showpost.php?p=12190713&postcount=959)
Discorporate (http://boards.wizards.com/showpost.php?p=7169561&postcount=174)
Djinni, Greater (Pasha) (http://boards1.wizards.com/showpost.php?p=9698146&postcount=633)
Efreeti, Greater (Amir) (http://boards1.wizards.com/showpost.php?p=9750241&postcount=639)
Ether Weird (Mystaran) (http://boards1.wizards.com/showpost.php?p=12951008&postcount=1079)
Fiend, Croaking (http://boards1.wizards.com/showpost.php?p=11794010&postcount=924)
Fiend, Groaning (http://boards1.wizards.com/showpost.php?p=11835260&postcount=929)
Fiend, Hissing (http://boards1.wizards.com/showpost.php?p=11856196&postcount=932)
Fiend, Howling (http://boards1.wizards.com/showpost.php?p=11824645&postcount=928)
Fiend, Lesser: Screaming (http://boards1.wizards.com/showpost.php?p=11777456&postcount=923)
Fiend, Narvaezan (http://boards1.wizards.com/showpost.php?p=9797362&postcount=657)
Fiend, Roaring (http://boards1.wizards.com/showpost.php?p=11866800&postcount=933)
Fiend, Whispering (http://boards1.wizards.com/showpost.php?p=11905065&postcount=934)
Leech, Legacy (http://boards1.wizards.com/showpost.php?p=11367031&postcount=860)
Malfera (http://boards.wizards.com/showpost.php?p=6622612&postcount=4)
Megalith (http://boards1.wizards.com/showpost.php?p=12203160&postcount=960)
Mystaran Titan (http://boards1.wizards.com/showpost.php?p=12036307&postcount=940)
Prying Eyes (http://boards.wizards.com/showpost.php?p=7206697&postcount=180)
Roaring Demon (Alphaks) (http://boards1.wizards.com/showpost.php?p=11569774&postcount=882)
Soo (http://boards1.wizards.com/showpost.php?p=12301170&postcount=979)
Spectral Hound (http://boards.wizards.com/showpost.php?p=6640700&postcount=22)
Red Imp (http://boards1.wizards.com/showpost.php?p=10922432&postcount=818)
Tonal/ Atonal: Breve (http://boards1.wizards.com/showpost.php?p=12394418&postcount=987)
Tonal/ Atonal: Minim and Semibreve (http://boards1.wizards.com/showpost.php?p=12358071&postcount=986)
Tonal/ Atonal: Quaver and Crochet (http://boards1.wizards.com/showpost.php?p=12336110&postcount=984)
Tonal/ Atonal: Semiquaver (http://boards1.wizards.com/showpost.php?p=12325931&postcount=980)
Tzitzimitl (http://boards.wizards.com/showpost.php?p=7052360&postcount=160)
Utukku (http://boards1.wizards.com/showpost.php?p=9854324&postcount=668)

o Plants
Archer Bush (http://boards.wizards.com/showpost.php?p=7287564&postcount=194)
Cestian Gobbler (http://boards.wizards.com/showpost.php?p=7642424&postcount=285)
Eyeweed (http://boards1.wizards.com/showpost.php?p=10339399&postcount=743)
Fungoid (http://boards.wizards.com/showpost.php?p=8878923&postcount=491)
Fungus: Darksnap (http://boards1.wizards.com/showpost.php?p=11476404&postcount=872)
Gakarak (Forest Brooder) (http://boards.wizards.com/showpost.php?p=7517677&postcount=245)
Gargoñan Rosebush (http://boards1.wizards.com/showpost.php?p=12972675&postcount=1083)
Guardian Tree (Karwana Mulumba) (http://boards.wizards.com/showpost.php?p=7651198&postcount=286)
Jupiter Blood Sucker (http://boards.wizards.com/showpost.php?p=7341088&postcount=203)
Killer Tree (http://boards.wizards.com/showpost.php?p=8967732&postcount=497)
Malusite (http://boards.wizards.com/showpost.php?p=7263443&postcount=189)
Manikin (Mandragora) (http://boards.wizards.com/showpost.php?p=8263334&postcount=391)
Purple Moss (http://boards.wizards.com/showpost.php?p=7367564&postcount=206)
Scarlet Pimpernel/Crimson Delight (http://forums.gleemax.com/showpost.php?p=13510483&postcount=1139)
Serpentweed, Giant (http://boards.wizards.com/showpost.php?p=9165419&postcount=532)
Sirenflower (http://boards.wizards.com/showpost.php?p=9181465&postcount=534)
Strangleweed (http://boards.wizards.com/showpost.php?p=9288733&postcount=556)
Whipweed (http://boards.wizards.com/showpost.php?p=9324461&postcount=560)
Zzonga-Bush (http://boards1.wizards.com/showpost.php?p=12906536&postcount=1065)

o Undead
Agarat (http://boards.wizards.com/showpost.php?p=6630025&postcount=17)
Banshee, Fey (http://boards.wizards.com/showpost.php?p=6690277&postcount=81)
Banshee, Lesser (http://boards.wizards.com/showpost.php?p=6696885&postcount=82)
Carcass, Undead (http://forums.gleemax.com/showpost.php?p=13296582&postcount=1117)
Chimera, Undead (http://boards.wizards.com/showpost.php?p=6819674&postcount=114)
Cursed One (http://boards1.wizards.com/showpost.php?p=10310503&postcount=733)
Darkhood (Rorphyr) (http://boards.wizards.com/showpost.php?p=6861968&postcount=118)
Death Leech (http://boards.wizards.com/showpost.php?p=9381070&postcount=571)
Deathmare (http://boards1.wizards.com/showpost.php?p=10318515&postcount=737)
Denizens of Limbo: Discord (http://boards1.wizards.com/showpost.php?p=10783866&postcount=800)
Dragon Spirit (http://boards.wizards.com/showpost.php?p=9373405&postcount=570)
Druj (http://boards.wizards.com/showpost.php?p=6639122&postcount=20)
Evil Spirit (http://boards1.wizards.com/showpost.php?p=11324679&postcount=857)
Evil Spirit, Common (http://boards1.wizards.com/showpost.php?p=11288527&postcount=850)
Evil Spirit, Greater (http://boards1.wizards.com/showpost.php?p=11345764&postcount=858)
Evil Spirit, Lesser (http://boards1.wizards.com/showpost.php?p=11298584&postcount=853)
Gargantua Ghoul (http://boards1.wizards.com/showpost.php?p=12073929&postcount=943)
Gargantua Mummy (http://boards1.wizards.com/showpost.php?p=12085934&postcount=945)
Gargantua Skeleton, Gargantua Spectre (http://boards1.wizards.com/showpost.php?p=12117659&postcount=950)
Gargantua Wight, Gargantua Wraith and Gargantua Zombie (http://boards1.wizards.com/showpost.php?p=12150416&postcount=954)
Ghoul, Elder (http://boards.wizards.com/showpost.php?p=6760655&postcount=101)
Ghostly Horde (http://boards.wizards.com/showpost.php?p=6661848&postcount=52)
Gray Philosopher and Malice (http://boards.wizards.com/showpost.php?p=6671110&postcount=63)
Lesser Haunt and Greater Wyrd (http://boards.wizards.com/showpost.php?p=6700325&postcount=86)
Lesser Phantom (http://boards.wizards.com/showpost.php?p=6791985&postcount=108)
Mesmer (http://boards.wizards.com/showpost.php?p=6808136&postcount=112)
Nature Spirit (http://boards1.wizards.com/showpost.php?p=11395988&postcount=863)
Nature Spirit, Greater (http://boards1.wizards.com/showpost.php?p=11407687&postcount=864)
Nature Spirit, Lesser (http://boards1.wizards.com/showpost.php?p=11356788&postcount=859)
Old Man Fly (http://boards.wizards.com/showpost.php?p=6674830&postcount=70)
Pegataur, Undead (http://forums.gleemax.com/showpost.php?p=13370508&postcount=1124)
Phantom, Apparition (http://boards.wizards.com/showpost.php?p=6775462&postcount=105)
Phantom, Shade (http://boards.wizards.com/showpost.php?p=6775470&postcount=106)
Phantom, Vision (http://boards.wizards.com/showpost.php?p=6782426&postcount=107)
Phygorax (http://boards.wizards.com/showpost.php?p=9398231&postcount=573)
Poltergeist (http://boards.wizards.com/showpost.php?p=6680875&postcount=72)
Possession (http://boards.wizards.com/showpost.php?p=9406961&postcount=574)
Revenant (http://boards.wizards.com/showpost.php?p=6647564&postcount=40)
Sacrol (http://boards.wizards.com/showpost.php?p=6653911&postcount=47)
Skeletal Beast (http://boards.wizards.com/showpost.php?p=6812295&postcount=113)
Sphimera, Undead (http://forums.gleemax.com/showpost.php?p=13398869&postcount=1129)
Spirit, Ethengarian: Greater Animal (http://boards1.wizards.com/showpost.php?p=11256748&postcount=847)
Spirit, Ethengarian: Lesser Animal (http://boards1.wizards.com/showpost.php?p=11232026&postcount=841)
Spirit, Ethengarian: Spirit Lord (http://boards1.wizards.com/showpost.php?p=11267910&postcount=848)
Spirit, Heroic (http://boards1.wizards.com/showpost.php?p=11278671&postcount=849)
Spirit, Tree (Jautama) (http://boards1.wizards.com/showpost.php?p=10916383&postcount=817)
Sun-Wight (http://boards.wizards.com/showpost.php?p=6751258&postcount=97)
Undead Mass (http://forums.gleemax.com/showpost.php?p=13497396&postcount=1138)
Vapor Ghoul (http://boards.wizards.com/showpost.php?p=6768599&postcount=104)
Yeshom (http://boards1.wizards.com/showpost.php?p=11766180&postcount=919)
Rimx

09-13-07, 10:40 PM
o Vermin
Beetle, Boring (http://boards1.wizards.com/showpost.php?p=12564469&postcount=1008)
Beetle, Giant Rhinoceros (http://boards1.wizards.com/showpost.php?p=12574757&postcount=1009)
Caecillia (http://boards.wizards.com/showpost.php?p=8498992&postcount=425)
Crab, Ice (http://boards.wizards.com/showpost.php?p=7902775&postcount=333)
Echyan (http://boards1.wizards.com/showpost.php?p=10330142&postcount=742)
Giant Domestic Slug (http://boards1.wizards.com/showpost.php?p=11508705&postcount=875)
Herex, Adult and Larva (http://boards.wizards.com/showpost.php?p=8015823&postcount=366)
Huge Wood Spider (http://boards.wizards.com/showpost.php?p=9281601&postcount=550)
Jellyfish, Agrisian (http://boards.wizards.com/showpost.php?p=6987381&postcount=151)
Jellyfish, Giant Galley (http://boards.wizards.com/showpost.php?p=8194200&postcount=385)
Jellyfish, Giant Man-O-War (http://boards.wizards.com/showpost.php?p=8918231&postcount=494)
Jibarú Pest (Leech, Moth, Wasp) (http://forums.gleemax.com/showpost.php?p=13269536&postcount=1114)
Leviathan (Mystaran), Desert (http://boards.wizards.com/showpost.php?p=8529396&postcount=429)
Leviathan (Mystaran), Marine (http://boards.wizards.com/showpost.php?p=8538121&postcount=430)
Masher (http://boards.wizards.com/showpost.php?p=9050281&postcount=508)
Nipper (http://boards1.wizards.com/showpost.php?p=12259163&postcount=975)
Plopped (http://boards.wizards.com/showpost.php?p=6756687&postcount=99)
Sand Spider, Giant (http://boards.wizards.com/showpost.php?p=9234146&postcount=546)
Silk-Spider Swarm (http://boards1.wizards.com/showpost.php?p=12867920&postcount=1058)
Slug, Giant Freshwater (http://boards.wizards.com/showpost.php?p=7393032&postcount=211)
Slug, Giant (http://boards1.wizards.com/showpost.php?p=10148367&postcount=722)
Slug: Giant Snail (http://boards1.wizards.com/showpost.php?p=10157530&postcount=723)
Spitting Beetle (http://boards.wizards.com/showpost.php?p=7413998&postcount=216)
Steam Weevil (Swarm) (http://boards.wizards.com/showpost.php?p=8854238&postcount=481)
Termite, Water: Fresh Water (http://boards1.wizards.com/showpost.php?p=10576070&postcount=769)
Termite, Water: Saltwater (http://boards1.wizards.com/showpost.php?p=10586549&postcount=770)
Tick, Cardinal (Swarm) (http://forums.gleemax.com/showpost.php?p=13114046&postcount=1102)
Water/Sea Spider (http://boards1.wizards.com/showpost.php?p=12783632&postcount=1043)
White Widow Spider (http://boards.wizards.com/showpost.php?p=7438726&postcount=219)

o Templates
Arashaeem (http://boards1.wizards.com/showpost.php?p=10277941&postcount=730)
Denizens of Limbo: Guardian Angel (http://boards1.wizards.com/showpost.php?p=10782427&postcount=799)
Denizens of Limbo: Lost Soul (http://boards1.wizards.com/showpost.php?p=10772181&postcount=796)
Denizens of Limbo: Master of Chaos (http://boards1.wizards.com/showpost.php?p=10761941&postcount=786)
Denizens of Limbo: Minion of Chaos (http://boards1.wizards.com/showpost.php?p=10751583&postcount=781)
Devilswine (http://forums.gleemax.com/showpost.php?p=13492518&postcount=1137)
Dragon Spirit (http://boards1.wizards.com/showpost.php?p=10848499&postcount=811)
Embalmed Noble (http://boards.wizards.com/showpost.php?p=6677291&postcount=71)
Exalted Subtype (http://boards1.wizards.com/showpost.php?p=11744621&postcount=907)
Frogfolk (http://boards.wizards.com/showpost.php?p=7485401&postcount=232)
Frost Zombie (http://boards.wizards.com/showpost.php?p=6742643&postcount=93)
Gargantua Template and Gargantua Troll (http://boards.wizards.com/showpost.php?p=7979076&postcount=352)
Gargantua Basilisk and Treant (http://boards.wizards.com/showpost.php?p=7980811&postcount=353)
Gargantua Carrion Crawler (http://boards.wizards.com/showpost.php?p=7997945&postcount=365)
Gargantua Gargoyle (http://boards.wizards.com/showpost.php?p=7989413&postcount=360)
Greater Night Dragon (http://boards.wizards.com/showpost.php?p=7635336&postcount=279)
Lesser Night Dragon (http://boards.wizards.com/showpost.php?p=7626579&postcount=274)
Lightning Zombie, Lesser and Greater (http://boards.wizards.com/showpost.php?p=6733634&postcount=92)
Monster Ruler (http://boards1.wizards.com/showpost.php?p=11964224&postcount=937)
Nagpa (http://boards.wizards.com/showpost.php?p=7939848&postcount=339)
Nagpa, 9th-Level Wizard (http://boards.wizards.com/showpost.php?p=7939983&postcount=340)
Nightmare Creature (http://boards1.wizards.com/showpost.php?p=12222283&postcount=967)
Nightmare, Lesser (http://boards1.wizards.com/showpost.php?p=10859319&postcount=813)
Nosferatu (http://boards.wizards.com/showpost.php?p=6715933&postcount=90)
Ocean and Swamp Veyla (http://boards.wizards.com/showpost.php?p=6709894&postcount=89)
Odic (http://boards.wizards.com/showpost.php?p=6665149&postcount=53)
Red Zombie (http://boards1.wizards.com/showpost.php?p=10051595&postcount=711)
Revenant, Template (http://boards.wizards.com/showpost.php?p=6673456&postcount=65)
Spirit (http://boards.wizards.com/showpost.php?p=6657812&postcount=49)
Templated Spirits (http://boards.wizards.com/showpost.php?p=6665966&postcount=56)
Topi (http://boards.wizards.com/showpost.php?p=6724232&postcount=91)
Werehawk (http://boards.wizards.com/showpost.php?p=8275978&postcount=393)
Were-Sabretooth (http://boards1.wizards.com/showpost.php?p=10318201&postcount=734)
Wereseal (http://boards1.wizards.com/showpost.php?p=12227965&postcount=969)
Undead Dragon Template (http://boards.wizards.com/showpost.php?p=8707401&postcount=467)
Vortex Creature (http://boards1.wizards.com/showpost.php?p=12431906&postcount=992)

o Other
3.5E Blackmoor Technology (http://boards.wizards.com/showpost.php?p=7586296&postcount=264)
3.5E Blackmoor Technology, Part 2 (http://boards.wizards.com/showpost.php?p=7594801&postcount=267)
3.5E Blackmoor Technology, Part 3 (http://boards.wizards.com/showpost.php?p=7604384&postcount=268)
3.5E Blackmoor Technology, Part 4 (http://boards.wizards.com/showpost.php?p=7613298&postcount=273)
Coral, Poisonous (http://boards1.wizards.com/showpost.php?p=12938325&postcount=1073)
Moth, Powder (http://forums.gleemax.com/showpost.php?p=13190429&postcount=1107)
Parasites (Diseases), Inheritor Lice & Lupin
Plague (http://boards1.wizards.com/showpost.php?p=10137259&postcount=721)
Yellow Mold (http://boards1.wizards.com/showpost.php?p=10701772&postcount=780)
Hugin

09-14-07, 09:53 AM
Nicely done, Rimx! It's quite useful having them sorted by type like that. That's one big list of creatures.
havard

09-16-07, 02:35 PM
Yeah, nice one Rimx :)

I noticed a small glitch in the list. The Mustaran Titan shouldnt be an Abberation I think...

BTW: Where is Traianus? :confused:

Havard
Rimx

09-17-07, 02:34 AM
Thanks, just fixed the error.
Gazza555

09-17-07, 04:04 AM
Nicely done, Rimx!
Absolutely - now by CR?

Regards
Gary
Traianus Decius Aureus

09-17-07, 11:41 AM
Yeah, nice one Rimx :)

BTW: Where is Traianus? :confused:

Havard

RL doesn't only have a curveball, but also a cut fastball and a hard slider.

Translation for the baseball-impaired: A lot of stuff has been going on the past two weeks with work and my wife's health. I just haven't had much time for conversions. Hopefully things have turned around enough for me to get back to some conversions this week...
havard

09-17-07, 01:05 PM
Translation for the baseball-impaired: A lot of stuff has been going on the past two weeks with work and my wife's health. I just haven't had much time for conversions. Hopefully things have turned around enough for me to get back to some conversions this week...

Sorry to hear about this. I wish you and your family all the best. Your daily postings are missed :)

Håvard
Gazza555

09-24-07, 04:17 AM
We've posted a version of the Ostego (http://www.enworld.org/cc/converted/view_c.php?CreatureID=968) on the Enworld Creature Catalog.

Regards
Gary
havard

09-25-07, 07:40 AM
We've posted a version of the Ostego (http://www.enworld.org/cc/converted/view_c.php?CreatureID=968) on the Enworld Creature Catalog.


Nice! :)

I thought they were called Ostegos though? Could be misremembering. If so would the plural be Ostegi?

Havard
BOZ

09-25-07, 08:34 AM
too lazy to look it up right now, but i'll try to remember sometime this morning... ;)
Echohawk

09-25-07, 09:04 AM
According to Creature Catalog (DMR2), the singular seems to be 'ostego' and the plural 'ostegos'.

Possibly you are misremembering because of this line in the description: "Death fiends, also known as ostegos, [...]" but I'm pretty sure that's intended to be a plural, since the heading is "Death Fiend (Ostego)".
Gazza555

09-25-07, 09:15 AM
I thought they were called Ostegos though? Could be misremembering. If so would the plural be Ostegi?
Not that it necessarily means anything but Cthulhudrew's conversion (http://www.geocities.com/isledawn/ecology/ostego.html) also opts for Ostego.

As BOZ says must check that out.

Regards
Gary
Traianus Decius Aureus

09-25-07, 03:12 PM
Dryad
Dryads are the materialization of the auras of forest trees. They are always female. They are often very beautiful, with hair and a complexion that changes with the seasons. Hamadryads are tied to a specific tree, dryads are not. PCs may not become hamadryads.

Personality: Dryads are more sociable than the more isolated hamadryads, preferring the company of fauns, treants and other forest races. They are quick to fall in love elven and human males and will seek out the company of those that are respectful of the forest. They often take the appearance of peasant girls, shepardesses, and followers of the hunt as a way to interact with humans and elves. They may even secretly assist those living in the woods. Their interests are often music, dancing, and sport.

Physical Description: Dryads are incredibly beautiful female fey, about the size of an elven female or petit human female. Their appearance often mimics the seasons- dark brown hair and eyes and very fair skin in winter; bright blonde hair with a tinge of green, bright green eyes, and rosy complexion in spring; strawberry blonde hair, deep hazel eyes, and golden complexion in summer; light brown and red hair, amber eyes and rosy complexion in fall. If one looks at their skin closely, one will notice it vaguely appears similar to the bark of a tree.
Dryads when alone or with the forest races tend to dress very lightly, often wearing just a loosely tied tunic. However, they will dress as needed to create the appearances they like to project to outsiders.
Although they prefer to avoid combat if at all possible, dryads are proficient with all simple weapons and with light armor.

Relations: Dryads tend to have good relations with elves, humans, and fauns, as well as with other forest races. Of course, those that defile the dryad’s lands will be treated with open hostility by a dryad.
Dryads dislike orcs and goblinoids as they are brutish and destructive, and seem wholely unnatural to them. They are not immediately hostile to them, but are very wary of their presence.

Alignment: Dryads are often chaotic and good. They can be passionate, and are fond of merriment. They are the embodiment of change inherent in nature. They often secretly help those living among their forests, and think nothing of helping those in need and befriending strangers.

Dryad Lands: Dryads can be found throughout the Known World, usually residing in great forests.

Religion: Most dryads do not follow a religion in the same sense as other humanoids. They “worship” the concept of nature as a whole, as they are a manifestation of nature itself. Those that choose to follow an immortal often choose to follow Ordana. Dryad clerics who do not follow a specific immortal may choose two of the following domains: Plant, Protection, and Sun

Language: Dryads speak Sylvan, Elven, Fairy, and the predominant local language. They may also know Common (if not the local language), Gnome, Halfling, other local languages.

Names: Dryad names often draw upon the naming styles of the Milenians and Thyatains, though they can seem a bit more pastoral in nature. They do not use surnames, though some do gain epithets
Female Names: Balanis, Dryope, Karya, Lotis, Morea, Phoebe, Ptelea, Syke.

Adventurers: It is not uncommon at all for dryads to head out adventuring. They are excellent companions in natural setting, though they do not like cramped dungeons and caves. Often dryads view adventures as a way to help protect their forests, and learn new things. It is often a way for them to meet new friends. Some dryads adventure as a way to remain with an elf or human they have grown fond of. Most dryads eventually return to their home forests and become hamadryads, although this is not always the case.
Dryads have a favored class of druid. Dryads are capable of both arcane and divine magic. In addition, some dryads have become bards, rogues or rangers. Dryads are generally not suited to be barbarians, fighters, monks and paladins.

Dryad Racial Traits:
Dryad characters possess the following racial traits.
• -2 Strength, +8 Dexterity, , +8 Charisma, +4 Intelligence, +6 Wisdom..
• Medium Size size.
• A dryad’s base land speed is 30 feet.
• +2 Natural AC bonus
• Low-light vsion.
• Spells (Sp): A dryad casts spells as a druid of a level equal to her HD.
• Communicate with Plants (Ex): A dryad may communicate with plants as if she were permanently under the effect of a speak with plants spell.
• Spell-like Abilities (Sp): 3/day: charm person. CL 2nd. Save DC is Wisdom based.
• Wild Empathy (Ex): A dryad can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dyrad rolls 1d20 and adds her HD, her Charisma modifier and a +6 racial bonus to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the dryad and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A dryad can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but her racial bonus to the check is only +2.
• Weapon Proficiency: Dryads are proficient with all simple weapons.
• Armor Proficiency: Dryads are proficient with light armors.
• Automatic Languages: Sylvan, Elven, Fairy, Local Language. Bonus Languages: Common (if not the local language), Gnome, Halfling, other local languages.
• Favored Class: Druid.
• Level Adjustment: +3



Dryad Racial Progression
The table below gives an optional level progression for dryad players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the dryad will be the same as if created normally.
________________________________________
Table: Dryad Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 -2 Str, +4 Int; Spells; Communicate with Plants; Low-Light Vision; Starting Feat.
2nd 1d6 +0 +0 +2 +2 --- +2 Dex, +2 Cha, +2 Wis; +1 Natural AC Bonus
3rd 1d6 +0 +0 +2 +2 --- +2 Dex, +2 Cha, charm person 1/day
4th 2d6 +1 +0 +3 +3 6+ Int Mod +2 Dex, +2 Cha, +2 Wis; +2 Natural AC Bonus
5th 2d6 +1 +0 +3 +3 --- +2 Dex, +2 Cha, +2 Wis; charm person 3/day
Below are levels for advanced progression
6th 3d6 +1 +1 +3 +3 6+ Int Mod Spells (3rd lvl druid); Alternate Form (1 form,1/day); Feat
7th 4d6 +2 +1 +4 +4 6+ Int Mod Spells (4th lvl druid)
8th 5d6 +2 +1 +4 +4 6+ Int Mod Spells (5th lvl druid); Alternate Form (2 forms,2/day)
9th 6d6 +3 +2 +5 +5 6+ Int Mod Spells (6th lvl druid); Feat
10th 7d6 +3 +2 +5 +5 6+ Int Mod Spells (7th lvl druid); Alternate Form (3 forms,3/day)
11th 8d6 +4 +2 +6 +6 6+ Int Mod Spells (8th lvl druid)
12th 9d6 +4 +3 +6 +6 6+ Int Mod Spells (9th lvl druid); Alternate Form (4 forms, at will); Feat
13th 10d6 +5 +3 +7 +7 6+ Int Mod Spells (10th lvl druid); Erysichthon’s Curse


Advanced Dryad Abilities
Spells: For each additional Fey HD the dryad possesses, she gains an additional level of druid spellcasting..

Alternate Form (Su): At 3 HD, the dryad can assume the form of one specific type of plant or treeof her choosing 1/day.
At 5HD, she may choose a second plant form and use this ability 2/day
At 7HD, she may choose a third plant form and use this ability 3/day.
At 9 HD, she may choose a fourth plant form and may use this ability at will.

Erysichthon’s Curse (Su): At 10 HD, the dryad can place a terrible curse upon those that would harm her or the woodlands. This curse causes the victim to receive no nourishment from food, regardless of how much he eats. Whats worse is he is struck with insatiable hunger as well. He will eat whatever looks edible to sate his hunger; towards the end of his suffering this may even include his own flesh. However nothing will stop the hunger.
Additionally as a side effect, any magical effects that require drinking or eating (such as a potion) will not work on the victim. After the first 24 hrs, the victim is subject to the effects of starvation.
The victim is allowed a Will save vs DC (1/2 HD + Cha modifier +4 racial bonus). Erysichthon’s Curse may only be removed by a wish or miracle spell, or a remove curse and atonement spell cast by a cleric of greater level than the dryad.
This ability may only be used once per month.
havard

09-25-07, 04:01 PM
Good to see you back Traianus!

BTW: noticed a small typo in the languages of the Dryad. It should say
Sylvan rather than Sylven. No biggie though. Looks great! :)

Also I should have checked the Ostego thing myself:

According to Creature Catalog (DMR2), the singular seems to be 'ostego' and the plural 'ostegos'.

Possibly you are misremembering because of this line in the description: "Death fiends, also known as ostegos, [...]" but I'm pretty sure that's intended to be a plural, since the heading is "Death Fiend (Ostego)".

The old CC confirms what you are saying. And you are spot on about the quote. :)

Oh well, it did generate a few more posts didnt it? ;)

Havard
BOZ

09-25-07, 04:17 PM
Not that it necessarily means anything but Cthulhudrew's conversion (http://www.geocities.com/isledawn/ecology/ostego.html) also opts for Ostego.

As BOZ says must check that out.

Regards
Gary

the older AC9 version of the Creature Catalogue doesn't have a name as a sub-heading, and only has the one line to serve as a reference: "Death demons, also known as Ostegos"

therefore, inconclusive. what source, if any, did it appear in previously to that?
Cthulhudrew

09-25-07, 09:50 PM
therefore, inconclusive. what source, if any, did it appear in previously to that?

It first appeared in module X2: Castle Amber. I believe the CC entry is verbatim from the monster description of X2, though (although it doesn't have the same cool illo from X2). I'm pretty sure that where it appears in the module (trapped in a pentagram in the d'Ambreville basement) it is only referred to as a Death Demon.
Traianus Decius Aureus

09-26-07, 04:00 PM
Swordsman, Clockwork
SCMC
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +4 (+3 Dex, +4 Improved Imitiative)
Speed: 30 ft. (6 squares) (can't run)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Rapier +6 melee (1d6 +3)
Full Attack: Rapier +4 melee (1d6 +3) and dagger +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Amusing quip, bold attack, charming compliment, fancy moves, salute
Special Qualities: Construct traits, darkvision 60ft., low-light vision, water vulnerability, wound up
Saves: Fort +1, Ref +4, Will -2
Abilities: Str 17, Dex 16, Con -, Int 14, Wis 4, Cha 15
Skills: Balance +7, Bluff +6, Climb +7, Escape Artist +7, Jump +7, Listen +1, Spot +1, Tumble +7
Feats: Improved Initiative, Two-Weapon Fighting
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: Gems and precious metals worth 1d4x1000gp
Alignment: Always neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: -

Clockwork swordsmen are the mechanical and magical creations of powerful mages, originally devised as elite bodyguards. Clockwork swordsmen are fearless and act according to a "code of conduct" very similar to that of a swashbuckler.
Clockwork swordsmen are sentient, generally intelligent and charismatic, but they have a horrendous Wisdom. It is very difficult for them to learn from their mistakes, and they will repeat the same error over and over again, even if corrected. These automatons are quite capable of handling sophisticated missions within a limited time frame and are capable of limited interpolation and extrapolation of past behaviour to cope with new situations. However, the results generally leave something to be desired.
Clockwork swordsmen are almost perfect replicas of the humanoids they were built to emulate, with only slight clicks and whirs to betray their true nature. There are both male and female "swordsmen". All clockwork swordsmen are obsessed with the fact that they only have a mechanical heart and no soul. They see this condition as a curse. A clockwork swordsman in company is cheery and quite outgoing. When a clockwork swordsman thinks that is unobserved or alone, however, it can be quite morose and melancholy. As magical constructs, they are bound to serve their creators, but most clockwork swordsmen quickly develop an intense dislike (or even hatred) for their creators.
Clockwork swordsmen have no treasure and generally have no desire to accumulate any beyond the trappings necessary to support a flashy, graceful lifestyle. Clockwork swordsmen seek to emulate swashbucklers in every particular, including the flashy clothing, gaudy belongings, and lavish gifts.
Clockwork swordsmen desires above all else to be human. As such, they attempt to behave as humanly as possible. Clockwork swordsmen often harbour deep fears that they do not really have emotions and a sense of humour. Given the opportunity, a clockwork swordsman will ask endless questions about "emotions" and what it means to be "real."
Clockwork swordsmen are valuable and expensive servants. Most creators will not risk their creations unnecessarily, so they send them out only on critically important missions. Most of the time, they keep such automatons close by to serve as bodyguards. In this case, a clockwork swordsman may only be partially wound up, forcing it to stay close to its master.
If destroyed, the body of a clockwork swordsman yields rare gems and precious metals (gold, platinum, and silver) worth 1d4x1000 gold pieces. These materials are part of the automaton's internal workings.
Clockwork swordsmen need to be rewound on a regular basis in order to operate. This is done by a special key, usually in the possession of its creator. They can be repaired, but only by the original creator. Clockwork swordsmen cannot rewind themselves, and the most powerful automatons often require magical keys, which are usually safeguarded by their creators.
A clockwork swordsman could conceivably host a heroic spirit. Such a clockwork swordsman could rewind itself, if it obtained its key. This would allow it to become independent from its creator. The heroic spirit would stay with its mechanical host until its internal workings rusted, which could be a very long time.
Occasionally, a clockwork swordsman becomes a host for a legacy leech. The combination creates an utterly ruthless, cold-hearted, mechanical killer known as a rogue automaton. Like a clockwork swordsman hosting a heroic spirit, a rogue automaton has no need for a key, and it is independent from its creator. The rogue automaton and the legacy leech exist in a symbiotic partnership, so the legacy leech will often let the rogue use its stolen Legacies.
A rogue automaton retains all of its swashbuckling abilities and flashy behaviour patterns, so they can be quite deadly. Rogues also develop a taste for wealth for its own sake and will often accumulate a significant treasure horde.
Rogue automatons will stop at nothing to track down and kill their creators. Rogues prefer a long, drawn-out stalking campaign culminating in the dramatic death of their creators. A rogue automaton attempts to kill any other clockwork servants made by its creators first, then living servants and immediate relatives, leaving its creators for last.

Combat
Flashy, daring and full of panache is how a clockwork swordsman fights. They almost always duel wield weapons.
However, they do not like to actually fight much, as it reduces their time between rewindings. So they will often simply defend themselves with parries, defensive manuvers and witty reparte in hopes their foes will relent.
Clockwork swordsmen are proficient with all simple and martial weapons. They are not proficient with any armor or shields.

Amusing Quip (Su): 5/day the clockwork swordsman can call out an amusing joke at the expense of its opponent, such as "I've spoken with pigs more polite than you." That opponent must make a Will save vs DC 14 (Cha based) or suffer a -2 penalty to all attack rolls and skill checks for the next 1d4 rounds. This is a swift action.

Bold Attack (Ex): As a full round action, the clockwork swordsman may make a daring and forceful attack. The clorkwork swordsman gains a +2 bonus to his attack roll and if the opponent is hit, he must make a Reflex save vs DC 15 (Str based) or be forced to move 1d4x5 ft backwards.

Charming Compliment (Sp): 5/day the clorkwork swordsman may compliment a member of the opposite sex. The victim must make a Will save vs DC 14 (Cha based) or be affected as if under the effects of a charm person spell.

Fancy Moves (Ex): As a full round action, the clockwork swordsman forgoes all attacks and performs a variety of complicated weapon manouvers and parries. As a result, he gains a +6 bonus to AC against all attacks this round.

Salute (Su): 5/day the clockwork swordsman can call out a poetic and amusing salute for friends and foes alike. All allies of the clockwork swordman receive a +1 bonus to all attack and damage rolls. All enemies receive a -1 penalty to attack and damage rolls. This affect lasts for 1 round per HD of the clockwork swordsman.

Water Vulnerability (Ex): A clorkwork swordsman immersed or doused with water must make a Fort Save vs DC 20. If failed, 1d4 days later, it suffers 6d6 damage.

Wound Up (Ex): A clockwork swordsman must be wound up in order to operate. They can operate for a maximum of (hit points x 10) hours before needing to be rewound. If its springs run out, the clockwork swordsman goes dormant.
Each point of damage inflicted on a foe by the swordsman reduces its operation time by 1 hour, thus a 7 hp hit will reduce its time to operate by 7 hours.
Rewinding a clockwork swordsman takes one round per hour of activity restored. When attempting to fully wind the springs, there is a 10% chance of breaking the automaton's delicate internal workings, which effectively kills it.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

The Red Curse
Clockwork swordsmen never acquire Legacies or require cinnabryl.
Traianus Decius Aureus

09-27-07, 04:23 PM
Fauns are a lively and festive race. They dislike violence and seriousness, and have trouble comprehending why other races have much of either. They are a race that is wholely bound to and born of nature life-forces. They are also known as satyrs and sileni.

Personality: Fauns may be best described by a single word: impulsive. They are full of animal passions, which they cannot separate from the act of seeking immediate fulfillment.
Fauns do not possess a conscience in the way humans do. They perceive themselves as an extension or part of nature. Their impulses are therefore directly from nature- as a result they have little concept of right or wrong, it simply is or isn’t. As a result, most of their actions are not meant to be harmful or helpful, but are meant to fulfill an impulse.
Generally, fauns have concluded that nature is good, and so is life, so they need not waste time with philosophical thought and get on with living life. Fauns view the suppression of desire and impulse as strange and perverted. Fauns generally do not attach any value to judgements, and not only does it make it hard to insult a faun, it also leaves the faun prone to insult others unintentionally.
The favoured activities of fauns are feasting, drinking, pursuing dryads and other attractive females, and dancing. They like to dance after dark by the moonlight. They also love to tease neighboring races late at night by playing load strange music and knocking on doors and windows- often terrifying the victims. Fauns are amused at how other races keep regular hours- they are awake or asleep as suits their whim. Fauns are also fond of music and poetry, and they can become exceptionally skilled in those areas. Almost all fauns can play the syrinx, or Pan’s Pipes, but some also learn to play other instruments.
Fauns dislike any type of work, but have a passing knowledge of husbandry, hunting and herding. They are exceptional vinters, a necessary skill given their fondness of wine consumption.

Physical Description: The appearance of fauns varies, but in all cases a faun seems a combination of man and beast, human-sized or a bit smaller. All fauns are male. Some have the ears and tail of a goat, horse, donkey, or mule; some have horns and cloven feet, possibly even goats’ furry legs, as well. If their ears are not animalistic, they are pointed and large.
Fauns prefer not to wear any clothing, save perhaps a crown or wreath of leaves and twigs. They are proficient with simple weapons. They may wear armor only if proficient with it from class levels.

Relations: Fauns are festive and fond of merriment. They welcome any creature that will share in the merriment, and as a result can get along with anyone.
Other races however, can be easily aggravated by the faun’s nature and impulsiveness. Humans and dwarves tend to have the most trouble in this regard; elves and halflings somewhat less.
Fauns get along with all of the forest races, but are less protective of the woods than others.

Alignment: Fauns are almost always chaotic, and are often chaotic neutral.

Faun Lands: Fauns can be found throughout the Known World, usually residing in forests. They are often live in woodland caves, hollows and near fresh springs.

Religion: Fauns have no organized religion, but they often do revere the Immortal Faunus (sometimes called Inuus or Lupercus. The fauns believe he is their ancestor. To honor him, they celebrate two winter festivals known as the Faunalia.

Language: Fauns speak Sylvan. They may also know Common, Elvish, Halfling, Gnomish, and other Local languages.

Names: Faun names often draw upon the naming styles of the Milenians, though they are more pastoral in nature. They do not use surnames, though some do gain epithets
Male Names: Astraeus, Charsyas, Gemon, Pan, Papasilenus

Adventurers: Due to their impulsiveness, and their pursuit of wine, women and merriment, it is very easy for fauns to get caught in adventures rather inadvertently. However, that same impulsiveness can make them likely to be distracted from the tasks at hand.
A faun’s favored class is bard, a class that speaks to their love of music and poetry. Faun’s also are drawn to the druid and cleric classes. It is not uncommon to find barbarians, rogues and rangers among the fauns, and a sorcerer or two as well. Paladins, monks and wizards are rare do to the discipline those classes require.

Faun Racial Traits:
Faun characters possess the following racial traits.
• +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
• Medium size.
• A faun’s base land speed is 40 feet.
• Low-light vision.
• Racial Hit Dice: A faun begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A faun’s fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Fauns have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
• Racial Feats: A faun’s fey levels give it two feats. A faun receives Alertness as a bonus feat.
• +4 natural armor bonus.
• Natural Weapons: Head butt (1d6).
• Special Attacks: Pipes (Su): Fauns can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
• Special Qualities: Damage reduction 5/cold iron.
• Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome, Halfling.
• Favored Class: Bard.


Faun Racial Progression
The table below gives an optional level progression for faun players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the faun will be the same as if created normally.
________________________________________
Table: Faun Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 +2 Dex, +2 Int; speed 40ft; +1 natural armor; headbutt (1d4); Starting Feat.
2nd 2d6 +1 +0 +3 +3 6+ Int Mod +2 Str; +2 natural armor, Alertness (b)
3rd 2d6 +1 +0 +3 +3 --- +2 Con; +2 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
4th 3d6 +1 +1 +3 +3 6+ Int Mod +2 Cha; +3 natural armor; Feat.
5th 4d6 +2 +1 +4 +4 6+ Int Mod +2 Wis; +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
6th 4d6 +2 +1 +4 +4 --- Headbutt (1d6); +4 natural armor
7th 5d6 +2 +1 +4 +4 6+ Int Mod Pipes
Traianus Decius Aureus

09-28-07, 03:49 PM
Faun Paragon Class
Faun paragons have the following game statistics.
Abilities: Charisma is important to faun paragons because of its role in their Pipes ability and Perform skill. Dexterity is also valued because of its role in combat. Constitution is also important as it helps fauns resist succumbing to the copious amounts of wine they consume.
Alignment: Chaotic and predominately neutrall.
Hit Die: d6.
________________________________________
Class Skills
The faun paragon's class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), and Spot (Wis).
Skill Points at Each Level: 6 + Int modifier.
________________________________________
Class Features
All of the following are class features of the faun paragon class.

Weapon and Armor Proficiency: Faun paragons are proficient with all simple and martial weapons, and with light armor armor.

Communicate with Animals (Ex): A faun may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Improved Pipes (Sp): At 2nd level, a faun paragon comes to understand and draw upon the natural power infusing themselves and their Pipes ability. In addition to the normal magical tunes played on their Pipes, they may also play tunes that duplicate the affects of enthrall, good hope, crushing despair, suggestion and plant growth. In addition, the save DC receives a +2 racial bonus, and the effective caster level increases to 13th.

Ability Boost (Ex): At 3rd level, a faun paragon's Charisma score increases by 2 points.

Table: The Faun Paragon
Level Base Attack Bonus Fort Ref Will Special
1st +0 +0 +2 +2 Communicate with Animals
2nd +1 +0 +3 +3 Improved Pipes
3rd +2 +1 +3 +3 Ability boost (Cha +2)
Hugin

09-28-07, 05:01 PM
Good to see the PC1 creatures being continued! :thumbsup:
Traianus Decius Aureus

10-03-07, 04:45 PM
Hsaio (Guardian Owl)
RC, PC1 14
Small Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), fly 70 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+0
Attack: Claw +3 melee (1d6-1)
Full Attack: 2 Claw +3 melee (1d6-1) and bite -2 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60ft., divine nature, physical limitations, superior low-light vision
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 9, Dex 15, Con 10, Int 14, Wis 16, Cha 11
Skills: Concentration +4, Diplomacy +4, Gather Information +2, Knowledge (nature) +9, Knowledge (religion) +6, Listen +5, Sense Motive +7, Spellcraft +6, Spot +5
Feats: Eschew materials(B),Negotiator, Skill Focus (Knowledge (nature))
Environment: Cold and Temperate forests
Organization: Solitary, Family (2-5), or Clan (5-20)
Challenge Rating: 2
Treasure: Standard (Magic Only)
Alignment: Always lawful, Often good
Advancement: 5-8 HD (Small), 9-12 HD (Medium) or by character class
Level Adjustment: +3

The hsaio are a race of intelligent avians. Their appearance leads some to mistake them for giant owls, with broad wings and large, golden eyes that are said to shine with inner wisdom. Rumors persist that some have grown to almost human-size, but most are halfling and dwarf-sized. They are lighter than humanoids of comparable size, on account of the light, hollow bones needed for flight.
The hsaio are the great philosophers, obsessed with order, morality, and wisdom. They are always lawful. Their lives are dominated by study, contemplation, and prayer. Law and order dominate all of their studies, the purpose of which is to learn of the ultimate order that underlies the existance of the multiverse. Through this understanding, the hsaio can better live within that order and help ensure the transcendence of that order, lest Entropy be allowed to unravel the order, and more importantly, the multiverse.
Hsaio are very good flyers, both swift and manueverable when airborne. They are surprisingly agile when walking, whether on the ground or among tree branches.
The hsaio loathe violence and will always seek a peaceful resolution first. If this is not possible, they can defend themselves with their claws and beak, but even then, they prefer to let theri allies shed blood, while they provide magical support.
Hsaio speak their own language, Sylvan, Elvish, Treant, Fairy and the predominate local language. They can communicate with other avian creatures as well. They may also know Celestial, Common, Giant, Gnomish, and Halfling. The hsaio are very learned and may know ancient languages long forgotten.

Combat
Most hsaio are peaceful creatures and will seek to avoid combat. They will employ magic to further this end. Should they be forced to fight, they attack through magic spells and their natural weapons. Hsaio are intelligent and cunning foes that will coordinate attacks.

Spells (Sp): A hsaio can cast spells as a fourth level cleric (as cleric level equal to HD), although the hsaio does not gain any domains unless provided by class levels. These levels stack with any cleric levels the hsaio possesses.
This hsaio may cast 5/4/3 spells per day.

Divine Nature (Su): Hsaio are intimately intune with divine magic and do not require a divine focus.

Physical Limitations (Ex): A hsaio does not possess hands. Its claws maybe used to manipulate simple objects, and even write, but they are incapable of wielding any weapons.
Likewise, the hsaio's physiology makes wearing armor problematic at best. A hsaio must have any armor specially made for it (at 3x the normal cost) in order to still be able to fly. Armor tailored to the hsaio reduces the hsaio's flying speed to 50' (average) rather than preventing it altogether, in addition to any other penalties associated with the armor type.

Superior Low-light Vision (Ex): A Hsiao can see five times as far as a human in bright starlight and other dim conditions.

Hsiao Characters
Almost every hsiao advances as a cleric. Being a devout, cleric-philosopher is the norm in their society. Other character classes are very rare. Druids, sorcerers and bards are the most "common" of these rare types. The martial classes (including monk and rogue), are considered an abberation among hsiao. The exception to this is the paladin, which some adventuring hsaio see as a way to help maintain the the order of the multiverse, even if they are not ideally suited to the class.

Hsiao Racial Traits
• -2 Str, +4 Dex, +4 Int, +6 Wis
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• Space/Reach: 5'/5'
• Base move 30', and 70' fly (good).
• Darkvision 60ft and Superior Lowlight Vision
• Racial Hit Dice: A hsaio begins with four levels of magical beast, which provide 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
• Racial Skills: A hsaio’s magical beast levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Concentration, Diplomacy, Gather Information, Knowledge (nature), Knowledge (religion), Listen, Sense Motive, Spellcraft, and Spot.
• Racial Feats: A hsaio’s magical beast levels give it two feats. It gains the eschew materials feat as a bonus feat
• Natural Weapons: 2 claws (1d6) and 1 bite (1d4)
• +4 natural armor bonus
• Special Attacks (see above): Spells
• Special Qualities (see above): Divine Nature, Physical Limitations, Superior Lowlight Vision.
• Automatic Languages: Hsaio, Sylvan, Elvish, Treant, local language, communicate with avian creatures. Bonus Languages: Celestial, Common, Giant, Gnomish, and Halfling.
• Favored Class: Cleric.
• Level Adjustment: +3.
Traianus Decius Aureus

10-04-07, 06:02 PM
Hsaio
Hsaio are a race of intelligent avians that resemble giant owls in appearance. They devote themselves to prayer and study, ultimately seeking to understand the underlying order of the multiverse.

Personality: The hsaio are the great philosophers, obsessed with order, morality, and wisdom. They are always lawful. Their lives are dominated by study, contemplation, and prayer. Law and order dominate all of their studies, the purpose of which is to learn of the ultimate order that underlies the existance of the multiverse. Through this understanding, the hsaio can better live within that order and help ensure the transcendence of that order, lest Entropy be allowed to unravel the order, and more importantly, the multiverse.
Individual hsaio may be more involved in one area than others. Some are more interested in study and may devote themselves to gathering and recording knowledge; another may become an adventurer, a devoutly prayerful crusader for the cause of Law.
Hsaio society is quite orderly. The core of clan groups is a mated pair, the eldest of which is considered the head of the clan. The clan contains the pair’s offspring, along with unrelated hsaio attracted to the group for assorted intellectual reasons on a temporary or permanent basis.

Physical Description: The appearance of the hsaio leads some to mistake them for giant owls, with broad wings and large, golden eyes that are said to shine with inner wisdom. Rumors persist that some have grown to almost human-size, but most are halfling and dwarf-sized. They are lighter than humanoids of comparable size, on account of the light, hollow bones needed for flight.
Hsaio are very good flyers, both swift and manueverable when airborne. They are surprisingly agile when walking, whether on the ground or among tree branches.
Due to their physique, hsaio prefer not to wear any clothing or armor, although specially made armor maybe used by adventuring hsaio and some jewelry (rings, bracelets and necklaces) could be worn by a clever hsaio. They cannot use any weapons, and are limited to their bite and claws as attacks.

Relations: Hsaio maintain excellent cooperative relationships with non-chaotic woodland races, as well as with druids. Hsaio welcome the occasional guest, especially one who brings a new tidbit of enlightenment, but on the whole they prefer to avoid humans, demi-humans (other than elves), and humanoids. They believe those races are predominately young, foolish and rash.

Alignment: Hsaio are always lawful, and are often good as well.

Hsaio Lands: The hsaio can be found throughout the Known World, usually residing in forests. They particularly fond of peaceful wilderness places far from civilization.
They construct strongholds that are mazes of nests and tunnels high above the forest floor. The nest are constructed of sticks and earth, and lined in places with feathers. While seemingly random to a visitor, each stronghold is constructed to follow a pattern based on an exactinf mathematical formula.
Religion: Hsaio do not have a formal religion. Most, at the very least, work in the interests of the lawful Immortals as a whole. Some choose to follow specific lawful Immortals as a way to seek out more enlightment. Hsaio are known to take any opportunity to consort with Immortals, hoping to learn more secrets of the multiverse’s hidden order.

Language: Hsaio speak their own language, Sylvan, Elvish, Treant, Fairy, and the predominate local language. They can communicate with other avian creatures as well. They may also know Celestial, Common, Giant, Gnomish, and Halfling. The hsaio are very learned and may know ancient languages long forgotten.

Names: Hsaio names often draw upon a variety of naming traditions, but usually sound bird-like. Most also possess a clan name in addition to their birth name.
Male Names: Cawl, Tryk-tryk
Female Names: Kaalki, Maka
Clan Names: Grey-wing, Hsuu

Adventurers: Hsaio very rarely adventure in the same sense as humans or demi-humans. However, their study and prayer may lead them to seek out ancient writings, magic, and possibly heroes that will help them better understand or protect the multiversal order. Some are drawn out to adventure in search of new knowledge, lore and enlightenment. More rarely, a hsaio may join an adventuring party in order to thwart the forces of entropy. As they are non-violent, their role in a party is often as a healer or support type.
Almost every hsiao advances as a cleric. Being a devout, cleric-philosopher is the norm in their society. Other character classes are very rare. Druids, sorcerers and bards are the most "common" of these rare types. The martial classes (including monk and rogue), are considered an abberation among hsiao - they expect other races to pursue such violent ways, but not other hsiao. The exception to this is the paladin, which some adventuring hsaio see as a way to help maintain the the order of the multiverse, even if they are not ideally suited to the class.
The fact that the hsiao cannot use most of the equipment presented in the players handbook means that Hsiao with classes that depend on various items are usually very weakened.

Hsaio Racial Traits:
Hsaio characters possess the following racial traits.
• -2 Str, +4 Dex, +4 Int, +6 Wis
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• Space/Reach: 5'/5'
• Base move 30', and 70' fly (good).
• Darkvision 60ft and Superior Lowlight Vision
• Racial Hit Dice: A hsaio begins with four levels of magical beast, which provide 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
• Racial Skills: A hsaio’s magical beast levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Concentration, Diplomacy, Gather Information, Knowledge (nature), Knowledge (religion), Listen, Sense Motive, Spellcraft, and Spot.
• Racial Feats: A hsaio’s magical beast levels give it two feats. It gains the eschew materials feat as a bonus feat
• Natural Weapons: 2 claws (1d6) and 1 bite (1d4)
• +4 natural armor bonus
• Special Attacks:
Spells (Sp): A hsaio can cast spells as a fourth level cleric (as cleric level equal to HD), although the hsaio does not gain any domains unless provided by class levels. These levels stack with any cleric levels the hsaio possesses.
• Special Qualities:
Divine Nature (Su): Hsaio are intimately intune with divine magic and do not require a divine focus.

Physical Limitations (Ex): A hsaio does not possess hands. Its claws maybe used to manipulate simple objects, and even write, but they are incapable of wielding any weapons.
Likewise, the hsaio's physiology makes wearing armor problematic at best. A hsaio must have any armor specially made for it (at 3x the normal cost) in order to still be able to fly. Armor tailored to the hsaio reduces the hsaio's flying speed to 50' (average) rather than preventing it altogether, in addition to any other penalties associated with the armor type.

Superior Low-light Vision (Ex): A Hsiao can see five times as far as a human in bright starlight and other dim conditions.
• Automatic Languages: Hsaio, Sylvan, Elvish, Treant, Fairy, local language, communicate with avian creatures. Bonus Languages: Celestial, Common, Giant, Gnomish, and Halfling.
• Favored Class: Cleric.
• Level Adjustment: +3.


Hsaio Racial Progression
The table below gives an optional level progression for hsaio players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the hsaio will be the same as if created normally. If desired, the player may gain up to 12 Magical Beast HD instead of class levels. For each additional Magical Beast HD gained, the hsaio Spells level increases by +1. At 9HD, the hsaio becomes a medium sized creature.
________________________________________
Table: Hsaio Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d10 +1 +2 +2 +0 (2+ Int Mod) x4 -2 Str, +4 Int; 2 claws (1d3, Bite (1d2); Physical Limitations; Superior Low-light Vision, Starting Feat.
2nd 1d10 +1 +2 +2 +0 --- +2 Wis; +1 natural armor
3rd 2d10 +2 +3 +3 +0 2+ Int Mod +2 Dex; Spells (1st Level); Divine Nature; Eschew Materials (b)
4th 2d10 +2 +3 +3 +0 --- +2 Wis; +2 natural armor
5th 3d10 +3 +3 +3 +1 2+ Int Mod +2 Dex; Spells (2nd Level); Feat
6th 3d10 +3 +3 +3 +1 --- Spells (3rd Level); +3 natural armor
7th 4d10 +4 +4 +4 +1 2+ Int Mod +2 Wis, Spells (4th Level), +4 natural armor
Traianus Decius Aureus

10-05-07, 03:45 PM
Hsaio Paragon Class
Hsaio paragons have the following game statistics.
Abilities: Wisdom is important to hsaio paragons because of its role in divine spellcasting. Dexterity is also valued because of its role in defense if the hsaio is attacked. Intelligence is also important as it helps the hsiao in their lives of study and pursuit of knowledge.
Alignment: Lawful and predominately good.
Hit Die: d6.
________________________________________
Class Skills
The hsaio paragon's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 8 + Int modifier.
________________________________________
Class Features
All of the following are class features of the faun paragon class.
Weapon and Armor Proficiency: Hsaio paragons gain no weapon or armor proficiencies.

Hsaio Knowledge (Ex): At 1st level, a hsaio paragon may add a bonus equal to its hsaio HD to any Knowledge check it makes.

Legend Lore (Sp): At 2nd level, a hsaio paragon use the the spell legend lore as a spell-like ability 1/day..

Ability Boost (Ex): At 3rd level, a faun paragon's Wisdom score increases by 2 points.

Table: The Hsaio Paragon
Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Hsaio Knowledge; +1 cleric spellcasting level
2nd +1 +3 +3 +0 Legend Lore; +1 cleric spellcasting level
3rd +1 +3 +3 +1 Ability boost (Wis +2); +1 cleric spellcasting level
Traianus Decius Aureus

10-08-07, 04:42 PM
Treant
Treants are a race of intelligent plants that resemble trees in appearance. They are the most powerful of the forest races, and one of the most mysterious.
Personality: The concern of treants is the care of the forest. They cooperate with other woodland races to keep an area healthy; their great strength is invaluable in this vocation. Like gardeners, they trim back the forest so it can grow more healthily. They clear away dead branches and fallen trees (leaving just enough for the forest creatures to make their homes), and clear away diseased plants. They often move mature trees to new locations so that new saplings havea chance to grow and mature. Because of their efforts, their forests are always in a balanced, optimal state, and never needing fire to cleanse it.
Treants are among the most long-lived creatures on Mystara and live in some of the most secluded woodlands. As a result, their personalities reflect this. They are never in rush, always careful in thought, word and deed. Their language is slow, laborious, and richly poetic, like the evolution of nature itself. Even when speaking other languages, their speech is slow and carefully worded.
Treants are rarely in a hurry to speak their mind, and enjoy the art of careful speaking. They have aparticular affinity for rhymed, metered poetry and may spend log hours devising verses with which to organize their long memories.
Treants “die” by slowly becoming dormant and returning to being a normal tree, with no sign of ever being intelligent. Treants do not perceive this as death; rather it is a reunion with the greater life of the forest from which it first sprang, and which was always the focal point of their peaceful existence.

Physical Description: These creatures often between 18’and 30’ tall and can weigh up to 4,500 lbs. They are virtually indistinguiable from the trees of its forest, and as such they may appear like nearly any tree species.
Treants have no weapon or armor proficiencies. Armor can be made made for them (per armor rules for non-humanoid creatures), but most treants will not bother with it. Likewise, they usually do not use weapons, preferring to trample or slam their foes. Some treats do make use of magical rings, bracelets, bracers and necklaces. Other magical items could conceivably be made to work with treant physiology (at DM’s discretion).

Relations: Treants cooperate with the other forest races to help protect and preserve the forests they live in. They view outsiders suspiciously, and will anger quickly when seeing creatures using fire recklessly.
Treants do not have much use for most humanoids other than druids and rangers who help it protect the forest. Other, short-lived humanoids lack the long-term perspective treants possess, and often cannot understand why the treants must care for and preserve the forests. Treants do have good relations with elves, although they do not always see eye-to-eye on the best way to maintain the forests.

Alignment: Treants are usually neutral good. They go out of way to help care for the forests and the creatures that make their homes there. The are a force of nature, and care little for laws and rules of civilized nations; however the do understand that nature itself possesses an order, and that beings must find their place within nature’s order.

Treant Lands: Treants can be found throughout the Known World, usually residing in forests. They particularly fond of peaceful wilderness places far from civilization.
Treants usually live near caves with the forests. The caves offer them protection against accidental fire and a place to store their various brews, potions and sap.

Religion: Treants, on the whole, are not religious, they are a manifestation of nature. They are aware of the Immortals and will even cooperate with the followers of Immortals who are concerned with nature and the forests. But they view most Immortals as still clinging to the beliefs and notions of their mortal lives, and, given that, they have very little to do with the interests, concerns and lives of treants.
Individual treants sometimes will seek out a “partnership” with an Immortal as a way to better their forests. Usually, this treant will become a cleric of that Immortal (Ordana and Terra are common). Other treant clerics simply choose two of the following domains: Animal, Protection, and Plant.

Language: Treants speak their own language, Sylvan, Elvish, Fairy, and the predominant local language. They can communicate with plants and animals as well. They may also know Common, Centaur, Giant, Gnomish, Halfling, Hsaio and other local languages. Treants are very learned and live for centuries, and may know ancient languages long forgotten.

Names: Treant names fall into two rough categories: the first being dervived from tree qualities and the second (and more rare) being serious and full of gravitas, sounding similar to Thyatian or Milenian names. There is no real distinction between male and female names.
Names: Deeproot, Strongbark, Travistis, Venator, Yellowleaf

Adventurers: Treants do not adventure in the same ways as humanoids. They can stumble into adventures as part of their care for their home forests, and occasionally will venture further to deal with a threat to the forest. Given their need for sun and water, they do not adventure far underground. They have no need for riches, and often do not see they need for action beyond those aimed at helping or saving forests.
A treant’s favored class is treant or druid. Treants tend to be most comfortable in advancing their inherent form, and if not doing so, then in gaining levels in a class best suited to the care of the woodlands. Treants also make competent fighters, rangers and barbarians. Treants make for poor rogues and bards (despite their poetic trappings), and generally look with disfavor on the arcane classes.

Treant Racial Traits:
Treant characters possess the following racial traits.
• +18 Str, -2 Dex, +10 Con, +2 Int, +4 Wis. +2 Cha
• Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits x4 those of Medium characters.
• Space/Reach: 15'/15'
• Base move 30'
• Lowlight Vision
• Racial Hit Dice: A treant begins with seven levels of plant, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
• Racial Skills: A treant’s plant levels give it skill points equal to 10 × (2 + Int modifier). Its class skills are Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (any one, chosen at creation) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Survival (Wis).
• Racial Feats: A treant’s plant levels give it three feats.
• Natural Weapons: 2 slam (2d6)
• +13 natural armor bonus
• Special Attacks: Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): A treant may trample any Medium size or smaller creature for 2d6+13 damage. Reflex DC 22 half. The save DC is Strength-based.
• Special Qualities: Damage reduction 10/slashing.
Plant Traits: Treants are immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits.
Communicate with Plants and Animals (Sp): A treant may communicate with plants and animals as if it were permanently under the effects of the speak with plants and speak with animals spells.
Vulnerability to Fire (Ex): A treant takes double damage from fire attacks unless the attack allows a save, in which case it takes a -10 penalty on the save.
• Skills: A treant hasa +16 racial bonus to all Hide checks made in forested areas.
• Automatic Languages: Treant, Sylvan, Elvish, Fairy, and predominate Local Language. Bonus Languages: Centaur, Giant, Gnomish, Halfling, Hsaio and other local languages.
• Favored Class: Treant or Druid.
• Level Adjustment: +5.


Treant Racial Progression
The table below gives an optional level progression for treant players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the treant will be the same as if created normally. If desired, the player may gain up to 21 Plant HD instead of class levels. At 15 HD, the treant becomes a gargantuan sized creature.
________________________________________
Table: Treant Racial Progression
Class Level Hit Dice BAB Fort Ref Will Skills Special
1st 1d8 +0 +2 +0 +0 (2+ Int Mod) x4 +2 Dex, +2 Int; Medium Size, 2 slam (1d8); +4 natural armor; Low-light Vision, +16 racial bonus to Hide checks in forested areas, Plant traits, Communicate with Plants and Animals; Starting Feat.
2nd 2d8 +1 +3 +0 +0 2 + Int Mod +2 Str, +2 Con.
3rd 2d8 +1 +3 +0 +0 --- +2 Str, +2 Con.
4th 3d8 +2 +3 +1 +1 2 + Int Mod +2 Str, +2 Wis; +6 natural armor; Feat.
5th 3d8 +2 +3 +1 +1 --- +2 Str, +2 Con, +8 natural armor.
6th 4d8 +3 +4 +1 +1 2 + Int Mod Large size (10’ face), 10’ reach; +2 Str, -2 Dex; vulnerability to fire
7th 4d8 +3 +4 +1 +1 --- Trample (small), double damage against objects.
8th 5d8 +3 +4 +1 +1 2+ Int Mod +2 Str, +2 Cha; DR 5/slashing; Animate Trees (1 at a time)
9th 5d8 +3 +4 +1 +1 --- +2 Str, +2 Wis; +10 natural armor
10th 6d8 +4 +5 +2 +2 2+ Int Mod +2 Str, +2 Con; Feat
11th 6d8 +4 +5 +2 +2 --- +2 Con; +13 natural armor; Animate Trees (2)
12th 7d8 +5 +5 +2 +2 2+ Int Mod Huge size (15’ face), 15’ reach; +2 Str, -2 Dex; trample (medium size); DR 10/slashing.
Gazza555

10-09-07, 10:00 AM
OK here goes, all (well most) creatures so far arranged by CR.

Less than CR 1 (http://forums.gleemax.com/showpost.php?p=14034375&postcount=1172)
CR 1-5 (http://forums.gleemax.com/showpost.php?p=14034382&postcount=1173)
CR 6-10 (http://forums.gleemax.com/showpost.php?p=14034386&postcount=1174)
CR 11-15 (http://forums.gleemax.com/showpost.php?p=14034387&postcount=1175)
CR 16-20 (http://forums.gleemax.com/showpost.php?p=14034392&postcount=1176)
CR 21+ (http://forums.gleemax.com/showpost.php?p=14034396&postcount=1177)

Misc CR (http://forums.gleemax.com/showpost.php?p=14034404&postcount=1178)

Regards
Gary
Gazza555

10-09-07, 10:01 AM
Less than CR 1

1/8
Birch Dove (http://www.pandius.com/birchdve.html)
Bird; Magpie (http://www.pandius.com/magpie2.html)
Dragon Soul (http://www.pandius.com/drgnsoul.html)
Dragon Spirit (http://www.pandius.com/drgnsprt.html)
Gerbil (http://www.pandius.com/gerbil.html)
Individual Nipper (http://www.pandius.com/nipper.html)
Lava Fish (http://www.pandius.com/lavafish.html)
Lesser Piranha Bird (http://www.pandius.com/piranhb2.html)
Lizard, Chameleon (http://www.pandius.com/falcon.html)
Prying Eyes (http://www.pandius.com/pry_eyes.html)
Skitterling (http://www.pandius.com/skitling.html)
Skunk, Normal (http://www.pandius.com/skunknml.html)
Small Riding Animal (http://www.pandius.com/smlridea.html)
Steam Bat (http://www.pandius.com/steambat.html)
Trosip (http://www.pandius.com/trosip3e.html)

1/4
Beetle, Spitting (http://www.pandius.com/beetspit.html)
Desert Ghost, Immature (http://www.pandius.com/desghsti.html)
Giant Ferret (http://www.pandius.com/ferret_g.html)
Giant Magpie (http://www.pandius.com/magpie2.html)
Grudgling (http://www.pandius.com/grudgl3e.html)
Lizard, Thumper (http://www.pandius.com/thumperl.html)
Man, Isolated; Traldar (Lost Valley) (http://www.pandius.com/traldari.html)
Manikin (Mandragora) (http://www.pandius.com/manikin.html)
Marine Cat (http://www.pandius.com/mrinecat.html)
Mythu'nn Folk (http://www.pandius.com/mythfolk.html)
Normal Lamprey (http://www.pandius.com/lamprey.html)
Nymph Dragonfly (http://www.pandius.com/nym_dfly.html)
Pecary Pig (http://www.pandius.com/pecaryp.html)
Saragón Lyra Bird (http://www.pandius.com/slyrabrd.html)
Sheep (http://www.pandius.com/sheep.html)
Voat, Common (http://www.pandius.com/voat_cmn.html)
Weed Eel (http://www.pandius.com/weed_eel.html)
Wildcat (http://www.pandius.com/wildcat.html)

1/3
Termite, Swamp (http://www.pandius.com/tl_ster.html)

1/2
Air Fundamental (http://www.pandius.com/air_fun.html)
Archer Bush (http://www.pandius.com/archbush.html)
Batracine (http://www.pandius.com/batracne.html)
Bubble (http://www.pandius.com/bubble.html)
Cave Cambo (http://www.pandius.com/cvecambo.html)
Cay-Man (http://www.pandius.com/cay_man.html)
Cinnavixen (http://www.pandius.com/c_vixen.html)
Darksnap (http://www.pandius.com/darksnap.html)
Electric Eel (http://www.pandius.com/electeel.html)
Elven Dog (http://www.pandius.com/elvendog.html)
Eye of the Deep (http://www.pandius.com/eyeodeep.html)
Falcon (http://www.pandius.com/falcon.html)
Fire Fundamental (http://www.pandius.com/fire_fun.html)
Fish; Giant Bass (http://www.pandius.com/gnt_bass.html)
Fur Seal (http://www.pandius.com/furseal.html)
Gargoñan Rosebush (http://www.pandius.com/gargrose.html)
Geonid (http://www.pandius.com/tl_gnid.html)
Giant Poisonous/Monstrous Poisonous Frog (http://www.pandius.com/poisfrog.html)
Giant Shrew (http://www.pandius.com/gntshrew.html)
Imp, Wood (http://www.pandius.com/woodimp.html)
Jorri (http://www.pandius.com/jorri3e.html)
Kara-Kara (http://www.pandius.com/karakara.html)
Killer Frog (http://www.pandius.com/killfrog.html)
Koalinth (http://www.pandius.com/koalinth.html)
Man, Isolated; Qaurik (http://www.pandius.com/qaurik.html)
Man, Primitive; Barbarian (http://www.pandius.com/mpbarbrn.html)
Man, Primitive: Native (http://www.pandius.com/mpnative.html)
Man, Primitive: Wild Man/Pagan (http://www.pandius.com/mppagan.html)
Man; Bandit (http://www.pandius.com/bandit.html)
Man; Berserker (http://www.pandius.com/berserkr.html)
Man; Brigand (http://www.pandius.com/brigand.html)
Man; Trader (http://www.pandius.com/mtrader.html)
Neshezu (http://www.pandius.com/neshezu3.html)
Plopped (http://www.pandius.com/plopped.html)
Ratling (http://www.pandius.com/ratling.html)
Refractor, Soldier (http://www.pandius.com/ref_sold.html)
Refractor, Steed (http://www.pandius.com/ref_stee.html)
Refractor, Worker (http://www.pandius.com/ref_work.html)
Robber Fly (http://www.pandius.com/tl_rfly.html)
Sea Horse (http://www.pandius.com/seahorse.html)
Skunk, Giant (http://www.pandius.com/skunkgnt.html)
Snake, Rock Rattler (http://www.pandius.com/rockrtlr.html)
Snake; Black Cobra (http://www.pandius.com/blkcobra.html)
Tabi (http://www.pandius.com/tl_tabi.html)
Termite, Water: Fresh Water (http://www.pandius.com/fwtrterm.html)
Vulturehound (http://www.pandius.com/vulthnd.html)
Water Fundamental (http://www.pandius.com/wat_fun.html)
Gazza555

10-09-07, 10:01 AM
CR 1-5

1
Bird; Sprackle, Lesser (http://www.pandius.com/sprcklsr.html)
Bog Imp (http://www.pandius.com/bogimp.html)
Bull Shark (http://www.pandius.com/bullshrk.html)
Cardinal Tick (Swarm) (http://www.pandius.com/cardtick.html)
Changeling, Zargosian (http://www.pandius.com/zargocha.html)
Cryion (http://www.pandius.com/cryion.html)
Cryion (http://www.pandius.com/cryion2.html)
Diger (http://www.pandius.com/diger.html)
Dinosaur, Generic Carnivore, Flying (http://www.pandius.com/gcardino.html)
Dinosaur, Generic Carnivore, Small (http://www.pandius.com/gcardino.html)
Dinosaur, Generic Herbivore, Small (http://www.pandius.com/gherdino.html)
Dinosaur; Pisanosaurus (http://www.pandius.com/pisano.html)
Discord (http://www.pandius.com/discord.html)
Dolphin (http://www.pandius.com/dolphin.html)
Earth Fundamental (http://www.pandius.com/ear_fun.html)
Elven War Horse (http://www.pandius.com/ewarhrse.html)
Evil Spirit, Common (http://www.pandius.com/evls_cmn.html)
Faenare (http://www.pandius.com/faenare.html)
Fish, Giant Piranha (http://www.pandius.com/tl_gpir.html)
Frog-folk (http://www.pandius.com/frogflk2.html)
Garden Imp (http://www.pandius.com/gardnimp.html)
Giant Bat (http://www.pandius.com/gnt_bat.html)
Giant Hawk (http://www.pandius.com/hawk_gnt.html)
Giant Otter (http://www.pandius.com/wtrnymph.html)
Giant Piranha (http://www.pandius.com/gnt_prnh.html)
Gremlin (http://www.pandius.com/gremlin.html)
Hivebrood, Broodling (http://www.pandius.com/hvebrood.html)
Huge Wood Spider (http://www.pandius.com/woodspdr.html)
Ice Crab (http://www.pandius.com/icecrab.html)
Jibarú Pest, Leech (Swarm) (http://www.pandius.com/jibpest.html)
Jibarú Pest, Moth (Swarm) (http://www.pandius.com/jibpest.html)
Krolli (http://www.pandius.com/krolli.html)
Mako Shark (http://www.pandius.com/makoshrk.html)
Malice (http://www.pandius.com/philosop.html)
Man; Buccaneer/Pirate (http://www.pandius.com/buccneer.html)
Man; Buccaneer/Pirate (http://www.pandius.com/buccneer.html)
Man; Dervish (http://www.pandius.com/mdervish.html)
Man; Hide Hunter (http://www.pandius.com/hidehunt.html)
Man; Nomad (http://www.pandius.com/mnomad.html)
Moan Bird (http://www.pandius.com/moanbird.html)
Mountain Lion (Cougar, Puma) (http://www.pandius.com/mntnlion.html)
Mugumba Mud-Dwellers (http://www.pandius.com/mugumba.html)
Nature Spirit, Lesser (http://www.pandius.com/nats_lsr.html)
Newt (http://www.pandius.com/newt.html)
Nightmare Gerbil (http://www.pandius.com/nmarecre.html)
Noble Dolphin (http://www.pandius.com/ndolphin.html)
Phase Stinger (http://www.pandius.com/pstingr.html)
Reindeer, Giant (http://www.pandius.com/reindeer.html)
Rock Baboon (http://www.pandius.com/rckbabn.html)
Rock/Cave Toad (http://www.pandius.com/rckcvetd.html)
Shazak Skinwing (http://www.pandius.com/sskinwng.html)
Shimmerfish (http://www.pandius.com/shimfish.html)
Snake, Pit Viper (http://www.pandius.com/pitviper.html)
Snake; Rainbow Viper (Musoke Fitina) (http://www.pandius.com/rbowvipr.html)
Snake; Tik Polonga (http://www.pandius.com/tpolonga.html)
Snow Ape (http://www.pandius.com/snowape.html)
Spider, Giant Sand (http://www.pandius.com/sandspid.html)
Spirit, Ethengarian: Lesser Animal (http://www.pandius.com/es_lsran.html)
Swampmare (http://www.pandius.com/swmpmare.html)
Undead Carcass (http://www.pandius.com/ucarcass.html)
War Dog (http://www.pandius.com/wardog.html)
White Cobra (http://www.pandius.com/whtcobra.html)
Winged Warrior (http://www.pandius.com/wngwarrr.html)
Wood Golem (http://www.pandius.com/wodgolem.html)
Zzonga-Bush (http://www.pandius.com/zzonga.html)

2
Ash Crawler (http://www.pandius.com/ashcraw2.html)
Auroch, Shaggy (http://www.pandius.com/auroch_s.html)
Automaton (Blacklore Valley) (http://www.pandius.com/automatn.html)
Bamboo Warrior (http://www.pandius.com/bamboo_w.html)
Baric (http://www.pandius.com/baric.html)
Blue Imp (http://www.pandius.com/blueimp.html)
Bounder (http://www.pandius.com/bounder.html)
Caecillia (http://www.pandius.com/tl_caec.html)
Caniquine (http://www.pandius.com/canquine.html)
Cestian Gobbler (http://www.pandius.com/cestgobb.html)
Coltpixy (http://www.pandius.com/coltpixy.html)
Crab, Giant (http://www.pandius.com/tl_gcrab.html)
Crystal Dragon, Wyrmling (http://www.pandius.com/cry_drag.html)
Crystalweed (http://www.pandius.com/xtalweed.html)
Dinosaur, Generic Aquatic, Small (http://www.pandius.com/gacqdino.html)
Elk; Giant (http://www.pandius.com/giantelk.html)
Feathered Serpent (http://www.pandius.com/featserp.html)
Feathered Serpent, Mature (http://www.pandius.com/mfeatser.html)
Gargantua Spitting Cobra (http://www.pandius.com/gscobra.html)
Gargantua Zombie (http://www.pandius.com/gzombie.html)
Garl (http://www.pandius.com/garl.html)
Gator Man (Gurrash) (http://www.pandius.com/gatorman.html)
Geonid (http://www.pandius.com/genoid.html)
Ghostly Horde (http://www.pandius.com/ghorde.html)
Ghriest (http://www.pandius.com/ghriest3.html)
Giant Beaver (http://www.pandius.com/gbeaver.html)
Giant Freshwater Slug (http://www.pandius.com/frshslug.html)
Giant Lamprey (http://www.pandius.com/glamprey.html)
Giant Marble Snake (http://www.pandius.com/gmarbles.html)
Giant Vampire Bat (http://www.pandius.com/gnt_vbat.html)
Giant Weasel (http://www.pandius.com/gweasel.html)
Goatman (http://www.pandius.com/goatman.html)
Greater Piranha Bird (http://www.pandius.com/piranhb2.html)
Gridbug Swarm (http://www.pandius.com/sgridbug.html)
Hsiao (http://www.pandius.com/hsiao2.html)
Hound, Amorian (http://www.pandius.com/amorianh.html)
Jibarú Pest, Wasp (Swarm) (http://www.pandius.com/jibpest.html)
Jupiter Blood Sucker (http://www.pandius.com/jupiterb.html)
Kal-Muru (Shipbane) (http://www.pandius.com/kalmuru.html)
Leech, Giant (http://www.pandius.com/tl_glch.html)
Lesser Nightmare (http://www.pandius.com/lsrnmare.html)
Lizard, Foot-pad (http://www.pandius.com/footpadl.html)
Lupasus (http://www.pandius.com/lupasu3e.html)
Man; Noble (http://www.pandius.com/mnoble.html)
Manta Ray, Normal (http://www.pandius.com/mantaray.html)
Metamorph (http://www.pandius.com/metamrph.html)
Nagpa (http://www.pandius.com/nagpa.html)
Nightgleet (http://www.pandius.com/ngtgleet.html)
Nikt'oo (http://www.pandius.com/niktoo3e.html)
Normal Dusker (http://www.pandius.com/dusknorm.html)
Ogre, Mutant (http://www.pandius.com/mtntogre.html)
Phororhacos ("Sword Beak") (http://www.pandius.com/phororha.html)
Pocket Dragon (http://www.pandius.com/pcktdrgn.html)
Poisonous Coral (http://www.pandius.com/p_coral.html)
Red Imp (http://www.pandius.com/redimp2.html)
Red Worm (http://www.pandius.com/red_worm.html)
Rock Man (http://www.pandius.com/rockman.html)
Rockhome Lizard (http://www.pandius.com/rhmelzrd.html)
Shadow Elven Skinwing (http://www.pandius.com/eskinwng.html)
Silk-Spider Swarm (http://www.pandius.com/slksswrm.html)
Silver Living Statue (http://www.pandius.com/silvr_ls.html)
Sirenflower (http://www.pandius.com/srnflwer.html)
Sis'thik (Desert Scourge) (http://www.pandius.com/sisthik.html)
Skullwraith (http://www.pandius.com/skwraith.html)
Snake, Rock Python (http://www.pandius.com/rckpythn.html)
Spectral Hound (http://www.pandius.com/tl_shnd.html)
Temple Critter (http://www.pandius.com/crtrtmpl.html)
Tepictoton (http://www.pandius.com/tepict.html)
Termite, Water: Saltwater (http://www.pandius.com/swtrterm.html)
Thoul (http://www.pandius.com/thoul3e.html)
Tyminid (http://www.pandius.com/tyminid3.html)
Ubue (http://www.pandius.com/ubue.html)
Water/Sea Spider (http://www.pandius.com/wsspider.html)
White Dragonfly (http://www.pandius.com/wht_dfly.html)
White Widow Spider (http://www.pandius.com/whitwids.html)
Wychlamp (http://www.pandius.com/wychlamp.html)
Wynzet (http://www.pandius.com/wynzet3e.html)
Yak (http://www.pandius.com/yak.html)
Enchanted Armour (http://www.pandius.com/earmour.html) CR 3 if explosive

3
Agarat, Lesser (http://www.pandius.com/agarat2.html)
Armour Golem (http://www.pandius.com/armgolem.html)
Bat, Zargosian (http://www.pandius.com/zargobat.html)
Black Dragonfly (http://www.pandius.com/blk_dfly.html)
Blue Dragonfly (http://www.pandius.com/blu_dfly.html)
Boring Beetle (http://www.pandius.com/boringbt.html)
Brute Dusker (http://www.pandius.com/duskbrut.html)
Camarilla (http://www.pandius.com/camrilla.html)
Crimson Dragon, Wyrmling (http://www.pandius.com/crimdrag.html)
Crystal Dragon, Very young (http://www.pandius.com/cry_drag.html)
Discorporate (http://www.pandius.com/discorp.html)
Echyan (http://www.pandius.com/echyan2.html)
Evil Spirit, Lesser (http://www.pandius.com/evls_lsr.html)
Feliquine (http://www.pandius.com/feliq.html)
Fish; Giant Rockfish (http://www.pandius.com/gnt_rfsh.html)
Galumph (http://www.pandius.com/galumph.html)
Ghoul, Vapour (http://www.pandius.com/vapghoul.html)
Giant Marauder Jellyfish (http://www.pandius.com/gmaraudj.html)
Giant Marmoset Monkey (http://www.pandius.com/marmoset.html)
Giant Porcupine (http://www.pandius.com/gnt_porc.html)
Green Dragonfly (http://www.pandius.com/grn_dfly.html)
Gridbug, Giant (http://www.pandius.com/ggridbug.html)
Gruquotec (http://www.pandius.com/gruqotec.html)
Heraldic Servant, Rooster (http://www.pandius.com/hrldserv.html)
Hivebrood, Soldier (http://www.pandius.com/hvebrood.html)
Homunculus; Aryth (http://www.pandius.com/aryth.html)
Homunculus; Bogan (http://www.pandius.com/bogan.html)
Homunculus; Fylgar (http://www.pandius.com/fylgar.html)
Homunculus; Gretch (http://www.pandius.com/gretch.html)
Homunculus; Ulzaq (http://www.pandius.com/ulzaq.html)
Horde (http://www.pandius.com/horde.html)
Hsiao (http://www.pandius.com/hsiao.html)
Huptzeen (http://www.pandius.com/huptzeen.html)
Jade Dragon, Wyrmling (http://www.pandius.com/jadedrag.html)
Jade Living Statue (http://www.pandius.com/jade_ls.html)
Killer Tree (http://www.pandius.com/killtree.html)
Lava Lizard (http://www.pandius.com/lavalzrd.html)
Manscorpion, Nimmurian (http://www.pandius.com/nmanscrp.html)
Nipper (http://www.pandius.com/nipper.html)
Onyx Dragon, Wyrmling (http://www.pandius.com/onyxdrag.html)
Panther (http://www.pandius.com/panther.html)
Pungi Ray (http://www.pandius.com/pungiray.html)
Purple Moss (http://www.pandius.com/purpmoss.html)
Red Hawk Dragon, Wyrmling (http://www.pandius.com/rawkdrag.html)
Refractor, Noble (http://www.pandius.com/ref_nobl.html)
Rockfang (http://www.pandius.com/rockfang.html)
Sand Folk (http://www.pandius.com/sandflk2.html)
Sapphire Dragon, Wyrmling (http://www.pandius.com/sappdrag.html)
Sea Dragon, Wyrmling (http://www.pandius.com/sea_drag.html)
Shark, Vamora (http://www.pandius.com/vamora.html)
Snake; Giant Anaconda (http://www.pandius.com/ganac.html)
Spider, Giant Shroud (http://www.pandius.com/shrdspdr.html)
Swordsman, Clockwork (http://www.pandius.com/clockswm.html)
Tabi (http://www.pandius.com/jb_tabi.html)
Tarantella, Giant (http://www.pandius.com/tl_gtar.html)
Water Nymph (http://www.pandius.com/wtrnymph.html)
Water Weird (http://www.pandius.com/wtrweird.html)
Whipweed (http://www.pandius.com/whipweed.html)
Wyrd, Lesser (http://www.pandius.com/wyrd_lsr.html)

4
Aranea (http://www.pandius.com/aranea2.html)
Aranea, Herathian (http://www.pandius.com/aranea2.html)
Banshee, Lesser (http://www.pandius.com/bansheel.html)
Bargda (http://www.pandius.com/bargda2.html)
Bhut (http://www.pandius.com/tl_bhut.html)
Bison, Giant (http://www.pandius.com/bison_g.html)
Bison, Giant (http://www.pandius.com/bison_g.html)
Carnifex (http://www.pandius.com/carnifex.html)
Crimson Dragon, Very young (http://www.pandius.com/crimdrag.html)
Crystal Dragon, Young (http://www.pandius.com/cry_drag.html)
Cursed One (http://www.pandius.com/cursed1.html)
Deathmare (http://www.pandius.com/dethmare.html)
Dream-Hunter (http://www.pandius.com/dream_h.html)
Ebon Tiger (http://www.pandius.com/ebntigr2.html)
Eyeweed (http://www.pandius.com/eyeweed.html)
Faerie (http://www.pandius.com/faerie.html)
Forest Ray (http://www.pandius.com/forestr.html)
Gargantua Ghoul (http://www.pandius.com/gghoul.html)
Gargantua Pit Viper (http://www.pandius.com/gpitvipr.html)
Ghoul, Elder (http://www.pandius.com/eldghoul.html)
Giant Galley Jellyfish (http://www.pandius.com/galleyjf.html)
Giant Oyster (http://www.pandius.com/g_oystr2.html)
Gold Dragonfly (http://www.pandius.com/gld_dfly.html)
Great Cat; Spotted Lion (http://www.pandius.com/spotlion.html)
Great White Shark (http://www.pandius.com/grtwshrk.html)
Guardian Horse (http://www.pandius.com/gwarhrse.html)
Guardian Warrior (http://www.pandius.com/gwarhrse.html)
Heraldic Servant, Auroch Servant (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Bear (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Bee (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Dolphin (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Lion (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Ram (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Sea Horse (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Swan (Black) (http://www.pandius.com/hrldserv.html)
Herex Larva (http://www.pandius.com/herex.html)
Hivebrood Lieutenant (http://www.pandius.com/hvebrood.html)
Hypnosnake (http://www.pandius.com/hypnosnk.html)
Jade Dragon, Very young (http://www.pandius.com/jadedrag.html)
Juhrion (http://www.pandius.com/juhrion3.html)
Lesser Sea Serpent (http://www.pandius.com/lsrsserp.html)
Lycanthrope; Werehawk (http://www.pandius.com/werehawk.html)
Lycanthrope; Wereseal (http://www.pandius.com/wereseal.html)
Man; Mystic (http://www.pandius.com/mmystic.html)
Mujina (http://www.pandius.com/tl_mjina.html)
Nature Spirit (http://www.pandius.com/natrspir.html)
Onyx Dragon, Very young (http://www.pandius.com/onyxdrag.html)
Ooze Living Statue (http://www.pandius.com/rckoozls.html)
Pegataur (http://www.pandius.com/pegataur.html)
Planar Spider (http://www.pandius.com/planar_s.html)
Red Dragonfly (http://www.pandius.com/red_dfly.html)
Red Hawk Dragon, Very young (http://www.pandius.com/rawkdrag.html)
Robot; UBOT (http://www.pandius.com/ubot.html)
Rock Living Statue (http://www.pandius.com/rckoozls.html)
Ruby Dragon, Wyrmling (http://www.pandius.com/rubydrag.html)
Saberclaw (http://www.pandius.com/sabrclaw.html)
Sapphire Dragon, Very young (http://www.pandius.com/sappdrag.html)
Sea Dragon, Very Young (http://www.pandius.com/sea_drag.html)
Seergar (http://www.pandius.com/seergar.html)
Serpentweed, Giant (http://www.pandius.com/gsrpweed.html)
Snake, Giant Rock Rattler (http://www.pandius.com/grckrtlr.html)
Snake; Giant Boa Constrictor (http://www.pandius.com/gboa.html)
Spectral Hound (http://www.pandius.com/specthnd.html)
Steam Weevil (Swarm) (http://www.pandius.com/sweevil.html)
Steel Living Statue (http://www.pandius.com/steel_ls.html)
Succulus (http://www.pandius.com/succls3e.html)
Voat, Herathian (http://www.pandius.com/voat_her.html)
Wolf, Arctic (http://www.pandius.com/wolfarct.html)
Wychglow (http://www.pandius.com/wychglow.html)

5
Airdrake (http://www.pandius.com/airdrake.html)
Amber Dragon, Wyrmling (http://www.pandius.com/amb_drag.html)
Auroch (http://www.pandius.com/auroch.html)
Baldandar (http://www.pandius.com/baldand2.html)
Bhut (http://www.pandius.com/bhut2.html)
Caecillia (http://www.pandius.com/caecilla.html)
Cläu-rin (http://www.pandius.com/claurin.html)
Crone of Chaos (http://www.pandius.com/cronech2.html)
Desert Ghost, Mature (http://www.pandius.com/desghstm.html)
Dinosaur, Generic Aquatic, Armored (http://www.pandius.com/gacqdino.html)
Dinosaur, Generic Carnivore, Large (http://www.pandius.com/gcardino.html)
Dinosaur, Generic Herbivore, Armored (http://www.pandius.com/gherdino.html)
Dinosaur, Generic Herbivore, Medium (http://www.pandius.com/gherdino.html)
Earthdrake (http://www.pandius.com/eardrake.html)
Fish; Giant Sturgeon (http://www.pandius.com/gnt_stur.html)
Flamedrake (http://www.pandius.com/flmdrake.html)
Fungoid (http://www.pandius.com/fungoid.html)
Giant Death's Head Jellyfish (http://www.pandius.com/gdhjelly.html)
Giant Slug (http://www.pandius.com/gnt_slug.html)
Giant Swamp Eel (http://www.pandius.com/eelgswmp.html)
Golem, Glassine Horror (http://www.pandius.com/glassine.html)
Golem; Obsidian (http://www.pandius.com/obsgolem.html)
Grazer (http://www.pandius.com/grazer.html)
Heraldic Servant, Eagle (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Horse (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Sea Lion (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Stag (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Unicorn (http://www.pandius.com/hrldserv.html)
Hivebrood, Controller (http://www.pandius.com/hvebrood.html)
Jade Dragon, Young (http://www.pandius.com/jadedrag.html)
Kla'a-Tah (http://www.pandius.com/klaa_tah.html)
Lesser Phantom (http://www.pandius.com/lsrphant.html)
Lyadrachnus (http://www.pandius.com/lyadrach.html)
Manta Ray. Giant (http://www.pandius.com/mantaray.html)
Minotaur Lizard (http://www.pandius.com/minoliz.html)
Naâruk (http://www.pandius.com/naaruk3e.html)
Normal Plasm (http://www.pandius.com/plasm_n.html)
Nothosaurus (http://www.pandius.com/nothsaur.html)
Oard (http://www.pandius.com/oard.html)
Onyx Dragon, Young (http://www.pandius.com/onyxdrag.html)
Pachydermion (http://www.pandius.com/pchyderm.html)
Red Hawk Dragon, Young (http://www.pandius.com/rawkdrag.html)
Reflecter (http://www.pandius.com/reflectr.html)
Ruby Dragon, Very young (http://www.pandius.com/rubydrag.html)
Scamille (http://www.pandius.com/scamille.html)
Sea Dragon, Young (http://www.pandius.com/sea_drag.html)
Soo (http://www.pandius.com/soo.html)
Sporacle (http://www.pandius.com/sporacle.html)
Stalwart (http://www.pandius.com/stalwart.html)
Sun-Wight (http://www.pandius.com/sunwight.html)
Surtaki (http://www.pandius.com/surtaki.html)
Undead Pegataur (http://www.pandius.com/upegtaur.html)
Waterdrake (http://www.pandius.com/watdrake.html)
Gazza555

10-09-07, 10:02 AM
CR 6-10

6
Bear, Cave (http://www.pandius.com/cavebear.html)
Crimson Dragon, Young (http://www.pandius.com/crimdrag.html)
Crystal Dragon, Juvenile (http://www.pandius.com/cry_drag.html)
Deep Glaurant (http://www.pandius.com/glaurnt2.html)
Dusanu (http://www.pandius.com/tl_dsanu.html)
Fachan (http://www.pandius.com/fachan2.html)
Fire Lizard (False Dragon) (http://www.pandius.com/fireliz.html)
Giant Dusker (http://www.pandius.com/duskgint.html)
Giant Man-O-War Jellyfish (http://www.pandius.com/manowar.html)
Giant Snail (http://www.pandius.com/gntsnail.html)
Golem, Aelder (http://www.pandius.com/aelder_g.html)
Grey Philosopher (http://www.pandius.com/philosop.html)
Grizzy Bear (http://www.pandius.com/grizbear.html)
Heraldic Servant, Griffon (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Phoenix (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Talbot (http://www.pandius.com/hrldserv.html)
Hivebrood Mother (http://www.pandius.com/hvebrood.html)
Lamara (http://www.pandius.com/lamara.html)
Lycanthrope, Weresabretooth (http://www.pandius.com/weresabr.html)
Mesmer (http://www.pandius.com/mesmer.html)
Nagpa (http://www.pandius.com/tl_nagpa.html)
Notion (http://www.pandius.com/notion.html)
Phygorax (http://www.pandius.com/phygorax.html)
Pig-Headed Hydra (http://www.pandius.com/phhydra.html)
Possession (http://www.pandius.com/possess.html)
Protector (http://www.pandius.com/protectr.html)
Refractor, Pharaoh (http://www.pandius.com/ref_phar.html)
Rhinoceros Beetle (http://www.pandius.com/rhinobt.html)
Sapphire Dragon, Young (http://www.pandius.com/sappdrag.html)
Two-headed Crocotroll (http://www.pandius.com/2hcroctr.html)
Yellow Mould (http://www.pandius.com/ylwmould.html)

7
Agarat, Greater (http://www.pandius.com/agarat2.html)
Amber Dragon, Very young (http://www.pandius.com/amb_drag.html)
Astral Protean (http://www.pandius.com/aprotean.html)
Death Leech (http://www.pandius.com/dthleech.html)
Eater-of-Magic (http://www.pandius.com/eatermag.html)
Ether Weird (Mystaran) (http://www.pandius.com/e_weird.html)
Feywing (http://www.pandius.com/feywing.html)
Golem; Skeletal (http://www.pandius.com/sklgolem.html)
Great Boar (http://www.pandius.com/grt_boar.html)
Heraldic Servant, Dragon (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Tyger (http://www.pandius.com/hrldserv.html)
Heraldic Servant, Wyvern (http://www.pandius.com/hrldserv.html)
Jellyfish, Agrisian (http://www.pandius.com/agrisjel.html)
Lake Klintest Monster (http://www.pandius.com/klintest.html)
Legacy Troll (http://www.pandius.com/trollleg.html)
Malfera (http://www.pandius.com/tl_mfera.html)
Narvaezan Fiend (http://www.pandius.com/n_fiend2.html)
Narwhal (http://www.pandius.com/narwhal.html)
Onyx Dragon, Juvenile (http://www.pandius.com/onyxdrag.html)
Portal Monster (http://www.pandius.com/prtmnstr.html)
Red Hawk Dragon, Juvenile (http://www.pandius.com/rawkdrag.html)
Robot; EBOT (http://www.pandius.com/ebot.html)
Ruby Dragon, Young (http://www.pandius.com/rubydrag.html)
Sea Glutton (http://www.pandius.com/gluttons.html)
Soul Eater (http://www.pandius.com/tl_seat.html)
Spirit, Ethengarian: Greater Animal (http://www.pandius.com/es_grtan.html)
Strangleweed (http://www.pandius.com/strnglwd.html)
Vermilion Pudding (http://www.pandius.com/vpudding.html)
White Fang (http://www.pandius.com/wht_fang.html)
Wyrd, Greater (http://www.pandius.com/wyrd_grt.html)

8
Chimera, Undead (http://www.pandius.com/uchimera.html)
Crystal Dragon, Young adult (http://www.pandius.com/cry_drag.html)
Dinosaur, Generic Aquatic, Large (http://www.pandius.com/gacqdino.html)
Evil Spirit (http://www.pandius.com/evilspir.html)
Flapsail (http://www.pandius.com/flapsail.html)
Frelôn (http://www.pandius.com/frelon3e.html)
Gargantua Gecko (http://www.pandius.com/ggecko.html)
Gargantua Rattlesnake (http://www.pandius.com/grattles.html)
Gargantua Rock Python (http://www.pandius.com/grpython.html)
Giant Carp (http://www.pandius.com/gnt_carp.html)
Jade Dragon, Juvenile (http://www.pandius.com/jadedrag.html)
Malfera (http://www.pandius.com/malfera2.html)
Nagpa (http://www.pandius.com/phhydra.html)
Parparit (http://www.pandius.com/parparit.html)
Sacrol (http://www.pandius.com/sacrol.html)
Sand-star (http://www.pandius.com/sandstar.html)
Sapphire Dragon, Juvenile (http://www.pandius.com/sappdrag.html)
Sea Dragon, Juvenile (http://www.pandius.com/sea_drag.html)
Sea Hag (http://www.pandius.com/seahag.html)
Thunderhead (http://www.pandius.com/thndrhed.html)
Titanothere (http://www.pandius.com/titano.html)
Tree Spirit (Jautama) (http://www.pandius.com/jautama.html)
Undead Wyrm Black Dragon (http://www.pandius.com/undead_d.html)

9
Amber Dragon, Young (http://www.pandius.com/amb_drag.html)
Boneless (http://www.pandius.com/boneless.html)
Crimson Dragon, Juvenile (http://www.pandius.com/crimdrag.html)
Dinosaur; Icthyosaurus (http://www.pandius.com/icthyosa.html)
Fyrsnaca (http://www.pandius.com/fyrsnaca.html)
Gargantua Carrion Crawler (http://www.pandius.com/gcarcrwl.html)
Giant Amoeba (http://www.pandius.com/gamoeba.html)
Golem; Amber (http://www.pandius.com/ambgolem.html)
Greater Nature Spirit (http://www.pandius.com/nats_grt.html)
Heroic Spirit (http://www.pandius.com/herospir.html)
Karakos the Zargosian Hydra (http://www.pandius.com/karakos.html)
Kartoeba ("Thing in the Pit") (http://www.pandius.com/kartoeba.html)
Lesser Phoenix (http://www.pandius.com/lsrphnix.html)
Lochnar (http://www.pandius.com/lochnar.html)
Nagpa (http://www.pandius.com/nagpa.html)
Onyx Dragon, Young adult (http://www.pandius.com/onyxdrag.html)
Phantom; Apparition (http://www.pandius.com/apparitn.html)
Poltergeist (http://www.pandius.com/pltrgst.html)
Red Hawk Dragon, Young adult (http://www.pandius.com/rawkdrag.html)
Revener (http://www.pandius.com/revener.html)
Skeletal Beast (http://www.pandius.com/skelbest.html)
Undead Sphimera (http://www.pandius.com/usphimer.html)

10
Actaeon (http://www.pandius.com/actaeon4.html)
Auratus (http://www.pandius.com/auratus.html)
Crystal Dragon, Adult (http://www.pandius.com/cry_drag.html)
Feathered Serpent, Queen (http://www.pandius.com/qfeatser.html)
Golem, Amber (http://www.pandius.com/tl_ambg.html)
Herex, Adult (http://www.pandius.com/herex.html)
Mek (http://www.pandius.com/mek.html)
Nuckalavee (http://www.pandius.com/nuckalv2.html)
Phantom; Shade (http://www.pandius.com/shade.html)
Powder Moth (http://www.pandius.com/pwdrmoth.html)
Ruby Dragon, Juvenile (http://www.pandius.com/rubydrag.html)
Skywyrm, Lesser (http://www.pandius.com/swyrmgrt.html)
Wurmling (http://www.pandius.com/wrmlng3e.html)
Cyclops (http://www.pandius.com/tl_cycl.html) CR 11 with curse
Gazza555

10-09-07, 10:03 AM
CR 11-15

11
Amber Dragon, Juvenile (http://www.pandius.com/amb_drag.html)
Banshee, Fey (http://www.pandius.com/bansheef.html)
Darkhood (Rorphyr) (http://www.pandius.com/drkhood2.html)
Dinosaur, Generic Herbivore, Large (http://www.pandius.com/gherdino.html)
Djinni, Greater (Pasha) (http://www.pandius.com/pasha.html)
Flicker (http://www.pandius.com/flicker.html)
Giant Plasm (http://www.pandius.com/plasm_g.html)
Great Cat; Bekkah (http://www.pandius.com/bekkah.html)
Greater Sea Serpent (http://www.pandius.com/grtsserp.html)
Jade Dragon, Young adult (http://www.pandius.com/jadedrag.html)
Legacy Leech (http://www.pandius.com/legacyl.html)
Omshirim (http://www.pandius.com/omshir3e.html)
Onyx Dragon, Adult (http://www.pandius.com/onyxdrag.html)
Phobosuchus (http://www.pandius.com/phobosuc.html)
Red Hawk Dragon, Adult (http://www.pandius.com/rawkdrag.html)
Sapphire Dragon, Young adult (http://www.pandius.com/sappdrag.html)
Sea Dragon, Young Adult (http://www.pandius.com/sea_drag.html)
Silver Golem (http://www.pandius.com/silgolem.html)
Spirit Possessed (Druj) Human Hand (http://www.pandius.com/druj.html)
Spirit, Druj (http://www.pandius.com/druj2.html)
Utukku (http://www.pandius.com/utukku3e.html)
Phantom; Vision (http://www.pandius.com/vision2.html)

12
Aranea Arashaeem (http://www.pandius.com/arshaee2.html)
Black Hag (http://www.pandius.com/blackhag.html)
Crimson Dragon, Young adult (http://www.pandius.com/crimdrag.html)
Crystal Dragon, Mature adult (http://www.pandius.com/cry_drag.html)
Fiend, Lesser, Screaming (http://www.pandius.com/scrfiend.html)
Gargantua Tuatara (http://www.pandius.com/gtuatara.html)
Gargantua Wight (http://www.pandius.com/gwight.html)
Golem; Iron Gargoyle (http://www.pandius.com/igagolem.html)
Jumper (http://www.pandius.com/jumper2.html)
Megolel Paz (http://www.pandius.com/megolelp.html)
Rock Golem (http://www.pandius.com/rckgolem.html)
Tonal/Atonal, Semiquaver (http://www.pandius.com/tonal.html)
Whispering Fiend (http://www.pandius.com/whifiend.html)

13
Cyborg; Class III Terminator (http://www.pandius.com/classiii.html)
Gargantua Gargoyle (http://www.pandius.com/ggargyle.html)
Jade Dragon, Adult (http://www.pandius.com/jadedrag.html)
Randara (http://www.pandius.com/randara.html)
Red Hawk Dragon, Mature adult (http://www.pandius.com/rawkdrag.html)
Ruby Dragon, Young adult (http://www.pandius.com/rubydrag.html)
Sea Dragon, Adult (http://www.pandius.com/sea_drag.html)
Tyrannosaurus Molior (http://www.pandius.com/tmolior.html)
Yeshom (http://www.pandius.com/yeshom3e.html)

14
Amber Dragon, Young adult (http://www.pandius.com/amb_drag.html)
Crimson Dragon, Adult (http://www.pandius.com/crimdrag.html)
Guardian Hand (http://www.pandius.com/gardhand.html)
Onyx Dragon, Mature adult (http://www.pandius.com/onyxdrag.html)
Red Golem (http://www.pandius.com/redgolem.html)
Robot; SBOT (http://www.pandius.com/sbot.html)
Sapphire Dragon, Adult (http://www.pandius.com/sappdrag.html)
Spirit Possessed (Revenant) Human (http://www.pandius.com/revenant.html)
Spirit, Odic (http://www.pandius.com/odic.html)
Spirit, Revenant (http://www.pandius.com/revenan2.html)

15
Annelid, Great (Juvenile) (http://www.pandius.com/annelidj.html)
Crystal Dragon, Old (http://www.pandius.com/cry_drag.html)
Cyborg; Class IV Terminator (http://www.pandius.com/classiv.html)
Efreeti, Greater (Amir) (http://www.pandius.com/amir.html)
Fiend, Lesser, Croaking (http://www.pandius.com/crofiend.html)
Gakarak (http://www.pandius.com/gakarak.html)
Ruby Dragon, Adult (http://www.pandius.com/rubydrag.html)
Turtle, Giant Swamp Snapping (http://www.pandius.com/gswmptur.html)
Gazza555

10-09-07, 10:03 AM
CR 16-20

16
Amber Dragon, Adult (http://www.pandius.com/amb_drag.html)
Archon, Uxor (Female) (http://www.pandius.com/archuxor.html)
Archon, Vir (Male) (http://www.pandius.com/arch_vir.html)
Gargantua Horned Chameleon (http://www.pandius.com/ghcham.html)
Gargantua Iron Living Statue (http://www.pandius.com/g_lsiron.html)
Golem; Bronze (http://www.pandius.com/bnzgolem.html)
Jade Dragon, Mature adult (http://www.pandius.com/jadedrag.html)
Malusite (http://www.pandius.com/malusite.html)
Mature Adult Black Lesser Night Dragon (http://www.pandius.com/lsrndrag.html)
Monster Rulers, Minoides, King of the Minotaurs (http://www.pandius.com/mnstrulr.html)
Odic (Treant) (http://www.pandius.com/odictemp.html)
Onyx Dragon, Old (http://www.pandius.com/onyxdrag.html)
Red Hawk Dragon, Old (http://www.pandius.com/rawkdrag.html)
Robot; DBOT (http://www.pandius.com/dbot.html)
Sapphire Dragon, Mature adult (http://www.pandius.com/sappdrag.html)
Sea Dragon, Mature Adult (http://www.pandius.com/sea_drag.html)
Servitor (http://www.pandius.com/servitor.html)
Spirit Possessed (Revenant) Troll (http://www.pandius.com/revenant.html)
Tonal/Atonal, Quaver (http://www.pandius.com/tonal.html)

17
Crimson Dragon, Mature adult (http://www.pandius.com/crimdrag.html)
Crystal Dragon, Very old (http://www.pandius.com/cry_drag.html)
Titan (Mystaran) (http://www.pandius.com/titan.html)

18
Chimer (http://www.pandius.com/chimer.html)
Crystal Dragon, Ancient (http://www.pandius.com/cry_drag.html)
Fiend, Lesser, Howling (http://www.pandius.com/howfiend.html)
Jade Dragon, Old (http://www.pandius.com/jadedrag.html)
Onyx Dragon, Very old (http://www.pandius.com/onyxdrag.html)
Red Hawk Dragon, Very old (http://www.pandius.com/rawkdrag.html)
Ruby Dragon, Mature adult (http://www.pandius.com/rubydrag.html)
Sapphire Dragon, Old (http://www.pandius.com/sappdrag.html)
Sea Dragon, Old (http://www.pandius.com/sea_drag.html)

19
Amber Dragon, Mature adult (http://www.pandius.com/amb_drag.html)
Beetle, Earthquake (http://www.pandius.com/equakebt.html)
Crimson Dragon, Old (http://www.pandius.com/crimdrag.html)
Crystal Dragon, Wyrm (http://www.pandius.com/cry_drag.html)
Dinosaur; Pteranodon, Giant (http://www.pandius.com/gpterano.html)
Guardian Tree (http://www.pandius.com/gardtree.html)
Jade Dragon, Very old (http://www.pandius.com/jadedrag.html)
Masher (http://www.pandius.com/masher.html)
Onyx Dragon, Ancient (http://www.pandius.com/onyxdrag.html)
Red Hawk Dragon, Ancient (http://www.pandius.com/rawkdrag.html)
Sapphire Dragon, Very old (http://www.pandius.com/sappdrag.html)
Sea Dragon, Very Old (http://www.pandius.com/sea_drag.html)
Tzitzimitl (http://www.pandius.com/tzitzim.html)

20
Carnifex Chaplain (http://www.pandius.com/carnchap.html)
Carnifex Guard (http://www.pandius.com/carngard.html)
Carnifex Trickster (http://www.pandius.com/carntrck.html)
Crimson Dragon, Very old (http://www.pandius.com/crimdrag.html)
Evil Spirit, Greater (http://www.pandius.com/evls_grt.html)
Gargantua Basilisk (http://www.pandius.com/gbaslisk.html)
Gargantua Mummy (http://www.pandius.com/gmummy.html)
Gargantua Troll (http://www.pandius.com/gtroll.html)
Gargantua Wraith (http://www.pandius.com/gwraith.html)
Juggernaut (http://www.pandius.com/juggnaut.html)
Onyx Dragon, Wyrm (http://www.pandius.com/onyxdrag.html)
Red Hawk Dragon, Wyrm (http://www.pandius.com/rawkdrag.html)
Ruby Dragon, Old (http://www.pandius.com/rubydrag.html)
Skywyrm, Greater (http://www.pandius.com/swyrmlsr.html)
Tonal/Atonal, Crotchet (http://www.pandius.com/tonal.html)
Gazza555

10-09-07, 10:04 AM
CR 21+

21-29
Amber Dragon, Old (http://www.pandius.com/amb_drag.html)
Crystal Dragon, Great wyrm (http://www.pandius.com/cry_drag.html)
Fiend, Lesser, Groaning (http://www.pandius.com/grnfiend.html)
Flame Wolf (http://www.pandius.com/wolfflam.html)
Jade Dragon, Ancient (http://www.pandius.com/jadedrag.html)
Ruby Dragon, Very old (http://www.pandius.com/rubydrag.html)
Sapphire Dragon, Ancient (http://www.pandius.com/sappdrag.html)
Sea Dragon, Ancient (http://www.pandius.com/sea_drag.html)
Amber Dragon, Very old (http://www.pandius.com/amb_drag.html)
Crimson Dragon, Ancient (http://www.pandius.com/crimdrag.html)
Elemental Ruler; Air (http://www.pandius.com/eruleair.html)
Elemental Ruler; Earth (http://www.pandius.com/erulerth.html)
Elemental Ruler; Fire (http://www.pandius.com/erulefir.html)
Elemental Ruler; Water (http://www.pandius.com/erulewtr.html)
Jade Dragon, Wyrm (http://www.pandius.com/jadedrag.html)
Onyx Dragon, Great wyrm (http://www.pandius.com/onyxdrag.html)
Red Hawk Dragon, Great wyrm (http://www.pandius.com/rawkdrag.html)
Roaring Demon (Alphaks) (http://www.pandius.com/roardemn.html)
Sea Dragon, Wyrm (http://www.pandius.com/sea_drag.html)
Tonal/Atonal, Minim (http://www.pandius.com/tonal.html)
Vulcanian Sloth (http://www.pandius.com/vlcsloth.html)
Crimson Dragon, Wyrm (http://www.pandius.com/crimdrag.html)
Dinosaur; Tylosaurus (http://www.pandius.com/tylosaur.html)
Golem; Ganetra (http://www.pandius.com/ganetra_g.html)
Ruby Dragon, Ancient (http://www.pandius.com/rubydrag.html)
Sapphire Dragon, Wyrm (http://www.pandius.com/sappdrag.html)
Amber Dragon, Ancient (http://www.pandius.com/amb_drag.html)
Hephaeston (http://www.pandius.com/hephaest.html)
Jade Dragon, Great wyrm (http://www.pandius.com/jadedrag.html)
Ruby Dragon, Wyrm (http://www.pandius.com/rubydrag.html)
Sea Dragon, Great Wyrm (http://www.pandius.com/sea_drag.html)
Amber Dragon, Wyrm (http://www.pandius.com/amb_drag.html)
Crimson Dragon, Great wyrm (http://www.pandius.com/crimdrag.html)
Fiend, Lesser, Hissing (http://www.pandius.com/hssfiend.html)
Great Annelid (http://www.pandius.com/annelid.html)
Leveller "Bodendruker" (http://www.pandius.com/leveller.html)
Sapphire Dragon, Great wyrm (http://www.pandius.com/sappdrag.html)
Ancient Red Greater Night Dragon (http://www.pandius.com/grtndrag.html)
Fiend, Lesser, Roaring (http://www.pandius.com/rorfiend.html)
Gargantua Treant (http://www.pandius.com/gtreant.html)
Kirekan (http://www.pandius.com/kirekan.html)
Ruby Dragon, Great wyrm (http://www.pandius.com/rubydrag.html)
Tonal/Atonal, Semibreve (http://www.pandius.com/tonal.html)
Amber Dragon, Great wyrm (http://www.pandius.com/amb_drag.html)
Gargantua Spectre (http://www.pandius.com/gspectre.html)
Carnifex Magus (http://www.pandius.com/carnmgus.html)

30-39
Leviathan (Mystaran), Desert (http://www.pandius.com/levi_des.html)
Repeater (http://www.pandius.com/repeater.html)
Tonal/Atonal, Breve (http://www.pandius.com/tonal.html)
Dragon Ruler, Opal (The Sun Dragon) (http://www.pandius.com/opaldrgn.html)
Dragon Ruler, Pearl (The Moon Dragon) (http://www.pandius.com/perldrgn.html)
Leviathan (Mystaran), Marine (http://www.pandius.com/levi_mar.html)
Dragon Ruler, Diamond (The Star Dragon) (http://www.pandius.com/stardrgn.html)
Demon Ruler Avatar: Orcus (http://www.pandius.com/avtorcus.html)

40-49
Demon Ruler Avatar: Demogorgon (http://www.pandius.com/avt_dgrg.html)
Spirit, Ethengarian: Spirit Lord (http://www.pandius.com/es_sprtl.html)

50-59
Baak (http://www.pandius.com/baak.html)
Dragon Ruler, The Great One (http://www.pandius.com/gonedrgn.html)

80
Draeden (http://www.pandius.com/draeden.html)

3,000
Megalith (http://www.pandius.com/megalith.html)
Gazza555

10-09-07, 10:04 AM
Misc CR

Undead Dragon (http://www.pandius.com/undead_d.html)
Dragon Spirit (http://www.pandius.com/drgnsprt.html)
Lost Soul (http://www.pandius.com/lostsoul.html)
Frog-folk (http://www.pandius.com/frogflk2.html)
Nightmare Creature (http://www.pandius.com/nmarecre.html)
Arashaeem (http://www.pandius.com/arshaee2.html)
Guardian Angel (http://www.pandius.com/guardang.html)
Lesser Night Dragon (http://www.pandius.com/lsrndrag.html)
Minion of Chaos (http://www.pandius.com/chaosmin.html)
Nosferatu (http://www.pandius.com/nsferatu.html)
Velya, Ocean (http://www.pandius.com/velya.html)
Velya, Swamp (http://www.pandius.com/velya.html)
Vortex Creature, Minor (http://www.pandius.com/vortex_c.html)
Greater Night Dragon (http://www.pandius.com/grtndrag.html)
Master of Chaos (http://www.pandius.com/chaosmst.html)
Vortex Creature, Major (http://www.pandius.com/vortex_c.html)
Gargantua Skeleton (http://www.pandius.com/gskelton.html)
Lightning Zombie, Greater (http://www.pandius.com/lzombgrt.html)
Symbiont, Shadow Boots (http://www.pandius.com/shsymbnt.html)
Symbiont, Shadow Cloak (http://www.pandius.com/shsymbnt.html)
Symbiont, Shadow Gloves (http://www.pandius.com/shsymbnt.html)
Symbiont, Shadow Mask (http://www.pandius.com/shsymbnt.html)
Lightning Zombie, Lesser (http://www.pandius.com/lzomblsr.html)
Zombie, Frost (http://www.pandius.com/zombfrst.html)
Red Zombie (http://www.pandius.com/redzomb.html)
Topi (http://www.pandius.com/topi.html)
Gargantua (http://www.pandius.com/gargntua.html)
Monster Ruler (http://www.pandius.com/mnstrulr.html)
Haunt, Lesser (http://www.pandius.com/hauntlsr.html)
Spirit, Odic (http://www.pandius.com/odictemp.html)
Traianus Decius Aureus

10-09-07, 11:28 AM
You have WWWWAAAAAAAYYYY too much time on your hands :P
Gazza555

10-09-07, 11:36 AM
You have WWWWAAAAAAAYYYY too much time on your hands :P
Not really

I used Echohawk's complete monster index (http://www.enworld.org/forums/showthread.php?t=207145).
Filtered the 'Source' column for Vaults of Pandius and the 'Rules' column for 3.5 and then sorted by CR.

After correcting a few things, and hiding a load of columns I didn't need, I used replace to replace 'http' with '' as well as creating another column after Monster Name and filled it with ''.

I then cut and pasted the data into the various posts.

All told about 30-45 min. :)

A few things appear more than once which I really should edit out - look at the tonals for example.

Regards
Gary
Echohawk

10-09-07, 01:24 PM
I used Echohawk's complete monster index (http://www.enworld.org/forums/showthread.php?t=207145).Yay! :D
After correcting a few things, Eek. What needed correcting? <mild panic>
Traianus Decius Aureus

10-09-07, 03:20 PM
Treant Paragon Class
Treant paragons have the following game statistics.
Abilities: Treant paragons value the care of the forest, and the vast expanse of natural knowledge their kind possesses. Strength is an important ability for a treant paragon, as violence sometimes is needed to protect the woodlands. Treant paragons do not neglect Intelligence and Wisdom, as those abilities tie into the paragon’s pursuit of knowledge. Many treant paragons act as woodland sages and lore-keepers, and will place importance upon their Charisma.
Alignment: Any, although predominantly neutral good.
Hit Die: d8.
________________________________________
Class Skills
The treant paragon's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the centaur paragon class.
Weapon and Armor Proficiency: Treant paragons do not gain any weapon or armor proficiecies.

Forest Sage: Treant paragons receive as a bonus feat Skill Focus for any one Knowledge skill they possess ranks in. They receive a +2 bonus to all Knowledge (Nature) skill checks.

Brew Potion (Ex): At 2nd level, a treant paragon gains the Brew Potion feat as a bonus feat. It may use this feat to create potions based on 3rd level or lower cleric or druid spells using natural ingredients found within the woodlands. It uses its HD as its caster level, and it never has to pay the XP cost associated with potion creation, although it must have the required gp amount of raw materials (freely available in any woodlands and forests).

Ability Boost (Ex): At 3rd level, a treant paragon's Wisdom score increases by 2 points.

Table: The Treant Paragon
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Forest Sage
2nd +2 +3 +0 +3 Brew Potion
3rd +3 +3 +1 +3 Ability boost (Wis+2)
stanles

10-10-07, 06:18 AM
Yay! :D

cool, I didn't know about that one mate, nice job
Gazza555

10-10-07, 07:15 AM
Eek. What needed correcting? <mild panic>
Don't worry it was just those things I mentioned on Enworld.

Regards
Gary
Traianus Decius Aureus

10-10-07, 04:13 PM
Manscorpion, Nimmurian
SCMC
Large Monstrous Humanoid
Hit Dice: 6d8+9 (36 hp)
Initiative: +0
Speed: 20 ft. (4 squares) in half-plate armor; base speed 30 ft.
Armor Class: 19 (-1 size, +3 natural, +7 half-plate armor), touch 9, flat-footed 19
Base Attack/Grapple: +6/+14
Attack: Large glaive +9 melee (2d8 +6)
Full Attack: Large glaive +9/+4 melee (2d8 +6) and sting +4 melee (1d4 +2 plus poison) or 2 claw +9 melee (1d4 +4) and sting +4 melee (1d4 +2 plus poison)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., Idu's Curse
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 18, Dex 13, Con 13, Int 8, Wis 9, Cha 6
Skills: Hide -5, Intimidate +4, Listen +0, Move Silently -5, Spot +0, Survival +0Feats: Cleave, Power Attack, Toughness
Environment: Any non-aquatic Temperate and Warm
Organization: Solitary, Pair, Company (2-5), or Squad (5-20)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 7-12 HD (Large) or by character class
Level Adjustment: +3

These part-human, part-scorpion creatures are sophisticated and civilised, while still cruel and self-serving. Welcomed by the original Nimmurians (winged minotaurs called enduks), the manscorpions betrayed their trust, drove them out, and assumed their cultural identity.
A manscorpion has a human torso and a bony-plated arachnoid body with eight legs and a long tail tipped with a wicked stinger. Its hands have two thick fingers and a thumb. Originally dark-skinned and hairless, the Nimmurian manscorpions were cursed by Idu (an Immortal) to burn in sunlight. Due to a long sojourn underground, they have become translucent, making their internal organs visible. They cover their bodies with make-up, both to cover the awful sight and to protect them from the sun's rays. When outside, all manscorpions wear masks with terrible grimaces. These cover their faces and provide protective dark lenses for their sensitive eyes.
Nimmurian manscorpions are organized and efficient. Most manscorpions, even those ostensibly living on the surface, have underground lairs to which they retreat.
Greedy, treacherous, and self-serving, the leaders of the various dominions constantly seek ways to weaken their rivals. They hate all other life and seek to dominate and subjugate other creatures. Enduks are particularly mistreated.
Nimmurian manscorpions have two Immortal patrons: Atzanteotl the corrupter of civilisations, who seeks to destroy all surface life; and Nin-Hurabi (Nyx) the lady of darkness, who wants undead to take over the world.
Manscorpions eat practically any meat, including carrion. No normal creature preys on them.
Nimmurian manscorpions speak Nimmurian, Common, and Terran. They may also know Herathi, Verden, and other local languages.

Combat
Nimmurian manscorpions are very dangerous foes. They like to ambush foes and then engage in melee combat. They prefer pole-arm weapons to all others, attacking one foe with its weapon and another with its stinger.
They are proficient with simple weapons, as well as glaives, guisarmes, halberds, lances, pole-axes and ranseurs (as well as other pole-arm weapons at DM's discretion). They are proficient with light, medium and heavy armors, as well as with all shields, excluding tower shields.

Poison (Ex): A creature stung by the Nimmurian manscorpion's stinger must make a Fort save vs DC 14 (Con based) or suffer 1d4 Str primary damage and 1d4 Con secondary damage.

Idu's Curse (Ex): Nimmurian manscorpions are extremely vulnerable to sunlight. A Nimmurian manscorpion caught in direct sunlight is shaken and suffers 1d6+2 damage per round exposed. Any Nimmurian manscorpion left in direct sunlight for more than ten minutes bursts into flames and is immediately killed. Reflected sunlight (moonlight or mirror reflections) inflicts 1d3 points of damage per round of exposure.
The effects of this curse can be temporarily alleviated if the Nimmurian manscorpion spends at least 30 minutes applying special make-up to its body. The effects of the make-up last for 24 hrs before it must be reapplied. Brief exposure to water can partially remove the make-up, and a dousing in water will remove it completely. Treat partial makeup as the same as being exposed to reflected sunlight.

Skills: Nimmurian manscorpions have a +4 racial bonus to all Intimidate skill checks.

The Red Curse
Any manscorpions who wander into the cursed lands are susceptible to the Red Curse. They acquire Legacies and require cinnabryl.

Nimmurian Manscorpions As Characters
A Nimmurian manscorpion’s favored class in fighter. Their societies also produce a great number of barbarians and rangers. Clerics arefairlycommon, although monks, druids and paladins are extremely rare. Wizards and sorcerers are not unheard of, though sorcerers are more common of the two. Rogues and bards are very uncommon, and viewed poorly. Nimmurian manscorpion clerics usually worship Atzanteotl or Nin-Hurabi (Nyx). Those that do not follow a specific Immortal may choose two of the following domains : Death, Destruction, or War.

Nimmurian manscorpion characters possess the following racial traits:
• +8 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -4 Charisma.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• Base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A Nimmurian manscorpion begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6 and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
• Racial Skills: A Nimmurian manscorpion’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier). Its class skills are Hide, Move Silently, Spot, Intimidate, Listen and Survival
• Racial Feats: A Nimmurian manscorpion’s monstrous humanoid levels give it three feats.
• +3natural armor bonus.
• Special Attacks (see above): Poison
• Special Qualities (see above): Idu's Curse
• +4 racial bonus to all Intimidate checks
• Automatic Languages: Nimmurian, Common, Terran. Bonus Languages: Herathi, Verden, other local languages.
• Favored Class: Fighter.
• Level adjustment +3.
Traianus Decius Aureus

10-11-07, 04:35 PM
Wood Imp
DMR2 112, PC1 18
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 leather armor), touch 14, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Shortbow +6 ranged (1d3)
Full Attack: Shortbow +6 ranged (1d3) or greatsword +1 melee (1d8 -1)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Envenomed arrows
Special Qualities: Communicate with arachnids, Low-light vision
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 8
Skills: Bluff +3, Hide +14 (+18*), Intimidate +3, Listen +4, Move Silently +6 (+10*), Ride +6, Spot +4
Feats: Stealthy
Environment: Any forests
Organization: Solitary, Gang (2-10 plus 1 2nd level leader ), or Tribe (20-60 plus 2-6 2nd level leaders, 1 3rd level chief, and 1 2nd-4th level shaman)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 2-3 HD (Tiny) or by character class
Level Adjustment: +1

The wood imps area a diminutive, humanoid-like race; they are typically between a foot and a half and two feet tall. Their skin is green, and their long hair, which is green, brown, or black, is usually a tangled mess holding leaves twigs, lice, fleas, and other assorted parasites.
Wood imps survive as hunters, gatherers, and (ideally for them bandits riding the huge hairy arachnids that serve as both mounts and companions.
Wood imps once were fairykind like pixies and leprechauns. However, generations of degeneration have all but totally obsured the heritage of the race. They are incapable of arcane magic, and have learned divine magic, serving the Lords of Entropy (although this is often a way to increase ones power, rather than any true religious belief.)
Wood imps care nothing for nature, and are driven by greed, senseless violence, and general wickedness. They have a tremendous hatred of fairykind, going to great lengths to torment and torture any fairies that cross their path. They also do not get along well with other forest races as they tend to corrupt and destroy the woodlands. They will chop down the trees of dryads and hamadryads, raid the caves of treants, and kill animals for sport; they'll even damage healthy trees and introduce disease and parasites to a forest.
Wood imps are at home in the forest, and will establish lairs nowhere else. They prefer tangled woodlands full of rot, death and decay; if a tribe wishes to settle and no such area is avaiable, they'll do their best to establish one themselves. If this means war with the other forest races, all the better.
Wood imps speak their own language, and Sylvan, as well as communicate with arachnids. They may also know Common and other local languages.

Combat
Wood imps are capable foes, experts at ambushes and hit and run tactics. They will often be mounted on huge wood spiders.
Wood imps are proficient with simple and martial weapons, and with light and mediums armors, as well as all shields but tower shields.

Envenomed Arrows (Ex): Wood Imps often coat their arrows with the venom of their wood spider mounts. Thhe venom must be fresh to be effective. The wood imp must spend a full-round action to coat up to 6 arrows. The venom will keep its potency for 6 rounds.
Any creature hit by an envenomed arrow must make a Fort save vs DC 14 or suffer 1d4 Con damage and become sickened for 2d4+2 rounds.

Communicate with Arachnids (Ex): A wood imp can comprehend and communicate with spiders. He is able to ask questions of and receive answers from them, although this quality doesn’t make them any more friendly or cooperative than normal.

Skills: *Wood imps have a +4 racial bonus to all Hide and Move Silently skill checks made in forests and areas of heavy undergrowth.

Wood Imps as Characters
A wood imp character exchanges its 1 HD of fey for its first class level.
A wood imp’s favored class is fighter. Wood imps also are excellent barbarians, rangers and rogues, and a few have even become blackguards. Clerics are also found among wood imp tribes. Wood imps are incapable of arcane magic and cannot be wizards, sorcerers or bards. Due to their chaotic and malevolent nature, they are not good monks or paladins. Wood imps clerics associate themselves with Entropic Immortals; those that do not choose a specific Immortal may choose two of the following domains: Chaos, Destruction, or Evil.

Wood imp characters possess the following racial traits.
• -2 Strength, +4 Dexterity, -2 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ those of Medium characters.
• A wood imp’s base land speed is 20 feet.
• Low-light vision.
• Skills: Wood imps have a +4 racial bonus on Hide and Move Silently checks made when in a forest or area of heavy undergrowth.
• Weapon Proficiency: All simple and martial weapons.
• Armor Proficiency: All light and medium armors, and all shields but tower shields.
• Special Attacks (see above): Envenomed Arrows.
• Special Qualities (see above): Communicate with Arachnids.
• Automatic Languages: Wood Imp, Sylvan. Bonus Languages: Common, other local languages.
• Favored Class: Fighter.
• Level adjustment +1
Traianus Decius Aureus

10-15-07, 03:34 PM
Imp, Wood
Wood imps are a race of malevolent fey, degenerated from fairyfolk. They are cruel, greedy and senselessly violent, warping the forests into lands of rot and decay.

Personality: Wood imps once were fairykind like pixies and leprechauns. However, generations of degeneration have all but totally obsured the heritage of the race. They are incapable of arcane magic, and have learned divine magic, serving the Lords of Entropy (although this is often a way to increase ones power, rather than any true religious belief.)
Wood imps care nothing for nature, and are driven by greed, senseless violence, and general wickedness. They have a tremendous hatred of fairykind, going to great lengths to torment and torture any fairies that cross their path. They also do not get along well with other forest races as they tend to corrupt and destroy the woodlands. They will chop down the trees of dryads and hamadryads, raid the caves of treants, and kill animals for sport; they'll even damage healthy trees and introduce disease and parasites to a forest.
Civil strife among the various tribes is common, and within a tribe as well. This strife is bloody and vicious. Power is held by the strongest, and those in power must watch for plots against them at all times.

Physical Description: The wood imps area a diminutive, humanoid-like race; they are typically between a foot and a half and two feet tall. Their skin is green, and their long hair, which is green, brown, or black, is usually a tangled mess holding leaves twigs, lice, fleas, and other assorted parasites.
Wood imps are proficient with all simple and martial weapons; they prefer to use shortbows and greatswords. They are proficient with light and medium armor and shields (excluding tower), bearing whatever they put together and afford. Outside of combat, they tend to wear little clothing, shrifts and loincloths being common.

Relations: Wood imps do not get along well with any creatures save their spiders. Mystaran Fairies regard them as an embarrassment and annoyance to fairykind. Other forest creatures despise them because they seek to warp the forests into places of disease, decay and rot. Wood imps, for their part, go out of their way to torment and torture the fairy races, and to harass, attack, and destroy other woodland creatures and their homes.
Wood imps are generally ambivalent about other humanoid races as long as they don’t interfere with wood imp territory. One exception to this is the recent diplomatic relations between the wood imps and shadow elves aimed at mutual cooperation.

Alignment: Wood imps are almost always chaotic, and most are evil as well.

Wood Imp Lands: Wood imps are relatively rare throughout Mystara. The reason for this is they were initially native to the region of Alfhiem around Stalkbrow. They have slowly expanded outwards through Alfheim, Darokin and Karameikos (even further in small groups), corrupting woodlands as they go.
Wood imps are at home in the forest, and will establish lairs nowhere else. They prefer tangled woodlands full of rot, death and decay; if a tribe wishes to settle and no such area is available, they'll do their best to establish one themselves. If this means war with the other forest races, all the better.
Wood imps tribes are kept in line only by the personal strength of its tribal chief and or tribal shaman. Those that prove weak are often dispatched by numerous power struggles. Wood imp tribes that have powerful leaders that keep tribal unrest at a minimum are very dangerous to the lands around them, as they can focus on harming others.

Religion: Wood imps are very unusual in that, despite their distant Fairy heritage, they do worship Immortals. Granted, they see the Immortals as a source of power and a means to an end. Shamans simply know how to tap that power, and use it to further their own goals. In return, they give their Immortal patrons whole tribes willing to help further mutual goals and interests.
Wood imps clerics associate themselves with Entropic Immortals; those that do not choose a specific Immortal may choose two of the following domains: Chaos, Destruction, or Evil.

Language: Hsaio speak their own language, Sylvan, Elvish, Treant, Fairy, and the predominate local language. They can communicate with other avian creatures as well. They may also know Celestial, Common, Giant, Gnomish, and Halfling. The hsaio are very learned and may know ancient languages long forgotten.

Names: Wood imps names are ancient sounding and difficult to pronounce. They do not use surnames or clan names.
Male Names: Cohrulach, Halyk, Maelgwn, Porrigh
Female Names: Brythonig, Elysteg, Rhonwen, Sherralil

Adventurers: Wood imps by nature tend to involve themselves in adventuring. Some seek out new lands to corrupt for their tribe, and engage in open hostilies to take over those lands. Others seek to increase their personal power and take over their tribe. On the other end of the spectrum, some renegade wood imps seek to help fairykind and the forest races fight and resist the wood imps in attonement, or seek a means to redeem their race
A wood imp’s favored class is fighter. Wood imps also are excellent barbarians, rangers and rogues, and a few have even become blackguards. Clerics are also found among wood imp tribes. Wood imps are incapable of arcane magic and cannot be wizards, sorcerers or bards. Due to their chaotic and malevolent nature, they are not good monks or paladins.

Wood Imp Racial Traits:
Wood imp characters possess the following racial traits.
• -2 Strength, +4 Dexterity, -2 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ those of Medium characters.
• A wood imp’s base land speed is 20 feet.
• Low-light vision.
• Skills: Wood imps have a +4 racial bonus on Hide and Move Silently checks made when in a forest or area of heavy undergrowth.
• Weapon Proficiency: All simple and martial weapons.
• Armor Proficiency: All light and medium armors, and all shields but tower shields.
• Special Attacks : Envenomed Arrows (Ex): Wood Imps often coat their arrows with the venom of their wood spider mounts. Thhe venom must be fresh to be effective. The wood imp must spend a full-round action to coat up to 6 arrows. The venom will keep its potency for 6 rounds.
Any creature hit by an envenomed arrow must make a Fort save vs DC 14 or suffer 1d4 Con damage and become sickened for 2d4+2 rounds.
• Special Qualities: Communicate with Arachnids (Ex): A wood imp can comprehend and communicate with spiders. He is able to ask questions of and receive answers from them, although this quality doesn’t make them any more friendly or cooperative than normal.
Arcane Anathema (Ex): Wood imps are incapable of wielding arcane magic and may never take levels in classes that grant arcane spellcasting.
• Automatic Languages: Wood Imp, Sylvan. Bonus Languages: Common, other local languages.
• Favored Class: Fighter.
• Level adjustment +1
Gazza555

10-16-07, 06:39 AM
The lists 'By CR' have been updated to include the following

Hsiao
Wood Imp
Nimmurian Manscorpion
Clockwork Swordsman

<edit> oh yes and removal of the duplicate tonals. :)

Regards
Gary
Traianus Decius Aureus

10-16-07, 03:26 PM
Wood Imp Paragon Class
Wood imp paragons have the following game statistics.

Abilities: Dexterity is important to wood imp paragons because of its role in combat and its affects on Ride, Hide and Move Silently skills. Strength and Constitution are valued because of their roles in combat.

Alignment: Any, although predominantly chaotic and evil.

Hit Die: d8.
________________________________________
Class Skills
The wood imp paragon's class skills (and the key ability for each skill) are Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
________________________________________
Class Features
All of the following are class features of the wood imp paragon class.
Weapon and Armor Proficiency: Wood imp paragons are proficient with all simple and martial weapons, and with light, medium and heavy armors, as well as with all shields, including tower shields.

Mounted Combat: Wood imp paragons automatically receive this feat as a bonus feat.

Monstrous Mien (Ex): Wood imp paragons can channel their innate wickedness and cruelty, resulting in a +4 racial bonus on Intimidate checks.

Spider Rider (Ex): At 2nd level, a wood imp paragon comes to understand the nature of the wood spider and developes a deep kinship with it. He gains a +4 bonus to all Handle Animal and Ride skill checks made with his spider mount.

Ability Boost (Ex): At 3rd level, a wood imp paragon's Dexterity score increases by 2 points.

Table: The Wood Imp Paragon
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Mounted Combat
Monstrous Mien
2nd +2 +3 +0 +0 Spider Rider
3rd +3 +3 +1 +1 Ability boost (Dex +2)
Traianus Decius Aureus

10-16-07, 04:21 PM
Talking Fish
PC1 AB 12
Tiny Magical Beast (Aquatic)
Hit Dice: 4d10 (22 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +4/-6
Attack: Bite +4 melee (1d3 -2)
Full Attack: Bite +4 melee (1d3 -2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision, spell-like abilities
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 6, Dex 16, Con 11, Int 12, Wis 11, Cha 13
Skills: Bluff +4, Diplomacy +6, Escape Artist +6, Gather Information +4, Listen +3, Sense Motive +5, Spot +3
Feats: Negotiator, Run
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: -

These intelligent fish are primarily found in Loch Eadaigh, located on the border of Darokin and Alfheim. They often are fast-talkers and a bit on the saucy side. Talking fish will often bargain for their lives if caught, though they are crafty and will look to double cross anyone they have a deal with.
Talking fish speak Sylvan and Common. Some may also speak Aquan, Fairy, and other local languages.

Combat
Talking fish avoid combat unless unable to flee. They will use their spells to try to open up an escape path, and bite only as a last resort.

Spells-like Abilities (Sp): 1/day: air breathing (variant of water breathing), charm person, levitate, mirror image, polymorph, ventriloquism. Caster Level 6th, Charisma based.

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Traianus Decius Aureus

10-17-07, 03:41 PM
Ziggurat Horror
SCMC
Large Undead
Hit Dice: 3d12 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+12
Attack: Large pike +7 melee (2d8 +7)
Full Attack: Large pike +7 melee (2d8 +7) and sting +7 melee (1d4 +3 plus poison) or 2 claw +7 melee (1d4 +7) and sting +7 melee (1d4 +3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., Idu's Curse, Undead traits
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 24, Dex 13, Con -, Int -, Wis 7, Cha 4
Skills: ---
Feats: ---
Environment: Temperate,Warm deserts,underground
Organization: Solitary, Pair, Company (2-5), or Squad (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

Ziggurat horrors appear as tattered and burned manscorpions (much like the Spawns of Nimmur). Their flesh is blackened and crisp, crackling as they move with bits continually flaking off. Their red eyes glow with an eerie inner fire.
Ziggurat horrors are intentionally made by Nimmurian priests, under carefully controlled conditions. Ziggurat horrors are used to defend the darker crypts of Nimmurian temples, often under the control of a Spawn of Nimmur.
The distinction between a spawn of Nimmur and a ziggurat horror is not well known, and the Nimmurian priesthood certainly does not spread information about them. To most outsiders, the two would appear identical.

Combat
Ziggurat horrors will fight until destroyed, unless ordered to do otherwise. They prefer to attack with weapons and their sting, but may use claws if necessary.
They are proficient with simple weapons, as well as glaives, guisarmes, halberds, lances, pikes, pole-axes and ranseurs (as well as other pole-arm weapons at DM's discretion). They are proficient with light, medium and heavy armors, as well as with all shields, excluding tower shields. Nimmurian priests do not usually consider ziggurat horrors valuable enough to be given armor, however.

Poison (Ex): A creature stung by the ziggurat horror's stinger must make a Fort save vs DC 15 or suffer 1d6 Str primary damage and 1d6 Con secondary damage.

Idu's Curse (Ex): Like Nimmurian manscorpions, ziggurat horrors are extremely vulnerable to sunlight. A ziggurat horror caught in direct sunlight is shaken and suffers 1d6+2 damage per round exposed. Any ziggurat horror left in direct sunlight for more than ten minutes bursts into flames and is immediately killed. Reflected sunlight (moonlight or mirror reflections) inflicts 1d3 points of damage per round of exposure.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
Ziggurat horrors never acquire Legacies or need cinnabryl.
maddog

10-18-07, 10:44 AM
Ziggurat horrors appear as tattered and burned manscorpions (much like the Spawns of Nimmur). Their flesh is blackened and crisp, crackling as they move with bits continually flaking off. Their red eyes glow with an eerie inner fire.

Wow! This thing is just awful! I love it! :) It's kinda rare when a monster's description creeps me out!
--Ray.
Traianus Decius Aureus

10-18-07, 05:03 PM
Brownie
DMR2 17, PC1 27
Small Fey (Faerie)
Hit Dice: 2d6 (7 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +1/ -3
Attack: Small dagger +5 melee (1d3 -1)
Full Attack: Small dagger +5 melee (1d3 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Communicate with Animals, Faerie traits, low-light vision
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 8, Dex 17, Con 11, Int 10, Wis 11, Cha 8
Skills: Craft (any one) +4, Hide +12, Listen +3, Move Silently +8, Profession (Domestic Servant) +5, Spot +3, Use Magic Device +8
Feats: Dodge
Environment: Any forests,hills
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always lawful good
Advancement: by character class
Level Adjustment: +1

The brownie, a homely being of about 2 and a half feet in height, is the most common household sidheog. His name comes from the reputation of wearing brown hoods and cloaks. All known brownies have been males, and there are quite possibly no female brownies.
Most brownies are settled creatures, attached to a specific household, usually one near or in woodlands, and almost never in a town or city. They help the occupants by doing household chores, such as sweeping, cleaning, churnning, and threshing, late at night. They do thhis without asking for anything in return; indeed it would be the height of rudeness to offer the brownie anything resembling a wage for their work.
Most households do leave out small treats as gifts for the brownies, usually based on the brownies favorite tidbits: bowls of cream, and special cakes spread with honey. These little gifts, along with praise for his kind work is all that is needed to keep a brownie happy. Brownies will usually become troublesome in a household if his work is criticized or if low quality gifts are left for him. If given any item of clothing, the brownie will immediately leave- the brownie interpreting it as being paid a wage as hired help, or worse, that he is being treated as a criminal (who are often punished by having to work in a mortal household until given clothes for their work.)
Not all brownies are household guardians, though that is their best-known role. They will also guard treasures. Often people will say a little incantation and leave a gift when burying treasure, hoping a brownie will hear and take it under its protection.
Brownies speak Sylvan, Fairy, Halfling and the predominant local language. They can speak with animals as well. They may also know Common, Elven, Gnomish and other local languages.

Combat
Brownies will fight to protect the both the property and lives of those it has taken under its protection. They may use any simple weapons, and armor if proficient from class levels.

Communicate with Animals (Ex): A brownie may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, brownies have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills: Brownies have a +4 racial bonus to all Use Magic Device checks.

Brownies as Characters
Brownies have a favored class of expert. A brownie’s role a guardian and helper in a household requires it to be versatile and skilled. Brownies also do well as fighters, rogues, and occasionally bards. They also may pursure the arcane arts as sorcerers and wizards. Brownies are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-basd classes.

Brownie Racial Traits
• -2 Str, +6 Dex, -2 Cha
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• Space/Reach: 5'/5'
• Base move 30'.
• Lowlight Vision
• Racial Hit Dice: A brownie begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A brownie’s fey levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Craft (any one), Hide, Listen, Move Silently, Profession (any one), Spot, and Use magic Device.
• Racial Feats: A brownie’s fey levels give it one feats.
• Proficient with simple weapons
• Special Qualities (see above): Communicate with animals, Faerie Traits.
• Brownies have a +4 racial bonus to all Use Magic Device skill checks.
• Automatic Languages: Fairy, Sylvan, Halfling, local language, communicate with animals. Bonus Languages: Common, Elven, Gnomish, and other local languages.
• Favored Class: Expert.
• Level Adjustment: +1.
Traianus Decius Aureus

10-19-07, 04:05 PM
Brownie
Brownies are one of the most helpful of the Faeries, attaching themselves to a particular family or home, and protecting and taking care of their charge as best they can.

Personality: Most brownies are settled creatures, attached to a specific household, usually one near or in woodlands, and almost never in a town or city. They help the occupants by doing household chores, such as sweeping, cleaning, churnning, and threshing, late at night. They do thhis without asking for anything in return; indeed it would be the height of rudeness to offer the brownie anything resembling a wage for their work.
Most households do leave out small treats as gifts for the brownies, usually based on the brownies favorite tidbits: bowls of cream, and special cakes spread with honey. These little gifts, along with praise for his kind work is all that is needed to keep a brownie happy. Brownies will usually become troublesome in a household if his work is criticized or if low quality gifts are left for him. If given any item of clothing, the brownie will immediately leave- the brownie interpreting it as being paid a wage as hired help, or worse, that he is being treated as a criminal (who are often punished by having to work in a mortal household until given clothes for their work.)

Physical Description: The brownie, a homely being of about 2 and a half feet in height, is the most common household sidheog. His name comes from the reputation of wearing brown hoods and cloaks. Those that claim to have seen them claim they look like a bit like halflings. All known brownies have been males, and there are quite possibly no female brownies.
Brownies prefer to wear simple clothes. They are proficient with simple weapons. They may wear armor only if proficient with it from class levels.

Relations: Of all the Faeries, brownies have the best relations with mortals. They frequently are in the company of humans, elves, and halflings, and have grown accustomed to each races’ temperaments and quirks. However, these races are not always aware of the brownie’s quirks, and can easily and unintentionally offend one.
Brownies get along with all of the forest races and Faeries, but are more solitary, due to their roles in households, than others.

Alignment: Brownies are almost always lawful, and are often lawful good.

Brownie Lands: Brownies can be found throughout the Known World, usually residing in or near forests. They are settled creatures, usually finding a home where they can be of use and staying there as long as needed and wanted.

Religion: Like most Faeries, brownies do not worship the Immortals. This doesn’t mean they are not aware of them or are disrespectful of them, just they do not see them as something to worship. Brownies are very respectful of the religious beliefs held by those under his care, and will not knowingly disrespect those Immortals and beliefs.

Language: Brownies speak Fairy, Sylvan, Halfling, the predominant local language and may communicate with animals. They may also know Common, Elven, Gnomish, and other local languages.

Names: Brownie names can be difficult to pronounce correctly. They do not use surnames.
Male Names: Alasdair, Hamish, Iain, Seumas, Uilleam

Adventurers: Brownies usually adventure for one of two particular reasons. First of them is it becomes necessary for him to do so in connection to his role as household guardian and protector- sometimes when a young child he looks after decides to embark on adventuring. Secondly, when a brownie is no longer attached to a particular household, they will travel and wander about until finding a new household or treasure to protect. Much more rarely, a brownie will simply prefer to adventure and travel, doing good deeds (and a little mischief) along the way for a variety of people.
Brownies have a favored class of expert. A brownie’s role a guardian and helper in a household requires it to be versatile and skilled. Brownies also do well as fighters, rogues, and occasionally bards. They also may pursure the arcane arts as sorcerers and wizards. Brownies are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-basd classes.

Brownie Racial Traits:
Brownie characters possess the following racial traits.
• -2 Str, +6 Dex, -2 Cha
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• Space/Reach: 5'/5'
• Base move 30'.
• Lowlight Vision
• Racial Hit Dice: A brownie begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A brownie’s fey levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Craft (any one), Hide, Listen, Move Silently, Profession (any one), Spot, and Use magic Device.
• Racial Feats: A brownie’s fey levels give it one feat.
• Proficient with simple weapons
• Special Qualities:
Communicate with Animals (Ex): A brownie may communicate with animals as if he were permanently under the effect of a speak with animals spell.
Faerie Traits: As a Faerie, brownies have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.
• Brownies have a +4 racial bonus to all Use Magic Device skill checks.
• Automatic Languages: Fairy, Sylvan, Halfling, local language, communicate with animals. Bonus Languages: Common, Elven, Gnomish, and other local languages.
• Favored Class: Expert.
• Level Adjustment: +1.


Brownie Racial Progression
The table below gives an optional level progression for brownie players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the brownie will be the same as if created normally.
________________________________________
Table: Brownie Racial Progression
Class Level Hit Dice BAB Fort Ref Wil Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 -2 Str, +2 Dex, -2 Cha; speed 30ft; Communictae with animals; Starting Feat.
2nd 1d6 +1 +0 +2 +2 --- +2 Dex; +2 racial bonus on Use Magic Device checks.
3rd 2d6 +1 +0 +3 +3 6+ Int Mod +2 Dex; +4 racial bonus on Use Magic Device checks.
Traianus Decius Aureus

10-23-07, 03:40 PM
Brownie Paragon Class
Brownie paragons have the following game statistics.

Abilities: Dexterity is of value to a brownie since it helps with both stealth and combat. Wisdom and Intelligence are desireable for their effect on Craft and Profession skills. Brownie paragons should not ignore Charisma either.

Alignment: Lawful and predominantly good.

Hit Die: d6.
________________________________________
Class Skills
The brownie paragon's class skills (and the key ability for each skill) are Craft (any one) (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (any one) (Wis), Spot (Wis) and Use Magic Device (Cha).

Skill Points at Each Level: 6 + Int modifier.
________________________________________
Class Features
All of the following are class features of the brownie paragon class.

Weapon and Armor Proficiency: Brownie paragons are proficient with all simple and martial weapons, and with light armor.

Handy with Magic (Ex): A brownie paragon’s racial bonus to Use Magic Device skill checks increases to +8.

Spell-like Abilities (Sp): At 2nd level, a brownie paragon is able to cast each of the following spells 1/day: fabricate, mending and purify food and drink. Caster level is equal to HD and any save DCs are Cha-based.

Ability Boost (Ex): At 3rd level, a brownie paragon's Dexterity score increases by 2 points.

Table: The Brownie Paragon
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Handy with Magic
2nd +1 +0 +3 +3 Spell-like Abilities
3rd +2 +1 +3 +3 Ability boost (Dex +2)
Traianus Decius Aureus

10-24-07, 03:31 PM
Spawn of Nimmur
SCMC
When a powerful Nimmurian manscorpion dies from exposure to sunlight, it has a chance of becoming undead, rising as an avenging spawn of Nimmur when the sun sets.

Spawn of Nimmur appear similarly to a ziggurat horror- as tattered and burned manscorpions. Their flesh is blackened and crisp, crackling as they move with bits continually flaking off. Their red eyes glow with an eerie inner fire.
Spawn of Nimmur are highly regarded in the twisted and warped Nimmurian manscorpion society. The manscorpions revere anyone with the strength of will to withstand Idu's fire and become undead. The spawn of Nimmur are also regarded as having the favour of Nin-Hurabi (Nyx), a manscorpion Immortal patron. The spawn are often driven and obsessed with exacting horrible revenge on whoever caused them to be "burned and reborn" under the sun.

If the ashes of a sun-burned manscorpion are sprinkled with holy water from a temple dedicated to the Immortal Idu (Ixion), blessed, and scattered to the four winds, the manscorpion cannot rise as a spawn of Nimmur. A spawn of Nimmur can also be permanently destroyed with this procedure.

Spawn of Nimmur speak any languages they knew in life. They are most likely to be found in Nimmur.

Creating a Spawn of Nimmur
“Spawn of Nimmur ” is an acquired template that can be added to any Nimmurian manscorpion (referred to hereafter as the base creature).
A Spawn of Nimmur uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The base creature’s natural armor bonus improves by +3.

Attack: A Spawn of Nimmur retains all the attacks of the base creature.

Full Attack: A Spawn of Nimmur retains all the attacks of the base creature. If armed with a weapon, it usually uses the weapon as its primary attack along with its sting as a natural secondary attack.

Damage: Base damage from a Spawn of Nimmur’s attacks is unchanged from that of the base creature.

Special Attacks: A Spawn of Nimmur retains all the special attacks of the base creature except as noted below.

Poison (Ex): A creature stung by the Spawn of Nimmur's stinger must make a Fort save vs DC 10 + 1/2 spawn’s HD + spawn’s Cha modifier or suffer 1d4 Str, 1d4 Dex and 1d4 Con primary and secondary damage.

Special Qualities: A Spawn of Nimmur retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su): A Spawn of Nimmur has damage reduction 10/red steel.

Fast Healing (Ex): A Spawn of Nimmur heals 3 points of damage each round so long as it has at least 1 hit point and is in darkness (moonlight is sufficient). If reduced to 0 hit points in combat, it automatically turns into black dust. When turned to dust, it reforms and regains 1 hit point after 1 hour or when nightfalls, and resumes healing at the rate of 3 hit points per round.

Idu’s Curse (Ex): A Spawn of Nimmur suffers damagefrom Idu’s Curse as a Nimmurian manscorpion with the following differences:
Reflected light and moonlight do not harm a Spawn of Nimmur.
A Spawn of Nimmur destroyed by the sun will turn to black dust, but is not permanently killed. It will reform at nightfall as described under Fast Healing.

Turn Resistance (Ex): A Spawn of Nimmur has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +4, Wis +2, and Cha +6. As an undead creature, a Spawn of Nimmur has no Constitution score.

Skills: Spawn of Nimmur have a +8 racial bonus on Hide, Listen, and Spot checks. It receives an additional +4 racial bonus to Intimidate checks (+8 total with the Nimmurian Manscorpion bonus). Otherwise, skills are the same as the base creature.

Feats: Spawn of Nimmur gain Alertness, and Improved Initiative assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any non-aquatic Temperate and Warm
Organization: Solitary
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Any Evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +2.

Spawns of Nimmur and the Red Curse
Any Nimmurian manscorpion that possessed a Legacy in life still possesses that legacy when he becomes a Spawn of Nimmur. However, he no longer needs cinnabryl and does not become afflicted.

A Sample Spawn of Nimmur
Ur-mesh Gul, Hammer of Nin-Hurabi
5th Level Spawn of Nimmur Fighter
Large Undead (Augmented Nimmurian Manscorpion)
Hit Dice: 6d12 plus 5d12 +3 (74 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares) in half-plate armor; base speed 30 ft.
Armor Class: 23 (+1 Dex, -1 size, +6 natural, +7 half-plate armor), touch 10, flat-footed 22
Base Attack/Grapple: +11/+21
Attack: Large glaive +17 melee (2d8 +11)
Full Attack: Large glaive +17/+12/+7 melee (2d8 +11) and sting +11 melee (1d4 +3 plus poison) or 2 claw +16 melee (1d4 +6) and sting +11 melee (1d4 +3 plus poison)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., DR 10/red steel, Fast Healing 3, Idu's Curse, Turn Resistance +4, Undead Traits
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 23, Dex 13, Con -, Int 8, Wis 11, Cha 12
Skills: Hide +4, Intimidate +12, Listen +11, Move Silently -4, Spot +11, Survival +1
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Glaive), Improved Initiative, Power Attack, Toughness, Weapon Focus (Glaive), Weapon Specialization (Glaive)
Environment: Any non-aquatic Temperate and Warm
Organization: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class
Level Adjustment: +5

Ur-mesh was once an adventuring Nimmurian manscorpion that made some powerful Herathian enemies. Lured into a trap, he was left to die from exposure to the sun by his Herathian captors. Before destruction in the sun, he swore a blood oath to serve Nin-Hurabi if she saw fit to raise him from the ashes. She obliged him, and he now serves her as an Inquistor, rooting out those within her priesthood and followers that possess heretical ideas and deliver punishment in her name.
Ur-mesh speaks Nimmurian, Common, and Terran.

Combat
Ur-mesh attacks only at night, and usually by ambush. He always wields a glaive, and stings as a secondary attack.

Poison (Ex): A creature stung by Ur-mesh's stinger must make a Fort save vs DC 16 (Cha based) or suffer 1d4 Str, 1d4 Dex and 1d4 Con primary and secondary damage.

Damage Reduction (Su): Ur-mesh has damage reduction 10/red steel.

Fast Healing (Ex): Ur-mesh heals 3 points of damage each round so long as it has at least 1 hit point and is in darkness (moonlight is sufficient). If reduced to 0 hit points in combat, it automatically turns into black dust. When turned to dust, it reforms and regains 1 hit point after 1 hour or when nightfalls, and resumes healing at the rate of 3 hit points per round.

Idu's Curse (Ex): Ur-mesh is extremely vulnerable to sunlight. If caught in direct sunlight, he is shaken and suffers 1d6+2 damage per round exposed. If left in direct sunlight for more than ten minutes, he bursts into flames and is immediately turned to black dust (until nightfall). Partial exposure inflicts 1d3 points of damage per round of exposure.
The effects of this curse can be temporarily alleviated if Ur-mesh spends at least 30 minutes applying special make-up to its body. The effects of the make-up last for 24 hrs before it must be reapplied. Brief exposure to water can partially remove the make-up, and a dousing in water will remove it completely.

Skills: Ur-mesh has a +8 racial bonus to all Intimidate skill checks. He also has a +8 racial bonus to all Hide, Listen and Spot checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromatic effects, and any effect that requiress a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.
Traianus Decius Aureus

10-25-07, 03:49 PM
Redcap
DMR2 17, PC1 27
Small Fey (Faerie)
Hit Dice: 2d6 (7 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +1/ -3
Attack: Small longspear +1 melee (1d6 -1) or claw +1 melee (1d2-1)
Full Attack: Small longspear +1 melee (1d6 -1) and bite -4 melee (1d2 -2) or Small dagger +1 melee (1d3 -1) and bite -4 melee (1d2 -2) or 2 claw +1 melee (1d2-1) and bite -4 melee (1d2-2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Communicate with Animals, Faerie traits, Holy Vulnerability, low-light vision
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 8, Dex 17, Con 11, Int 10, Wis 11, Cha 8
Skills: Craft (trapmaking) +4, Hide +14, Intimidate +8, Listen +3, Move Silently +10, Spot +3, Use Magic Device +8
Feats: Stealthy
Environment: Any forests, hills
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: +1

The redcap is an evil sort of brownie; as the brownies are the most helpful of the Faeries to humanity, the redcaps maybe the most harmful. They are exiles from fairy society; typically they once had humans entrusted to their care, but they were maliciously negligent. They hate all mortals- humans, demi-humans, and humanoids alike, and they will even vent their malice on common animals.
Redcaps appear as thickset, gnarled old brownies; as exiles from fairykind, they suffer the cosmetic effects of age, though they otherwise are immortal just as other Faeries. Their teeth are long and protruding, and their scrawny fingers are tipped with long, claw-like nails. Peering out from behind their long, grisly, tangled, grey hair are bloodshot eyes filled with malice, anger and hate. They often wear sturdy, iron boots, carry a longspear, and always have atop their heads with a red cap.
While good brownies are attracted to living households, the redcap haunts ruins, especially castles and sites of former tyranny. There he flings stones at travelers seeking shelter in his haunt; if given the chance, he will murder them outright, and catch their blood in his cap, to maintain its dusky hue.
When killed, the redcap vanishes in a flame. The only trace left behind is a single, large tooth. Peasant lore states that this relic is of value for witchcraft, but most people prudently leave it untouched, unless they have the means to safely hide or destroy it.
Redcaps speak Sylvan, Fairy, Halfling and the predominant local language. They can speak with animals as well. They may also know Common, Elven, Gnomish and other local languages.

Combat
Redcaps are a threat to any creature that ventures to close to its territory. They will preferably attack with traps and ambushes, or attack while their targets are sleeping. They may use any simple weapons (preferably a longspear and dagger), and armor if proficient from class levels. A redcap has two claw attacks and a bite attack. When using a weapon, the redcap can use its bite as a secondary attack.

Communicate with Animals (Ex): A redcap may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, redcaps have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Holy Vulnerability (Ex): A redcap suffers an additional 1d4 damage from Holy Water (2d4 total damage).

Skills: Redcaps have a +4 racial bonus to all Intimidate and Use Magic Device checks.

Redcaps as Characters
Redcaps have a favored class of rogue. Redcaps also do well as fighters, and occasionally bards. A few have even become assassins. They also may pursure the arcane arts as sorcerers and wizards. Redcapss are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-basd classes.

Redcap Racial Traits
• -2 Str, +6 Dex, -2 Cha
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• Space/Reach: 5'/5'
• Base move 30'.
• Low-light Vision
• Racial Hit Dice: A redcap begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A redcap’s fey levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Craft (trapmaking), Hide, Intimidate, Listen, Move Silently, Spot, and Use magic Device.
• Racial Feats: A redcap’s fey levels give it one feat.
• Natural Attacks: 2 Claws (1d2), 1 Bite (1d2)
• Proficient with simple weapons
• Special Qualities (see above): Communicate with animals, Faerie Traits, Holy Vulnerability.
• Redcaps have a +4 racial bonus to all Intimidate and Use Magic Device skill checks.
• Automatic Languages: Fairy, Sylvan, Halfling, local language, communicate with animals. Bonus Languages: Common, Elven, Gnomish, and other local languages.
• Favored Class: Rogue.
• Level Adjustment: +1.
Traianus Decius Aureus

10-26-07, 03:43 PM
Redcap
Redcaps are the most harmful of the Faeries, seeking to vent their malice and hate on mortals and other living creatures.

Personality: Redcaps are solitary and evil creatures bent on tormenting and killing anything that ventures into its reach.
They use stealth, traps and ambushes as a matter of course, and will often try to kill victims while they sleep- although they are vicious, they are also cowardly. They will harass those it cannot attack from ambush, and wait for an opportune time to strike. Among the ruins they call home, they will jealously safeguard their treasures.

Physical Description: Redcaps appear as thickset, gnarled old brownies; as exiles from fairykind, they suffer the cosmetic effects of age, though they otherwise are immortal just as other Faeries. Their teeth are long and protruding, and their scrawny fingers are tipped with long, claw-like nails. Peering out from behind their long, grisly, tangled, grey hair are bloodshot eyes filled with malice, anger and hate. They often wear sturdy, iron boots, carry a longspear, and always have atop their heads with a red cap.
Redcaps are proficient with simple weapons, preferring to use longspears and daggers. They may wear armor only if proficient with it from class levels.

Relations: Redcaps are exiles from fairy society; typically they once had humans entrusted to their care, but they were maliciously negligent. They hate all mortals- humans, demi-humans, and humanoids alike, and they will even vent their malice on common animals. They are not fond of their Fairy kin either, but will harass them rather than use outright violence at first.

Alignment: Redcaps are almost always chaotic, and are often chaotic evil.

Redcap Lands: Redcaps can be found throughout the Known World, usually residing in or near forests. Most redcaps haunt ruins, especially castles and sites of former tyranny. They use numerous traps to safeguard their treasures.

Religion: Redcaps do not worship the Immortals, and have very little interest in them otherwise.

Language: Redcaps speak Fairy, Sylvan, Halfling, the predominant local language and may communicate with animals. They may also know Common, Elven, Gnomish, and other local languages.

Names: Redcap names can be difficult to pronounce correctly. They do not use surnames.
Male Names: Amhlaidh, Bróccín, Cennédig, Feradach, Muireadhach, Toirdhealbhach

Adventurers: Redcaps often adventure out of necessity, needing to keep their lairs free of travelers, interlopers, and meddlers. Redcaps may also adventure to acquire wealth, to spread misery among the mortal races, or to find a new ruin to inhabit.
Redcaps have a favored class of rogue. Redcaps also do well as fighters, and occasionally bards. A few have even become assassins. They also may pursue the arcane arts as sorcerers and wizards. Redcaps are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Redcap Racial Traits:
Redcap characters possess the following racial traits.
• -2 Str, +6 Dex, -2 Cha
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• Space/Reach: 5'/5'
• Base move 30'.
• Lowlight Vision
• Racial Hit Dice: A redcap begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A redcap’s fey levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Craft (trapmaking), Hide, Intimidate, Listen, Move Silently, Spot, and Use magic Device.
• Racial Feats: A redcap’s fey levels give it one feat.
• Natural Attacks: 2 Claws (1d2), 1 Bite (1d2)
• Proficient with simple weapons
• Special Qualities:
Communicate with Animals (Ex): A redcap may communicate with animals as if he were permanently under the effect of a speak with animals spell.
Faerie Traits: As a Faerie, redcaps have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.
Holy Vulnerability (Ex): A redcap suffers an additional 1d 4 damage from Holy Water (2d4 total damage).
• Redcaps have a +4 racial bonus to all Intimidate and Use Magic Device skill checks.
• Automatic Languages: Fairy, Sylvan, Halfling, local language, communicate with animals. Bonus Languages: Common, Elven, Gnomish, and other local languages.
• Favored Class: Rogue.
• Level Adjustment: +1.


Redcap Racial Progression
The table below gives an optional level progression for redcap players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the brownie will be the same as if created normally.
________________________________________
Table: Brownie Racial Progression
Class Level Hit Dice BAB Fort Ref Will Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 -2 Str, +2 Dex, -2 Cha; speed 30ft; Communicate with animals; Holy Vulnerability; Starting Feat.
2nd 1d6 +1 +0 +2 +2 --- +2 Dex; +2 racial bonus on Intimidate and Use Magic Device checks.
3rd 2d6 +1 +0 +3 +3 6+ Int Mod +2 Dex; +4 racial bonus on Intimidate and Use Magic Device checks.
Traianus Decius Aureus

10-26-07, 03:45 PM
Redcap Paragon Class
Redcap paragons have the following game statistics.

Abilities: Dexterity is of value to a redcap since it helps with both stealth and combat. Intelligence is desireable for its effect on the Craft (trapmaking). Redcap paragons should not ignore Strength or Constitution either, as the redcap is often fighting.

Alignment: Chaotic and predominantly evil.

Hit Die: d6.
________________________________________
Class Skills
The redcap paragon's class skills (and the key ability for each skill) are Craft (trapmaking) (Int), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis) and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
________________________________________
Class Features
All of the following are class features of the redcap paragon class.

Weapon and Armor Proficiency: Brownie paragons are proficient with all simple and martial weapons, and with light armor.

Trapmaster (Ex): A redcap paragon gains a +4 racial bonus to Craft (Trapmaking) skill checks.

Spell-like Abilities (Sp): At 2nd level, a redcap paragon is able to cast each of the following spells 1/day: touch of fatigue, sleep and symbol of sleep. Caster level is equal to HD and any save DCs are Cha-based.

Ability Boost (Ex): At 3rd level, a redcap paragon's Dexterity score increases by 2 points.

Table: The Redcap Paragon
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Trapmaster
2nd +1 +0 +3 +3 Spell-like Abilities
3rd +2 +1 +3 +3 Ability boost (Dex +2)
Traianus Decius Aureus

10-29-07, 03:44 PM
Leprechaun
PC1 29
Diminutive Fey (Faerie)
Hit Dice: 1/2d6 (1 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +0/-14
Attack: Diminutive longsword +2 melee (1d3 -2)
Full Attack: Diminutive longsword +2 melee (1d3 -2)
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Communicate with Animals, Faerie Traits, Low-light vision
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 6, Dex 18, Con 11, Int 13, Wis 12, Cha 14
Skills: Bluff +4, Craft (any one) +12, Diplomacy +4, Hide +18, Listen +5, Move Silently +6, Sense Motive +3, Spot +5, Tumble +8, Use Magic Device +4
Feats: Skill Focus (Craft (any one))
Environment: Any land
Organization: Solitary, or Gang (2-5)
Challenge Rating: 1/4
Treasure: Double Standard
Alignment: Usually lawful good
Advancement: by character class
Level Adjustment: +1

Leprechauns are the chief craftsmen of the Good People; they are best known among humans as shoemakers (since, it is said, the fairies wear out so many pairs of shoes with their frequent dancing), but they make such other things as clothes, weapons, wine casks, and magical items. They trade these items with the other fairies in return for food, raw materials, and treasure.
Leprechauns speak Sylvan, Fairy, Elvish, Gnomish, and the dominant local language. They are also able to communicate with animals. A leprechaun may also know Common, Halfling, Dryad, and other local languages.

Combat
Leprechauns, not surprisingly, will try to avoid contact with mortals. They, however, will fight if cornered, while looking for a quick escape.
Leprechauns are proficient with all simple and martial weapons, and may wear light armor. Most prefer to use a longsword in combat.

Communicate with Animals (Ex): A leprechaun may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, leprechauns have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills: Leprechauns have a +4 racial bonus to a Craft (any one) skill chosen at creation. Use Magic Device is always a class skill for leprechauns.

Leprechauns as Characters
A leprechaun character exchanges its 1/2 HD of fey for its first class level.
A leprechaun’s favored class is expert and sorcerer. Leprechauns are excellent craftsmen and have quite the affinity for arcane magic, using it to augment their crafting. They make for good rogues, wizards, and bards as well. Some prove to be capable fighters and barbarians, although their small stature is not always suited to melee combat. Leprechauns are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Leprechaun characters possess the following racial traits.
• -4 Strength, +8 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma.
• Diminutive size. +4 bonus to Armor Class, +4 bonus on attack rolls, +12 bonus on Hide checks, -12 penalty on grapple checks, lifting and carrying limits ¼ those of Medium characters.
• A leprechaun’s base land speed is 20 feet.
• Low-light vision.
• Skills: leprechauns have a +4 racial bonus on a Craft skill selected at creation.
• Weapon Proficiency: All simple and martial weapons.
• Armor Proficiency: All light armors, but no shields.
• Special Qualities (see above): Communicate with Animals, Faerie Traits.
• Automatic Languages: Sylvan, Fairy, Elven Gnomish, local language. Bonus Languages: Common, Halfling, Dryad, other local languages.
• Favored Class: Expert and Sorcerer.
• Level adjustment +1
Traianus Decius Aureus

10-30-07, 05:02 PM
Leprechaun
Leprechauns are a race of diminutive fey, known for their crafting and their propensity to hide their treasures.

Personality: Leprechauns are rather unique among the faerie races as they are crafters that create a variety of items that they trade to the other faerie races.
Leprechauns are clever, good-natured, and hardworking by faerie standards. They are attracted to magic, particularly if it can be adapted to aid in crafting.
They do hoard treasure, and as human legends maintain, if they are captured, they will tell their captors the location of their hoard. However, they are under no obligation to help them retrieve it, and will look for ways to escape and complicate any efforts to retrieve it.

Physical Description: Leprechauns average about 9 inches high; they have elfin features such as pointy ears, but are rarely as delicate as sprites, pixies and the like. Otherwise their appearance varies widely: some appear young, some old; some thin, others rotund. Leprechauns known as clurachaun (they tend to winecellars and breweries) usually appear aged and more dwarvish, though this is not always the case.
Leprechauns are proficient with all simple and martial weapons; they prefer to use longswords. They are proficient with light armor. Outside of combat, they tend to wear green clothing appropriate to their trade.

Relations: Leprechauns tend to have good relations with forest creatures and other faeries. They avoid mortals as much as possible, but don’t bear them any ill will.
Since they are primarily involved with manufacturing goods, leprechauns aren’t involved in the direct care of nature, but they do loathe evil creatures and those who mistreat the environment, and they will always do their best to hamper such beings.

Alignment: Leprechauns are almost always lawful, and most are good as well.

Leprechaun Lands: Leprechauns are found throughout the Known World wherever the other faerie races can be found. The largest grouping is in the areas of Alfheim and Darokin known as the Dreamlands..

Religion: Like most Faeries, leprechauns do not worship the Immortals. This doesn’t mean they are not aware of them or are disrespectful of them, just they do not see them as something to worship.

Language: Leprechauns speak Sylvan, Fairy, Elven Gnomish, and the dominant local language. They can communicate with animals as well. They may also speak Common, Halfling, Dryad, and other local languages.

Names: Leprechaun names are ancient sounding and difficult to pronounce. They are linguistically related to brownie, wood imp and sidhe names. They do not use surnames or clan names.
Male Names: Colm, Glower, Iubadan, Killian, Padraig, Shamus
Female Names: Aine, Doireann, Fionnuala, Liadan, Sinead, Tierney

Adventurers: Leprechauns most often fing themselves adventuring for two reasons. The first is to acquire treasure, which they are quite fond of. The second is in the pursuit of magic to aid in their crafting. They will fight to protect their homes, and will join other faeries and forest creatures if the woodlands are threatened.
A leprechaun’s favored class is expert and sorcerer. Leprechauns are excellent craftsmen and have quite the affinity for arcane magic, using it to augment their crafting. They make for good rogues, wizards, and bards as well. Some prove to be capable fighters and barbarians, although their small stature is not always suited to melee combat. Leprechauns are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Leprechaun Racial Traits:
Leprechaun characters possess the following racial traits.
• -4 Strength, +8 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma.
• Diminutive size. +4 bonus to Armor Class, +4 bonus on attack rolls, +12 bonus on Hide checks, -12 penalty on grapple checks, lifting and carrying limits ¼ those of Medium characters.
• A leprechaun’s base land speed is 20 feet.
• Low-light vision.
• Skills: leprechauns have a +4 racial bonus on a Craft skill selected at creation. Use Magic Device is always a class skill for leprechauns.
• Weapon Proficiency: All simple and martial weapons.
• Armor Proficiency: All light armors, but no shields.
• Special Qualities: Communicate with Animals (Ex): A leprechaun may communicate with animals as if he were permanently under the effect of a speak with animals spell.
Faerie Traits: As a Faerie, leprechauns have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.• Automatic Languages: Sylvan, Fairy, Elven Gnomish, local language. Bonus Languages: Common, Halfling, Dryad, other local languages.
• Favored Class: Expert and Sorcerer.
• Level adjustment +1
Traianus Decius Aureus

10-30-07, 05:18 PM
Leprechaun Paragon Class
Leprechaun paragons have the following game statistics.

Abilities: Dexterity is of value to a leprechaun since it helps with both stealth and combat. Intelligence is desireable for its effect on Craft skills. Leprechaun paragons should not ignore Charisma either, especially if they are magically inclined.

Alignment: Lawful and predominantly good.

Hit Die: d6.
________________________________________
Class Skills
The leprechaun paragon's class skills (and the key ability for each skill) are Bluff (Cha), Craft (any one) (Int), Diplomacy (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis) and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
________________________________________
Class Features
All of the following are class features of the leprechaun paragon class.

Weapon and Armor Proficiency: Leprechaun paragons are proficient with all simple and martial weapons, and with light armor.

Intune with Magic (Ex): A leprechaun paragon gains a +2 racial bonus to Use Magic Device skill checks.

Skill Focus (Craft): At 2nd level, a leprechaun paragon gains this feat as a bonus feat. It may be applied to any one Craft skill he has ranks in.

Ability Boost (Ex): At 3rd level, a leprechaun paragon's Charisma score increases by 2 points.

Table: The Leprechaun Paragon
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Intune with Magic; +1arcane spellcasting level
2nd +1 +0 +3 +3 Skill Focus (Craft); +1arcane spellcasting level
3rd +1 +1 +3 +3 Ability boost (Cha +2) ; +1arcane spellcasting level
Traianus Decius Aureus

10-31-07, 03:15 PM
Spider-spy
SCMC
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), climb 25 ft. (5 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Bite +4 melee (1d2 -1 plus poison)
Full Attack: Bite +4 melee (1d2 -1 plus poison)
Space/Reach: 5 ft./0 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60ft., low-light vision, tremorsense
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 12, Int 7, Wis 12, Cha 5
Skills: Climb +10, Hide +11 (+15*), Listen +2, Move Silently +3 (+11*), Spot +2
Feats: Dodge, Weapon finesse (B)
Environment: Any forests
Organization: Solitary, or Brood (2-5 plus 1 aranea)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

Spider-spies are enchanted spiders of large size, developed by the Herathian mages. The spider-spies are one of the more successful Herathian biological design endeavors. Unlike a regular spider, the webs of a spider-spy are usually large, gossamer-thin web-lines rather than thick, sprawling affairs. The lines are only slightly thicker than a human hair and can cover up to one square mile per hit point of the spider.
These webs are not used to trap prey, but to relay messages to the spider-spy and then to the aranea controlling the spy. Any creature touching the web alerts the spy. The spider-spy can tell a remarkable amount about the creature in that single moment. For example, the spider-spy can identify the creature's exact location, approximate size, mental state (anxious, despondent, gloating, etc.), general alignment (evil, good, or neutral), magical abilities, race, sex, and approximate age. It can also determine whether the creature has Legacies. In some cases, the spider-spy also gets an indication of the creature's surface thoughts. The Herathians train the spider spies to filter out "noise" contacts, such as when one of their webs gets broken by a bird, cat, forest ray, etc.
Spider-spies are found in small groups, always with an aranea controller nearby. Each group of 2 to 5 spider spies runs one web network (up to nine square miles). One spy sits at the centre of the web and gathers information. The other spy(s) travels around the web, repairing breaks and occasionally checking in with the aranea controller. They rotate positions frequently.
The spider-spies are not naturally occurring creatures, and their breeding is carefully controlled. Spider spies feed on a diet of small warm-blooded creatures and large insects.
Spider-spy controllers are highly trained and valued individuals in aranean society. Communicating with the spider-spies is a difficult art. Spider-spies communicate with their keepers via a soft chittering language, using sounds produced through their mouths and spinnerets, complemented by signs made with their legs.

Combat
Spider-spies are trained to flee from combat if at all possible. The spider-spies are too valuable to be risked in combat.
If attacked, spider-spies will immediately chitter to alert their caretakers. A spider-spy is usually linked to its controller via an ultra-thin web strand, so it can also send a silent distress call through this strand.
If forced into combat, spider-spies will bite.

Poison (Ex): The bite of the spider-spy is poisonous. Any creature bitten must make a Fortitude save vs. DC 11 (Con based) or suffer 1d3 Con damage for both initial and secondary damage.

Web (Ex): Spider-spies spin a very thin, ultra-strong web. Spider-spy webs can cover up to 1 square mile per hp the spider-spy possesses. Any creature in contact with the web reveals its approximate location, size, mental state, magical abilities, general alignment, race, sex, and age to the spider-spy. If the victim fails a Will save vs. DC 10, the spider-spy may also read the victim's thoughts for as long as the victim is in contact with the web.
These webs are very difficult to detect, requiring a Spot check vs. DC 20 to detect them before coming into contact with them. Even when in contact, they are hard to spot- if in contact, they still require a DC 15 Spot skill check to identify.

Tremorsense (Ex): A spider-spy can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider-spy’s webs.

Skills: Spider-spies have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A spider-spy can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-spies use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Spider-spies have a +8 racial bonus on Hide and Move Silently checks when using their webs.

The Red Curse
Spider spies acquire Legacies and require cinnabryl. Their aranean masters usually supply this metal for them.
Traianus Decius Aureus

11-07-07, 03:26 PM
Omm-wa
SCMC
Large Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), swim 60 ft. (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Spear +7 melee (1d8 +5)
Full Attack: Spear +7 melee (1d8 +5)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., underwater vision, water dependant
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 20, Dex 13, Con 15, Int 10, Wis 13, Cha 8
Skills: Diplomacy +1, Hide -3, Knowledge (nature) +2, Listen +5, Sense Motive +3, Spot +5, Survival +3, Swim +9
Feats: Alertness, Endurance
Environment: Any aquatic
Organization: Solitary, Pair, Pod (5-20 plus 1 3rd-5th level fghter and 1 1st-3rd level shaman), Shoal (20-60 plus 2 3rd-5th level fighters, 1 5th to 8th level warleader, 3 1st-3rd level shamans and 150% noncombatants), or Great Shoal (60+ plus 5 3rd-5th level fighters, 1 5th to 8th level warleader, 5 1st-3rd level shamans, 1 4th-6th level wisewoman and 150% noncombatants)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: by character class
Level Adjustment: +1

The omm-was, or "water-people" as they are sometimes called, are large, intelligent relatives of the manatee. These air-breathing, marine mammals are found in tropical or subtropical waters and can move freely from fresh water to saltwater.
Omm-was bear a strong resemblance to their manatee cousins and are only remotely humanoid. An omm-wa has a grey or black corpulent body, which tapers into a horizontally flattened tail. Its flipper-like forelimbs are set close to the head, with small, webbed hands. An omm-wa does not have external hind limbs. Its disproportionally tiny head has a straight snout and a cleft upper lip with bristly hairs. An omm-wa uses its large, muscular lips for tearing off water plants, and the molars and hard pads at the front of its jaws grind the food. Male also have two small, tusk-like incisors. Adult omm-was are 9 to 11 feet long and weigh up to 1,300 pounds.
Omm-wa vision is adapted for life underwater. They have large eyes, and can see very far in clear water. In the air, they can see about as well as most humans, but their eyes are very sensitive to light. They are shallow-water creatures, rarely diving deeper than 100 feet. Omm-was may leave the water for no more than thirty minutes at a time.
Omm-was have a strictly matriarchal society. All authority is held by women. The most senior, grizzled, battle-scarred male warleader will unhesitatingly obey the commands of the most junior omm-wa woman (omm-wa females reach maturity at age 12). The mother is head of the family, and lineage is traced from her. Females inherit rank from their mothers.
Omm-was have two major personality types, divided by gender. Females belong to the mother-nurturer type. Most females revere the Immortal Terra, whom they call "Mother Ocean." Omm-wa females worship her as the creator and protector of new life. Omm-wa females see it as their duty to nurture and administer omm-wa society.
Omm-wa males are of the warrior-protector mentality and are somewhat fatalistic. Male ranks are open to challenge and change frequently. Omm-wa males tend to die young, since they serve to protect society. They revere the Immortal Thor (known as Dugong to the omm-was), the patron of bravery and war craft. An omm-wa male will gladly sacrifice himself to protect a female or young omm-wa. Female omm-was are well aware of this tendency, regarding it as evidence of male idiocy. They feel that if the males were not held in check by the females, they would probably kill themselves off in short order.
Omm-was are great aquaculturalists, tending sprawling underwater farms where they grow a great variety of water plants. Omm-was do most of their feeding at night, eating directly in the fields. Most of the plants that the omm-was feed on contain silica, which quickly wears their teeth down. To compensate, omm-wa molars move toward the front of the jaw at a steady rate. The front teeth fall out when completely worn, quickly replaced by new teeth at the back of the jaw. This process has a key effect on omm-wa philosophy. To the omm-wa, the individual has little long-term relevance to the society, although all omm-was must make a contribution while they are able. Like a tooth, the individual will eventually be replaced by another who is equally capable. Individual omm-was do the best they can for the herd, secure in the knowledge that if they fall, others will come forward to take their places. Omm-wa do not wear clothing, but they are tool-users, often wearing a belt or pouch for carrying items.
The treasure of the water-people is usually in the form of shells, pearls, coral, and other bounty of the sea. They also have some gold and silver, obtained through trade with the shazaks and Herathians. Omm-was harvest the mineral-rich nodules found in patches on the ocean floor near their homes. These potato-sized nodules are rich in metals, including iron, manganese, small amounts of cinnabryl, and trace amounts of other metals. The omm-was take only what they need from the nodule beds, which replenish themselves naturally.
Rumours claim that the omm-was have a way to forge metal, using a combination of Legacies, shaman spells, and the metal-rich nodules.
Omm-was have a rich and possibly unique "writing" system. For long-term writing, an omm-wa arranges piles of pebbles of varying colour and size on the ocean floor. Each individual pebble and its arrangement has a meaning, but this is only the first level of interpretation. With the right training, a viewer looking at an omm-wa book sees a three-dimensional image that contains even more information, usually in the form of a picture.
The omm-was also have a "quick" method of writing, involving knotted strings and coloured beads (made from carved bits of shell, pearls, coral, metal, and stone). Each omm-wa lair has a reserve of these "writing materials," which make up most of their treasure. An omm-wa warrior wearing a necklace of beads is carrying a message or making a statement. Outsiders often mistake these necklaces for jewellery, but though they are often quite pretty, this is not the primary purpose. For jokes, omm-was have been known to trade necklaces to land-dweller that have derogatory messages about the wearer.
Omm-wa are pretty crafty, and they do not like being dependent upon the Herathians for most of their trade. They would be very open to securing another source of manufactured items.
Gurrash of the Bayou sometimes hunt omm-was as a supply of hides, meat, and blubber oil. The omm-was are stronger swimmers than the gurrash, so they generally escape. Omm-was have hated the gurrash ever since they took over the bayous. Omm-wa occasionally help out travellers lost in the bayous or those about to fall to the gurrash.
Omm-wa males rarely die of old age due to their violent lifestyles. An omm-wa female often lives to the age of 40 or 50 and has four to six children during its lifetime.
Omm-wa speak their own language, Common, Herathian and Aquan.

Combat
Omm-wa favour the use of spears in the water, along with nets and tridents for defence. Some omm-was have underwater crossbows, obtained through trade with the Herathians. They are proficient with simple weapons, but not with any armors.

Underwater Vision (Ex): In underwater conditions, omm-wa can see three times as far as humans could in similar conditions.

Water Dependant (Ex): Omm-wa may not leave the water for more than thirty minutes at a time. Every fives minute beyond that, they suffer 1d6 non-lethal damage.

Skills: Omm-was have a +4 racial bonus to all Swim skill checks.

The Red Curse:
Omm-was all acquire Legacies and require cinnabryl to ward off Affliction. Most omm-was get the Burn Legacy. An omm-wa Afflicted with this Legacy may not leave the cooling water for more than a few seconds without overheating.
Most omm-was are not too bothered about becoming Afflicted, so this race has a high rate of Affliction. Omm-wa matriarchs supply a limited number of omm-was with cinnabryl, since they need a few without Afflictions that can trade with the land-dwellers.

Omm-wa as Characters
The favored class of omm-wa females is cleric. The favored class of omm-wa males is fighter. It is also common to see druids among the omm-wa females. Barbarians, rangers, and even a few paladins may be found among the males. Omm-wa clerics often worship Terra or Thor. Clerics who choose not to follow a specific Immortal may choose two of the following domains: Knowledge, Protection, and Water.
Gazza555

11-08-07, 03:43 AM
Here's a link (http://www.enworld.org/cc/converted/view_c.php?CreatureID=988) to the sollux that we did on Enworld.

Regards
Gary
Traianus Decius Aureus

11-12-07, 03:00 PM
Pixie (Mystaran)
RC, PC1 31
Hit Dice: 1d6+1 (4 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 19 (+2 size, +2 Dex, +4 chain shirt, +1 buckler), touch 14, flat-footed 17
Base Attack/Grapple: 0/-10
Attack: Tiny rapier +0 melee (1d3 -2)
Full Attack: Tiny rapier +0 melee (1d3 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Communicate with animals, low-light vision, Faerie Traits
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 6, Dex 15, Con 13, Int 14, Wis 11, Cha 16
Skills: Diplomacy +7, Hide +9, Knowledge (local) +6, Listen +6, Move Silently +3, Search +4, Spot +6, Swim -12, Tumble +3, Use Magic Device +7
Feats: Alertness
Environment: Temperate forests
Organization: Solitary, Gang (2-5), Patrol (5-20), or Band (20-40)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral good
Advancement: by character class
Level Adjustment: +1

Pixies and sprites are very similar fey creatures. Their attitudes and appearance are quite similar. The largest difference is pixies tend to pick martial classes and abilities, while sprites tend to be more arcane in their choices.
Pixies, despite their size, can be quite warlike and proud of their martial skills. They delight in swordplay.
Pixies are between one and two feet tall. They are usually red-headed. They have insect-like wings, green and translucent, sprouting from their backs. Their faces are round with pert, upturned noses and eyes that are often squinty and crossed. They have pointy, elvish-looking ears. Most wear green clothing.
Pixies are mischievous, graceful and whimsical. They love dancing by moonlight in fairy-rings, having various contests and games, and practical jokes. Perhaps their greatest joy is teasing the big races. Leading travelers astray (i.e. pixy-led) is one common joke, and the other common joke is to pester someone into looking clumsy and foolish (i.e. pixy-ridden.)
When dealing with wicked being, pixies are much more harmful in their jokes and pranks. Pixies loathe evil as a great ugliness, and will take action to remove it from their midst.
Pixies survive by living off the land and "borrowing" food from other races. Their claim that any apples left on the tree after harvest are theirs by right, is an extension of this "borrowing."
Pixies speak Fairy, Sylvan, Elvish, Halfling, Gnome, and the predominant local language. They may also speak Common, Dryad, Hsaio and other local languages.

Combat
Pixies tend to be friendly towards strangers, and will even be helpful. They, however, have no trouble defending themselves if threatened or endangered.
Pixies are proficient with all simple and martial weapons, and with light and medium armors. They are proficient with all shields except for tower shields. One the whole they prefer light, elegant weapons such as rapiers.

Communicate with Animals (Ex): A pixie may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, pixies have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills: A pixie always treats Use Magic Device as a class skill.

Pixies as Characters
A pixie character exchanges its 1HD of fey for its first class level.
A pixie’s favored class is fighter. Pixies are capable fighters and warriors. They also make for good rogues and bards. While not as magically inclined as sprites, they are excellent sorcerers and wizards. Pixies are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.
Pixie characters possess the following racial traits.
• -4 Strength, +4 Dexterity, +2 Con, +4 Intelligence, +6 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ those of Medium characters.
• A pixie’s base land speed is 30 feet. They have a fly speed of 60’ (average).
• Low-light vision.
• Skills: Use Magic Device is always a class skill for pixies.
• Weapon Proficiency: All simple and martial weapons.
• Armor Proficiency: All light and medium armors, all shields but tower shields.
• Special Qualities (see above): Communicate with Animals, Faerie Traits.
• Automatic Languages: Sylvan, Fairy, Elven Gnomish, Halfling, local language. Bonus Languages: Common, Dryad, Hsaio, other local languages.
• Favored Class: Fighter.
• Level adjustment +1
Gazza555

11-21-07, 12:22 PM
Link (http://www.enworld.org/cc/converted/view_c.php?CreatureID=1005) to the Kna that we did on Enworld.

Regards
Gary
Traianus Decius Aureus

11-26-07, 04:05 PM
Pixie
Pixies are a race of tiny fey, known for their pranks, merriment and dancing. They are perhaps the most iconic of the fey creatures.

Personality: Pixies are mischievous, graceful and whimsical. They love dancing by moonlight in fairy-rings, having various contests and games, and practical jokes. Perhaps their greatest joy is teasing the big races. Leading travelers astray (i.e. pixy-led) is one common joke, and the other common joke is to pester someone into looking clumsy and foolish (i.e. pixy-ridden.)
When dealing with wicked being, pixies are much more harmful in their jokes and pranks. Pixies loathe evil as a great ugliness, and will take action to remove it from their midst.
For a faerie race, pixies can be quite war-like, making them the primary defenders of faerie lands, and the forests they inhabit.
Pixies are meticulously clean as a race and love water; to win the favor of local pixies, many people will leave out pails of fresh water at night for the pixies to bathe and frolic in. They are also fond of fresh cream and delicate foodstuffs.

Physical Description: Pixies are between one and two feet tall. They are usually red-headed. They have insect-like wings, green and translucent, sprouting from their backs. Their faces are round with pert, upturned noses and eyes that are often squinty and crossed. They have pointy, elvish-looking ears. Most wear green clothing.
Pixies are proficient with all simple and martial weapons; they prefer to use longswords. They are proficient with light armor and medium armors, all shields but tower shields. Outside of combat, most wear green clothing.

Relations: Pixies generally bear no ill will to the larger humanoid races, although they enjoy pranking humans and dwarves. This is meant to be mischeivious rather than harmful, and pixies have a habit of looking after those that can laugh at themselves and take the pranks well.
Not surprisingly, pixies relate well to elves and other forest creature races. They tend to get along fairly well with Halflings too.
Pixies survive by living off the land and "borrowing" food from other races. Their claim that any apples left on the tree after harvest are theirs by right is an extension of this "borrowing." This can occasionally lead to misunderstandings.

Alignment: Pixies are usually neutral, and most are good as well.

Pixie Lands: Pixies are found throughout the Known World wherever the other faerie races can be found. They are also one of the most numerous faerie races. The largest grouping is in the areas of Alfheim and Darokin known as the Dreamlands.

Religion: Like most Faeries, pixies do not worship the Immortals. This doesn’t mean they are not aware of them or are disrespectful of them, just they do not see them as something to worship.

Language: Pixies speak Fairy, Sylvan, Elvish, Halfling, Gnome, and the dominant local language. They can communicate with animals as well. They may also speak Common, Dryad, Hsaio and other local languages.

Names: Pixie (as well as sprite) names are based on natural things: male names tend to relate to insects and animals, female names are related to flora. Many also acquire nicknames. They do not use surnames or clan names, but some do garner descriptive epithets.

Male Names: Cobweb, Moth, Robin
Female Names: Peaseblossom, Mustardseed, Rose
Epithets: Goodfellow, Silkenhair

Adventurers: Pixies have a great love of adventure- it gives them opportunities to trick, prank and harass mortals. They do not hesitate to adventure in defense of their homes. Their nature abilities and martial prowess makes them excellent scouts and their mischeivious, easy-going attitudes generally make them fun companions.
A pixie’s favored class is fighter. Pixies are capable fighters and warriors. They also make for good rogues and bards. While not as magically inclined as sprites, they are excellent sorcerers and wizards. Pixies are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Pixie Racial Traits:
A pixie character exchanges its 1HD of fey for its first class level.
Pixie characters possess the following racial traits.
• -4 Strength, +4 Dexterity, +2 Con, +4 Intelligence, +6 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ those of Medium characters.
• A pixie’s base land speed is 30 feet. They have a fly speed of 60’ (average).
• Low-light vision.
• Skills: Use Magic Device is always a class skill for pixies.
• Weapon Proficiency: All simple and martial weapons.
• Armor Proficiency: All light and medium armors, all shields but tower shields.
• Special Qualities: Communicate with Animals (Ex): A leprechaun may communicate with animals as if he were permanently under the effect of a speak with animals spell.
Faerie Traits: As a Faerie, leprechauns have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.
• Automatic Languages: Sylvan, Fairy, Elven Gnomish, Halfling, local language. Bonus Languages: Common, Dryad, Hsaio, other local languages.
• Favored Class: Fighter.
• Level adjustment +1



Pixie Paragon Class
Pixie paragons have the following game statistics.
Abilities: Dexterity is of value to a pixie since it helps with both stealth and combat. Strength and Constitution are valued due to their role in combat.
Alignment: Neutral and predominantly good.
Hit Die: d8.
________________________________________
Class Skills
The pixie paragon's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis) and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
________________________________________
Class Features
All of the following are class features of the pixie paragon class.
Weapon and Armor Proficiency: Pixie paragons are proficient with all simple and martial weapons, and with all armors and shields.

Intune with Magic (Ex): A pixie paragon gains a +2 racial bonus to Use Magic Device skill checks.

Track: At 2nd level, a pixie paragon gains this feat as a bonus feat.

Ability Boost (Ex): At 3rd level, a pixie paragon's Dexterity score increases by 2 points.

Table: The Pixie Paragon
Level BAB Fort Ref Will Special
1st +1 +0 +2 +2 Intune with Magic
2nd +2 +0 +3 +3 Track
3rd +3 +1 +3 +3 Ability boost (Dex +2)
Traianus Decius Aureus

11-27-07, 03:31 PM
Sprite
BA, RC 208, PC1 31
Tiny Fey (Faerie)
Hit Dice: 1d6 (3 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), fly 70 ft. (good)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Tiny dagger -1 melee (1d2 -3)
Full Attack: Tiny dagger -1 melee (1d2 -3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Curse
Special Qualities: Communicate with animals, faerie traits, low-light vision
Saves: Fort +0, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 11, Int 14, Wis 11, Cha 18
Skills: Diplomacy +8, Hide +15, Knowledge (local) +6, Listen +6, Move Silently +7, Search +6, Spot +6, Tumble +3, Use Magic Device +8
Feats: Alertness
Environment: Temperate forests
Organization: Solitary, Gang (2-5), Patrol (5-20), or Band (20-40)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral good
Advancement: 2-9 HD (Tiny) or by character class
Level Adjustment: +1

Pixies and sprites are very similar fey creatures. Their attitudes and appearance are quite similar. The largest difference is sprites tend to pick arcane classes and abilities, while pixies tend to be more martial in their choices.
Sprites are slightly smaller than pixies, rarely growing taller than 15 inches in height, and more frequently being about a foot in height. They are slimmer than pixies as well. Their faces are round with pert, upturned noses and eyes that are often squinty and crossed. They have pointy, elvish-looking ears. Sprites are usually blonde and less hairy than pixies. The wings of a sprite are green, insect-like gossamer wings. They are better flyers than pixies.
Sprites are mischievous, graceful and whimsical. They love dancing by moonlight in fairy-rings, having various contests and games, and practical jokes. Perhaps their greatest joy is teasing the big races, particularly through the use of their curse ability. Leading travelers astray (i.e. pixy-led) is one common joke, and the other common joke is to pester someone into looking clumsy and foolish (i.e. pixy-ridden.)
When dealing with wicked being, sprites are much more harmful in their jokes and pranks. Sprites loathe evil as a great ugliness, and will take action to remove it from their midst.
Sprites survive by living off the land and "borrowing" food from other races. Their claim that any apples left on the tree after harvest are theirs by right, is an extension of this "borrowing."
Sprites speak Fairy, Sylvan, Elvish, Halfling, Gnome, and the predominant local language. They may also speak Common, Dryad, Hsaio and other local languages.

Combat
Sprites will avoid direct combat unless forced to fight, leaving melee to their pixie cousins. They will use their curses and flying ability to facilitate escape if need be.
Sprites are proficient with simple weapons, usually preferring tiny daggers. They are not proficient with any armor.

Curse (Sp): In cooperation with at least 4 other sprites, a sprite may cast the spell bestow curse 3/day. Sprite curses tend to be mischievious rather than directly harmful. The save DC is 18 (10+ 1/2 HD + Cha modifier +4 racial bonus).

Communicate with Animals (Ex): A sprite may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, sprites have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Skills: A sprite always treats Use Magic Device as a class skill.

Sprite Advancement
Sprites can advance by character class, or may gain up to 9HD in the Fey type. Gaining HD in Fey causes the following changes to a sprite's stats:
• Spells: For each additional Fey HD the sprite possesses, the sprite gains a level of sorcerer spellcasting. The sprite gains no other benefits of the sorcerer class other than spellcasting, and any spellcasting levels gained through Fey HD stack with any sorcerer levels the sprite possesses.

Sprites as Characters
A sprite character exchanges its 1HD of fey for its first class level unless it chooses to advance its Fey HD.
A sprite’s favored class is sorcerer. Sprites are capable mages. They also make for good rogues and bards. Sprites are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.
Sprite characters possess the following racial traits.
• -6 Strength, +6 Dexterity, +4 Intelligence, +8 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ those of Medium characters.
• A sprite’s base land speed is 30 feet. They have a fly speed of 70’ (good).
• Low-light vision.
• Skills: Use Magic Device is always a class skill for sprites.
• Weapon Proficiency: All simple weapons.
• Special Attacks (see above): Curse
• Special Qualities (see above): Communicate with Animals, Faerie Traits.
• Automatic Languages: Sylvan, Fairy, Elven Gnomish, Halfling, local language. Bonus Languages: Common, Dryad, Hsaio, other local languages.
• Favored Class: Sorcerer.
• Level adjustment +1
Traianus Decius Aureus

11-28-07, 03:30 PM
Shedu, Greater (Idu’s Avatar)
Large Outsider (Extraplanar, Good, Lawful)
Hit Dice: 20d8+80 (170 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares), fly 120 ft. (good)
Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +20/+29
Attack: Hoof +24 melee (4d6 +5)
Full Attack: 2 Hooves +24 melee (4d6 +5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60ft., immunities, object lore, outsider traits, planar traveler, protection from evil, spell resistance 35, spell-like abilities
Saves: Fort +16, Ref +15, Will +17
Abilities: Str 21, Dex 16, Con 19, Int 20, Wis 20, Cha 25
Skills: Concentration +27, Diplomacy +30, Gather Information +30, Heal +17, Hide -1, Knowledge (arcana) +28, Knowledge (history) +28, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +30, Search +28, Sense Motive +28, Spellcraft +28, Spot +30, Survival +16
Feats: Alertness, Combat Reflexes, Die Hard, Dodge, Endurance, Improved Initiative, Mobility
Environment: Any lands or Astral and Ethereal planes
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always lawful good
Advancement: -
Level Adjustment: -

Only one greater shedu exists on the Savage Coast. The avatar of the Immortal Idu appears as a greater shedu to his enduk servants. The greater shedu avatar is very similar in appearance to other greater shedu. It has a powerful, stocky equine body with short, powerful feathered wings. It has a large, vaguely dwarven head with a bristly, curly beard and moustache.
All shedu wear a simple headband made of braided cloth or rope, with a single button indicating the wearer's status. The greater shedu avatar of Idu wears a glowing diamond.
In addition to the language of the enduks, the greater shedu avatar of Idu speaks lammasu, shedu, common, and all human and demihuman tongues. It can also speak telepathically with animals, monsters, and even plants.
The greater shedu avatar wanders the Prime Material, Astral, and Ethereal planes. It furthers the cause of law and goodness, helps allied creatures in need, and combats evil.
When on the Prime, the greater shedu avatar of Idu wanders the Arm of the Immortals, primarily concerned with protecting and furthering the enduk society. It is friendly with most sentient creatures.
The avatar rarely appears, usually only if Idu has some great task or warning to give to the enduks.
The greater shedu avatar will attack utukku or manscorpions if the opportunity presents itself. It is a known fact that the greater shedu avatar of Idu and the extraplanar utukku are eternal enemies, but no one outside the high enduk temples is quite sure of the reasons.

Combat
The physical attacks of the greater shedu avatar are powerful blows with the forehooves. However, the avatar prefers to use its spell-like powers if possible.
The forehooves are treated as lawful and good for the purposes of overcoming damage reduction.

Spells: Idu's Avatar can cast spells as a 20th level cleric. It may cast 6/7+1/6+1/6+1/6+1/6+1/4+1/4+1/4+1/4+1 per day. It may choose domain spells from the Good, Law or Sun domains. It gains no other benefits of the cleric class.

Immunities (Ex): Idu's Avatar is to acid, cold, electrical, fire, and poison attacks. It is also immune to all illusions, charms, and other mind-affecting spells.

Object Lore(Ex): Idu's Avatar can discern many details about a person or creature merely by touching an item that belongs to that creature. It can discern the race, sex, age, alignment, and some personal background of the item's owner. This ability requires the avatar's complete concentration for 1 round.

Planar Traveler (Ex): As a move equivalent action, Idu's Avatar can move freely between the Prime, Astral and Ethereal planes.

Protection from Evil (Sp): Idu's Avatar is constantly under the effects of a protection from evil spell. It radiates this effect in a 30' radius.

Spell-like Abilities (Sp): At will: invisibility; 1/day: clairaudience/clairvoyance, detect evil, detect magic, disintegrate, dominate person, foresight, hypnotic pattern, greater invisibility, major creation, mass charm monster, mind blank, plane shift, geas/quest, suggestion, shapechange, telekinesis, greater teleport, and wish.

The Red Curse
As an Immortal avatar, this greater shedu does not acquire Legacies or require cinnabryl.
havard

12-03-07, 12:34 PM
Good work as usual Traianus!

I'm still waiting for the Pooka, but no pressure ;)

Havard
Hugin

12-03-07, 01:06 PM
I'm still waiting for the Pooka, but no pressure ;)

Havard
I thought he already did the Pooka. Or am I just remembering us talking about looking forward to it? :thinks:
stanles

12-03-07, 07:46 PM
I thought he already did the Pooka. Or am I just remembering us talking about looking forward to it? :thinks:

I had a peek for the pooka but came up poor
Hugin

12-04-07, 10:07 AM
I had a peek for the pooka but came up poor
Ah, poop! My presumption's positively phony and propagated a preposterous perception pertaining to our popular pet-person's procreation on Pandius. I pray I didn't pester people. ;P
Traianus Decius Aureus

12-04-07, 03:33 PM
Sprite
Sprites are a race of tiny fey related to pixies, known for their pranks, merriment and dancing. They are perhaps the most iconic of the fey creatures.

Personality: Sprites are mischievous, graceful and whimsical. They love dancing by moonlight in fairy-rings, having various contests and games, and practical jokes. Perhaps their greatest joy is teasing the big races, particularly through the use of their curse ability. Leading travelers astray (i.e. pixy-led) is one common joke, and the other common joke is to pester someone into looking clumsy and foolish (i.e. pixy-ridden.)
When dealing with wicked being, sprites are much more harmful in their jokes and pranks. Sprites loathe evil as a great ugliness, and will take action to remove it from their midst.
Sprites are meticulously clean as a race and love water; to win the favor of local sprites, many people will leave out pails of fresh water at night for the pixies to bathe and frolic in. They are also fond of fresh cream and delicate foodstuffs.

Physical Description: Sprites are slightly smaller than pixies, rarely growing taller than 15 inches in height, and more frequently being about a foot in height. They are slimmer than pixies as well. Their faces are round with pert, upturned noses and eyes that are often squinty and crossed. They have pointy, elvish-looking ears. Sprites are usually blonde and less hairy than pixies. The wings of a sprite are green, insect-like gossamer wings. They are better flyers than pixies.
Sprites are proficient with all simple; they prefer to use magic if possible. They are not proficient with armor or shields. Outside of combat, most wear green clothing.

Relations: Sprites generally bear no ill will to the larger humanoid races, although they enjoy pranking humans and dwarves. This is meant to be mischeivious rather than harmful, and sprites have a habit of looking after those that can laugh at themselves and take the pranks well.
Not surprisingly, sprites relate well to elves and other forest creature races. They tend to get along fairly well with Halflings too.
Sprites survive by living off the land and "borrowing" food from other races. Their claim that any apples left on the tree after harvest are theirs by right is an extension of this "borrowing." This can occasionally lead to misunderstandings.

Alignment: Sprites are usually neutral, and most are good as well.

Sprite Lands: Sprites are found throughout the Known World wherever the other faerie races can be found. They are also one of the most numerous faerie races. The largest grouping is in the areas of Alfheim and Darokin known as the Dreamlands.

Religion: Like most Faeries, sprites do not worship the Immortals. This doesn’t mean they are not aware of them or are disrespectful of them, just they do not see them as something to worship.

Language: Sprites speak Fairy, Sylvan, Elvish, Halfling, Gnome, and the predominant local language. They may also speak Common, Dryad, Hsaio and other local languages.

Names: Sprite names are based on natural things: male names tend to relate to insects and animals, female names are related to flora. Many also acquire nicknames. They do not use surnames or clan names, but some do garner descriptive epithets. It should be noted that some sprites prefer to differentiate themselves from pixies by choosing names similar to those of brownies, leprechauns, and sidhe.
Male Names: Cobweb, Moth, Robin
Female Names: Peaseblossom, Mustardseed, Rose
Epithets: Goodfellow, Silkenhair

Adventurers: Sprites have a great love of adventure- it gives them opportunities to trick, prank and harass mortals. They do not hesitate to adventure in defense of their homes. Their natural abilities and arcane prowess makes them excellent mages and their mischeivious, easy-going attitudes generally make them fun companions.
A sprite’s favored class is sorcerer. Sprites are capable mages. They also make for good rogues and bards. Sprites are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Sprite Racial Traits:
A sprite character exchanges its 1HD of fey for its first class level unless it chooses to advance its Fey HD.
• -6 Strength, +6 Dexterity, +4 Intelligence, +8 Charisma.
• Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits ½ those of Medium characters.
• A sprite’s base land speed is 30 feet. They have a fly speed of 70’ (good).
• Low-light vision.
• Skills: Use Magic Device is always a class skill for sprites.
• Weapon Proficiency: All simple weapons.
• Special Attacks: Curse (Sp): In cooperation with at least 4 other sprites, a sprite may cast the spell bestow curse 3/day. Sprite curses tend to be mischievious rather than directly harmful. The save DC is 18 (10+ 1/2 HD + Cha modifier +4 racial bonus).
• Special Qualities: Communicate with Animals (Ex): A sprite may communicate with animals as if he were permanently under the effect of a speak with animals spell.
Faerie Traits: As a Faerie, sprites have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.• Automatic Languages: Sylvan, Fairy, Elven Gnomish, Halfling, local language. Bonus Languages: Common, Dryad, Hsaio, other local languages.
• Favored Class: Sorcerer.
• Level adjustment +1



Sprite Racial Progression
The table below gives an optional level progression for sprite players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the sprite will be the same as if created normally. The optional advanced progression continues to develop sprite abilities rather than class abilities.
________________________________________
Table: Sprite Racial Progression
Class Level HD BAB Fort Ref Will Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 -6 Str, +4 Int, +2 Dex, +4 Cha; Communicate with Animals, Faerie Traits; Starting Feat.
2nd 1d6 +0 +0 +2 +2 --- +4 Dex, +4 Cha; Curse
Below are levels for advanced progression
3rd 2d6 +1 +0 +3 +3 6+ Int Mod Spells
4th 3d6 +1 +1 +3 +3 6+ Int Mod Feat, +1 sorcerer spellcasting level
5th 4d6 +2 +1 +4 +4 6+ Int Mod +1 sorcerer spellcasting level
6th 5d6 +2 +1 +4 +4 6+ Int Mod +1 sorcerer spellcasting level
7th 6d6 +3 +2 +5 +5 6+ Int Mod Feat, +1 sorcerer spellcasting level
8th 7d6 +3 +2 +5 +5 6+ Int Mod +1 sorcerer spellcasting level
9th 8d6 +4 +2 +6 +6 6+ Int Mod +1 sorcerer spellcasting level
10th 9d6 +4 +3 +6 +6 6+ Int Mod Feat, +1 sorcerer spellcasting level



Advanced Sprite Abilities
Spells: For each additional Fey HD the sprite possesses, the sprite gains a level of sorcerer spellcasting. The sprite gains no other benefits of the sorcerer class other than spellcasting, and any spellcasting levels gained through Fey HD stack with any sorcerer levels the sprite possesses.
Traianus Decius Aureus

12-05-07, 04:24 PM
Pooka
PC133
Medium Fey (Faerie)
Hit Dice: 2d6+2 (9 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares) (50ft if moving as quadruped)
Armor Class: 13 (+2 natural, +1 Dex), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Rapier +2 melee (1d6) or natural attack
Full Attack: Rapier +2 melee (1d6) or natural attacks
Space/Reach: 5 ft. /5 ft.
Special Attacks: Age inanimate object, nightmare
Special Qualities: Communicate with Animals, faerie traits, Low-light vision
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 14, Cha 17
Skills: Balance +3, Bluff +6, Diplomacy +6, Escape Artist +3, Gather Information +6, Intimidate +5, Knowledge (local) +2, Listen +5, Sense Motive +5, Spot +5, Tumble +3, Use Magic Device +5
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 3-18 HD (Medium) or by character class
Level Adjustment: +3

The pooka is a solitary animal spirit of the fairy kin, renowned for its extraordinary powers. It is said to be the kin of nightmares, and it carries bad dreams to those who offend it. It can be invisible, and the most powerful can change form and affect the passage of time.
They occasionally befriend mortals; many delightful tales speak of persons who had a pooka as their drinking companion and accomplice in mischief, particularly love affairs. Pookas are the quintessential bon vivants- their soft spots are almost always for liquor and romance. Many are quite fond of music and magic tricks, while they rarely have much inclination to seriously pursue these interests.
Pookas always appear as medium-sized versions of normal animals. Encountered forms include horses, Shetland ponies, cats, mice, goats, asses, bulls, eagles, greyhounds, Irish elk, guinea pigs, and rabbits. Regardless of form, they are bipedal, and capable of wielding weapons and manipulating objects like any other humanoid. Those with forms that are quadrupeds may move as a biped or quadruped as desired. Forms that have natural attacks may use them and inflict damage as a medium creature, i.e. a bipedal mouse pooka would have a bite attack that inflicts 1d6 damage. Forms that are able to fly, allow the pooka to do so as well.
Pookas speak Fairy and the dominant local language. The can also speak with animals. Pookas may also speak Sylvan, Giant, Dryad and other local languages.

Combat
Pookas, if forced to fight, will often employ elegant weapons. Pookas in forms that normally would have natural attacks may use them (inflicting normal damage for a medium sized creature) if not using other weapons.
Pookas are proficient with all simple weapons, and the rapier. They are proficient with light armor, but most do not wear it. If they choose to wear armor, it must be made under the rules for non-humanoid armor.

Age Inanimate Object (Su): As a standard action, the pooka may touch and age an object by accelerating natural processes- food will spoil and rot, iron and steel will rust, wood will rot, cloth will fray and rot, etc... The pooka can control the amount of aging (useful for brewing and winemaking) but often the end result is the item is destroyed beyond repair.
Unattended items receive no save. A pooka attempting to use this ability on a carried item must make a touch attack against the victim, and the victim is allowed a Fortitude save to prevent the aging (Save DC= 10+ 1/2 HD + Cha Modifier). Magic items receive a bonus to the save equal to its (+) value.

Communicate with Animals (Ex): A pooka may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, pookas have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.

Nightmare (Su): As a full round action, the pooka may send a sleeping or unconscious creature a powerful and vivid nightmare. The victim may make a Will Save vs. DC 14 (Cha based). If failed, the victim awakens shaken for the next 24 hours. If succeeded, the victim still experiences the nightmare, but otherwise suffers no ill effects. However, the victim may still interpret the nightmare as a supernatural message or portent of some kind.

Skills: A pooka always treats Use Magic Device as a class skill.

Pooka Advancement
Pookas can advance by character class, or may gain up to 18HD in the Fey type. Gaining HD in Fey causes the following changes to apooka's stats:
• Haste (Self Only) (Sp): At 4 HD, a pooka may hasten himself at will. At 4HD, he may be hastened a total of 10 rounds per day. For each HD beyond 4 HD, he may hasten himself an additional 2 rounds (i.e. an 8 HD pooka can haste himself 18 rounds per day).
• Haste (Sp): At 6 HD, the pooka may haste other creatures, as per the haste spell. The pooka may use this ability 1/day for every 3 HD it possess.
• Heal (Su): At 8 HD, the pooka may accelerate the healing process in himself and other creatures. As a full round action, he may heal 2 hp damage on himself or another creature he is touching. A pooka may heal up to 2x his HD in damage per day.
• Dodge (Su): At 10 HD, a pooka may warp time to dodge incoming attacks and spells as a standard action. The pooka is allowed a Reflex save against the attack or spell (Save DC is the attack roll (for weapons) or 10+spell level + spellcasting ability modifier (for spells)). If successful, the pooka is unharmed and unaffected by the weapon or spell. He is affected normally if the save is failed, although he still receives any saves allowed by the attacks. The pooka may only dodge weapon attacks and spells that specifically target the pooka. It may only dodge one attack or spell per round. The pooka may dodge 1/day per HD.
• Shapechange (Sp): At 11 HD, a pooka may shapechange, as per the spell, into any normal animal form. It may do this 1/day per 3 HD it possesses.
• Withering (Su): At 13HD, the pooka may make a touch attack against a foe. If successful, the victim ages 10 years unless a Fortitude save vs. (DC 10+1/2 HD+ Cha modifier) is successful. This ability may be used once per day.
• Timestop (Sp): At 16HD, the pooka may cast timestop 1/day per 3 HD he possess. This is identical to the spell with the following exceptions:
- The duration is equal to the pooka’s HD.
- At 18 HD, a pooka may bring another creature with him into the timestop.
• Temporal Stasis (Sp): At 18HD, the pookacan place himself or another individual outside the flow of time. The pooka must make a touch attack against an unwilling creature and the creature if hit gains a Will save vs. DC 10 +1/2 HD+ Cha mod to avoid the effect. The pooka sets the duration of time the creature is placed outside of time- up to 1 year per HD of the pooka.
Additionally, the pooka may make the victim invisible to mortals if he so desires.
While in stasis, the victim does not age, heal or require food and drink. The victim cannot be communicated with and cannot perform any actions. The victim is unaware of the passage of time while in stasis (i.e. to a victim, it will appear only a second has passed, while many years may have actually passed).
The stasis can be broken by dispel magic, miracle, limited wish, or wish. Otherwise it will last the duration the pooka specified.
The pooka may use Temporal Stasis 1/day.

Pookas as Characters
Pookas have a favored class of bard. A pooka’s life as a bon vivant and their penchant for liquor, romance, music and magic make them well-suited to the life of a bard. Pookas also do well as fighters and rogues. They also may pursue the arcane arts as sorcerers and wizards. Pookas are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Pooka Racial Traits
• +2 Dex, +2 Con, +4 Wis, +6 Cha
• Medium size.
• Space/Reach: 5'/5'
• Base move 40' (50’ if quadruped). Flying if base form permits it.
•+2 Natural Armor.
• Lowlight Vision
• Natural attacks: Whatever base form possessed, doing damage appropriate to a medium size creature. Pookas cannot use natural attacks the same round they use a weapon.
• Racial Hit Dice: A pooka begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A pooka’s fey levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Bluff, Diplomacy, Gather Information, Intimidate, Listen, Sense Motive, Spot, and Use Magic Device.
• Racial Feats: A pooka’s fey levels give it one feat.
• Proficient with simple weapons and the rapier.
• Proficient with light armor (pookas are consider non-humanoid for the purposes of determining armor cost and weight).
• Special Attacks (see above): Age Inanimate Object, Nightmare
• Special Qualities (see above): Communicate with animals, Faerie Traits.
• Pookas always treat Use Magic Device as a class skill.
• Automatic Languages: Fairy, local language, communicate with animals. Bonus Languages: Dryad, Giant, Sylvan, and other local languages.
• Favored Class: Bard.
• Level Adjustment: +3.
Hugin

12-05-07, 11:20 PM
Perhaps a Pretentious... Pooka
Haha! We didn't accelerate this one's appearance, did we? I just had a quick look over it and it looks good (mind you I just finished a 13 hour work day that culminated in an exam to further my career, so my mind may have lapsed here and there). I like the Use Magic Devise as always being a class skill.
havard

12-06-07, 03:46 AM
Huzzah! Looks like a good conversion to me. Now Im trying to figure out how well this fits with the Summerhill Hounds being about pookas.

BTW:

Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.


How do you see Druid magic fitting with this? Do you consider Druidic magic not to be Divine or dont you allow Fey to cast druidic spells?

Havard
Traianus Decius Aureus

12-06-07, 09:25 AM
How do you see Druid magic fitting with this? Do you consider Druidic magic not to be Divine or dont you allow Fey to cast druidic spells?

Havard

Druidic magic is divine under 3.5E. I'm planning on handling this by having a "Faerie" spell list- a modified version of the wizard/sorcerer spell list that only those of the Faerie subtype have access to (it would be optional for those that want the standard list). Like the Gazetteer Elven spell list and the PC1 Fairy spell list, it will have a mix of wizard and druid spells, and they would be arcane magic as they would only be accessed by a wizard/sorcerer.

Oh, and Hugin, you didn't speed this up- it was next once I finished the sprite. I had a good chuckle seeing your posts knowing it was next on the list :)
Hugin

12-06-07, 09:51 AM
I'm planning on handling this by having a "Faerie" spell list-
I like this idea, but you might figure that I'm a fan of spell lists. ;)

Oh, and Hugin, you didn't speed this up- it was next once I finished the sprite. I had a good chuckle seeing your posts knowing it was next on the list :)
I was wondering why you were silent on the matter. :D
Traianus Decius Aureus

12-06-07, 03:29 PM
The pooka posting has been polished...
Traianus Decius Aureus

12-06-07, 04:02 PM
...
Echohawk

12-07-07, 06:16 AM
Hey Stanles, I suspect that the Omm-wa (http://forums.gleemax.com/showpost.php?p=14273100&postcount=1204) was accidentally left off the most recent Pandius update? :)

Vaults of Pandius
http://pandius.com
stanles

12-07-07, 09:10 AM
Hey Stanles, I suspect that the Omm-wa (http://forums.gleemax.com/showpost.php?p=14273100&postcount=1204) was accidentally left off the most recent Pandius update? :)

Vaults of Pandius
http://pandius.com

oops cheers Echohawk.
Traianus Decius Aureus

12-21-07, 03:36 PM
Pooka
The pooka is a solitary animal spirit of the fairy kin, renowned for its extraordinary powers. It is said to be the kin of nightmares, and it carries bad dreams to those who offend it. It can be invisible, and the most powerful can change form and affect the passage of time.

Personality: Pookas are adventurous, inquisitive, and often implusive. They occasionally befriend mortals; many delightful tales speak of persons who had a pooka as their drinking companion and accomplice in mischief, particularly love affairs. Pookas are the quintessential bon vivants- their soft spots are almost always for liquor and romance. Many are quite fond of music and magic tricks, while they rarely have much inclination to seriously pursue these interests.

Physical Description: Pookas always appear as medium-sized versions of normal animals. Encountered forms include horses, Shetland ponies, cats, mice, goats, asses, bulls, eagles, greyhounds, Irish elk, guinea pigs, and rabbits. Regardless of form, they are bipedal, and capable of wielding weapons and manipulating objects like any other humanoid. Those with forms that are quadrupeds may move as a biped or quadruped as desired. Forms that have natural attacks may use them and inflict damage as a medium creature, i.e. a bipedal mouse pooka would have a bite attack that inflicts 1d6 damage. Forms that are able to fly, allow the pooka to do so as well.
Pookas, if they wear clothes, dress very fashionably, and are often quite flashy as well. They prefer elegant weapons such as the rapier, and light armors.

Relations: Pookas generally bear no ill will to the larger humanoid races, although they enjoy pranking them. Of all the faerie races, pookas are most likely to be found in the company of mortals. Their pranks are meant to be mischeivious rather than harmful, and pookas have a habit of looking after those that can laugh at themselves and take the pranks well. Indeed, a merry party may find that the pooka would be interested in joining them.

Alignment: Pookas are almost always chaotic, but they are often good-hearted, and rarely are malicious. Most are pranksters, but do not try to harm their victims. Pookas abhor evil.

Pooka Lands: Pookas are found throughout the Known World wherever the other faerie races can be found. The largest grouping is in the areas of Alfheim and Darokin known as the Dreamlands, although even there, their numbers are small.

Religion: Like most Faeries, pookas do not worship the Immortals. This doesn’t mean they are not aware of them or are disrespectful of them, just they do not see them as something to worship.

Language: Pookas speak Fairy and the dominant local language, as well as may communicate with animals. Exceptional pookas may pick up Dryad, Giant, Sylvan, and other local languages.

Names: Pooka names are usually similar to the naming conventions of the region they are found in, although many seem to draw upon names from Averoigne in Glantri. Some prefer single names, while others prefer very elaborate names. Occassionally, a pooka that makes an impression on humans will acquire a nickname that tends to stick with them- the two of most famous being the Darokinian Pomeranian pooka dubbed “Mutt in Moccassins” by his enemies in the Tiger Clan of the Atruaghin and the Karameikian pig pooka dubbed “Piggy” by an unusual ogre he latched onto.
Male Names: Jean-Claude, Louis, Guilles
Female Names: Amie, Giselle, Henrietta

Adventurers: Pookas have a strong sense of adventure, and are likely to be well-travelled. They are often willing to go to great lengths to indulge their love of romance and liquor. Additionally, their love of pranking humanoids will often lead them into many adventures.
Pookas have a favored class of bard. A pooka’s life as a bon vivant and their penchant for liquor, romance, music and magic make them well-suited to the life of a bard. Pookas also do well as fighters and rogues. They also may pursue the arcane arts as sorcerers and wizards. Pookas are unable to use divine magic, and are never clerics, druids, paladins or other divine magic-based classes.

Pooka Racial Traits:
• +2 Dex, +2 Con, +4 Wis, +6 Cha
• Medium size.
• Space/Reach: 5'/5'
• Base move 40' (50’ if quadruped); Flying if base form permits it.
• +2 Natural Armor.
• Natural attacks: Whatever base form possessed, doing damage appropriate to a medium size creature. Pookas cannot use natural attacks the same round they use a weapon.
• Lowlight Vision
• Racial Hit Dice: A pooka begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A pooka’s fey levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Bluff, Diplomacy, Gather Information, Intimidate, Listen, Sense Motive, Spot, and Use Magic Device.
• Racial Feats: A pooka’s fey levels give it one feat.
• Proficient with simple weapons and the rapier.
• Proficient with light armor (pookas are consider non-humanoid for the purposes of determining armor cost and weight).
• Special Attacks : Age Inanimate Object (Su): As a standard action, the pooka may touch and age an object by accelerating natural processes- food will spoil and rot, iron and steel will rust, wood will rot, cloth will fray and rot, etc... The pooka can control the amount of aging (useful for brewing and winemaking) but often the end result is the item is destroyed beyond repair.
Unattended items receive no save. A pooka attempting to use this ability on a carried item must make a touch attack against the victim, and the victim is allowed a Fortitude save to prevent the aging (Save DC= 10+ 1/2 HD + Cha Modifier). Magic items receive a bonus to the save equal to its (+) value.

Nightmare (Su): As a full round action, the pooka may send a sleeping or unconscious creature a powerful and vivid nightmare. The victim may make a Will Save vs. DC 14 (Cha based). If failed, the victim awakens shaken for the next 24 hours. If succeeded, the victim still experiences the nightmare, but otherwise suffers no ill effects. However, the victim may still interpret the nightmare as a supernatural message or portent of some kind.
• Special Qualities: Communicate with Animals (Ex): A pooka may communicate with animals as if he were permanently under the effect of a speak with animals spell.

Faerie Traits: As a Faerie, pookas have the following traits:
• Invisibility to Mortals (Sp): All faeries may become invisible to mortals at will as a standard action. This is the same as the invisibility spell except that creatures with second sight can see the subject normally.
• Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognize a fey creature's true form even when invisible to mortals, polymorphed or shapechanged.
• Immunity to Normal Disease (Ex): Faeries are immune to all normal diseases but may still be affected by magical diseases such as mummy rot.
• Immortality (Ex): Faeries do not grow old. Death is merely a change in the cycle of their existence in which they become reborn as another faerie (in 0-999 years time).
• Holy Aversion (Ex): Faeries take 1d4 damage from Holy Water (no splash damage) and are made uncomfortable and tend to avoid Holy Symbols, Prayers or the names of the Immortals.
• Faeries cannot normally cast divine magic but, in the unlikely event that they would look for and find an immortal willing to accept them, they could trade all of the above traits for the opportunity to become a follower of that immortal.
• Pookas always treat Use Magic Device as a class skill.
• Automatic Languages: Fairy, local language, communicate with animals. Bonus Languages: Dryad, Giant, Sylvan, and other local languages.
• Favored Class: Bard.
• Level Adjustment: +3.



Pooka Racial Progression
The table below gives an optional level progression for pooka players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the pooka will be the same as if created normally. The optional advanced progression continues to develop pooka abilities rather than class abilities.
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Table: Pooka Racial Progression
Class Level HD BAB Fort Ref Will Skills Special
1st 1d6 +0 +0 +2 +2 (6+ Int Mod) x4 +2 Dex, +2 Cha; Fairie Traits; Communicate with Animals; Starting Feat.
2nd 1d6 +0 +0 +2 +2 --- +2 Con, +2 Wis; +1 Natural Armor
3rd 2d6 +1 +0 +3 +3 6+ Int Mod +2 Cha; Age Inanimate Object
4th 2d6 +1 +0 +3 +3 --- +2 Wis; +2 Natural Armor
5th 2d6 +1 +0 +3 +3 --- +2 Cha; Nightmare
Below are levels for advanced progression
6th 3d6 +1 +1 +3 +3 6+ Int Mod Haste (Self Only); Feat
7th 4d6 +2 +1 +4 +4 6+ Int Mod Chaotic Aura (+4 bonus to Save DC, 20ft range); Fumbling Foes (-1 penalty, +4 bonus to save DC); Unwieldy magic (30%); Hide bonus +6; Leg Whip.
8th 5d6 +2 +1 +4 +4 6+ Int Mod Chaotic Aura (+4 bonus to Save DC, 25ft range); Mental Resistance +4; Unwieldy magic (40%); Hide bonus +; +4 racial bonus on Jump and Tumble checks; Side-Splitter
9th 6d6 +3 +2 +5 +5 6+ Int Mod Haste; Feat
10th 7d6 +3 +2 +5 +5 6+ Int Mod ---
11th 8d6 +4 +2 +6 +6 6+ Int Mod Heal
12th 9d6 +4 +3 +6 +6 6+ Int Mod Feat
13th 10d6 +5 +3 +7 +7 6+ Int Mod Dodge
14th 11d6 +5 +3 +7 +7 6+ Int Mod Shapechange
15th 12d6 +6 +4 +8 +8 6+ Int Mod Feat
16th 13d6 +6 +4 +8 +8 6+ Int Mod Withering
17th 14d6 +7 +4 +9 +9 6+ Int Mod ---
18th 15d6 +7 +5 +9 +9 6+ Int Mod Feat
19th 16d6 +8 +5 +10 +10 6+ Int Mod Timestop
20th 17d6 +8 +5 +10 +10 6+ Int Mod ---
21th 18d6 +9 +6 +11 +11 6+ Int Mod Temporal Stasis; Feat


Advanced Pooka Abilities

Haste (Self Only) (Sp): At 4 HD, a pooka may hasten himself at will. At 4HD, he may be hastened a total of 10 rounds per day. For each HD beyond 4 HD, he may hasten himself an additional 2 rounds (i.e. an 8 HD pooka can haste himself 18 rounds per day).

Haste (Sp): At 6 HD, the pooka may haste other creatures, as per the haste spell. The pooka may use this ability 1/day for every 3 HD it possess.

Heal (Su): At 8 HD, the pooka may accelerate the healing process in himself and other creatures. As a full round action, he may heal 2 hp damage on himself or another creature he is touching. A pooka may heal up to 2x his HD in damage per day.

Dodge (Su): At 10 HD, a pooka may warp time to dodge incoming attacks and spells as a standard action. The pooka is allowed a Reflex save against the attack or spell (Save DC is the attack roll (for weapons) or 10 + spell level + spellcasting ability modifier (for spells)). If successful, the pooka is unharmed and unaffected by the weapon or spell. He is affected normally if the save is failed, although he still receives any saves allowed by the attacks. The pooka may only dodge weapon attacks and spells that specifically target the pooka. It may only dodge one attack or spell per round. The pooka may dodge 1/day per HD.

Shapechange (Sp): At 11 HD, a pooka may shapechange, as per the spell, into any normal animal form. It may do this 1/day per 3 HD it possesses.

Withering (Su): At 13HD, the pooka may make a touch attack against a foe. If successful, the victim ages 10 years unless a Fortitude save vs. (DC 10+1/2 HD+ Cha modifier) is successful. This ability may be used once per day.

Timestop (Sp): At 16HD, the pooka may cast timestop 1/day per 3 HD he possess. This is identical to the spell with the following exceptions:
- The duration is equal to the pooka’s HD.
- At 18 HD, a pooka may bring another creature with him into the timestop.

Temporal Stasis (Sp): At 18HD, the pookacan place himself or another individual outside the flow of time. The pooka must make a touch attack against an unwilling creature and the creature if hit gains a Will save vs. DC 10 +1/2 HD+ Cha mod to avoid the effect. The pooka sets the duration of time the creature is placed outside of time- up to 1 year per HD of the pooka.
Additionally, the pooka may make the victim invisible to mortals if he so desires.
While in stasis, the victim does not age, heal or require food and drink. The victim cannot be communicated with and cannot perform any actions. The victim is unaware of the passage of time while in stasis (i.e. to a victim, it will appear only a second has passed, while many years may have actually passed).
The stasis can be broken by dispel magic, miracle, limited wish, or wish. Otherwise it will last the duration the pooka specified.
The pooka may use Temporal Stasis 1/day.