Planescape Monstrous Compendium v3.x

Post/Author/DateTimePost
#1

zombiegleemax

Sep 15, 2004 4:50:34
This is a compilation of all planescape monsters, book by book, along with conversions of monsters not yet updated to 3rd edition. This thread is meant only for monsters in any of the planescape and planar-related books, not for new monsters. Consider this an invitation to post any of the planescape creatures which you have converted. Thanks.

The index below uses the following abbreviations for the sources: Monster Manual v3.5 (MM1), Monster Manual 2 (MM2), Monster Manual 3 (MM3), Fiend Folio (FF), Manual of the Planes (MOTP), Deities and Demigods (DDG), Monsters of Faerûn (MOF), Planar Handbook (PLH), Epic Level Handbook (ELH), Expanded Psionics Handbook (XPH), etc.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-ps.gif)



Expanded Monster Rules
Mob Subtype: See below (p.9).
Negative Subtype: See below (p.5).
Positive Subtype: See below (p.5).
Power Components: See below (p.8).
On Time & Its Planar Mechanics: See below (p.14).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-box.jpg)[size=3]Planescape Campaign Setting[/size]
Aleax: See BOED.
Astral Searcher: See EN World Creature Catalogue.
Barghest: See MM1.
Cranium Rat: See FF, "Swarm".
Dabus: See below (p.1).
Magman: See MM1, "Magmin".
Minion of Set: See DDG.
Modron: See MOTP Web Enhancement (v3.0) and v3.5 update below (p.2) or Weenie's v3.5 conversion.
Nic'Epona: See PLH, "Ur'Epona".
Spirit of the Air: See FF.
Vortex: See below (p.1).
Yugoloth, Lesser - Marraenoloth: See MM2.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-mc1.jpg)[size=3]Planescape Monstrous Compendium Appendix 1[/size]
Aasimon - Agathinon: See below (p.2).
Aasimon - Deva: See MM1, "Angel" (astral) and FF, "Deva" (monadic & movanic).
Aasimon - Light: See below (p.2).
Aasimon - Planetar: See MM1, "Angel".
Aasimon - Solar: See MM1, "Angel".
Animal Lord: See ELH, "Cat Lord" under NPC section or EN World Creature Catalogue for template and v3.5 update below (p.2).
Baatezu, Greater - Amnizu: See MM2, "Devil".
Baatezu, Greater - Cornugon: See MM1, "Devil, Horned".
Baatezu, Greater - Gelugon: See MM1, "Devil, Ice".
Baatezu, Greater - Pit Fiend: See MM1, "Devil".
Baatezu, Least - Lemure: See MM1, "Devil" or MOTP, "Petitioner".
Baatezu, Least - Nupperibo: See d20 Tome of Horrors: Sample Monsters (v3.0) and v3.5 update below (p.1) or below (p.1) for Dice Freaks' conversion.
Baatezu, Least - Spinagon: See MOTP, "Devil".
Baatezu, Lesser - Abishai: See MOF.
Baatezu, Lesser - Barbazu: See MM1, "Devil, Bearded".
Baatezu, Lesser - Erinyes: See MM1, "Devil".
Baatezu, Lesser - Hamatula: See MM1, "Devil, Barbed".
Baatezu, Lesser - Osyluth: See MM1, "Devil, Bone".
Baku: See below (p.2).
Bariaur: See MOTP (normal) and BOED (exalted).
Bebilith: See MM1, "Demon".
Bodak: See MM1.
Einheriar: See DDG, "Einherjar".
Foo Creature - Dog & Lion: See EN World Creature Catalogue and v3.5 update below (p.1).
Gehreleth - Farastu, Kelubar & Shator: See FF, "Demodand".
Githyanki: See MM1.
Githzerai: See MM1.
Grue, Elemental: See Complete Arcane or Dragon #285 and v3.5 update below (p.1).
Hordling: See below (p.2).
Imp - Imp: See MM1, "Devil".
Imp - Quasit: See MM1, "Demon".
Incarnate: See below (p.1).
Larva: See MOTP, "Petitioner".
Maelephant: See FF.
Marut: See MM1.
Mediator - Translator: See below (p.2).
Mephit - Air, Earth, Fire & Water: See MM1.
Mephit - Ooze, Ice, Steam, Dust, Salt & Magma: See MM1.
Mephit - Smoke, Lightning, Mineral, Radiant, Ash & Mist: See below (p.2).
Night Hag: See MM1.
Nightmare: See MM1 and PLH (lesser).
Per: See below (p.1) or EN World Creature Catalogue (v3.0 template).
Shadow Fiend: See BOVD, "Demon, Shadow".
Slaad - Red, Blue, Green, Gray & Death: See MM1.
Tanar'ri, Greater - Babau: See MM1, "Demon".
Tanar'ri, Greater - Chasme: See BOVD.
Tanar'ri, Greater - Nabassu (Fledgling & Mature): See Dungeon #112 (v3.5) or EN World Creature Catalogue (v3.0).
Tanar'ri, Guardian - Molydeus: See EN World Creature Catalogue.
Tanar'ri, Least - Dretch: See MM1, "Demon".
Tanar'ri, Least - Manes: See BOVD, "Demon" or MOTP, "Petitioner".
Tanar'ri, Least - Rutterkin: See BOVD.
Tanar'ri, Lesser - Alu-Fiend: See EN World Creature Catalogue and v3.5 update below (p.1) or Weenie's conversion.
Tanar'ri, Lesser - Bar-lgura: See BOVD.
Tanar'ri, Lesser - Cambion: See EN World Creature Catalogue and v3.5 update below (p.1) or Weenie's conversion.
Tanar'ri, Lesser - Succubus: See MM1, "Demon".
Tanar'ri, True - Balor: See MM1, "Demon".
Tanar'ri, True - Glabrezu: See MM1, "Demon".
Tanar'ri, True - Hezrou: See MM1, "Demon".
Tanar'ri, True - Marilith: See MM1, "Demon".
Tanar'ri, True - Nalfeshnee: See MM1, "Demon".
Tanar'ri, True - Vrock: See MM1, "Demon".
Tanar'ri, True - Wastrilith: See FF, "Demon".
Tiefling: See MM1, "Planetouched" and custom tiefling powers below (p.1).
Yeth Hound: See MM1.
Yugoloth, Greater - Arcanaloth: See MM2.
Yugoloth, Greater - Nycaloth: See MM3 (v3.5) or MOTP (v3.0).
Yugoloth, Greater - Ultroloth: See MM3 (v3.5) or MOTP (v3.0).
Yugoloth, Lesser - Dergholoth: See Dackad's Yuogoloths or download the same as a doc file here.
Yugoloth, Lesser - Hydroloth: See Dackad's Yuogoloths or download the same as a doc file here.
Yugoloth, Lesser - Mezzoloth: See MM3 (v3.5) or MOTP (v3.0).
Yugoloth, Lesser - Piscoloth: See FF.
Yugoloth, Lesser - Yagnoloth: See Dackad's Yuogoloths or download the same as a doc file here.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-mc2.jpg)[size=3]Planescape Monstrous Compendium Appendix 2[/size]
Aasimar: See MM1, "Planetouched" and custom aasimar powers below (p.1).
Abrian: See FF.
Arcane: See MOTP or ELH, "Mercane".
Astral Dreadnought: See MOTP.
Balaena: See below (p.2) or PLH, "Elsewhale".
Bloodthorn: See FF.
Bonespear: See FF.
Darkweaver: See FF.
Demarax: See below (p.2).
Dhour: See FF, “Ethereal Ooze”. Give the ooze Intelligence 14 and add 7 levels of psion with psychoportation, telepathy and psychometabolism as possible disciplines.
Eater of Knowledge: See below (p.2).
Eladrin, Lesser - Bralani: See MM1.
Eladrin, Lesser - Coure: See BOED.
Eladrin, Greater - Firre: See BOED.
Eladrin, Greater - Ghaele: See MM1.
Eladrin, Lesser - Noviere: See EN World Creature Catalogue.
Eladrin, Lesser - Shiere: See EN World Creature Catalogue.
Eladrin, Greater - Tulani: See BOED.
Fhorge: See FF.
Ghostlight: See below (p.2).
Guardinal - Avoral: See MM1.
Guardinal - Cervidal: See MM2, "Celestial".
Guardinal - Equinal: See BOED.
Guardinal - Leonal: See MM1.
Guardinal - Lupinal: See MM2, "Celestial".
Guardinal - Ursinal: See BOED.
Hollyphant: See BOED.
Incantifier (Sect): See prestige class below (p.3).
Ironmaw: See FF.
Keeper: See FF.
Khaasta: See FF.
Leomarh: See below (p.3).
Merkhant (Sect): See Kalamar Player's Guide (v3.0), "Alliance Merchant" (PrC).
Monster of Legend: See MM2.
Mortai: See EN World Creature Catalogue.
Noctral: See below (p.3) or EN World Creature Catalogue (v3.5).
Observer: See below (p.1).
Prolonger: See prestige class below (p.3).
Quill: See below (p.3).
Rager (Sect): See Complete Warrior, "Frenzied Berzerker" (PrC).
Razorvine: See PLH, "Razorvine" sidebar (p.146).
Reave: See below (p.3).
Retriever: See MM1, "Demon".
Rilmani - Abiorach: See EN World Creature Catalogue.
Rilmani - Argenach: See EN World Creature Catalogue.
Rilmani - Aurumach: See FF.
Rilmani - Cuprilach: See FF.
Rilmani - Ferrumach: See FF.
Rilmani - Plumach: See EN World Creature Catalogue.
Shadowdrake: See Draconomicon, "Planar Dragon, Styx".
Simpathetic: See below (p.3).
Spellhaunt: See below (p.3).
Spider, Hook: See template below (p.3).
Sunfly: See BOED, "Swarm, Divine Wrath".
Sword Spirit: See MM2, "Ragewind".
T'uen-Rin: See below (p.3).
Tanar'ri, Greater - Alkilith: See FF, "Demon".
Tanar'ri, Lesser - Bulezau: See EN World Creature Catalogue.
Tanar'ri, Lesser - Maurezhi: See FF, "Demon".
Tanar'ri, Lesser - Yochlol: See MOF, "Demon".
Terlen: See FF.
Tso: See below (p.3).
Vaporighu: See MM2.
Vorr: See FF.
Wastrel: See below (p.3).
Wraithworm: See below (p.2).
Yugoloth - Canoloth: See MM3 (v3.5) or MOTP (v3.0).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-mc3.jpg)[size=3]Planescape Monstrous Compendium Appendix 3[/size]
Animental: See MOTP, "Element Creature" template or below (p.13).
Archomental, Evil: See Return to the Temple of Elemental Evil (Imix, problematic stats) or Dice Freak's archomental template below (p.9).
Archomental, Good: See below (Zamman Rul, p.5) or Dice Freak's archomental template below (p.9).
Belker: See MM1.
Bzastra: See below (p.5).
Chososion: See below (p.5).
Darklight: See below (p.5).
Devete: See below (p.5).
Devourer: See MM1.
Dharum Suhn: See below (p.9).
Egarus: See below (p.5).
Entrope: See below (p.5).
Facet: See below (p.5).
Fire Bat: See MM2.
Frost Salamander: See MM2.
Fundamental: See PLH, "Elementite Swarm".
Garmorm: See below (p.7).
Homucunlous, Elemental: See below (p.6).
Immoth: See MM2.
Khargra: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.5).
Klyndes: See below (p.6).
Magran: See below (p.5).
Menglis: See PLH, "Unraveler".
Nathri: See PS3E Chapt. 2 (.rtf file) or below (p.5).
Ooze Sprite: See below (p.5).
Opposition (Sect): See below ("Opposer", p.6).
Paraelemental - Ice, Magma, Ooze & Smoke: See MOTP.
Phirblas: See below (p.6).
Primal (Sect): See below (p.7).
Psurlon: See MM2.
Quasielemental, Negative - Ash, Dust, Salt & Vacuum: See below (p.5).
Quasielemental, Positive - Lightning, Mineral, Radiance & Steam: See below (p.6).
Rast: See MM1.
Ravid: See MM1.
Ruvkova: See below (p.7).
Salamander Noble: See MM1.
Scile: See below (p.7).
Shad: See PS3E Chapt. 2 (.rtf file) or below (p.5).
Shocker - Contented One: See Return to the Temple of Elemental Evil (v3.0) and v3.5 update below (p.2).
Shocker - Sojourner: See below (p.2).
Sislan: See below (p.7).
Suisseen: See below (p.7).
Terithran: See below (p.8).
Thoqqua: See MM1.
Trilloch: See MM3.
Tsnng: See below (p.5).
Ungulosin: See below (p.7).
Vacuous: See below (p.6).
Wavefire: See below (p.8).
Xag-Ya/Xeg-Yi: See MOTP.
Xill: See MM1.
Appendix Creatures: See "Non-Threatening Creatures" below (p.13).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-chaos.jpg)[size=3]Planes of Chaos[/size]
Abyssal Lord - Graz'zt & Pazrael: See BOVD (Graz'zt) and BOVD Web Enhancement (Pazrael) or Dragon #329 (Pazuzu/Pazrael).
Asrai: See EN World Creature Catalogue.
Bacchae: See FF or below (p.15, "Bacchae Mob").
Chaos Beast: See MM1.
Chaos Imp: See below (p.4).
Fensir: See FF.
Howler: See MM1.
Lillend: See MM1.
Murska: See EN World Creature Catalogue and v3.5 update below (p.4).
Oread: See FF (common) and below (p.4, Snowhair).
Ratatosk: See below (p.4) for 3 different versions.
Tanar'ri, Lesser - Armanite: See MOTP.
Tanar'ri, Greater - Goristro: See MOTP.
Varrangoin: See FF.
Viper Tree: See below (p.4) for 2 different versions.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-conflict.jpg)[size=3]Planes of Conflict[/size]
Aeserpent: See below (p.4).
Asuras: See BOED.
Buraq: See below (p.4).
Delphon: See below (p.5).
Diakk - Varath & Carcene: See EN World Creature Catalogue.
Ethyk: See below (p.4).
Gautiere: See below (p.2).
Linqua: See below (p.5).
Ni'iath: See below (p.4).
Phiuhl: See FF.
Quesar: See BOED.
Slasrath: See FF.
Vaath: See BOVD.
Warden Beast: See below (p.7).
Yugoloth, Greater - Baernaloth: See EN World Creature Catalogue.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-law.jpg)[size=3]Planes of Law[/size]
Achaierai: See MM1.
Archon: See MM1 (lantern, hound, trumpet) and BOED (warden, sword, throne & tome).
Baatezu, Lesser - Kocrachon: See BOVD, "Devil".
Bezekira (Hellcat): See MM1, "Devil".
Bladeling: See MM1.
Busen: See below (p.2).
Formian: See MM1.
Gear Spirit: See below (p.2).
Kyton: See MM1, "Devil".
Moigno: See below (p.2).
Parai: See MM3, "Visilight" or WizO_Dabus' conversion.
Rust Dragon: See Draconomicon, "Planar Dragon, Rust".
Zoveri: See EN World Creature Catalogue.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-ether.jpg)[size=3]A Guide to the Ethereal Plane[/size]
Aerial Servant: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.7).
Apparition: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.7).
Cerebral Parasite: See XPH (p.68).
Chronolily (pp.21-22): See below (p.14).
Dharculus: See PLH. MC Annual #4 listed it as a Far Realm creature.
Ebon Tiger: See below for 2 versions (p.7).
Ether Golem (p.80): See below (p.9).
Ether Horse: See below (p.9).
Gingwatzim: See Dragon #295 (v3.0).
Ghost: See MM1.
Gk'lok-lok: See below ("Gk'lok", p.7).
Meme: See below (p.6).
Memedi (Gendruwo): See below ("Gendruwo", p.7).
Neth's Child (Nethling): See below ("Nethling", p.6).
Phase Spider: See MM1.
Plasm: See below (p.7).
Rabbiun: See "Non-Threatening Creatures" below (p.13).
Shedu: See FF.
Thought Eater: See XPH.
Tween: See below (p.6).
Others: Other creatures are duplicated from PSMC2 and PSMC3.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-astral.jpg)[size=3]A Guide to the Astral Plane[/size]
Astral Dragon: See below (p.10).
Astral Dreadnaught: See MOTP.
Astral Whale: See below (p.8).
Berbalang: See below (p.8).
Brain Collector: See ELH, "Neh-Thalggu (Brain Collector)".
Kodragon: See below (p.9).
Spectral Hound: See below (p.9) or Polyhedron #159 (p.37, bound with Dungeon #100).
Others: Other creatures are duplicated from PSCS, ITC, GEP, etc.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-cage.jpg)[size=3]In the Cage: A Guide to Sigil[/size]
Aoskian Hound (p.6): See below (p.4).
Arcadian Pony (p.75): See below (p.4).
Astral Streaker (p.70): See below (p.4).
Batfly (p.94): See below (p.4).
Executioner's Raven (p.6): See below (p.4).
Eyewing (p.94): See d20 Bestiary of Krynn or below (p.8).
Maladomini Tiger (p.94): See below (p.4).
Mercykiller Wyrm (p.45): See below (p.4).
Sand Cow (p.112): See below (p.5).
Serpent Griffon (p.43): See below (p.4).
Skinrat (pp.102-3): See below (p.8).
Spittle Boar (p.112): See below (p.5).
#2

zombiegleemax

Sep 15, 2004 4:52:08
IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-hellbound.jpg)[size=3]Hellbound: The Blood War[/size]
Darklore (pp.95-6): See below (p.4).
Guardian Yugoloth (p.49): See below (p.11).
Maeldur Et Kavurik (p.90): See below (p.11).
Yugoloth Ghost (p.48): See MM1, "Ghost". The baernaloths can create ghosts out of outsiders, which normally cannot acquire the ghost template.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-doors.jpg)[size=3]Doors to the Unknown[/size]
Cortelestial (p.49): See below (p.1).
Mercurial (pp.63-4): See below (p.1).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-abyss.jpg)[size=3]In the Abyss[/size]
Ship of Chaos (pp.21-2): See below (p.15).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-modron.jpg)[size=3]The Great Modron March[/size]
Modronoid (p.109): See "Half-Modron" below (p.10).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-dead.jpg)[size=3]Dead Gods[/size]
Biological Construct (p.162): See below (p.9).
Cursed Balor Spirit (p.162): See MM2, "Demon, Palrethee".
Tri-Flower Frond (p.162): See below (p.9).
Crystal Ooze (p.164): See Tome of Horrors (pp.48-9).
Ormyrr (p.165): See MM2.
Ingress (p.166): See below (p.9).
Visage: See Libris Mortis or below (p.1) or EN World Creature Catalogue.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-hb.jpg)[size=3]Planewalker's Handbook[/size]
Genasi - Air, Earth, Water & Fire: See MOF or FRCS.
Rogue Modron: See below (p.2).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-well.jpg)[size=3]Well of Worlds[/size]
Giant Bloodworm (p.20): See below (p.8) or EN World Creature Catalogue (v3.0).
White Hart (pp.107, 109-110): See PLH, "Gaspar".

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-faction.jpg)[size=3]Faction War[/size]
Rope Golem (p.106): See MM3, "Golem, Hangman".
Gem Golem (p.106): See "Soul-Gem Golem" below (p.8).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-stair.jpg)Tales from the Infinite Staircase
Atomie Sprite (p.65): See EN World Creature Catalogue (v3.0).
Dark Dweller (pp.49-50): See below (p.10).
Giant Crayfish (p.37): See Dragon #321 (p.60) or Tome of Horrors, "Crayfish, Monstrous" (v3.0).
Giant Weasel (p.68): See MM1, "Dire Weasel".
Hgaun (p.75): See below (p.10).
Iron Cobra (p.126): See FF.
Kamerel (p.110): See below (p.10).
Leucrotta (p.110): See MOF.
Lurker (pp.35-6): See Underdark or EN World Creature Catalogue (v3.0).
Maturing Baatorian (p.127): See "Decempampinus" below (p.10).
Nameless Limbo Thing (p.64): See "Limbo Dissolver" below (p.10).
Peryton (p.82): See MOF.
Phantom (p.77): See Tome of Horrors (v3.0).
Shard (p.15): See below (p.11).
Silver Golem (p.15): See below (p.11).
Slaiyith (p.48): See below (p.10).
Taker of Life (p.49): See below (p.10).
Valgoss (p.48): See below (p.10).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-uncaged.jpg)[size=3]Uncaged: Faces of Sigil[/size]
Bone Golem (p.89): See below (p.11) or "Golem, Key" below (p.16).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/torment.jpg)[size=3]Planescape: Torment (CRPG)[/size]
Coaxmetal: See below (p.8).
Construct, Evil Wizard: See MM1, "Animated Object, Large". Add Int 18 and Wizard 16.
Construct, Lo/Med./Hi-Threat: See MM2, "Automaton" or MM1, "Animated Object" (S/M/L).
Grillig: See below (p.8).
Gronk: See below (p.8).
Lim-Lim: See below (p.8).
Shadow, Lesser, Greater & True: See MM1 (lesser & greater) and below (true, p.10).
Sohmien: See below (p.8).
Thokola: See below (p.8).
Trelon: See below (p.8).
Tricha: See below (p.8).
Trigit: See below (p.8).
Trocopotaca: See below (p.8).
Tuscampa: See below (p.8).
Vargouille: See MM1.

:whatsthis Note: There are no new creatures from the following planescape books: The Deva Spark, Fires of Dis, The Eternal Boundary, Harbinger House, Something Wild, The Inner Planes, Faces of Evil and On Hallowed Ground. An index of all the planescape books can be found at http://home.flash.net/~brenfrow/ps/ps.htm.
#3

zombiegleemax

Sep 15, 2004 4:56:41
Planescape, in a sense, can be a meta-setting, being a setting that ties other settings together. Thus, any planar creature can be used in a planescape game. Two planescape books, The Inner Planes and Planescape Monstrous Compendium 3, provide indices of creatures which are detailed in other settings. Some creatures are duplicated in multiple books. Such creatures are presented only once in this list. Do a search (Ctrl-F) on this page if it's not listed under a specific book.


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-adnd.gif)



Monstrous Compendium Annual #1
Elemental, Earth Weird: See MM2.
Elemental, Sandman: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.11).
Elemental, Wind Walker: See below (p.14).
Elemental Kin, Crysmal: See XPH.
Elemental Kin, Azer: See MM1.
Elemental Vermin - Air (Duster) & Earth (Crawler): See below (p.13).
Elemental Vermin - Fire (Flameling) & Water (Spitter): See below (p.13).
Genie, Tasked - Administrator & Messenger: See below (p.12).
Genie, Tasked - Deceiver & Oathbinder: See below (p.13).
Genie, Tasked - Harim Servant & Miner: See below (p.13).
Laraken: See Shining South.
Magebane: See Creature Catalogue (v3.0) and v3.5 update below (p.16).
Marrashi: See MM2, "Marrash".
Nautilus, Giant: See below (p.13).
Nishruu: See MOF.
Opinicus: See below (p.13).
Shadeling: See below (p.14).
Spell Weaver: See MM2.
Windghost: See MM2. Add extraplanar subtype (elemental plane of air).
Wraith, Shimmering: See below (p.13) or EN World Creature Catalogue (v3.5, "Shimmering Wrath").


Monstrous Compendium Annual #2
Elemental, Nature: See MM3, "Omnimental".
Hakeashar: See Monsters of Faerûn, "Nishruu" (v3.0) or Lost Empires of Faerûn, "Nishruu" (v3.5).


[b]Monstrous Compendium Annual #3[/b]
Dream Spawn, Greater - Ennui: See below (p.14).
Dream Spawn, Lesser - Morph: See below (p.14).
Dreamweaver: See below (p.14).
Elemental, Fire-Kin - Tome Guardian: See below (p.14).
Head, Arcane: See below (p.15).
Hound of Ill-Omen: See below (p.15).
Mastiff, Shadow: See MM1.
Spirit, Ice - Orglash: See Unapproachable East.
Spirit, Rock - Thomil: See Unapproachable East.


[b]Monstrous Compendium Annual #4[/b]
Bloodsipper: See below (p.15).
Dragon, Neutral - Moonstone Dragon: See Draconomicon, "Ethereal Dragon".
Gibberling, Brood: See below (p.15).
Hound of Law: See below (p.15).
Shade: See FRCS.
Shadow, Slow: See Dungeon #112.
Spyder-Fiend, Kakkuu & Spithriku: See below (p.15).
Spyder-Fiend, Phisarazu & Lycosidilith: See below (p.15).
Spyder-Fiend, Raklupis: See below (p.15).
Tanar'ri, Lesser - Uridezu: See MOTP, "Demon".
Troll Mutate: See ELH, "Pseudonatural Troll".
Vaati (Wind Duke): See OA Mahasarpa Web Enhancement (pp.9-10).
Wyste: See MM2. Add extraplanar subtype (Far Realm).
Yugoloth, Lesser - Gacholoth: See EN World Creature Catalogue (v3.5).


Monstrous Manual
Elemental, Air Kin - Slyph & Aerial Servant: See MM2 (Slyph) and below (Aerial Servant, p.12).
Elemental, Earth Kin - Pech & Sandling: See below (p.12).
Elemental, Fire Kin - Salamander & Fire Snake: See MM1 (Salamander) & FF (Fire Snake).
Elemental, Water Kin - Nereid & Water Weird: See MM2, "Elemental Weird" (Water Weird) and below (Nereid, p.12).
Elemental, Composite - Tempest & Skriaxit: See MM2, "Tempest" or below (p.12).
Gloomwing & Tenebrous Worm: See below (p.12).
Hell Hound: See MM1.
Invisible Stalker: See MM1.
Ki-Rin: See OA (v3.0). Reduce CR to 16. (See p.3 under "T'uen-Rin".)
Nightmare: See MM1.
Rakshasa: See MM1.
Xorn: See MM1.


Outer Planes Appendix MC8
Air Sentinel: See EN World Creature Catalogue (v3.0).
Lammasu, Celestial: See MM1, "Lammasu, Golden Protector".
Dragon, Adamantite: See Dragon #321, pp.44-45.
Marut: See MM1, "Inevitable".
Mediator: See below (p.11).
Moon Dog: See BOED.
Phoenix: See MM2.
Titan: See MM1.


The Vortex of Madness
Hecatoncheires (p.27): See ELH.
Gigantes (p.26): See "Gigante" below (p.11).
Cyclopkin (p.28): See DDG, pp.132-3.
Cyclopes (p.29): See DDG, pp.132-3 or Shining South, pp.64-5.
Leonis's Automata - Flyer, Juggernaut & Organ Gun (p.46): See "Leonis Automaton" below (p.10).
Vita (p.49): See "Leonis Automaton" below (p.10).
Nereid (p.90): See Tome of Horrors (v3.0) or EN World Creature Catalogue (v3.0).


Guide to Hell
Lords of the Nine (pp.39-51): See BOVD.
Mazzikim (pp.63-4): See BOVD (pp.23-6) or FF ("Fiend of Possession", pp.204-7).


Chronomancer
Chronovoid: See below (p.14).
Temporal Dog: See below (p.14).
Temporal Glider: See below (p.14).
Temporal Stalker: See below (p.14).
Tether Beast: See below (p.14).
Time Dimensional - Common, Noble & Royal: See below (p.14).
Vortex Spider: See below (p.14).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-mystara.gif)



Mystara MC Appendix
Diabolus: See Dragon #327.
Elemental of Chaos - Eolian, Erdeen, Pyrophor & Undine: See below (p.11).
Elemental of Law - Anemo, Kryst, Helion & Hydrax: See below (p.11).
Horde: See below (p.14).
Nightshade - Nightcrawler, Nightwalker, Nightwing: See MM1.
Spectral Death: See below (p.14).
Spider-kin, Planar Spider: See below (p.14).


Savage Coast MC Appendix
Arashaeem: See below (p.16).
Narvaezan Fiend: See below (p.16).
Symbiont, Shadow: See below (p.16).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-ds.gif)



Dark Sun MC12 Appendix 1: Terrors of the Desert
Drake, Athasian - Air, Earth, Fire & Water: See Terrors of Athas.


[size=3]Dark Sun MC Appendix 2: Terrors Beyond Tyr[/size]
Lesser Drake - Magma, Rain, Silt & Sun: See Terrors of Athas.
Elemental Beast - Air, Earth, Fire & Water: See Terrors of Athas.
Giant, Shadow (Athasian): See Terrors of Athas.
Krag: See Terrors of the Dead Lands.
Kragling: See Terrors of the Dead Lands.
Paraelemental Beast - Magma, Rain, Silt & Sun: See Terrors of Athas.
Obsidian Retriever: See Terrors of Athas.


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-fr.gif)



Forgotten Realms Appendix 2 MC11
Dimensional Warper: See below (p.10).
Firetail, Lesser & Greater (Tshala): See below (p.11).
Mara: See below (p.11).


The Drow of the Underdark
Myrlochar: See MOF.


Elves of Evermeet
Kholiathra: See below (p.16).
Reverend Ones: See below (p.16) or Green Giant's template version.
White Stag: See below (p.16).


Giantcraft
Shadow Hound: See below (p.16).


Powers & Pantheons
Divine Minion: See Hate of the Cobra Web Article.
Elder Eternal Evil - Dendar the Night Serpent: See Champions of Ruin.
Elder Eternal Evil - Kezef the Chaos Hound: See Champions of Ruin.
Elder Eternal Evil - Ityak-Ortheel the Elf-Eater: See Champions of Ruin.
Shade: See FRCS.


For Duty & Deity
Grell (p.22): See MM2.
Abyss Ants (p.43): See FF, "Swarm, Abyssal Ant Swarm".
Ring-Worm (p.47): See below (p.10).


Menzoberranzan
Foulwing: See Creature Catalogue (v3.0) and v3.5 update below (p.16).


Spellbound
Eltab: See Champions of Ruin.


Villians' Lorebook
Balhiir: See below (p.17).
Kalmari: See below (p.16).
Shadevari:
Shadowmasters (Malaugrym): See MOF.


Waterdeep
Denizen: See below (p.18).


Pools of Darkness (CRPG)
Bit o'Moander: See Monsters from D&D Video Games (p.1).
Bane Minion, Black: See Monsters from D&D Video Games (p.2).
Bane Minion, Blue & Red: See Monsters from D&D Video Games (p.3).
Pet of Kalistes: See Monsters from D&D Video Games (p.1).


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-aq.gif)



Al-Qadim Appendix MC13
Gen: See Dragon #315 (v3.5).
Genie, Noble - Dao, Djinni, Efreeti & Marid: See below (p.13).
Genie, Tasked - Architect & Artist: See below (p.12).
Genie, Tasked - Guardian, Slayer & Warmonger: See below (p.12).
Genie, Tasked - Herdsman & Winemaker: See below (p.12).


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-dragon.gif)



Dragon #211: Lords of Chaos
Ssendam:
Ygorl:
Chourst:
Rennbuu:


Dragon #260: Spawns of Tiamat, Children of Bahamut
An-Ur, the Wandering Dragon: See Spawn of Tiamat.
Dhrakoth, the Corrupter: See Spawn of Tiamat.
Mordukhavar, the Reaver: See Spawn of Tiamat.
Medrinia: See Children of Bahamut.
Xathanon: See Children of Bahamut.
Vanathor, the Golden Harpist: See Children of Bahamut.


Dragon #227: Monsters of the Underdark
Elemental, Darkness: See Dragon #322 or "Dark Pseudo-Elemental" below (p.16).


Dragon #233: Fiendish Fortresses
Tanar'ri Living Fortress: See below (p.16).


Dragon #243: Destriders of the Planes
Equar, Trothspyre: See below (p.1).
Equar, Gildmane: See below (p.1).
Equar, Favonian: See below (p.1).
Equar, Lithicthil: See below (p.1).
Equar, Menthric: See below (p.1).
Equar, Potherrounce: See below (p.1).
Equar, Banecourser: See below (p.1).
Equar, Rosinante: See below (p.1).
Equar, Trothspyre: See below (p.1).


Dragon #246: Chaos Creatures
Daemon Warrior: See d20 Bestiary of Krynn.
Dragon, Fire: See d20 Bestiary of Krynn.
Wight, Chaos - Frost & Shadow: See d20 Bestiary of Krynn (Shadow Wight & Frost Wight sidebar).


Dragon #252: Formidable Visitants
Sawfly, Demonic: See below (p.16).


Dragon #270: Minions of Iuz
Dirtwraith (Sargusian Fungus): See below (p.16).
#4

zombiegleemax

Sep 15, 2004 5:08:03
Compiled & Updated Monsters
We are in the process of compiling/revising these planar creatures into a .pdf e-book. Currently, the following e-books are available for free download at http://www.planewalker.com/codex/download.php

DENIZENS OF THE TRANSITIVE PLANES (27 Oct 2005)
This collection reveals the native creatures from the Astral Plane, Ethereal Plane, and the Plane of Shadow. The following old edition monsters have been converted to v3.5 rules - apparition, astral whale, astral searcher, astral streaker, berbalang, chronolily, chulcrix, devete, dhour, astral dragon, ebon tiger, ether sea horse, garmorm, gk'lok, gloomwing, ether golem, kodragon, magran, meme, memedi, nathri, nethling, plasm, shadeling, spectral hound, planar spider, shadow symbiont, terithran, translator, tween.

DENIZENS OF THE INNER PLANES (16 March 2006)
This collection details the native creatures from the Elemental Planes, Paraelemental Planes, Quasielemental Planes, and the Energy Planes. The following old edition monsters have been converted to v3.5 rules - aerial servant, archomental, balhiir, blazon, bzastra, chososion, darklight, denzelian, dharum suhn, dragon horse, drelb, egarus, element creature, elemental of chaos, elemental of law, negative elementite swarm, entrope, firetail, facet, noble genies, tasked genies, giggag swarm, helian, hgaun, horde, khargra, klyndes, lavaworm, mephits, mihstu, nimbus, giant nautilus, ooze sprite, pech, negative pseudoelemental, negative quasielementals (ash, dust, salt, & vacuum), positive quasielementals (lightning, mineral, radiance, & steam), ruvoka, sandling, sandman, scape, scile swarm, shad, grand shadow, shocker, sislan, spectral death, sootbeast, suisseen, tome guardian, tsnng, ungulosin, elemental vermin, vacuous, vapor rat, vortex, waiveras, wavefire, and wind walker.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/podscr.jpg)

#5

richard_k

Sep 15, 2004 6:02:33
Thanks for the references and the conversions. Keep it up, I always like the 2nd stuff better than the 3rd and converting them here saves me the trouble.
#6

zombiegleemax

Sep 15, 2004 6:29:14
You can save yourself lots of work thanks to the numerous conversions here:
http://www.enworld.org/cc/converted/index.php

As a matter of fact, they already did the Per.

Aasimon, Agathinon:
http://www.enworld.org/cc/converted/view_c.php?CreatureID=431
(Copy/paste the link to the address bar, do not follow it, otherwise you'll pass through a "You are leaving the sodding Wizards.com site, and I'll mangle all parameters of your barmy link, berk!" screen that will give you a SQL error.)
Aasimon, Light:
http://www.enworld.org/cc/converted/view_c.php?CreatureID=662
(Same thing, don't click on the link.)

An Animal Lord template. (This link can be followed. By the way, it's going to be inconsistent with the Epic Level Handbook version.) Also found in the Tome of Horrors.

Devil, Nupperibo: Found in the Tome of Horrors.

Baku:
http://www.enworld.org/cc/converted/view_c.php?CreatureID=643

Foo creature template.

More later.
#7

zombiegleemax

Sep 15, 2004 6:36:05
Per
Medium Outsider (Lawful, Extraplanar)

HD: 10d8+20 (65 hp)
Initiative: +2
Speed: 20 ft. (in full plate)
AC: 24 (+2 Dex, +4 shield, +8 full plate), touch 12, flat-foot 22
BAB/Grapple: +10/+13
Attack: 1 +3 icy burst great sword +16 (2d6+6/19-20)
Full Attack: 1 +3 icy burst great sword +16/+11 (2d6+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: DR 5/chaotic, SR 20, fast healing 3, true sight, spiritual shield, outsider traits, portal guardian
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Concentration +9, Diplomacy +10, Heal +9, Intimidate +12, Knowledge (planes) +10, Listen +14, Search +10, Sense Motive +14, Spot +14, Survival +7
Feats: Cleave, Combat Reflexes, Power Attack, Diehard
Environment: Upper Planes
Organization: Solitary
CR: 9
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: By character class
LA: -

Pers are the portal guardians of the Upper Planes. They look like well muscled humans in plate armors of elaborate design and plumed helms. Their countenances are grim and foreboding. They usually speak common, celestial and any 2 other languages.

Spell-like Abilities (Sp): At will – blade barrier, detect thoughts, light, mirror image, read magic; 7/day – charm person; 3/day – cure serious wounds. CL = 10, DC 9 + spell level.

True Sight (Su): A per has true-seeing spell in constant effect.

Spiritual Shield (Su): A per has shield spell in constant effect.

Portal Guardian (Ex): A per is charged with guarding a portal. If a per is under duress or killed, the upper planar powers will be aware of it, usually sending more pers if a portal is breached. Furthermore, his dedication grants him +4 circumstance bonus to all checks and saving throws made against being swayed against his guard duty.

Sword of Per: A per has a sentient weapon dedicated to him. Such swords are imbued with the spirits of the planes. Below is a sample weapon.

Sword of Per, sentient +3 icy burst great sword; SQ speech (common, celestial, any 2 others), telepathy (wielder only), darkvision, knowledge (any 1) +13, spell-like abilities, special purpose; Ego 21; AL LN; Int 17, Wis 17, Cha 10.

Spell-like Abilities (Sp): At will – detect chaos/evil detect magic; 3/day locate object, confusion (dedicated power). CL 10; DC 10 + spell level.

Special Purpose (Ex): A sword of the per has the special purpose of guarding a designated portal. Any deviation from it results in a personality conflict, requiring a DC 21 will save.

Converted from Planescape Monstrous Compendium Appendix 1.
#8

zombiegleemax

Sep 15, 2004 6:50:50
Tiefling

Not all tieflings are alike. Remove darkness and cold/electric/fire resistance 5 from the standard tiefling in MM1. Roll 1d% 4 times on the table below. Abilities don't stack; reroll any duplicated abilities.

01-02: DR 1/silver or magic
03-04: DR 1/cold iron or magic
05-07: cold resistance 5
08-10: fire resistance 5
11-13: acid resistance 5
14-16: electric resistance 5
17-18: touch deals +1 fire damage
19-20: touch deals +1 cold damage
21-22: touch deals +1 electric damage
23-24: touch deals +1 acid damage
25-26: +4 racial bonus to save against poison
27-28: +2 racial bonus on will saves
29-30: +2 racial bonus on fortitude saves
31-32: +2 racial bonus on reflex saves
33-34: +1 Strength
35-36: +1 Dexterity
37-38: +1 Constitution
39-40: +1 Intelligence
41-42: +1 Wisdom
43-44: +1 Charisma
45-46: +1 natural AC bonus
47-48: Fiendish Reputation: +2 racial bonus on intimidate checks
49-50: Clawed: 2 claw attacks (1d4 damage)
51-52: bane 1/day
53-54: blur 1/day
55-56: cause fear 1/day
57-58: charm person 1/day
59-60: comprehend languages 1/day
61-62: curse water 1/day
63-66: darkness 1/day
67-68: desecrate 1/day
69-70: detect good 3/day
71-72: detect magic 3/day
73-74: detect thoughts 1/day
75-76: hynoptic pattern 1/day
77-78: invisibility 1/day
79-80: minor image 1/day
81-82: misdirection 1/day
83-84: protection from good (self only) 1/day
85-86: pyrotechnics 1/day
87-88: spider climb 1/day
89-90: ventriloquism 3/day
91-92: whispering wind 1/day
93-94: see invisibility 1/day
95-96: mirror image 1/day
97-98: summon monster II (evil only) 1/week
99-00: vampiric touch 1/week

Converted from Planewalker's Handbook, p.80.
#9

zombiegleemax

Sep 15, 2004 7:02:30
Cortelestial
Huge Outsider (Extraplanar)

HD: 14d8+84 (147 hp)
Initiative: +1
Speed: 30 ft.
AC: 24 (-2 size, +1 Dex, +15 natural), touch +9, flat-footed +23
BAB/Grapple: +14/+29
Attack: 1 bite +20 melee (2d6+7/19-20)
Full Attack: 1 bite +20 melee (2d6+7/19-20) and 2 claws +17 melee (1d8+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, mesmerizing gaze
Special Qualities: Augmented critical, living portal, DR 10/magic, immune to fear
Saves: Fort +15, Ref +10, Will +13
Abilities: Str 25, Dex 12, Con 22, Int 12, Wis 14, Cha 11
Skills: Balance +10, Climb +22, Intimidate +17, Jump +22, Knowledge (Planes) +18, Listen +19, Search +16, Sense Motive +17, Spot +18, Survival +19
Feats: Ability focus (gaze), multiattack, snatch, iron will, weapon focus (bite)
Environment: Any
Organization: Solitary
CR: 10
Treasure: Standard
Alignment: Always true netural
Advancement: 15-21HD (Huge); 22-42HD (Gargantuan)
LA: -

A cortelestial is a four-legged heavily armored creature from head to tail. Its huge maw functions as a portal to another plane. Cagers in Sigil often considered it bad luck to harm this creature. A cortelestial is rarely actively aggressive and hunts by mesmerizing victims to its jaws.

Living Portal (Su): A cortelestial’s mouth is a portal to another plane (DM’s discretion). To use the portal, one must lock eyes with the cortelestial. In non-combat situation, a cortelestial will usually lower its jaws to open the portal. In combat situation, the only way to access the portal is to allow the cortelestial to swallow whole. If the portal user is not mesmerized by its gaze, he can use the living portal, provided he has the proper gate key. A huge or larger creature also cannot use the portal.

Mesmerizing Gaze (Su): Anyone within 30 ft. of a cortelestial must make a Cha-based DC 17 will save or become disoriented, spending the entire round moving towards the creature’s maw. Except in combat situation, a cortelestial often lowers its jaws so that a victim moves straight into its mouth, thereby automatically considered grappled. On its turn, it can swallow whole. A mesmerized victim cannot use the portal even if he has the proper gate key. This is a fear, mind-affecting effect.

Augmented Critical (Ex): A cortelestial’s bite threatens a critical hit on a natural roll of 19-20. On a critical hit, it deals double damage.

Improved Grab (Ex): A cortelestial can grapple with its bite on a successful hit automatically without provoking an attack of opportunity.

Swallow Whole (Ex): A cortelestial can swallow up to 2 large, 8 medium, 32 small or 128 tiny or smaller creatures. Its gizzard has AC 17 and 25 hp. A swallowed victim takes 2d8+10 bludgeoning damage plus 1d8+4 acid damage per round.

Converted from Doors to the Unknown, p.49.
#10

zombiegleemax

Sep 15, 2004 7:31:13
Nupperibo
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (Improved Initiative)
Speed:20 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Slam +5 melee (1d6+1)
Full Attack: 2 slams +5 melee (1d6+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burning strike
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, metamorphosis, mindless, see in darkness, spell resistance 14
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 11, Con 12, Int -, Wis 11, Cha 6
Feats: Improved Initiative, Weapon Focus (slam)
Climate/Terrain: The Nine Hells of Perdition.
Organization: Solitary, gang (2d6) or mixed mob (4d10 nupperibo and 4d10 lemures)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Evil
Advancement: 4-14 HD (Medium)

A barely discernable humanoid head and a pair of pseudopods are the only appendages on what is best described as a heaving mass of red clay and mud. Aside from pock marks and dents where the eyes and nose should be, the head is featureless.

The nupperibo is a misshapen, damned being native to the Nine Hells. Bearing a passing familiarity to the better known lemure and sharing many of the same duties, the nupperibo is even more detested by the devils of Hell than its lower ranked cousin. Interestingly enough, a nupperibo can never be promoted into another form of devil; instead it must be demoted to a lemure in order to progress. Even more intriguing is the fact that cornugons, gelugons, and pit fiends do all they can to ensure that a nupperibo never advances beyond 9 HD. A nupperibo is about 5 ½ feet tall and weighs about 250 pounds. Blind, deaf, and mute, a nupperibo is susceptible to telepathic messages from other devils.

A nupperibo is dedicated to physically harming and oppressing other creatures. Although utterly mindless, it is instinctually driven to attack those creatures unassociated with Lawful Evil. It will attack any non-devil as soon as it is aware of such a creature’s presence and can only be stopped by being destroyed or order to cease by a devil. Needless to say, a nupperibo has no strategy or tactic other than to seek and destroy. A nupperibo’s natural weapons, as well as any weapon it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Burning Strike (Su): A nupperibo’s slam attack leaves behind a slimy residue that eats through the flesh of those it strikes. Creatures struck by the nupperibo’s slam take one-half the damage the following rounds for a number of rounds equal to the nupperibo’s Constitution modifier (one round for the average nupperibo).

Metamorphosis: A nupperibo that is left on its own will continue to advance, eventually beginning a metamorphosis into something greater. For every HD beyond 9 that a nupperibo advances, it gains a 1 point increase to all of its mental ability scores. It loses the Mindless trait and replaces it with telepathy 50 ft. The nupperibo also begins dealing 1 point of Wisdom damage on its slam attack. Nupperibos of 12 HD and greater grow vestigial wings, developing a fly speed of 20 feet with poor maneuverability. At 14 HD, a nupperibo gains the spelllike ability greater teleport (self plus 50 pounds only) at will. It should be noted that very few nupperibo survive to evolve that far. Usually they are demoted into lemures long before any of these changes can take place.

Mindless (Ex): Nupperibos are immune to mind affecting effects.

Extracted from Dice Freaks' The Gates of Hell, Chapter 4. Visit site for more free devils.

Alternative: Tome of Horrors (v3.0)
Nupperibo can also be found in d20 Tome of Horrors: Sample Monsters. Convert to v3.5 by adding the following:

Subtypes: Add extraplanar.
BAB/Grapple: +1/+1
SQ: DR 5/silver or good, blindsight, devil qualities, mindless, regeneration 1.
Devil Qualities: Change cold/acid resistance to 10.

Regeneration (Ex): A nupperibo takes normal damage only from holy/good-aligned weapons or spells with good descriptor. Its regeneration is also suppressed when the nupperibo (or its remains) is on any plane without the evil dominant trait.

#11

zombiegleemax

Sep 15, 2004 17:57:53
the Nine Hells of Perdition.

What's with that? Where do the Nine Hells of Perdition come from? I thought it was Baator...
#12

weenie

Sep 16, 2004 6:12:44
What's with that? Where do the Nine Hells of Perdition come from? I thought it was Baator...

From dicefreaks. The word "Baator" isn't OGC

Keep it coming, Seraph.
#13

weenie

Sep 16, 2004 6:24:36
Additional referenceseses.
(from http://www.enworld.org/forums/showthread.php?t=68207)

PSMC3 :
Archomental (Good) (Ben-Hadar, Chan, Sunnis, Zaaman Rul)
Bzastra
Chososion
Darklight
Devete
Dharum Suhn
Egarus
Entrope
Facet
Fundamental
Garmorm
Homunculous, Elemental (Breather, Skin)
Klyndes
Magran
Menglis
Nathri - see PS3E Races.rtf
Ooze Sprite
Opposition
Phirblas
Primal
Quasielemental, Negative (Ash, Dust, Salt, Vacuum)
Quasielemental, Positive (Lightning, Mineral, Radiance, Steam)
Ruvkova
Scile
Shad - see PS3E Races.rtf
Shocker (Contented One, Sojourner)
Sislan
Suisseen
Tsnng
Ungulosin
Vacuous
Wavefire

Planes of Chaos:
Chaos Imp
Ratatosk
Viper Tree

Planes of Law:
Busen
Gear Spirit
Moigno
Parai

Planes of Conflict:
Aeserpent
Buraq
Delphon
Ethyk
Gautiere
Linqua
Ni'iath
Warden Beast

Hellbound- The Blood War:
Darklore
#14

richard_k

Sep 16, 2004 17:49:19
Love the random tiefling stuff. Was that in Planar handbook? I dont really look at that anymore, i think its under my bed or something...
#15

freefall

Sep 16, 2004 19:53:05
Magman is in MM1, as are the Avoral and Leonal. You also misspelled "Cranium Rat."
#16

primemover003

Sep 16, 2004 21:48:03
Seraph the Nabassu is in the Maure Castle Dungeon magazine #112, both versions.
#17

zombiegleemax

Sep 17, 2004 3:10:07
Aasimar

Not all aasimars are alike. Remove daylight and cold/electric/acid resistance 5 from the standard aasimar in MM1. Roll 1d% 4 times on the table below. Abilities don't stack; reroll any duplicated abilities.

01-02: DR 1/silver or magic
03-04: DR 1/cold iron or magic
05-07: cold resistance 5
08-10: fire resistance 5
11-13: acid resistance 5
14-16: electric resistance 5
17-18: Can cast spells with celestial component. (BOED)
19-20: Heals twice as much naturally (not magical healing)
21-22: touch inflicts +1 holy damage to evil creatures
23-24: +4 to save vs. energy drain
25-26: +4 to save vs. petrification
27-28: +4 to save vs. mind-affecting effects
29-30: +4 to save against poison
31-32: +2 on will saves
33-34: +2 on fortitude saves
35-36: +2 on reflex saves
37-38: +1 Strength
39-40: +1 Dexterity
41-42: +1 Constitution
43-44: +1 Intelligence
45-46: +1 Wisdom
47-48: +1 Charisma
49-50: +1 natural AC bonus
51-52: bless 1/day
53-54: augury 1/day
55-56: cure moderate wounds 1/day
57-58: tongues 1/day
59-60: speak with animals 1/day
61-62: comprehend languages 1/day
63-66: daylight 1/day
67-68: consecrate 1/day
69-70: detect evil 3/day
71-72: detect magic 3/day
73-74: zone of truth 1/day
75-76: featherfall 1/day
77-78: calm emotion 1/day
79-80: minor image 1/day
81-82: misdirection 1/day
83-84: protection from evil (self only) 1/day
85-86: remove fear 1/day
87-88: sanctuary 1/day
89-90: shield other 1/day
91-92: whispering wind 1/day
93-94: see invisibility 1/day
95-96: mirror image 1/day
97-98: summon monster II (good only) 1/week
99-00: heroism (self only) 1/day

Converted from Warriors of Heaven, p.88. This is not exactly a planescape source, but it offers the mirror image of the tiefling custom powers for aasimar.
#18

zombiegleemax

Sep 17, 2004 3:30:34
Mercurial
Medium Outsider (Extraplanar)

HD: 14d8+28 (91 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 40 ft.
AC: 21 (+3 Dex, +3 natural, +5 insight), touch +18, flat-footed +18
BAB/Grapple: +14/+17
Attack: 1 slam +17 melee (1d4+3)
Full Attack: 2 slams +17 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Borrow form, mental blast, wish
Special Qualities: SR 20, telepathy 100 ft., shared language, DR 10/magic, regeneration 5, darkvision 60 ft.
Saves: Fort +11, Ref +12, Will +14
Abilities: Str 16, Dex 17, Con 14, Int 19, Wis 17, Cha 10
Skills: Balance +18, Bluff +15, Concentration +19, Craft (any 1) +17, Decipher Script +17, Diplomacy +16, Heal +18, Hide +13, Knowledge (Arcana) +14, Knowledge (Planes) +18, Listen +13, Search +14, Sense Motive +17, Spot +15, Survival +13, Tumble +13
Feats: Ability focus (borrow form), dodge, improved initiative, iron will, mobility
Environment: Any hyper-reality (Celestia/Beldaari)
Organization: Solitary or family (2d4 mercurials)
CR: 12
Treasure: Standard
Alignment: Always true neutral
Advancement: By character class
LA: -

A mercurial looks like a human with eyes of liquid gold, silver or bronze. A mercurial lives in regions of hyper-reality, whereby everything is more real, more vital, brighter, stronger and more intense. It can shed its skin and bones and lives on as a skinless, boneless humanoid. Every 500 years or so, a mercurial must merge with its skin and bones to rejuvenate for 24 hours. If it does not, it loses wish, regeneration and its damage reduction. Most mercurials are pacifists, refusing to fight even to defend themselves. Sigil knows of a deviant, evil mercurial called Lathuraz the Mad.

Shed Form (Su): A mercurial can shed its skin and bones as a full round action, existing merely as inner flesh and organs (inner mercurial). This is often used as a symbolic attempt to transcend towards pure thought. A mercurial can only be destroyed by destroying its shed skin and bones (AC13, hp as mercurial). When its skin and bones are shed, a mercurial reduced to negative hit points is unconscious instead of dead. When merged with its skin and bones, any damage dealt to the mercurial will also be dealt to its skin and bones.

Borrow Form (Su): A mercurial who has shed its skin and bones may merge with another creature by making a touch attack. The host gets a Con-based DC 21 fort save to negate the merge. If the merge is successful, the host takes 1d4 constitution damage per round. When the mercurial sheds its form, the host must make another DC 21 fort save or the ability damage becomes permanent ability drain. If reduced to zero constitution, the host dies, but the mercurial can still keep its form. If the host is killed by any other method, the mercurial must shed its form.

During a merge, the mercurial takes complete control of the host and can access all his memories and abilities, including class features. It however keeps its intelligence, wisdom and charisma scores. Any damage received during the merge is taken by the host, the mercurial takes no damage at all. A mercurial draws sustenance from consuming its host’s internal organs.

Mental Blast (Su): A mercurial can project a blast of pure thought at a single enemy as a standard action for 2d6+2 damage 1/round. (Cha-based DC 17 will save for half damage.)

Wish (Sp): A mercurial can cast wish 1/round. If used to duplicate spells, consider all spells to be prohibited to it, i.e. it can duplicate wizard spells up to level 7 and other spells up to level 5. CL 14, Cha-based DC 10 + spell level.

Regeneration (Ex): A mercurial takes normal damage only from hyper-real weapons or when its skin and bones are destroyed.

Shared Language (Su): A mercurial can speak any language by learning it telepathically from anyone within 100 ft.

Note: If you have Book of Exalted Deeds, you may replace dodge, ability focus and mobility with sacred vow, vow of non-violence and vow of peace to reflect the pacifist nature of most mercurials despite the fact that they are not good-aligned.

Hyper-Reality
Hyper-reality is a planar trait that can exist in isolated pockets of any plane. All damage, range, duration and area of effect are increased by 50%. Movement rates are doubled.

New Weapon Property
Hyper-Real: A weapon with this extremely rare property deals damage resonating from a higher-level of reality, increasing its enhancement bonus against hyper-real creatures by +3. Furthermore, hyper-real creatures cannot regenerate from its wounds. Price: +1.

Converted from Doors to the Unknown, pp.63-64.
#19

zombiegleemax

Sep 17, 2004 3:32:19
Dabus
Medium Outsider (Extraplanar)

HD: 4d8+8 (26 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +2 natural, +2 deflect), touch 13, flat-footed 14
BAB/Grapple: +4/+5
Attack: 1 slam +5 melee (1d4+1) or 1 hand axe +5 melee (1d6+1/x3)
Full Attack: 2 slams +5 melee (1d4+1) or 1 hand axe +5 melee (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Hover, rebus, darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 13, Dex 12, Con 15, Int 14, Wis 15, Cha 13
Skills: Appraise +4, Bluff +8, Concentration +7, Craft (any 2) +9, Disable Device +7, Knowledge (architecture) +7, Knowledge (any other) +7, Listen +7, Profession (any) +12, Search +7, Sense Motive +7, Spot +7
Feats: Iron will, skill focus (profession)
Environment: Sigil
Organization: Solitary or cell (2d6 dabus)
CR: 2
Treasure: Standard
Alignment: Always true neutral
Advancement: 5-8 HD (Medium)
LA: -

A tall slender humanoid floats across the Lower Ward with its robes and feet several inches off the ground. Two horns jut out of its long white hair. As it looks at you, strings of cryptic symbols flash above its head…

Dabus are the servants of the Lady of Pain who rules Sigil. They are always working, crafting and repairing the planar city. It is not clear where they came from, although some believed them to be related to the phirblas from the ethereal plane.

Hover (Ex): Dabus move by floating off the ground, thus they are immune to effects who affect the ground beneath them, e.g. grease spell. Yet, they are also not considered flying, thus effects that affect flying creatures (e.g. gust of wind spell) won’t send them spinning out of control.

Rebus (Ex): Dabus do not speak, but communicate by displaying rebus, cryptic symbolic images which appear in the air. The dabus make a bluff check (DC 15 simple message, DC 20 complex message). Failure by 4 or less cannot get the message across, while failure by 5 or more means a false message is conveyed.

To understand rebus, a character must make a sense motive check opposed by a dabus’ bluff check. Due to the strangeness of the language, he suffers -4 circumstance penalty to sense motive unless he has at least 8 ranks in both knowledge (planes) and knowledge (local). If the sense motive check fails by 5 or more, false information is inferred. A comprehend languages spell enables one to automatically understand the rebus.

HELM OF THE DABUS [Wondrous Item]
This corroded bronze helm enables its wear to communicate by displaying rebus. Dabus generally treat one who “speaks” their language more favorably, granting the wearer +4 circumstance bonus on all diplomacy checks with the dabus. Furthermore, the helm also enables the wearer to understand any spoken words or written texts, including rebus. Only one helm is known to exist, currently in the possession of Jeremo the Natterer, who aspires to become the leader of the Ring-Givers in Sigil. (See In the Cage: A Guide to Sigil, pp.40-41 for more details on Jeremo.)

Faint divination; CL 4; Craft Wondrous Item, silent image, comprehend languages; Price 4,000 gp; Weight 3 lb.

Converted from Planescape Campaign Setting.
#20

zombiegleemax

Sep 17, 2004 5:47:42
Vortex
Diminutive Elemental (Extraplanar, Air)

HD: 2d8+2 (11 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 40 ft. (perfect)
AC: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
BAB/Grapple: +1/-14
Attack: Whirlwind (see below)
Full Attack: Whirlwind (see below)
Space/Reach: 1 ft./0 ft.
Special Attacks: Whirlwind, engulf.
Special Qualities: -
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 4, Dex 21, Con 13, Int -, Wis 10, Cha 9
Skills: -
Feats: -
Environment: Any aerial environment or plane of air
Organization: Solitary or cluster (2d8)
CR: 2
Treasure: None.
Alignment: Always chaotic neutral
Advancement: 3-4HD (Diminutive); 5-6HD (Tiny)
LA: -

A vortex is a small misty sphere located within the center of a miniature whirlwind. Some sages posited that it is only mindless energy as it seems blind to the presence of others. A vortex moves randomly and never in a straight line. (DM may roll 1d8s to determine which square it moves into.)

Whirlwind (Ex): Like an air elemental, a vortex’s whirlwind does not provoke attacks of opportunity even when it moves into another’s space. A vortex’s whirlwind is extremely strong for its size. It engulfs medium or smaller creatures when it moves into their squares. They can make a DC12 reflex save to escape engulfment. Large creatures cannot be engulfed, but are forced to maintain balance, thereby prevented from taking their standard actions for every turn they begin within the whirlwind. Huge or larger creatures are immune to this effect. Any creature striking the vortex in melee also suffer the whirlwind effect. The whirlwind can only engulf 1 medium, 2 small, 8 tiny or 16 diminutive or smaller creatures at any one time.

Engulf (Ex): An engulfed creature is trapped and begins spinning in the cone of air, preventing him from taking any move action. Every round thereafter, he takes 1d3 damage from the winds and must make a DC 12 fortitude save or die. An engulfed creature can cast spells by making a concentration check (DC 15 + spell level). They suffer -4 to Dexterity and -2 to attack rolls. Only light weapons can be used within the whirlwind.

A flyer can make a DC 12 reflex save as a standard action every round to escape. If an outside anchor (e.g. a tree branch or an ally’s hand) is present, an engulfed non-flying creature can make a DC 12 reflex save to catch the anchor and a DC 12 strength check to pull himself out of the whirlwind as a standard action. Without an anchor, a non-flying creature cannot break free.

Converted from Planescape Campaign Setting.

:whatsthis Note: Creature Catalogue has converted vortex to v3.0 from 1E Fiend Folio. However, its whirlwind effect is not complete when compared to PSCS statistics. The above is further modified by comparing with v3.5 air elemental whirlwind effect.
#21

weenie

Sep 17, 2004 16:41:44
[b]DEAD GODS
Visage: See EN World Creature Catalogue.

With all due respect to Boz and CC, that visage convertion sucked so much donkey the last time I looked at it. THe most important ability, Lucidity Control, was practically left undefined.

So, after some not-too-creative hackwork:

V I S A G E
Medium Undead (Chaotic, Evil, Extraplanar)
Hit Dice: 6d12 (39 hp)
Initiative: +3
Speed: Fly 40 ft (perfect)
Armor Class: 20 (+3 Dex, +3 natural, +4 deflection), touch 17, flat-footed 17
Base Attack/Grapple: +3/+3
Attack: Claw +6 melee (1d8)
Full Attack: 2 claws +6 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domination, lucidity control
Special Qualities: Assume form, damage reduction 10/cold iron and magic, spell resistance 16, steal essence, turn resistance +6, undead traits
Saves: Fort +2, Ref +5 Will +7
Abilities: Str 10, Dex 16, Con --- , Int 14, Wis 15, Cha 20
Skills: Bluff +11, Disguise +11, Hide +9, Intimidate +11, Knowledge (the planes) +8, Listen +8, Move SIlently +15, Sense Motive +8, Spot +8
Feats: Ability Focus (lucidity control), Stealthy, Weapon Finesse
Environment: Negative Energy Plane
Organization: Solitary or gang (1d4)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: ---

This creature has a delicate, ghostly transparent form that seems to float through the air. Its body is dark and undefined, but there is a bright white fright mask where its head should be.

The visage is a creature of deception that assaults the minds of victims to crush their wills, and even steal their identities. The visage’s reality warping powers can leave victims questioning their own reality and perceptions, and that’s assuming the victim survives the encounter.
It is believed that the demon lord Orcus first created the undead visages from the spirits of his deceased tanar’ri servants. He created them while in an undead state himself (while he was known as Tenebrous), and they all served him as a result. Now that the demon lord has been restored to his former power, it is unknown what has become of the visages. They may have ceased to exist, but there could always be other ways to create them.
Visages are considered abominations by other fiends, who are able to identify them and always attack them on sight. Demons specifically fear the visages more for what they represent than what they can do: when tanar’ri die, they usually return to life in another form, but when a visage dies it receives neither another form, nor the oblivion of true death.
Visages have no hierarchy or organization, save their total dedication to their master. Each of these twisted fiends has no feelings whatsoever for its fellows, feeling neither camaraderie nor contempt for other visages. Visages can be found on any plane, although their only real home is a fortress called Tcian Sumere on the Negative Energy plane. Though they live there, they have no special connection to that plane, unlike other undead, as their lord gives them all they need.
Visages can speak Common and Abyssal.

COMBAT
Visages can strike with their razor-sharp claws, but love their own unique way of warping minds too much to rely on physical attacks. The visage can reach into its victim’s mind to twist it to think and experience whatever the visage wants. The visage prefers to use this power subtly, to make it less likely that the victim will realize it is being manipulated. To enhance the false reality, the visage will often mix in a little true reality; it might exaggerate perceived distances, change the layout of a building, or make real objects appear to move. When the visage has caused enough confusion and fear to make its victim unable to trust its own senses, it will either finish the victim off with its claws, or continue to toy with the victim until it causes its own end or another creature finishes it off. The visage also has the ability to dominate a target, to use it as a puppet. Visages working in concert often simultaneously use both lucidity control and domination on the same target.

Domination (Su): As a standard action, a visage can attempt to control the mind of a creature within 90 ft.. The target must succeed on a Will save (DC 18) or fall instantly under the visage's influence as though by a dominate monster spell. The visage must maintain concentration to keep the subject dominated, so it cannot use its lucidity control ability at the same time.
Creatures that successfully save cannot be dominated by the same visage for 24 hours. The save DC is Charisma-based.

Lucidity Control (Su): A visage can control the way its victims perceive the world around them. All subjects in a 100-ft. radius from the visage think they see, hear, smell, taste, and/or feel something other than what their senses actually report. Each subject can attempt a Will save (DC 24) to avoid this effect. Whenever an affected subject interacts with true reality in a manner that contradicts the false one (for example, walking into a wall that he couldn't see), he is allowed a new saving throw with a +4 circumstance bonus to return his perception to normal. A new saving throw is also allowed whenever a visage creates a new false reality significantly different from the previous one, but without the +4 bonus.
A visage can alter each subject's perceptions separately, creating entirely different false realities, or it can create a single false reality shared by all affected subjects. It must maintain concentration for as long as it wishes the effect to last, but it can creeate different sensations each round it maintains concentration.
The visage can’t create a sensation where none exists, nor make the subjects completely oblivious to a sensation, but it can replace the specifics of a sensation with different specifics. For instance, it could make a human appear to be a barbazu, an inactive portal look like it is active, a vat of acid look and smell like rose water, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
The visage can’t alter the apparent size of an object or creature by more than 50% by using this ability. Thus, it couldn’t make a castle look like a hovel, but it could make it look like a different castle, or a rough hillock of approximately the same size. If this ability is used to distract a spellcaster, he must make a Concentration check as if being grappling or pinned.
Because lucidity control directly overrides a victim’s senses, true seeing and similar divinations have no effect.
This is a mind-affecting supernatural effect. The save DC is Charisma-based (and includes a +4 racial bonus).

Assume Form (Su): A visage can take on the appearance of the last creature whose essence it has stolen (see below). This ability functions like the alter self spell, except that here is no type, size, or HD limitation of available forms, and the visage can remain in the chosen form indefinitely. The visage can assume a new shape or return to its own form as a standard action. While in another form, the visage gets a +10 bonus on its Disguise checks, and has access to all special attacks and qualities of its natural form.

Steal Essence (Su): When a visage kills a creature, it steals its very essence. A creature that has been slain by a visage cannot be restored to life through any form of raising or resurrection. If the visage that stole its essence is killed within one day of the victim's death, the victim can be restored to life normally. After one day has passed, a wish, miracle, or true resurrection spell can restore the victim to life, but there is a 50% chance that even such powerful magic will fail.

Skills: A visage has a +6 racial bonus on Move Silently checks.
#22

weenie

Sep 17, 2004 16:55:52
And now I feel bad for hacking someone else's conversion, so I have to post one of my own to make it up. The equars were originally published in Dragon, by Steve Bergman, 1998.

E Q U A R S

When the worlds were ruled by animals, the fastest stallion that ever galloped coupled with the strongest mare in the land. The pair soon drew the notice of the Powers of the Outer Planes, for the Powers knew that the pair’s foal would be greater than any other steed that had lived. Each of the Powers wanted it, hoping to breed the foal and have its descendants bound to the essence of its Plane.
The stallion remained vigilant over his pregnant mate, so ambassadors were sent, one from each of the Outer Planes, to offer a great gift and convince the sire to give up the foal at its birth.
The ambassador from Mount Celestia brought a bushel of the finest grain from bountiful fields. Elysium offered the foal’s weight in gold. The Arborean had composed epic verse to celebrate the birth, while the ambassador from Mechanus displayed a masterful statue of the two horses. A visitor from Limbo lifted a wondrous elixir in a glass, as the representative of the Gray Waste sought to bribe the pair with rotten meats clutched in its claws. From the Abyss came the promise to slay all the stallion’s rivals. Baator sneered at the others, calling their offerings petty and unworthy. It promised the foal great station and power. Only the ambassador from the Outlands had nothing to offer; it remained apart from the others and watched.
Now the stallion was proud, and he ignored the mare’s desire to accept the offerings from the Upper Planes in return for their foal. He told all the ambassadors to return with even greater offerings that he might then decide among them. This declaration angered the ambassadors. The evil Powers conspired to take the foal, and the good Powers worried how they might protect the animals and still earn the foal. The Powers of the Outlands saw the upcoming conflict and found if unacceptable, so they used their abilities to ensure balance by splitting the unborn foal’s spirit nine ways, allotting to each Power a foal of its own and leaving the original foal to its parents. Thus, all the ambassadors were satisfied and returned to their native Plane. The arrogant stallion received nothing, and the mare was content to keep her offspring.
Thus were the equars of the nine Outer Planes created from a single Prime Plane foal. While other horse-like denizens of the Outer Planes (such as the nightmare) roam the multiverse, the equar is the steed that most often finds itself a part of the deeds of mortals.

The equar is a horse-like species native to the Outer Planes. Nine different breeds of equar have been recorded, and from time to time they are summoned to the Prime Material Plane to act as steeds and helpers to powerful individuals. An equar’s appearance and demeanor vary from type to type. Each is strongly aligned to the same ethos as its native plane.
Equars tend to travel the wide open areas on their native plane. They roam in small herds of no more than ten, lead by the strongest stallion. Lawful equars mate for life. A foal is born only once every 20 years and requires six months of parental care as it learns to gallop and use its special abilities. An equar has a life span of about 100 years.
Denizens of the Planes often seek out an equar to use as a steed. Not always is the creature willing to accept the rider. Often, in the case of the Lower Planes, a fiend captures and subdues an equar.

COMBAT

Equars can be fierce in battle, attacking with their front hooves. Creatures of opposing alignment are always attacked first.
Each equar has an innate weakness as detailed in each individual’s description. The special vulnerability may not be known by its rider; after all, such beasts rarely mention their weaknesses to anyone, even a well-known and respected individual. The more obvious weaknesses though, such as those of the trothspyre and charnalbalk, soon become apparent to a rider.

Immunities (Ex): All equars are immune to disease, petrification, poison, and charm effects.

Carrying Capacity: A light load for an equar is up to 300 pounds; a medium load up to 301–600 pounds; and a heavy load up to 601–900 pounds. An equar can drag 4,500 pounds.


EQUAR, TROTHSPYRE
Large Magical Beast (Extraplanar, Good, Lawful)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Horn +9 melee (1d8+4)
Full Atk: Horn +9 melee (1d8+4), and 2 hooves +4 melee (1d6+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, immunities, low-light vision, night weakness, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Diplomacy +4, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Seven Mounting Heavens of Celestia
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always lawful good
Advanc: 7-12 HD (Large)
LA: —

The noble trothspyre is native to the verdant plains of Mount Celestia. Some sages have marked the resemblance between the trothspyre and the unicorn. Indeed, when seen from a distance, the two might be confused; but a trothspyre is markedly different from a unicorn, with crystalline hooves and a twisted horn rising from its brow.
A trothspyre speaks Celestial and the Planar Trade language.

Spell-like Abilities: At will -- cure minor wounds, detect evil, plane shift (to Mount Celestia only); 2/day -- discern lies, protection from evil; 1/day -- cure serious wounds. Caster level 9th.

Night Weakness (Ex): A trothspyre cannot use its spell-like abilities after sundown on any plane other than Mount Celestia. Its Damage Reduction special quality is also suspended until the next daybreak or until the trothspyre returns to Celestia.

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

EQUAR, GUILDMANE
Large Magical Beast (Extraplanar, Good)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, evil vulnerability, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Jump +9, Listen +10, Spot +10, Sense Motive +5
Feats: Endurance, Improved Initiative, Run
Envirn: Blessed Fields of Elysium
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always neutral good
Advanc: 7-12 HD (Large)
LA: —

A gildmane appears as a stout chestnut horse with a shimmering mane and hooves of pure gold that shine in the sun. This equar lacks a tail. Legends claim that the first gildmane had a long flowing tail, but the creature angered a powerful fiend, causing havoc on the Prime Material Plane as it fled the demon’s wrath. The fiend chased the gildmane through the Astral Plane and across the spheres. In its fury, the fiend was heedless of the track the equar was taking. Thus the equar lead the fiend into the midst of Elysium, where it was slain by the denizens of that good Plane. Its final act was to grab hold of the gildmane’s long tail and tear it off. The equar rode on, and ever
since then the gildmane has had no tail.
A guildmane speaks Celestial and the Planar Trade language.

Spell-like Abilities: At will -- detect evil, light (self only), plane shift (to Elysium only); 2/day -- glitterdust, heroism; 1/day -- remove curse; Caster level 9th.

Evil Vulnerability(Ex): Any evil-aligned creature attacking a guildmane gains a +2 morale bonus on attack and damage rolls.

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

EQUAR, FAVONIAN
Large Magical Beast (Chaotic, Extraplanar, Good)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp: +6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Charm vulnerability, damage reduction 10/magic, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Jump +9, Listen +10, Spot +10, Perform (storytelling) +4
Feats: Endurance, Improved Initiative, Run
Envirn: The Olympian Glades of Arborea
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always chaotic good
Advanc: 7-12 HD (Large)
LA: —

Known to travel the open fields of Arborea, favonians are unafraid of the worst weather conditions. These equars consider the downpours of major storms as nothing more troubling than a spring shower. They are pale horses, bluish-white or dappled gray.
A favonian speaks Celestial and the Planar Trade language.

Spell-like Abilities: At will -- detect evil, gust of wind, plane shift (to Arborea only); 2/day -- obscuring mist, mirror image, whispering wind; 1/day -- control winds; Caster level 9th.

Charm Vulnerability (Ex): Because of their admiration for bards and other performers, favonians do not have immunity to charm effects that all other equars do; also, they suffer a -2 penalty on Will saves against bardic music effects.

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

EQUAR, LITHICTHIL
Large Magical Beast (Extraplanar, Lawful)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, disorder vulnerability, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Jump +9, Knowledge (the planes) +6, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: The Clockwork Nirvana of Mechanus
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always lawful neutral
Advanc: 7-12 HD (Large)
LA: —

The stalwart lithicthil rides through the open areas of Mechanus. At first glance, the lithicthil appears to be a living stone statue, but its flesh simply has an odd, sculpted look to it that resembles stone.
A lithicthil speaks Modron and the Planar Trade language.

Spell-like Abilities: At will -- detect chaos, detect magic, plane shift (to Mechanus only); 2/day -- fox's cunning (rider only), meld into stone, remove fear; 1/day -- stoneskin (self only); Caster level 9th.

Disorder Vulnerability (Ex): Exposure to random magic is detrimental to this equar. It suffers a -2 penalty on all saving throws against chaotic spells and effects, and a -4 penalty on all saving throws to resist the effects of a wild surge.

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

EQUAR, MENTHRIC
Large Magical Beast (Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, disbalance vulnerability, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Appraise +6, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Concordant Domain of Outlands
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always neutral
Advanc: 7-12 HD (Large)
LA: —

The menthric, native to The Outlands, appears as a normal horse and can have a variety of colors, from piebald to roan. But when seen out of the corner of the eye or with a true seeing spell or similar effect, the Menthric has the form of a plain-faced human dressed in non-descript clothing and shoulder-length hair. A perceptive person might notice that the menthric casts a human’s shadow rather than a horse’s.
A menthric speaks Rilmani and the Planar Trade language.

Spell-like Abilities: At will -- detect magic, hold portal, mending, plane shift (to Outlands only); 2/day -- detect thoughts, knock; 1/day -- protection from energy (self plus rider only); Caster level 9th.

Disbalance Vulnerability (Ex): A menthric is a creature of balance, prone neither to chaotic behavior or lawful deliberation. However, effects that induce such states tend to wear the creature out. It suffers a -1 penalty on all saving throws against chaotic, good, evil, and lawful spells.

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

EQUAR, POTHERROUNCE
Large Magical Beast (Chaotic, Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Slam +9 melee (1d8+4)
Full Atk: 2 slams +9 melee (1d8+4)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Compulsion weakness, damage reduction 10/magic, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Disguise +5, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Limb0w
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always chaotic neutral
Advanc: 7-12 HD (Large)
LA: —

The potherrounce is a creature of chaos, native to the wilds of Limbo. Though always a horse in basic form, it has no true appearance; every time one looks at a potherrounce, one sees something different. Thus, the first glance might show a zebra, while the next a draft horse with a mane of flower petals, and the next glance a dappled mare with three tails. This effect can be quite disconcerting, and superstitious folk intensely dislike and distrust this equar and any who associate with it.
A potherrounce speaks the Planar Trade language and one other randomly determined language.

Spell-like Abilities: At will -- detect law, disguise self, plane shift (to Limbo only); 2/day -- shatter, resist energy (self plus rider only); 1/day -- chaos hammer; Caster level 9th.

Compulsion Vulnerability (Ex): A potherrounce reviles the touch of law. Any compulsion spell or effect that targets it causes the potherrounce to become shaken for one minute, regardless of the outcome of the compulsion effect.

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

EQUAR , BANECOURSER
Large Magical Beast (Evil, Extraplanar, Lawful)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Tongue +9 melee (1d3+4 plus poison)
Full Atk: Tongue +9/+4 melee (1d3+4 plus poison)
S/R: 10 ft./5 ft. (10 ft. with tongue)
SA: Poison, spell-like abilities
SQ: Damage reduction 10/magic or silver, immunities, low-light vision, scent, silver vulnerability
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Hide +3, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Nine Hells of Baator
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always lawful evil
Advanc: 7-12 HD (Large)
LA: —

At first glance the banecourser appears to be nothing more than a fine black steed, but close inspection reveals its vile nature. Then one might see the odd streaks of rust and verdigris along its coat. When the equar opens its mouth, a serpentine tongue slips out for snake-like flicker. This equar dwells on the awful moors of Baator, but it is more than eager to appear on the Prime Material Plane and work with evil riders. Moonlight never illuminates a banecourser, and observation of this uncanny effect is one of the means to uncover the true nature of beast.
A banecourser speaks Infernal and the Planar Trade language.

Poison (Ex): Tongue, Fortitude DC 16; primary and secondary damage 1d6 Str.

Spell-like Abilities: At will -- detect chaos, detect good, detect poison, plane shift (to Baator only); 2/day -- shield of law, suggestion; 1/day -- charm monster; Caster level 9th.

Silver Vulnerability: Cursed long ago by a goddess of the moon, banecourses are vulnerable to silver. Silver weapons penetrate a banecoursers damage reduction, and also deal an additional +2d6 points of damage to the beast.

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

EQUAR, ROSINANTE
Large Magical Beast (Evil, Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Tail +9 melee (1d4+4 or by weapon)
Full Atk: Tail +9 melee (1d4+4 or by weapon) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, healing weakness, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Bluff +5, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Gray Waste of Hades
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always neutral evil
Advanc: 7-12 HD (Large)
LA: —

Though bards praise the melodious name of this equar, truly nothing about this creature hailing from the Gray Waste is the least bit lovely. A rosinante has the appearance of sickly, hairless horse with long rat’s tail. The eyes are unnaturally large and without pupils, looking like dead-white orbs. The rosinante’s teeth are crooked and small.
A rosinante speaks Yugoloth and the Planar Trade language.

Spell-like Abilities: At will -- detect good, detect poison, plane shift (to Hades only); 2/day -- summon swarm, touch of idiocy; 1/day -- contagion; Caster level 9th.

Healing Weakness (Ex): Cure spells cast on a rosinante heal only 1 point of damage per spell level.

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

EQUAR, CHARNALBALK
Large Magical Beast (Chaotic, Evil, Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Gore +9 melee (1d8+6)
Full Atk: Gore +9 melee (1d8+6) and 2 hooves +4 melee (1d6+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, daytime weakness, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Intimidate +5, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Infinite Layers of Abyss
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always chaotic evil
Advanc: 7-12 HD (Large)
LA: —

Straight from the Abyss, the charnalbalk appears as an emaciated coal black horse with iron hooves. Its mane is tangled and unkempt. When a foal matures, the evil powers of the Abyss forge a terrifying iron mask and bolt it on the creature’s head; smoldering eyes glow from slits in the helm. The jaws of the beast stretch wide and are lined with sharp teeth and a pair of boar-like tusks.
A charnalbalk speaks Abyssal and the Planar Trade language.

Spell-like Abilities: At will -- detect good, detect law, fear, plane shift (to Abyss only); 2/day -- heat metal, ray of enfeeblement; 1/day -- animate dead; Caster level 9th.

Daytime Weakness (Ex): A charnalbalk cannot use its spell-like abilities after sundown on any plane other than the Abyss. Its Damage Reduction special quality is also suspended until the next sunset or until the charnalbalk returns to the Abyss.

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

I hate having to format long posts pasted form Notepad.
#23

zombiegleemax

Sep 17, 2004 17:35:40
EQUAR, ROSINANTE
Envirn: Gray Waste of Hades
AL: Always neutral evil

Though bards praise the melodious name of this equar, truly nothing about this creature hailing from the Gray Waste is the least bit lovely. A rosinante has the appearance of sickly, hairless horse with long rat’s tail. The eyes are unnaturally large and without pupils, looking like dead-white orbs. The rosinante’s teeth are crooked and small.
A rosinante speaks Yugoloth and the Planar Trade language.

Spell-like Abilities: At will -- detect good, detect poison, plane shift (to Hades only); 2/day -- summon swarm, touch of idiocy; 1/day -- contagion; Caster level 9th.

Healing Weakness (Ex): Cure spells cast on a rosinante heal only 1 point of damage per spell level.

Not a comment on the conversion, but on the creature. Why is Don Quixote's mount's name used for the neutral-evil Hades-spawn mounts? I find it a strange choice.
#24

Shemeska_the_Marauder

Sep 17, 2004 18:21:31
What's with that? Where do the Nine Hells of Perdition come from? I thought it was Baator...

OGC, and they also have some serious different takes on material than Planescape in their own cosmology.
#25

zombiegleemax

Sep 19, 2004 8:37:45
Not a comment on the conversion, but on the creature. Why is Don Quixote's mount's name used for the neutral-evil Hades-spawn mounts? I find it a strange choice.

Presumably because the fictional Rocinante was the ugliest, most pathetic, sickest-looking horse in the world.
#26

zombiegleemax

Sep 19, 2004 12:19:33
The equars were originally published in Dragon, by Steve Bergman, 1998.

Great. You remember which issue they were from? It'd help with referencing in the index. Also, I think the equars should have extraplanar subtype.

P/S: I'm trying my hands on the hordling... I'm not so sure if it work out properly, but well, I'd post another time and let the rest of you review.
#27

zombiegleemax

Sep 19, 2004 12:22:21
Grue, Elemental
Subtypes: Add extraplanar.
BAB/Grapple: +3/+2 (chagrin), +3/+3 (harginn), +3/+0 (ildriss), +3/+4 (vardigg)
SQ: DR 5/magic.
Feats: Add iron will (all), weapon focus (slam) (harginn & vardigg only).

Updated from Dragon #285, pp.48-49.


Foo Creature Template
Subtypes: Add extraplanar.
Feats: Remove. All creatures gain feats at the same progression (HD 1, 3, 6, 9, etc.) regardless of their types in v3.5.

Updated from EN World Creature Catalogue.

:whatsthis Note: Tome of Horrors also features a foo creature template, which is remarkably similar to the one in Creature Catalogue except that it uses ethereal jaunt instead of planeshift.
#28

zombiegleemax

Sep 19, 2004 12:25:15
Alu-Fiend
Subtypes: Add extraplanar.
AC: 20 (+1 Dex, +4 natural, +5 chain mail), touch 11, flat-footed 19
BAB/Grapple: +6/+8
SQ: DR 10/cold iron or good, acid/cold/fire resistance 10.
Feats: Add improved critical (long sword).
Environment: Abyss or any CE-aligned plane.

:whatsthis Note: Alu-fiends have enhanced dark vision as listed misleadingly in the demon qualities entry, which is extends beyond normal demon or outsider traits.

Cambion
Subtypes: Add extraplanar.
AC: 21 (+2 Dex, +6 natural, +3 studded leather), touch 12, flat-footed 19
BAB/Grapple: +8/+12
SQ: DR 10/cold iron or good, acid/cold/fire resistance 10.
Environment: Abyss or any CE-aligned plane.
Blood War Option: Since cambions are often Blood War assassins, they may pick rogue as a favored class instead of fighter.

Noble Cambion
Noble cambions are barons and marquis born to a true tanar’ri demon. This is an inherited template which can be applied to any cambion. Unless stated below, all other aspects of base creature do not change.

Spells: Noble cambions can cast spells as a level 8 sorcerer.
Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4.
Skills: Baron/marquis cambions also have +2 racial bonus on climb, hide and move silently checks.
CR: As base creature +1.

Converted from v3.0 entries in EN World Creature Catalogue.

Half-Fiend, Cambion and Alu-Fiend
Alu-fiend is essentially a half-fiend born to a succubus, while cambion is a half-fiend born to a male demon. Both these creatures are included here for the sake of completion (or tradition). Some people have complaint that half-fiend template is plain (“Why should all half-demons be alike?”) Gray Richardson had a good idea: He suggested using using Savage Species rules to create a half-demon by giving it half of the monster levels of its parent demon.

#29

zombiegleemax

Sep 19, 2004 12:27:49
Observer
Large Abberation (Extraplanar)

HD: 12d8+36 (90 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 5 ft., fly 20 ft. (good)
AC: 28 (-1 size, +3 Dex, +16 natural), touch 12, flat-footed 25
BAB/Grapple: +9/+15
Attack: 6 eye rays +11 ranged touch and 3 forceful eyes +9 ranged touch and 1 bite +9 melee (2d4+2)
Full Attack: 6 eye rays +11 ranged touch and 3 forceful eyes +9 ranged touch and 3 bites +9 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays, forceful eyes, improved grab, blood drain, psionics
Special Qualities: All-around vision, darkvision 60 ft., flight, true sight, power resistance 20
Saves: Fort +9, Ref +7, Will +11
Abilities: Str 14, Dex 16, Con 17, Int 20, Wis 16, Cha 12
Skills: Bluff +11, concentration +20, diplomacy +11, knowledge (psionics) +19, listen +16, search +19, sense motive +17, spot +19, survival +8
Feats: Alertness (B), ability focus (eye rays), flyby attack, great fortitude, improved initiative, multiattack
Environment: Any LN- or LE-aligned plane
Organization: Solitary
CR: 13
Treasure: Double standard
Alignment: Always lawful neutral or lawful evil
Advancement: 13-24 HD (large), 24-36 HD (huge)
LA: -

A greenish ball of eyes silently observes you. Six eye stalks tweak constantly, as if looking around for something.

An observer has a spherical body about 6 feet in diameter, covered with a chitinous shell with purplish-pink mottles. Unlike beholders, observers have 3 mouths spaced evenly around their lower hemispheres and 3 main eyes above each mouth. Six eye-stalks crown the body.

Observers often create small tyrannical empires, aided by magical and psionic control. When they are wandering the planes, observers are however more passive, preferring to observe and fighting only when directly attacked. Unless physically threatened, an observer is usually content to use negotiation and manipulation to achieve its ends.

Combat
An observer usually does not initiate combat unless provoked, preferring to observe. Some clueless primes however often mistook it for a beholder and attacks without negotiation. If possible, an observer prefers to dominate and enslave an enemy than to kill him outright.

Improved Grab (Ex): An observer can grapple anyone hit by its bites automatically without provoking an attack of opportunity.

Blood Drain (Ex): An observer drains blood from any creature grappled by its bites, taking 1 Constitution damage per round.

Eye Rays (Su): Each of the observer’s 6 eye stalks can shoot a ray up to 150 ft. 1/round as a free action. No more than 2 eye rays can aim in the same 90 degrees arc. All rays affect only 1 targeted creature despite spell descriptions. CL 14, Cha-based save DC 19.
1. Dominate Person: This ray dominates a person for 14 days. Will negates.
2. Enervation: This ray bestow 1d4 negative levels. No save.
3. Fear: Target cowers or is shaken for 14 rounds. Will partial.
4. Finger of Death: A single creature dies or 3d6+14 damage. Fort. partial.
5. Magic Missile: This ray fires 3 magic missiles doing 3d4+3 damage. No save.
6. Otiluke’s Freezing Sphere: This ray damages 14d6 cold damage (or 14d8 for water creatures). Ref. half.

Forceful Eyes (Su): Each of the 3 central eyes can fire rays with any 1 of the 3 force effects as a free action. Each eye must aim at a different 90 degrees arc. CL 14, Cha-based save DC 17.
1. Bigby’s Forceful Hand: This ray projects a force to bull rush (+14) a target.
2. Telekinesis: As per spell.
3. Deflect Arrows: This ray deflects physical missiles fired at the observer. This functions as deflect arrows feat. Each eye using this ray allows it to deflect 1/round.

True Sight (Su): An observer is constantly under the effects of a true seeing spell.

Psionics: An observer is usually able to manifest psionic powers as a level 10 psion (telepath). Some observers may be kineticists instead. An observer has 113 power points per day. CL 10, Int-based save DC 15 + power level. Typical known powers include:
1. crystal shard, detect psionics, force screen, inertia armor, mindlink.
2. biofeedback, brain lock, ego whip, psionic suggestion.
3. crisis of breath, body adjustment, energy burst, time hop.
4. death urge, empathic feedback, energy adaptation, schism.
5. adapt body, mind probe, psionic plane shift, psychic crush.

All-Around Vision (Ex): An observer cannot be flanked and gets +4 racial bonus on spot and search checks.

Flight (Ex): An observer can fly at a speed of 20 ft. and is constantly under an effect akin to feather fall spell.

Habitat/Society
Observers are not social creatures, avoiding contact with their own kind. It's however rare that rivalries between observers (over resources, instead of xenophobia of true beholders) to break out into wars. They do not pursue malice for its own sake, although they may be very selfish and paranoid.

Observers spend their time maintaining its realm and wandering the planes to gain knowledge to expand their domains. While wandering, they tend to be more passive ad watchful. Observers however would ruthless eliminate anything that threatens their domains. Observers mind-control slaves in their territories, which often form armies. Other slaves serve to add to their masters' treasury hoards, since wealth is an obsession of the observers.

Ecology
Observers are pretty much at the top of the food chain. Being hoarders of knowledge, they are a good source to find the dark of anything, despite the risk. The observer, of course, would require some form of payment.

Some sages speculate that an observer spawns by producing a parasitic egg carried by a slave. The young then devours its host from inside out before emerging to contest for supremacy with its parent. The parent observer often drives the young away and ignores it thereafter.

Converted from PSMC2.
#30

zombiegleemax

Sep 19, 2004 12:30:13
Incarnate
Tiny Outsider (Extraplanar, Evil [or Good], Incorporeal)

HD: 4d8 (18 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 40 ft.
AC: 19 (+2 size, +5 Dex, +2 deflect), touch 19, flat-footed 14
BAB/Grapple: +4/-
Attack: 1 touch +9 melee (2 Con/Cha damage)
Full Attack: 1 touch +9 melee (2 Con/Cha damage)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Possess.
Special Qualities: Invisibility, darkvision 60 ft., DR 5/good [or evil], immune to fire, cold and electricity.
Saves: Fort +4, Ref +9, Will +7
Abilities: Str -, Dex 20, Con 11, Int 15, Wis 16, Cha 14
Skills: Appraise +6, Bluff +8, Concentration +6, Diplomacy +8, Hide +19, Intimidate +8, Knowledge (any 1) +8, Knowledge (planes) +8, Listen +9, Search +8, Sense Motive +9, Spot +9
Feats: Ability focus (possess), flyby attack.
Environment: Any evil- [or good-] aligned plane.
Organization: Solitary or cluster (1d4).
CR: 3
Treasure: None.
Alignment: Always any evil [or good]
Advancement: 5-6HD (Tiny); 7-12HD (Small)
LA: -

Incarnates are sapient embodiments of good or evil abstract principles. (Good incarnates have the features marked in boxed brackets above.) Minor incarnates (4-6 HD) embody a specific form of good or evil, while major incarnates (7-12 HD) embody good or evil as a whole. Incarnates are attracted to similar energy sources which they feed upon. Thus, a good incarnate is attracted to paragon of virtue, while an anger incarnate is attracted to an angry person.

Good incarnates prefer good-aligned hosts because of the common mind. Evil incarnates also prefer good-aligned hosts (for even good characters can have evil or unkindly thoughts at times), forcing them to commit evil acts. Incarnates may take over neutral-aligned hosts, but abandon them as soon as a better candidate is found.

Invisibility (Su): An incarnate is perpetually invisible. It appears as a multi-colored ball of light if one can see invisible.

Ability Damage (Su): An incarnate deals 2 constitution damage for every touch attack that hits. If the creature has no constitution (e.g. undead, deathless, etc.), it takes damage to charisma instead.

Possess (Su): When its opponent’s constitution (or charisma) reaches zero, he does not die. Instead, he must make a Cha-based DC 16 fortitude save or the incarnate takes over his body. Regardless of his save result, he is immediately healed of all constitution (or charisma) damage taken from the incarnate. If the host’s HD is less than the incarnate’s HD -2, the host dies and is completely incinerated and the possession fails.

If the possession is successful, the incarnate can communicate with its host via telepathy and can control all speeches, actions and spellcasting. If the action is against the host’s nature/alignment, he can make a Cha-based DC 16 will save to not take the action. This does not drive out the incarnate however. Despite having the ability, good incarnates generally do not control its host. The host is immune to all mind-affecting effects and cannot be possessed by any other creature. Attacks against the host do not affect the incarnate.

If the host is of a different alignment, the possession deals 1d8 damage per incarnate HD. If the host has more HD than the incarnate, he reduces the damage by 1d8 per extra HD (min. 0 damage). Thereafter, his alignment immediately changes to the alignment of the incarnate for as long as he is possessed. Furthermore, each type of incarnate changes the host’s ability scores and personalities (see below).

Minor Evil Incarnates (4-6 HD)
Anger: NE; Str +1, Int -2, Cha -2; host rages and becomes extremely violent.
Covetousness: NE; Int +1, Wis -2, Cha -2; host develops “gold fever” or turns into a miser.
Envy: CE; Wis -2, Cha -1; host becomes perpetually jealous of others and begins a slow, secret campaign to ruin their lives.
Gluttony: NE; Wis -1, Cha -2; host overindulge in food by begging or stealing, gaining 2d4+4 lbs per week and suffering Dex -1 and Con -1 per 100 lbs gained.
Lust: CE; Cha +1, Int -2, Wis -2; host knows only desperation of unfulfilled desire and prioritizes it before all else.
Pride: LE; Wis -2, Cha -1; host is vain and haughty, treating everyone as a lowly servant and becoming angry when others failed to act servile.
Sloth: NE, Str -1, Dex -1, Wis -1; host becomes lazy, neglecting spell preparation, guard duties, etc.

Minor Good Incarnates (4-6 HD)
Charity: Wis +1, Cha +1; host is immune to greed, envy and rage, but incarnate leaves if host fails to spare the life of a surrendered foe.
Courage: Con +1, Str +1; host is immune to fear effects, but incarnate leaves if host behaves cowardly.
Hope: +1 to all saves; host is immune to despair and hopelessness effects, but incarnate leaves if host chooses to act in cynical manner.
Faith: Wis +1, Cha +1; host is immune to fear effects, but incarnate leaves if host
Justice: Wis +1, Int +1; incarnate leaves if host acts unjustly (e.g. cheats, steals, etc.)
Temperance: Wis +1, Con +1; incarnate leaves if host becomes obsessed or lives excessively.
Wisdom: Wis +2; incarnate leaves if host behaves rashly without consideration of consequences.

Major Incarnates (7-12 HD)
Evil: host gains detect good and magic circle against good (on self) in constant effect; rebuke undead as level 5 cleric (or 5 levels higher than normal); Wis -1, Str +2, Cha -3.
Good: host gains detect evil and magic circle against evil (on self) in constant effect; turn undead as level 5 cleric (or 5 levels higher than normal); Wis +1, Str +1, Cha +3.

:whatsthis Note: If you have BOED and/or BOVD, you may replace flyby attack feat with nimbus of light or evil brand.

Converted from PSMC1.
#31

zombiegleemax

Sep 19, 2004 12:34:24
Translator
Small Outsider (Extraplanar, Incorporeal)

HD: 5d8 (22 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: Fly 160 ft. (perfect)
AC: 18 (+1 size, +5 Dex, +2 deflect), touch 18, flat-footed 13
BAB/Grapple: +5/+0
Attack: 1 light ray +31 ranged touch (stun and burn spells)
Full Attack: 2 light rays +31 ranged touch (stun and burn spells)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stun, burn spells, true strike.
Special Qualities: Darkvision 60 ft., no discernable anatomy, deific intervention, tongues, spell-like abilities.
Saves: Fort +4, Ref +9, Will +7
Abilities: Str 7, Dex 20, Con 11, Int 17, Wis 16, Cha 12
Skills: Bluff +9, Diplomacy +11, Hide +17, Intimidate +11, Knowledge (religion) +11, Listen +13, Move Silently +13, Search +11, Sense Motive +11, Spot +13, Survival +11,
Feats: Alertness, improved initiative.
Environment: Any plane
Organization: Solitary
CR: 5
Treasure: None
Alignment: Always true neutral
Advancement: 6-10HD (Small); 11-15HD (Medium)
LA: -

Translators are shining silver spheres about 3 ft. in diameter. They function as the messengers of the gods, delivering the divine messages across the planes. They are quiet and unassuming, existing only to deliver messages or to wait for a new message to deliver.

Stun (Ex): Anyone hit by its light rays is stunned for 3d4-3 rounds.

Burn Spells (Su): If a spellcaster is hit by its light rays, he loses 1d4 prepared spells (or spell slots) for each spell level of each spellcasting class.

True Strike (Su): A translator is constantly under the effect of a true strike spell.

Tongues (Su): A translator is constantly under the effect of a tongues spell.

Spell-like Abilities (Sp): 3/day – planeshift (self only). CL 5.

No Discernable Anatomy (Ex): A translator has no distinctive front and back, hence it cannot be flanked or sneak attacked.

Dedication (Ex): A translator is wholly dedicated to deliver its message accurately. It is incapable of altering the message or twisting the spirit of the message. It is immune to all mind-affecting effects that attempt to alter the message in any way (via psychic surgery, etc.) or persuade/control it to abandon its courier duties.

Deific Intervention (Ex): When a translator is attacked while delivering a message (almost all encounters occur in such context), the sending deity will always be aware of it and will send aid, arriving in 1d10 rounds after initial attack. Roll 1d%:

01-99 1 planar servant (e.g. archon, demon, etc.) whose CR = party level.
00 Roll 1d% on table below.

01-99 1d4+1 planar servants (as above).
00 1 avatar (½ divine rank of deity) or 1d4+1 proxies.

:whatsthis Note: The ability to planeshift was added to the translator since it is necessary to travel the planes in order to deliver the messages of the gods.

Converted from PSMC1.
#32

zombiegleemax

Sep 19, 2004 12:37:19
Mephit, Smoke
Small Outsider (Extraplanar, Air, Fire)

HD: 3d8 (13 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3)
Full Attack: 2 claw +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 10, Dex 16, Con 10, Int 6, Wis 15, Cha 13
Skills: Bluff +7, Diplomacy +4, Disguise +2, Escape Artist +9, Hide +13, Listen +5, Move Silently +6, Perform (comedy) +4, Spot +5, Use Rope +5
Feats: Dodge, improved initiative.
Environment: Para-elemental plane of smoke
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 4-4HD (Small); 5-9HD (Medium)
LA: +3

Smoke mephits are crude, irresponsible and lazy, mostly sitting around invisible, smoking pipeweed and telling bad jokes. They speak common and Auran.

Breath Weapon (Su): 15-foot cone of burning smoke, 1d4 fire damage and blind for 1d2 rounds, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Spell-like Abilities: 1/day – invisibility, dancing lights. CL 3, DC is Cha-based.

Fast Healing (Ex): A smoke mephit heals only in a hot smoke-filled environment, such as a magma pool or any volcanic region.


Mephit, Lightning
Small Outsider (Extraplanar, Air)

HD: 3d8 (13 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 30 ft., fly 60 ft. (average)
AC: 17 (1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3 and 1d4 electricity)
Full Attack: 2 claws +4 melee (1d3 and 1d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, shock feedback, immune to electricity.
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 13
Skills: Bluff +7, Diplomacy +7, Escape Artist +8, Hide +12, Listen +4, Move Silently +5, Spot +5, Use Rope +4
Feats: Dodge, improved initiative.
Environment: Quasi-elemental plane of lightning
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

The wingless lightning mephits have torsos and limbs composed of thin black lightning bolts. Their heads smell like ozone and glows with a permanent light. They are energetic, hyperactive and curious. They talk very fast, with many mistakes and false starts, usually in common or Auran.

Breath Weapon (Su): 15-foot line of lightning, 1d8 electric damage, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Shock Feedback (Ex): Anyone hitting a lightning mephit in melee with natural weapons or metallic weapons must make a DC 12 reflex save or take 1d3 electric damage.

Fast Healing (Ex): A lightning mephit heals only in contact with electricity or in a charged environment, such as when an electric attack (besides its own) was made in the last 10 rounds.


Mephit, Mineral
Small Outsider (Extraplanar, Earth)

HD: 3d8+6 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft., fly 40 ft. (poor)
AC: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
BAB/Grapple: +3/+2
Attack: 1 claw +8 melee (1d3+3/19-20)
Full Attack: 2 claws +8 melee (1d3+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, breathless.
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 16, Dex 8, Con 15, Int 6, Wis 12, Cha 13
Skills: Appraise +4, Bluff +7, Diplomacy +6, Escape Artist +2, Hide +7, Listen +4, Move Silently +2, Spot +5, Use Rope +1
Feats: Weapon focus (claws), improved critical (claws).
Environment: Quasi-elemental plane of mineral
Organization: Solitary, gang (1d3+1 mephits, mixed types) or mob (1d8+4 mephits)
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

These mephits look like earth mephits with mica and metallic wings. They have no odor. Mineral mephits are suspicious, greedy and self-righteous. They speak common and Terran.

Breath Weapon (Su): 10-foot cone of shining crystals, as per glitterdust spell, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Breathless (Ex): A mineral mephit do not breathe and is immune to gas effects.

Spell-like Abilities (Sp): 1/day – passwall. CL 3, DC is Cha-based.

Fast Healing (Ex): A lightning mephit heals only in contact with stone, gems or jewelery.


Mephit, Radiant
Small Outsider (Extraplanar, Fire)

HD: 3d8 (13 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3+0)
Full Attack: 2 claws +4 melee (1d3+0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, immunities, vulnerability, low-light vision.
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 11, Int 6, Wis 13, Cha 16
Skills: Bluff +9, Diplomacy +9, Disguise +6, Escape Artist +6, Hide +10, Listen +4, Move Silently +6, Spot +5, Use Rope +4
Feats: Dodge, improved initiative.
Environment: Quasi-elemental plane of radiance
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

Radiant mephits are dazed, distracted individuals with reflective silvery bodies and prismatic wings. They have wide mouths and expressionless faces, except during their fits of crazed giggling. They speak common and Ignan.

Immunity (Ex): A radiant mephit is immune to all effects that work through vision, including gaze attacks, color spray and visual illusions.

Vulnerability (Ex): A radiant mephit suffers -4 racial penalty to mind-affecting effects.

Spell-like Abilities (Sp): At will – color spray. CL 3, DC is Cha-based.

Fast Healing (Ex): A lightning mephit heals only in strong light, such as daylight.



Mephit, Ash
Small Outsider (Extraplanar, Fire)

HD: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15
BAB/Grapple: +3/+0
Attack: 1 claw/sting +5 melee (1d3+1)
Full Attack: 2 claw/stings +5 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, immune to cold.
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 13, Dex 10, Con 13, Int 6, Wis 14, Cha 9
Skills: Bluff +6, Diplomacy +2, Disguise +2, Escape Artist +4, Hide +8, Intimidate +3, Listen +6, Move Silently +4, Spot +7, Use Rope +2
Feats: Power attack, toughness.
Environment: Quasi-elemental plane of ash
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

Ash mephits are acutely depressed and lugubrious. They have powdery skin and wings and a nasal whining voice to impose on passersby endless tales of their sorrows, boredom and frustrations. They speak common and Ignan.

Breath Weapon (Su): 10-foot cone of ash, 1d8 fire damage, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Vulnerability (Ex): An ash mephit takes +50% more damage from water-based and air-based attacks.

Breathless (Ex): An ash mephit do not breathe and is immune to gas effects.

Spell-like Abilities (Sp): 1/day – sleep, daze monster. CL 3, DC is Cha-based.

Fast Healing (Ex): An ash mephit heals only in contact with ashes or burning earth.


Mephit, Mist
Small Outsider (Extraplanar, Water)

HD: 3d8 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, mist vision.
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 10, Dex 14, Con 11, Int 6, Wis 14, Cha 15
Skills: Bluff +7, Diplomacy +6, Disguise +8, Escape Artist +7, Hide +11, Listen +6, Move Silently +6, Spot +5
Feats: Dodge, improved initiative.
Environment: Quasi-elemental plane of steam
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

The pale green mist mephits fancy themselves as master spies, often reporting on other mephits for treacherous behaviors. They speak common and Auran.

Mist Vision (Ex): A mist mephit can see clearly in fog and mists without suffering any miss chance or penalty.

Breath Weapon (Su): 10-foot cone of mist, blind and nauseated for 1d4 rounds, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Spell-like Abilities (Sp): 1/day – wall of fog, gaseous form. CL 3, DC is Cha-based.

Fast Healing (Ex): A mist mephit heals only in open-air, wet environment.

Converted from PSMC1.
#33

zombiegleemax

Sep 19, 2004 12:46:34
Modrons
All modrons have extraplanar and lawful subtypes. Treat psionic immunity (if any) as unbeatable power resistance (similar to a golem’s magic immunity). See MOTP Web Enhancement for v3.0 statistics. The following implements v3.5 conversion.

MONODRONE
Base Attack/Grapple: +1/-3

DUODRONE
Base Attack/Grapple: +2/-1

TRIDRONE
Base Attack/Grapple: +3/+5
Feats: Add weapon focus (claw).
Skills: Replace intuit direction with survival.

QUADRONE
Base Attack/Grapple: +4/+7
Skills: Replace intuit direction with survival.

PENTADRONE
Base Attack/Grapple: +5/+9
SQ: DR 5/magic or chaotic.
Skills: Replace intuit direction with survival.

DECATON
Base Attack/Grapple: +10/+10
SQ: DR 5/chaotic.
Feats: Add weapon focus (tentacles).
Skills: Replace intuit direction with survival.

NONATON
Base Attack/Grapple: +11/+16
SQ: DR 5/chaotic.
Feats: Add empower spell.
Skills: Replace intuit direction with survival.

OCTON
Base Attack/Grapple: +12/+17
SQ: DR 10/chaotic.
Feats: Add power attack.
Skills: Remove intuit direction and scry. Add survival +14. Upgrade knowledge (planes) +15.

SEPTON
Base Attack/Grapple: +13/+15
SQ: DR 10/chaotic.
Feats: Add empower spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade hide +15 and spellcraft +15.

HEXTON
Base Attack/Grapple: +14/+21
SQ: DR 15/chaotic.
Feats: Add quicken spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade spellcraft +19 and hide +15.

QUINTON
Base Attack/Grapple: +15/+22
SQ: DR 15/chaotic.
Feats: Add improved natural attack (slam, 2d6+3) and quicken spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade hide +20, listen +20, spellcraft +20 and spot +20.

QUARTON
Base Attack/Grapple: +16/+24
SQ: DR 15/chaotic and magic.
Feats: Remove improved unarmed strike. Add improved natural attack (slam, 3d8+4) and quicken spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade listen +21, spellcraft +21, spot +22 and sense motive +21.

TERTIAN
Base Attack/Grapple: +17/+27
SQ: DR 15/chaotic and magic.
Feats: Add empower spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade spellcraft +25, hide +20 and knowledge (planes) +20 and knowledge (local) +17.

SECUNDUS
Base Attack/Grapple: +18/+29
Attack: 1 unarmed strike +24 melee (3d6+7/19-20 and stun)
Full Attack: 1 unarmed strike +24/+24/+24/+19/+14/+9 melee (3d6+7/19-20 and stun)
SA: Add greater flurry of blows.
SQ: DR 15/chaotic and magic, slow fall 60 ft.
Feats: Improved trip and deflect arrows are bonus monk feats. Add improved unarmed strike (B), quicken spell and improved critical (unarmed strike).
Skills: Replace intuit direction with survival. Add tumble +19.
Leap of the Clouds: Remove - this ability no longer exists.

Option: Quasi-Deity Secundus
HD: 18d8+108 (252 hp)
Speed: 100 ft., fly 50 ft. (good)
Quasi-deity: A secundus has divine rank 0, giving it DR 10/epic, immortality and immunity to transmutation, petrification, polymorph and other form-changing effects. Its base speed increases by +30 ft. Other quasi-deity traits overlap with existing traits.

Converted from MOTP Web Enhancement (v3.0).
#34

zombiegleemax

Sep 19, 2004 12:51:24
Rogue Modron
Medium Outsider (Extraplanar)

HD: 1d8+2 (6 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft.
AC: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
BAB/Grapple: +1/+2
Attack: 1 claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Darkvision 60 ft., acid/cold/fire resistance 5, +2 to save vs. mind-affecting effects, modron body.
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 13, Dex 8, Con 15, Int 12, Wis 11, Cha 6
Skills: Concentration +3, Listen +2, Spot +2, Survival +1
Feats: Preset action (run when modrons are sighted)*
Environment: Any land
Organization: Solitary
CR: ½
Treasure: Standard
Alignment: Usually any lawful
Advancement: By character class
LA: +1

Rogue modrons are modrons who fell out of communion with the modron collective by developing individual consciousness. The reason for this is not clear, perhaps it is due conflicting orders or extended periods of isolation. When a modron goes rogue, it loses most of the modron traits and even the modron form that it used to have. (See Planewalker’s Handbook, p.76) As such, they all look like a quadrone (3 ft. cube with 2 legs, 2 arms and an vaguely anthropomorphic face on the front cube face) with vestigial wings. This transformation need not be immediate; some rogues have been known to keep their forms for many years, thereby retaining their ability to command lesser modrons.

Non-modrons usually cannot tell if a particular modron is rogue or not simply by looking or listening to it, but the difference is obvious to any modron. Rogue modrons are systematically hunted down by other modrons for deconstruction. Encounters with other modrons all start with hostile NPC reaction.

All rogue modrons are exactly 6 ft. tall and weighs 500 lbs (no individual variance or modifier exists). The rogue modron warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 10, Con 13, Int 12, Wis 9, Cha 8.

Modron Body (Ex): A modron can add clockwork mechanisms, such as an extra arm or leg, to its body, but unfortunately nobody outside of Mechanus knows how to do it. And it would be suicidal for rogues to return to the plane of law. Furthermore, its cubic shape prevents it from wearing armor with the exception of modron armor. Clothing, such as cloaks and belts, cost 3-5 times more than normal.

Rogue Modrons As Characters
Abilities: +2 Strength, -2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma.
Automatic Languages: Common, Modron. Bonus Languages: Infernal, Celestial.
Favored Class: Fighter.
Level adjustment +1.

Optional Rules: Predetermined Initiative
Always acting and responding in the same way, a modron may roll initiative just once in its entire existence, using the same roll for every encounter. Alternatively, it may roll once every level or once every Mechanus Cycle (17 years).

Modron Armor
A modron armor is a frame consisting of flat sheets of metal held together by straps and/or bolts. It effectively functions as a scale mail, except that it costs 120 gp and weighs 75 lbs.

Preset Action [General]
Your association with the clockwork plane allows you to preset an action to a contingent condition.
Prerequisite: modron, lawful alignment.
Benefit: You may declare an action (e.g. attack with melee weapon) to be carried out whenever a certain condition (e.g. an animal comes within melee range) is met. When the condition is met, you automatically perform the action at that instance, provided you are not flat-footed, stunned, unconscious, etc. If you are not properly equipped to do so (e.g. cast a spell when you exhausted all your spells), you still follow through the action with no resulting effect. This uses up your standard action for the round. If you have already acted, then you lose the standard action for next round. Once fixed, the action and contingent condition cannot be changed and you cannot choose not to perform the action.

Converted from Planewalker’s Handbook, pp.76-78 and 134-135.

PS3E Alternative: Modron Outcast Racial Traits
• +4 Constitution, +4 Intelligence, -2 Wisdom, -2 Charisma
• Medium-sized outsider, base speed is 30 feet.
• Darkvision up to 120 feet.
• Modron Outcast Traits (Ex): Due to their devotion to order, modron outcasts are immune to mind-influencing effects, and their odd body composition makes them immune to subdual damage or critical hits. Unlike other modrons, they are susceptible to ability damage, ability drain, and energy drain.
• Acid, cold, and fire resistance 10.
• Metal Frame: Modron outcasts receive a +4 natural armor bonus to their Armor Class due to their partially metallic nature. Due to their odd form, however, they are unable to wear amulets, armor, helmets, belts, goggles, medallions, necklaces, robes, shirts, or vests. Such items, magical or mundane, must be custom made for the modron to wear.
• Automatic Languages: Modron, Planar Trade, home region. Bonus Languages: Any (any other except secret languages, such as Druidic).
• Favored Class: None.
• Level Adjustment +2.

#35

zombiegleemax

Sep 19, 2004 12:59:34
Shocker
Subtypes: Add extraplanar.
BAB/Grapple: +3/+3
SQ: DR 5/magic.
Feats: Remove “(electricity)” from weapon finesse. Add iron will.
Electricity (Ex): The damage it deals to itself does not apply when it is in the plane of lightning.
Shocking Discharge (Ex): The damage it deals to itself does not apply when it is in the plane of lightning.
Immunities: In addition to what has been listed, a shocker is also immune to electricity. This however does not apply to the damage it takes when it attacks or discharges.

Updated from Return to the Temple of Elemental Evil, pp.159-160.

Shocker Sojourner
Medium Outsider (Extraplanar)

HD: 8d8+16 (52 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: 5 ft., fly 30 ft. (perfect)
AC: 19 (+1 Dex, +8 Full plate), Touch 11, Flat-footed 18
BAB/Grapple: +8/+10
Attack: 1 slam +13 melee touch (2d6+3)
Full Attack: 1 slam +13 melee touch (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity, chain lightning
Special Qualities: Darkvision 60 ft., shocking discharge, retain essence, absorb electricity, immunity, DR 10/magic, SR15
Saves: Fort. +8, Ref. +11, Will +8
Abilities: Str 15, Dex 21, Con 14, Int 12, Wis 14, Cha 16
Skills: Bluff +14, Concentration +13, Diplomacy +16, Hide +10, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spot +13
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Any land (plane of lightning)
Organization: Solitary or swarm (1d8+1)
CR: 7
Treasure: None
Alignment: Usually true neutral
Advancement: 9-16HD (Medium); 17-24HD (Large)
LA: -

Sojourners are shockers who seek to explore the other planes and managed to suppress their weaknesses. (Normal shockers are called contented ones.) A sojourner looks like a suit of armor, which sparks and crackles with electricity.

Electricity (Ex): A sojourner’s touch inflicts 2d6 electric damage.

Chain Lightning (Sp): A sojourner can use chain lightning 3/day as a standard action. However, each use of this ability bestows 1 negative level on the sojourner. A sojourner in combat tends to use this ability to “heal” other sojourners. CL=HD, Cha-based DC 19.

Shocking Discharge (Ex): If touched with a natural or metallic weapon, a sojourner discharges 1d8 electric damage to its attacker.

Retain Essence (Ex): Unlike a contented one, a sojourner can prevent its essence from dissipating during attacks. Thus, it no longer takes damage when it attacks or uses its shocking discharge ability.

Absorb Electricity (Su): A sojourner takes no damage from electricity and can absorb electricity. For each electrical attack absorbed, a sojourner gains +5 temporary hit points and reduces its negative levels (if any) by 1.

Immunity (Ex): A sojourner is immune to mind-affecting effects, poison, paralysis, stunning and disease. It is also not subjected to critical hits, subdual damage, ability damage, ability drain and energy drain.

Converted from PSMC3, based off “Shocker” in Return to the Temple of Elemental Evil (v3.0).
#36

zombiegleemax

Sep 19, 2004 13:23:15
OGC, and they also have some serious different takes on material than Planescape in their own cosmology.

Yes, but one thing I like about DF's nupperibo (sp?) is that there is a built-in system for metamorphosis. I think one of the PS books speak of one such dude advancing as an ancient baatorian. IIRC, the yugoloths were involved.

In any case, d20 Tome of Horrors also has the same critter, but in v3.0.
#37

ohtar_turinson

Sep 19, 2004 14:43:31
I'm most impressed.

One issue with the modron convertion though- the "chaotic or magic" and the "chaotic and magic" seem rather pointless. The vast majority of weapons that are chaotic are also magical, no?
#38

zombiegleemax

Sep 19, 2004 15:52:22
I'm most impressed.

One issue with the modron convertion though- the "chaotic or magic" and the "chaotic and magic" seem rather pointless. The vast majority of weapons that are chaotic are also magical, no?

Err, no. Any weapon (including, but not limited to, natural weapons) wielded by a creature with the (Chaotic) subtype is considered chaotic.

Great. You remember which issue they were from? It'd help with referencing in the index. Also, I think the equars should have extraplanar subtype.

This will be most interesting to you, then.

Issue 243, to answer your question more directly.
#39

ohtar_turinson

Sep 19, 2004 16:42:00
Err, no. Any weapon (including, but not limited to, natural weapons) wielded by a creature with the (Chaotic) subtype is considered chaotic.

I caught that, really. ::tries to look like he knew it::

But, really, I did know that. I'm not really sure what I was thinking when I posted that.
#40

zombiegleemax

Sep 23, 2004 2:52:35
Update: The steam quasi-elemental has been updated by Weenie, see entry on p.6 instead.

Positive Quasi-Elemental, Steam

Also called mist elementals, these vaporous beings look like large clouds of gas and steam, having been formed from the element derived from water and positive energy. They sometimes take intruders as slaves to supplement their inability to properly manipulate objects. Xanxost even mentioned that they may be in league with the dao, who supplies them with slaves.

Steam Quasi-Elemental, Small
Small Elemental (Extraplanar, Water)
HD: 2d8+0 (9 hp)
Initiative: +4 (+3 Dex)
Speed: Fly 60 ft. (perfect)
AC: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +1/-3
Attack: 1 slam +5 melee (1d4)
Full Attack: 1 slam +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf (1d4).
Special Qualities: Darkvision 60 ft., control temperature, cold resistance 10, fire resistance 5.
Saves: Fort. +0, Ref. +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Flyby Attack, Weapon Finesse (B)

Steam Quasi-Elemental, Medium
Medium Elemental (Extraplanar, Water)
HD: 4d8+8 (26 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 60 ft. (perfect)
AC: 18 (+5 Dex, +3 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +3/+4
Attack: 1 slam +8 melee (1d6+1)
Full Attack: 1 slam +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf (1d6).
Special Qualities: Darkvision 60 ft., control temperature, cold resistance 15, fire resistance 5.
Saves: Fort. +3, Ref. +9, Will +1
Abilities: Str 12, Dex 21, Con 15, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Dodge, Flyby Attack, Weapon Finesse (B)

Steam Quasi-Elemental, Large
Large Elemental (Extraplanar, Water)
HD: 8d8+24 (60 hp)
Initiative: +7 (+7 Dex)
Speed: Fly 60 ft. (perfect)
AC: 20 (-1 Size, +7 Dex, +4 Natural), Touch 16, Flat-footed 13
BAB/Grapple: +6/+13
Attack: 1 slam +12 melee (2d6+3)
Full Attack: 2 slams +12 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf (2d6).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 5, DR 5/-.
Saves: Fort. +5, Ref. +13, Will +2
Abilities: Str 16, Dex 24, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse (B)

Steam Quasi-Elemental, Huge
Huge Elemental (Extraplanar, Water)
HD: 16d8+64 (136 hp)
Initiative: +13 (+9 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 21 (-2 Size, +9 Dex, +4 Natural), Touch 17, Flat-footed 12
BAB/Grapple: +12/+24
Attack: 1 slam +19 melee (2d8+4)
Full Attack: 2 slams +19 melee (2d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf (2d8).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 5, DR 5/-.
Saves: Fort. +9, Ref. +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +11
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (B)

Steam Quasi-Elemental, Greater
Huge Elemental (Extraplanar, Water)
HD: 21d8+84 (178.5 hp)
Initiative: +14 (+10 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 26 (-2 Size, +10 Dex, +8 Natural), Touch 18, Flat-footed 16
BAB/Grapple: +15/+28
Attack: 1 slam +23 melee (2d8+5/19-20)
Full Attack: 2 slams +23 melee (2d8+5/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf (2d8).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 10, DR 10/-.
Saves: Fort. +11, Ref. +22, Will +9
Abilities: Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (slam), Improved Initiative, Iron Will, Mobility, Weapon Finesse (B)

Steam Quasi-Elemental, Elder
Huge Elemental (Extraplanar, Water)
HD: 24d8+96 (204 hp)
Initiative: +15 (+11 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 27 (-2 Size, +11 Dex, +8 Natural), Touch 19, Flat-footed 16
BAB/Grapple: +18/+32
Attack: 1 slam +27 melee (2d8+6/19-20)
Full Attack: 2 slams +27 melee (2d8+6/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf (2d8).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 10, DR 10/-.
Saves: Fort. +12, Ref. +25, Will +10
Abilities: Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +27, Spot +27
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (slam), Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse (B)
-----------------------------------------
Environment: Any land (quasi-elemental plane of steam)
Organization: Solitary
CR: 1 (Small), 3 (Medium), 5 (Large), 7 (Huge), 9 (Greater), 11 (Elder)
Treasure: None
Alignment: Usually true neutral
Advancement: 3HD (Small), 5-7HD (Medium), 9-15HD (Large), 17-20
HD (Huge), 22-23HD (Huge, Greater), 25-48HD (Huge, Elder)
LA: -

Control Temperature (Ex): A steam elemental can control its body temperature, switching between a scalding steam and freezing mist as a free action each round.

Engulf (Ex): A steam elemental can engulf any creatures by moving into their spaces. The targeted creatures can make an attack of opportunity at -4 penalty or make a reflex save to avoid the engulfment (thereby moving to the nearest empty adjacent square). Engulfed creatures take the listed fire or cold damage, depending on its control temperature ability. The elemental can continue to attack while engulfing. Furthermore, if the elemental is hit by an electric damage, all engulfed creatures must make a fortitude save or takes half of the electric damage.

Converted from PSMC3.
#41

zombiegleemax

Sep 23, 2004 2:55:03
Balaena
Gargantuan Outsider (Extraplanar, Aquatic, Good)

HD: 12d8+84 (138 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: Swim 40 ft.
AC: 19 (-4 Size, +3 Dex, +10 Natural), Touch 9, Flat-footed 19
BAB/Grapple: +12/+37
Attack: 1 tail +21 melee (2d6+19 and stun)
Full Attack: 1 tail +21 melee (2d6+19 and stun)
Space/Reach: 20 ft./15 ft.
Special Attacks: Whale song, call balaena, spell-like abilities, ram 2d6+19
Special Qualities: Darkvision 60 ft., blind sight 120ft., telepathy 100 ft., hold breath, DR10/slashing or piercing, uncanny dodge
Saves: Fort. +15, Ref. +11, Will +12
Abilities: Str 37, Dex 17, Con 24, Int 16, Wis 19, Cha 15
Skills: Concentration +22, Diplomacy +19, Handle Animal +17, Heal +19, Intimidate +17, Knowledge (religion) +18, Listen +23, Search +18, Sense Motive +19, Survival +19, Swim +36
Feats: Alertness, Diehard, Endurance, Power Attack, Cleave
Environment: Any good-aligned plane (oceans only)
Organization: Solitary or pod (1d4)
CR: 10
Treasure: None
Alignment: Always neutral good
Advancement: 13-18HD (Gargantuan); 19-36HD (Colossal)
LA: -

The balaenas are whale-like creatures which swim through currents of the River Oceanus, which linked the Upper Planes. They act as sea-transports like the marraenoloths. They can be called for transport by casting any summon monster spell at the shore of Oceanus or using a prearranged signal, such as playing a certain melody.

A balaena can carry up to 12 medium creatures on its back and swim up to 100 miles per day. If it needs to go underwater, 4 medium creatures can stay in its mouth, sharing its air supply. The payment is interesting news, rumors and stories. A balaena will not assist an evil creature except in unusual circumstances.

Whale Song (Sp): At will as a standard action, a balaena can sing underwater, affecting everyone underwater within 300 ft. This functions as a mass charm monster spell (aquatic creatures only) and suggestion spell (any creature underwater). The common suggestion is “stop fighting” or “leave now”. CL=HD, Cha-based save DC = 18.

Call Balaena (Sp): A balaena can sing to call 1d2 balaenas for help 1/day (30% chance). The called creatures arrive in 1d4+1 rounds.

Spell-like Abilities (Sp): At will – detect good/evil. CL=HD, Cha-based DC.

Stun (Ex): A balaena’s tail slap may stun an opponent for 1d4 rounds unless he makes a Con-based DC 23 fortitude save.

Ram (Ex): A balaena can move up to 80 ft. and ram as a full round action. It must move at least 60 ft. and must end its movement in its target’s space. The target creatures can make an attack of opportunity at -4 penalty or make a Str-based DC 29 reflex save for half damage. If the target is a ship, it can automatically make a Strength check to break its hull (DC is set by type of ship, see DMG.), sinking it in 1d10 minutes. Creatures aboard takes 1d10 damage and must make a DC 15 reflex save or be thrown overboard.

Uncanny Dodge (Ex): A balaena’s keen senses allow it to retain its Dex bonus to AC even when surprised or flat-footed.

Blindsight (Ex): Balaenas can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A balaena can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.

Skills: A balaena has +8 racial bonus to swim checks and +4 racial bonus (not applicable if its blind sight is negated) to listen and spot.

Converted from PSMC2.
#42

zombiegleemax

Sep 23, 2004 2:59:02
Gautiere
Medium Outsider (Extraplanar)

HD: 4d8+12 (30 hp)
Initiative: +2
Speed: 30 ft.
AC: 17 (+1 Dex, +3 natural, +3 studded leather), touch 11, flat-foot 16
BAB/Grapple: +4/+8
Attack: 1 claw +8 melee (1d4+4) or 1 xaen +8 melee (1d10+4)
Full Attack: 2 claws +8 melee (1d4+4) or 1 primary xaen +6 melee (1d10+4) and 1 secondary xaen +6 melee (1d10+4).
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidify touch
Special Qualities: Immune to acid and fire, dark vision 60 ft.
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 11, Wis 10, Cha 7
Skills: Craft (weapon) +7, Hide +6, Intimidate +3, Listen +8, Move Silently +9, Search +6, Sense Motive +7, Spot +9, Survival +7
Feats: Alertness, Two-Weapon Fighting
Environment: Carceri (Minethys)
Organization: Hunting party (2d4) or tribe (4d6+10)
CR: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
LA: +1

Gaunt, gray, nomadic humanoids, with clawed hands and wrapped in rags, travel in a nomadic band across the stinging desert.

A gautiere is straightforward and blantant in his evil and cruelty, but not devious. Some are even sadistic, inflicting violence without cause. A gautiere usually advances as ranger, which is their favored class. However, about 10% of gautiere are wizards. A gautiere may not become a priest of any specific deity or pantheon, but ur-priest may appeal to them.

Combat
The gautiere move with deliberate hesitation, sizing up their foes before committing to fight to the death.

Acidify Touch (Su): A gautiere can make a special touch attack 1/day to transform the flesh of the touched into acid, causing 3d6 acid damage, half of the damage is vile damage. (Vile damage can only be healed in a consecrated or hallowed area.) A gautiere is immune to this special attack.

Skills: A gautiere gets +4 racial bonus on survival checks in desert terrains.

Habitat/Society
The gautiere travel as tribal wanderers and nomads, roaming the desert of Carceri in search of nothing. The tribes are usually well-hidden and seldom encountered. The gautiere mate as most humanoids do, but their lives are constant struggles against the winds and lack of food and water. They rely on their tribal leaders, who are often rangers adepted to finding water and navigating the vast deserts. They are prisoners on Carceri and can never leave the plane even with the right gate keys. Their imprisonment may be due to a possible relation to the tiere, who imprisoned their own god.

According to The Book of Inverted Darkness, the sharp-eyed tiere (meaning "steadfast") were gaunt humanoids living in the Outlands. The tiere were pious and possibly theocratic in organization. They spend generations to build a massive temple to their patron god, whose name is now lost. The said deity was so impressed that he came to live among them in the Temple. But other more powerful gods coveted the Temple and planned a massive assault. The tiere cried to their god for salvation, but the deity feared the greater powers and made plans to abandon his worshippers. The tiere gathered outside the Temple and chanted ancient words of revenge, entombing their god for his betrayal. The tiere were consumed in the ritual and the Temple of the Captive God is now lost. Soon after, a people appeared in Minethys on Carceri, calling themselves the gautiere, meaning "once steadfast".

Ecology
The gautiere hunts for vargouilles, mephits and large spiny sandfish. They fight the gehreleths (demodands) only when they must and avoid the Blood War if at all possible.

XAEN [New Weapon Type]
This is a 2-handed spiked and hooked battle-staff favored by the gautiere, who may use it as a martial weapon instead of an exotic weapon. A xaen is a double-weapon like quarter-staff, which can be used to make an extra attack as if using two weapons.

Cost: 25 gp; Damage: 1d10/1d10 (M); Critical: x2; Weight: 7 lbs.; Type: bludgeoning and slashing.

Converted from Planes of Conflict.
#43

zombiegleemax

Sep 26, 2004 10:13:31
Demarax
Medium Outsider (Extraplanar, Lawful)

HD: 5d8+25 (47 hp)
Initiative: -1 (-1 Dex)
Speed: 15 ft.
AC: 15 (-1 Dex, +6 Natural), Touch 9, Flat-footed 15
BAB/Grapple: +5/+10
Attack: 1 tail +10 melee (1d8+7)
Full Attack: 1 tail +10 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, crystal storm
Special Qualities: Feed spell crystals, perfect recall, darkvision 60 ft., SR 20
Saves: Fort. +9, Ref. +3, Will +5
Abilities: Str 21, Dex 8, Con 21, Int 5, Wis 12, Cha 11
Skills: Climb +13, Jump +13, Listen +11, Spellcraft +5, Spot +11
Feats: Alertness, Endurance
Environment: Outlands or any lawful-aligned plane
Organization: Solitary or clutch (2d4)
CR: 3
Treasure: Double goods only (gems only)
Alignment: Always lawful neutral
Advancement: 6-10HD (Medium); 11-15HD (Large)
LA: -

The highly magic-resistant demarax looks like a gem-covered crocodile or lizard with a blunt face and 3 evenly-spaced yellow eyes. The residents of Automata often joke about its slow, deliberate movement, referring to a lazy basher as a “demarax walking uphill”. It feeds only on spell crystals, the magical manifestations of summoning and contact other planes spells. Unless a person has a trapped spell crystal, the demarax almost always ignores him. Some Guvners think that the demarax was created by lawful deities to reduce the chaos caused by uncontrollable appearance of spell crystals. A demarax may speak a few crude phrases of planar common tongue, usually along the lines of “Seen crystals? Need crystal. Hungry.”

Feed Spell Crystals (Su): A demarax can sense a spell crystal up to 600 ft. away. When it does so, it can redirect the crystal to streak towards it. If it resisted the spell, then the demarax devours it, otherwise it is summoned or contacted as contact other plane spell (50% each) in place of the crystal’s true target. The demarax is too stupid to do anything except stare at its new surrounding and slowly starve to death for lack of food!

Spell-like Abilities (Sp): 3/day – magic missile. CL=HD. A demarax does not like to use this ability since it depletes the spell energy which sustains it.

Crystal Storm (Su): As a last ditch defense, a demarax can unleash a storm of spell crystals up to 20 ft. around itself. This exhausts its energy and it must feed in 1d6 hours or die of starvation. All creatures must make a Con-based DC 17 reflex save or be struck by a spell crystal with the following random effects (roll 1d6):

1-2 confused for 1d4 rounds
3-4 blind for 2d4 rounds
5 blink for 2d4 rounds
6 summoned to prime material plane as per summon monster spell.

Perfect Recall (Ex): A demarax may be dumb, but it can repeat any conversation it ever had perfectly word for word, even if it had no idea what the conversation is about. Furthermore, if a demarax think the current conversation is unrelated to its search for food, it is likely to abandon it and resuming hunting for crystals.

Converted from PSMC2.
#44

zombiegleemax

Sep 26, 2004 10:14:55
Eater of Knowledge
Large Outsider (Extraplanar, Evil)

HD: 10d8+40 (85 hp)
Initiative: +3 (-1 Dex, +4 improved initiative)
Speed: 15 ft.
AC: 19 (-1 Size, -1 Dex, +11 Natural), Touch 8, Flat-footed 19
BAB/Grapple: +10/+21
Attack: 1 slam +16 melee (2d6+7/19-20)
Full Attack: 2 slams +16 melee (2d6+7/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, ingest brain, spell-like abilities, stolen powers, psionics
Special Qualities: Darkvision 60 ft., telepathy 100 ft., immunity, PR 18
Saves: Fort. +11, Ref. +6, Will +10
Abilities: Str 25, Dex 9, Con 19, Int 18, Wis 17, Cha 16
Skills: Bluff +16, Concentration +17, Diplomacy +18, Intimidate +18, Knowledge (any other 2) +17, Knowledge (psionics) +17, Listen +16, Search +17, Sense Motive +16, Psicraft +17, Spot +16
Feats: Improved Initiative, Power Attack, Improved Critical (slam)
Environment: Any land (Outlands)
Organization: Solitary
CR: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-20HD (Large); 21-30HD (Huge)
LA: -

An eater of knowledge resembles a humanoid heap of leathery hide and naked brain matter oozing from openings in its distended skull. A reek of decay surrounds it. Eaters are minions of the illithid god brain Ilsensine, created from the zombies in the Caverns of Thought to venture into the planes and add to the deity’s knowledge. They also serve an instruments of vengeance. Eaters do not speak, but can communicate via telepathy.

Improved Grab (Ex): An eater can grapple anyone hit by its slam attacks automatically without provoking an attack of opportunity. If this is successful, the eater can ingest his brain on its next turn.

Ingest Brain (Ex): An eater can begin to ingest the brain of anyone it grappled last round by making another attack roll. If successful, tiny tendrils of nerves bore into his flesh towards his brain, doing 1d6+6 damage and 1 intelligence, wisdom and dexterity damage per round. After 1d4 rounds, the tendrils reach the brain and begin to replace it, killing its victim in another 1d3 rounds during which the victim takes 1d6 damage in all 6 ability scores per round. This can be avoided only by pulling free of the eater.

Stolen Powers (Ex): An eater often gains all the class features such as sneak attack and spellcasting of its victim, but not HD, attack bonus, save bonus, etc. Typically, it has absorbed one of the following classes. Roll 1d4.

1 Cast spells as a level 7 cleric
2 Cast spells as a level 7 wizard or sorcerer (50% each)
3 All class features (e.g. sneak attack, evasion, etc.) of a level 7 rogue
4 Manifest psionics as a level 7 psion

Spell-like Abilities (Sp): At will – confusion, see invisible, dominate person, detect thoughts, hold person, levitate, modify memory, shadow walk. CL=HD, Cha-based DC 13 + spell level.

Immunity (Ex): An eater is immune to mind-affecting effects and illusions.

Psionics: An eater can manifest psionics as a level 10 psion with discipline in psychoportation, psychokinesis or telepathy. If it gains psion class features from its stolen abilities, the manifesting levels are tracked separately, although the power points are pooled.

Converted from PSMC2.
#45

zombiegleemax

Sep 26, 2004 10:17:23
Animal Lord
Subtypes: Add extraplanar.
SQ: DR 15/magic, acid/cold/fire resistance 15.
Feats: According to creature’s HD.

Updated from EN World Creature Catalogue (v3.0). The same template is also found in d20 Tome of Horrors.

Deconstructing ELH Cat Lord
Epic Level Handbook features a CR39 cat lord who is essentially an outsider afflicted-lycanthrope with rogue 37, blinding spit, spell-like abilities and summon felines. It also provides an option to make it a quasi-deity with divine rank 0.

To create a ELH-based animal lord, create a character of a standard race (e.g. human) with class levels (e.g. rogue 37) and apply the (natural) lycanthrope template. Make the following changes:

Type: Change to outsider with extraplanar subtype.

Spell-like Abilities (Sp): At will – astral projection, cure serious wounds, detect evil/good, dimension door, displacement, ethereal jaunt, hypnotic pattern, improved invisibility, greater teleport, tongues. CL=20, DC 10 + Cha modifier + spell level.

Summon Animal Allies (Sp): An animal lord can summon associated animals (including dire varieties) 1/day as a full round action when in hybrid or animal form. The number of summoned animals depends on the type of animal summoned: 10d6 lesser animals (e.g. domestic cats, ½ HD each), 3d6 wild animals (e.g. lion/tiger, 5-6 HD each) or 2d6 dire animals (e.g. dire tiger, 16 HD each).

Perfect Shape Control (Ex): An animal lord never needs to check to control his shape.

Special Attack (Ex): An animal lord has a unique attack associated with his animal type. For e.g., the cat lord has a blinding spit attack. A snake lord could have poison spit, an elephant lord could have trumpet or trample attack, etc.

:whatsthis Note: Unlike a lycanthrope, the planescape version of animal lord cannot have hybrid animal-human form.
Option: Animal Lord As A Prestige Class
You may instead create a humanoid (e.g. human, elf, etc.) character and give it 10 levels of animal lord prestige class from Masters of the Wild, pp.43-46. Other suitable classes include rogue, barbarian and ranger. Change its type to outsider (extraplanar), apply a paragon template and make it a quasi-deity (divine rank 0). The animal lord prestige class has the added feature of being able to sense his associated animals and can wild shape into its associated legendary animal.

#46

zombiegleemax

Sep 26, 2004 10:18:58
Baku
Subtypes: Add extraplanar.
BAB/Grapple: +12/+25
SA: Replace psionics with psi-like abilities.
SQ: Replace SR 15 with PR 20.
Feats: Add multiattack.

Trample: Attacks of opportunity are made with -4 penalty.

Trumpet: Evil bakus affect good creatures and neutral bakus may affect good and/or evil creatures (at their discretions).

Invisibility: Remove astral projection and etherealness entries.

Psionics: Remove listed powers. A baku can manifest psionic powers as a level 12 psion with psychometabolism, psychoportation, telepathy or clairsentience discipline. A typical baku has 144 power points per day with the following powers and psychometabolism as a discipline. Int-based DC = 13 + power level.

1. thicken skin, conceal thoughts, mind thrust, telempathic projection, empty mind
2. animal affinity, biofeedback, ego whip, id insinuation
3. ectoplasmic form, danger sense, psionic blast, body adjustment
4. metamorphosis, aura sight, mind wipe, intellect fortress
5. psychic crush, tower of iron will, psionic true seeing, psionic planeshift
6. psionic restoration, mass cloud mind, suspend life

Updated from EN World Creature Catalogue (v3.0).
#47

zombiegleemax

Sep 26, 2004 10:26:49
Agathinon
Medium Outsider (Extraplanar, Angel, Good)

HD: 5d8+10 (32 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 50 ft.
AC: 16 (+3 Dex, +3 Natural), Touch 13, Flat-footed 13
BAB/Grapple: +5/+8
Attack: 1 silver (or cold iron) heavy mace +8 melee (1d8+4)
Full Attack: 1 silver (or cold iron) heavy mace +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shapechange, spell-like abilities, divine spells
Special Qualities: Angel qualities, protective aura, extra immunity, bestow spells, DR 5/evil, SR 16
Saves: Fort. +6, Ref. +7, Will +8
Abilities: Str 17, Dex 16, Con 15, Int 10, Wis 18, Cha 10
Skills: Concentration +10, Diplomacy +10, Heal +12, Intimidate +8, Knowledge (planes) +8, Listen +12, Sense Motive +12, Spot +12
Feats: Improved Initiative, Power Attack
Environment: Any Upper Plane
Organization: Solitary or strike force (3d6) or army (5d10+50)
CR: 6
Treasure: Standard
Alignment: Always any good
Advancement: 6-10HD (Medium)
LA: -

Agathinons are angelic warriors, appearing in their natural forms as an elf with luminous skin and shining eyes. They generally fight in shape-changed forms. Beside serving in the celestial armies, agathinons are also sent individually to assist mortals in confronting evil.

Shapechange (Su): Usable at will as a standard action, an agathinon can change its form into another creature whose HD is not more than its own. This ability functions as a shapechange spell, except that he cannot become any creature with evil subtype and the new form must be the same size as his natural size. This otherwise functions as a shapechange spell. Alternatively, the agathinon can become an object, even magical ones, of any size up to medium. He can become a magical item which is worth up to 2,000 gp per HD. An agathinon can stay in any form indefinitely. CL=HD.

Bestow Spells (Su): An agathinon in object form can grant its user the spellcasting ability of a level 1 cleric. This does not stack with existing cleric level. It may also grant the ability to turn undead as a cleric whose level is the agathinon’s HD-1. The agathinon may deny spells and turning ability as a free action if the user abuses the power. It generally grant such powers to good users. Neutral creatures get such powers only if their current missions serve the needs of the agathinon. Any evil creature attempting to use the object takes 2d6 holy damage for just handling it.

Spell-like Abilities (Sp): At will – aid, clairaudience/clairvoyance, detect evil, detect thoughts, ethereal jaunt (self only), hold person. CL=HD, Cha-based DC 10 + spell level.

Divine Spells: An agathinon can cast cleric spells as a cleric whose level is its HD-1 (i.e. 4). It has access to good, war and destruction domains.

Protective Aura (Su): This angelic aura grants +4 deflection bonus to AC and +4 resistance bonus to save against attacks and effects made by evil creatures to anyone within 20 ft. of the angel. Otherwise, it functions as a magic circle against evil and lesser globe of invulnerability. It can be dispelled, but the angel can raise it again next turn as a free action. CL=HD.

Angel Qualities: All angels have dark vision 60 ft., low-light vision, +4 to save vs. poison, immunity to petrification, cold and acid and electric/fire resistance 10. They also have tongues spell in continuous effect.

Extra Immunity: An agathinon is also immune to energy drain, death effects, disintegration and positive energy.


IMAGE(http://www.geocities.com/kbozman74/celestials1.jpg)



Angel of Light
Small Outsider (Extraplanar, Angel, Good)

HD: 6d8+6 (33 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Fly 120 ft. (perfect)
AC: 19 (+1 Size, +4 Dex, +4 Natural), Touch 15, Flat-footed 15
BAB/Grapple: +6/+0
Attack: 1 ray +11 ranged touch (1d6)
Full Attack: 2 rays +11 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Light rays, spell-like abilities, summon angel
Special Qualities: Angel qualities, extra immunity, protective aura, holy sanctuary, DR 5/evil, SR 17
Saves: Fort. +6, Ref. +9, Will +7
Abilities: Str 7, Dex 19, Con 12, Int 16, Wis 15, Cha 17
Skills: Concentration +10, Diplomacy +14, Gather Information +12, Heal +11, Intimidate +12, Knowledge (arcana) +12, Knowledge (planes) +12, Listen +11, Search +12, Sense Motive +11, Spot +11
Feats: Improved Initiative, Mobility, Dodge
Environment: Any Upper Plane
Organization: Solitary
CR: 7
Treasure: None
Alignment: Always any good
Advancement: 7-12HD (Small); 13-18HD (Medium)
LA: +6? (Cohort)

Also called light aasimons, angels of light are beings of energy, appearing as swirling mists of light with a rainbow of colors. They often serve temporarily as cohorts for powerful good characters. Because they never stay with one leader for more than 1 or 2 missions, it is rumored that there are less than 1,000 angels of light in existence. They are also believed by some to be the celestial essence of other angels who were destroyed off-plane, being reformed by deities to serve in another capacity.

Light Rays (Ex): An angel of light’s ray attacks have a range of 30 ft. and overcomes all damage reduction. However, good-aligned creatures are immune to these rays.

Spell-like Abilities (Sp): At will – aid, bless, detect evil, daylight; 3/day – continual flame, dispel evil, hold person. CL=HD, Cha-based DC 10 + spell level.

Holy Sanctuary (Su): An angel of light has sanctuary spell in continuous effect. It can be dispelled, but it can raise it again next turn as a free action. Evil creatures are immune to this effect. CL=HD, Cha-based DC 16.

Summon Angel (Sp): An angel of light can summon an agathinon 1/day (50% chance).

Protective Aura (Su): This angelic aura grants +4 deflection bonus to AC and +4 resistance bonus to save against attacks and effects made by evil creatures to anyone within 20 ft. of the angel. Otherwise, it functions as a magic circle against evil and lesser globe of invulnerability. It can be dispelled, but the angel can raise it again next turn as a free action. CL=HD.

Angel Qualities: All angels have dark vision 60 ft., low-light vision, +4 to save vs. poison, immunity to petrification, cold and acid and electric/fire resistance 10. They also have tongues spell in continuous effect.

Extra Immunity (Ex): An angel of light is also immune to mind-affecting effects, imprisonment effects and death effects.

Option: Exalted Feats
If you have Book of Exalted Deeds, you may substitute mobility and dodge feats for nimbus of light and holy radiance feats.

Converted from PSMC1. Additional information, e.g. shapechange limits, from Warriors of Heaven, pp.37-39.

:whatsthis Note: Both the light aasimon and agathinon are reduced in this conversion. They originally have 8 and 10 HD respectively. They are reduced in order to create a scalable CR progression for angels - agathinon (CR6), light (CR7), movanic deva (CR9), monadic deva (CR12), astral deva (CR14), planetar (CR16) and solar (CR23). You can restore them by advancing them to the original HD.
#48

zombiegleemax

Sep 28, 2004 23:09:22
Hordling
Small Outsider (Extraplanar, Evil)

HD: 6d8+6 (33 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
BAB/Grapple: +6/+2
Attack: 1 claw/slam +6 melee (1d4)
Full Attack: 2 claws/slams +6 melee (1d4) and 1 bite +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hordling features
Special Qualities: Darkvision 60 ft., hordling features
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 10, Dex 15, Con 13, Int 12, Wis 11, Cha 8
Skills: Varies
Feats: Varies
Environment: Hades (or any NE-aligned plane)
Organization: Solitary
CR: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 7-9HD (Small); 10-12HD (Medium); 13-18HD (Large)
LA: -

Hordlings are the uncounted hordes of Hades. No two hordlings look alike. There are possibly as many different types of hordlings as there are hordlings. Hordlings have no standard mean of communication. They are bent on destruction and devouring. Hordlings are thought to be formed from larvae who are especially driven by evil.

Hordling Features: A hordling may have 1 special ability per 2 HD. Roll 1d% below or select any appropriate power. S/M/L refers to the size of the hordling. Abilities do not stack, although it may be applied to a different type, e.g. 3 extra natural weapons, or resistance to 4 energy types, etc. See MM glossary for more information on attack modes and save DCs.

01-02 Breath Weapon: See below.
03-04 Weakening Gaze: See below.
05-06 Flurry of Attacks: See below.
07-08 Acid Spittle: See below.
09-10 Spell-like Abilities: See below.
11-12 Superior Damage: See below.
13-14 Telescopic Limbs: See below.
15-16 Gray Wasting: See below.
17-18 Summon Denizen: See below.
19-20 Extra Natural Weapon*: See below.
21-22 Poison: See below.
23-24 Energy Drain: See below.
25-26 Fear Aura
27-28 Frightful Presence
29-30 Improved Grab
31-32 Swallow Whole
33-34 Powerful Charge
35-36 Rake
37-38 Pounce
39-40 Trample
41-42 Trip Attack: See below.
43-44 Smite Good 1/day: +Cha bonus to attack, +1 damage/HD
45-46 Extra Hit Points: +5/+15/+30 (S/M/L) more hit points.
47-48 Bonus Fighter Feat*
49-50 Immune to fire
51-52 Immune to cold
53-54 Immune to electricity
55-56 Immune to sonic energy
57-58 Immune to acid
59-60 Immune to petrification
61-62 Immune to mind-affecting effects
63-64 Immune to poison and disease
65-66 Immune to death effects
67-68 Immune to negative energy, ability damage and drain
69-70 Immune to critical hits
71-72 Energy Resistance*: resistance 5 (S/M) or 10 (L) to any 2 energy types
73-74 Damage Reduction: DR 5/good or magic (S), 5/good (M) or 10/good (L).
75-76 Fast Healing: 5 (S/M) or 10 (L).
77-78 Regeneration: 5 (S/M) or 10 (L), normal damage from good-aligned weapons and spells.
79-80 Winged: Bat or feathered wings, fly 60 ft. (good)
81-82 Great Ability: +2/+4 to any 1 ability (S/M) or +4 to any 1 ability and +2 to another ability (L).
83-84 Spell Resistance: SR 10 + CR.
85-86 Fast Movement: +10 ft. to base speed
87-88 Webbed Feet: Swim speed = land base speed
89-90 Blind Sense
91-92 Blind Sight
93-94 Scent
95-96 Tremor Sense
97-98 Evasion
99-00 Uncanny Dodge

Breath Weapon (Su): 15/20/25 ft. cone (S/M/L) of stinking cloud. A hordling must wait for 1d4 rounds before it can use the breath weapon again. CL=HD, DC Con-based.

Weakening Gaze (Su): 30 ft. gaze attack as per ray of enfeeblement. CL=HD, DC Cha-based.

Flurry of Attacks (Ex): A hordling can make an extra attack at its highest BAB, but all attacks suffer -2 to hit.

Acid Spittle (Ex): A hordling can spit up to 10 ft. range, doing 2d4/2d6/3d4 (S/M/L) acid damage 1/round.

Spell-like Abilities (Sp): A hordling may be able to use spell-like abilities 1/day (S), 3/day (M) or at will (L). Select a number of spells equal to a sorcerer’s known spells, using ½ HD as sorcerer level. CL=HD, DC Cha-based.

Superior Damage (Ex): A hordling’s claws and bite may be unusually large, increasing all melee damage by 1 category. See improved natural attack feat for damage progression.

Telescopic Limbs (Ex): A hordling may be able to extend its limbs telescopically, thereby increasing its reach for claws/slams by +5 ft.

Gray Wasting (Ex): A hordling may be able to inflict a disease called Gray Wasting (1d4 Cha drain, incubation 1 day, fort save DC 20) by touch or melee attacks.

Summon Denizen (Sp): A hordling may summon another denizen of Hades whose HD is less than exceed its own, such as another hordling, a nightmare or even rarely a night hag.

Extra Natural Weapon (Ex): A hordling may have 1 extra natural weapon, allowing it to make an additional attack with it. Roll 1d10 to determine: 1-2 maw (bite), 3-4 clawed limb (claw), 5-6 bludgeoning limb (slam), 7-8 tail or 9-10 horns (gore). It may select this ability to gain multiple limbs.

Poison (Ex): One of its attacks (bite, claws, etc.) is poisonous, doing 1d3/1d4/1d6 (S/M/L) damage to any 1 ability as initial and secondary damage. Fort DC = 10 + ½ HD + Con modifier.

Trip Attack (Ex): One of its attack (slam, claw, etc.) can be used to trip as a free action if it hits with its normal attack, without having to make a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the hordling.

Bringer of Doom [Minor Artifact]
This is a small box with a red circular gem on its top. If the gem is depressed, the box explodes, doing 24d6 force damage to all (including objects) within 100 ft. The explosion creates a temporary one-way gate to Hades, allowing 1d10 x 100 hordlings to come through over the course of 24 hours. There is a 10% chance that some greater fiend will come through as well. The box always reforms and manages to be discovered some time later.

Converted from PSMC1.

:whatsthis Note: This is a preliminary draft of hordling. That wraps up all the critters from PSMC1.
#49

weenie

Sep 29, 2004 12:17:47
Modrons

Converted from MOTP Web Enhancement (v3.0).

Do you mind if I link to my conversion of the modrons' web enhancement? I'll just assume that you don't, and edit later if you do.

http://members.fortunecity.com/iceageco/

Second link down. It's a 24 page .rtf file, done in a SRD manner, using the exocet font here and there. Contains 3.5 stats and fluff (copied from the web enhancement) for all modron drones and hierarchs, as well as a deity block for Primus (he's a greater deity IMC, of course).

Stupid WotC linkage may or may not work, just copy/paste to browser.
#50

weenie

Sep 30, 2004 9:47:38
Hordling

Converted from PSMC1.

:whatsthis Note: This is a preliminary draft of hordling. That wraps up all the critters from PSMC1.

The hordlings look good... you should give them "typical" skills and feats despite the fact that hey are "customizable"... maybe separate stat blocks for a small, medium, and large versions, with different abilities selected?

In fact, maybe you could take the astral construct as an example, and work from there? You know, nine (OK, less) different versions of the creature with scaling access to special abilities from menu A, B, or C? I'll try writing up a version tonight.

Keep up the good work, and step it up a little, will you? There's still two more MCs left to do. ;)
#51

zombiegleemax

Oct 01, 2004 1:12:13
The problem is that there is really no "typical" hordling, but I suppose we can have a sample one for each size. I looked at the astral construct while making the hordling, I essentially condensed the menu into 1 big one. You'd realize that some of the abilities like DR are given according to size, which essentially mimick the menus A/B/C of the astral construct.

On modrons: Not a problem. I was hoping for someone to chip in instead of just me posting. I'd link it on the index post on p.1. I originally wanted to do a full deity stat block like those in DDG for Primus, but couldn't decide whether to use the plain 20HD outsider with monk/cleric/sorcerer class levels model or the advanced secundus with extra powers model.

Coming up next, all the unconverted monsters from Planes of Law.
#52

zombiegleemax

Oct 01, 2004 1:21:01
Gear Spirit
Small Fey (Extraplanar)

HD: 2d6+6 plus 3 (16 hp)
Initiative: +1 (+1 Dex)
Speed: 15 ft., burrow 15 ft.
AC: 16 (+1 Size, +1 Dex, +4 Natural), Touch 12, Flat-footed 15
BAB/Grapple: +1/-3
Attack: 1 slam +2 melee (1d6 and disrupt metal)
Full Attack: 1 slam +2 melee (1d6 and disrupt metal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command machinery, disrupt metal
Special Qualities: Low-light vision, acid/cold/fire resistance 5, immunity, gear/metal dependency, rust vulnerability, body weaponry
Saves: Fort. +3, Ref. +4, Will +4
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 11
Skills: Craft (alchemy) +5, Disable Device +5, Hide +10, Listen +6, Sense Motive +6, Spot +6
Feats: Toughness
Environment: Any land (Mechanus)
Organization: Solitary or gear-clutch (2d6)
CR: 2
Treasure: None
Alignment: Always lawful neutral
Advancement: 3-6HD (Small)
LA: -

A gear spirit is a piece of living metal – machines with free will. It is usually in the form of a common mechanical device or tool, such as padlocks, with facial features (eyes, ears, etc.). A gear spirit often takes on a name based on appearance, such as Padlock or Axle.

Gear spirits are essential to the smooth running of the gears in Mechanus and are often dominated and secured to their gears by the modrons. This led to some degree of resentment. Sometimes, a gear spirit may slip away in some aborigine “walkabout”, letting the gears run unsupervised. A modron task force is often sent to retrieve the errant spirit. Once it was believed that there is a gear spirit for every gear in Mechanus, but the current more popular theory is that several gear spirits share a single gear.

Command Machinery (Su): A gear spirit can meld into metal as a standard action, thereby controlling any metallic mechanical device, e.g. lock, ballista, etc. This is otherwise similar to meld into stone spell. The device becomes an animated object (see MM1).

Disrupt Metal (Ex): A gear spirit can disrupt a metallic shield or armor each time it hits in melee. This does 1d6 damage to a metallic armor or shield (50% chance each) used by the defender.

Gear/Metal Dependent (Ex): A gear spirit is tied to a gear in Mechanus, much like a dryad is tied to her tree. However, it can leave its place by taking a piece of the gear with it. If this piece is lost, the departed gear spirit sickens and dies in 1 month. Likewise, if it is kept away from manufactured metals or machinery for 1 month, it dies.

Rust Vulnerability (Ex): A gear spirit takes +50% damage from rust attacks.

Immunity (Ex): Like modrons, a gear spirit is immune to mind-affecting effects, subdual damage, ability damage, ability drain, energy drain and critical hits.

Body Weaponry (Ex): A gear spirit can shape its slam attack into any metallic weapon as a move-equivalent action. Although the base damage does not change, this allows it to make its attack slashing, piercing or bludgeoning.

Racial Skill: A gear spirit gains +8 racial bonus on hide checks in a machine-dominated environment (e.g. Mechanus).

Converted from Planes of Law.
#53

zombiegleemax

Oct 01, 2004 1:22:51
Moigno
Tiny Outsider (Extraplanar, Lawful)

HD: 2d8 (9 hp)
Initiative: +0
Speed: Teleport
AC: 12 (+2 size), touch 12, flat-foot 12
BAB/Grapple: +2/- (cannot be grappled)
Attack: None
Full Attack: None
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Paradox attack
Special Qualities: Immunity, outsider traits, reconstruction, thought vulnerability, teleport, darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +5
Abilities: Str -, Dex 10, Con -, Int 12, Wis 10, Cha 11
Skills: Appraise +6, Concentration +5, Decipher Script +6, Knowledge (Engineering) +6, Knowledge (Planes) +6, Listen +5, Profession (Mathematician) +5, Search +5, Spot +5
Feats: Iron will
Environment: Mechanus
Organization: Solitary or patrol (1d4)
CR: 3
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 3-6 HD (Small)
LA: -

A moigno is a 2-dimensional creature that is spawned from the collapsed mind of a mathematician called Moigno. It appears as nothing more than a string of mathematical equations. While modrons oversee activity on the plane and gear spirits perform the actual work on the cogs, it is the moignos who execute all the necessary calculations.

Teleport (Su): A moigno can use greater teleport at will as a move action.

Immunity (Ex): As a mere mathematical equation, a moigno is immune to physical attacks of all kinds, including energy attacks.

Reconstruction (Ex): A moigno can merge with another moigno as a free action to reconstruct a single stronger moigno or divides into numerous subroutines, each forming a new moigno. This functions as creature advancement up to 6 HD.

Thought Vulnerability (Ex): A moigno can be affected by spells that disrupt thought processes, e.g. mind blast and feeblemind spell. This prevents it from teleporting and reconstructing. Interestingly, it is also subjected the psionic power matter manipulation, which causes all moignos within the affected area to vanish for 2d4 rounds.

Paradox Attack (Su): A moigno can create a paradox within a creature’s system 1/round, causing 3d6 damage (Cha-based DC 11 fortitude save for half damage).

Racial Skills: A moigno gets +20 racial bonus to all checks involving mathematics.

Converted from Planes of Law.
#54

zombiegleemax

Oct 01, 2004 1:25:20
Busen
Medium Outsider (Extraplanar, Lawful, Shapechanger)

HD: 8d8+16 (52 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 40 ft.
AC: 17 (+4 Dex, +3 Natural), Touch 14, Flat-footed 13
BAB/Grapple: +8/+11
Attack: 1 slam +11 melee (1d8+3)
Full Attack: 2 slams +11 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, body weaponry, whirlwind attack
Special Qualities: Mutable form, hide in plain sight, immunity, cold resistance 10, fire vulnerability, darkvision 60 ft., telepathy 100 ft., SR 15
Saves: Fort. +10, Ref. +10, Will +10
Abilities: Str 17, Dex 18, Con 15, Int 16, Wis 18, Cha 15
Skills: Climb +14, Concentration +13, Diplomacy +15, Escape Artist +15, Hide +15, Intimidate +13, Listen +15, Move Silently +15, Search +14, Sense Motive +15, Spot +15
Feats: Improved Initiative, Power Attack, Great Fortitude
Environment: Any land (Arcadia or any LN-aligned plane)
Organization: Solitary or group (2-3)
CR: 5
Treasure: None
Alignment: Always lawful neutral or lawful good
Advancement: 9-16HD (Medium); 17-24HD (Large)
LA: -

A busen is a shape-changing creature whose true form is a sleek humanoid with shiny, jet-black skin without eyes, nose, ears and mouth. It is believed by some to be created by a deity, such as Meriadar. Buseni are the guardians to Buxenus, the second layer of Arcadia, dwelling in the caverns linking the 2 layers.

Buseni often hide in the shadows and then step out suddenly to shock travelers. Without saying anything, a busen would sprout weapons out of their bodies as a warning display. If the travelers attack, it does its best to kill these lawless travelers. Otherwise, it telepathically questions their reasons for traveling to Buxenus and then demands them to strip their equipments so it can detect their alignments. If they compiled, they may journey on if they are not evil and have good reasons.

Mutable Form (Ex): A busen takes the shape best suited to its environment and can change its shape at will, taking up 5 full rounds. This change is merely cosmetic, it does not gain any abilities of its new form. All forms must be of the same size and it always have black shiny skin.

Hide In Plain Sight (Su): A busen can hide even while observed as long it is within 10 ft. of any shadow (except its own).

Body Weaponry (Ex): A busen can change its attack mode to bludgeoning, slashing or piercing at will as a move-equivalent action.

Whirlwind Attack (Ex): A busen can sprout weapons all over its body and spins for 1d6 rounds. This functions as per whirlwind attack feat, except that all damage increases by 1 category (see improved natural attack feat). After using this ability, a busen is exhausted (-6 Str & Dex, ½ movement).

Immunity (Ex): A busen is immune to mind-affecting effects, sleep effects, paralyzation and electricity.

Fire Vulnerability (Ex): A busen takes 50% more damage from fire than normal.

Spell-like Abilities (Sp): At will – detect magic, detect good/evil, detect law/chaos. CL=HD.

Busen Skin [Special Material]
Busen skins are prized in Acheron and Baator since it can be used to make masterwork leather or studded leather armor. It grants +2 competence bonus to hide checks. It increases the base cost by +10 gp per pound.

Converted from Planes of Law.
#55

zombiegleemax

Oct 01, 2004 2:06:48
Gear Spirit
Small Outsider (Lawful, Extraplanar)
Gear/Metal Dependent (Ex): A gear spirit is tied to a gear in Mechanus, much like a dryad is tied to her tree. However, it can leave its place by taking a piece of the gear with it. If this piece is lost, the departed gear spirit sickens and dies in 1 month. Likewise, if it is kept away from manufactured metals or machinery for 1 month, it dies.

Maybe it could be an extraplanar fey, then.
#56

weenie

Oct 01, 2004 14:23:51
The problem is that there is really no "typical" hordling, but I suppose we can have a sample one for each size. I looked at the astral construct while making the hordling, I essentially condensed the menu into 1 big one. You'd realize that some of the abilities like DR are given according to size, which essentially mimick the menus A/B/C of the astral construct.

There's no such thing as a "typical" elf either, but we have a MM entry for a 1st-level elf Warrior. And a drow, come to think of it. So generic skills such as Climb, Jump, Hide, Listen, Move Silently, and Spot would do fine, IMHO. Actually, you need at least three more, so maybe Intimidate, Tumble, and ... I don't know, Survival? Sense Motive? Slap 9 ranks on each, and that's that.
Feats are a little harder to choose, but I'd go with Great Fortitude, Toughness, and Multiattack. The other 2 save-boosters and Improved Initiative should also be OK.

As far as special features are concerned, I still think three menus are a better idea than a single d% table. Some abilities might be better than others, and available only to horldings of a certian HD. So, if you stat three "sample" hordlings, say 6 HD (Small), 10 HD (medium), and 14 HD (Large), you could give each one access to a number of abilities from menu menu A, B, or C, with the option to substitute a higher-level menu ability for 2 lower-level ones. You'd need to re-define some abilities, but that shouldn't be too much work. And losing the d% isn't an issue IMO, since I can't imagine a GM ever actually rolling to get the hordling's ability (never met them in 2E, so I wouldn't know).

What do you think?

I was hoping for someone to chip in instead of just me posting.

Well, you've already covered the PS books that I have, so I guess I won't be chipping in that much later on... But I really appreciate the effort that you're putting in. The Leaflets of Triel thread was great, but this one could actually prove to be even more useful.
#57

zombiegleemax

Oct 03, 2004 4:26:09
Maybe it could be an extraplanar fey, then.

Very good point! I have edited the gear spirit entry above to fey and added some features I had overlooked.

Weenie: Thanks, I'd follow up on the hordling another day. I'm currently looking at the last few critters from PSMC2... PSMC3 has lots of unconverted monsters.
#58

zombiegleemax

Oct 03, 2004 4:30:49
Wraithworm
Large Magical Beast (Extraplanar)

HD: 5d10+25 (52 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft.
AC: 18 (-1 Size, +3 Dex, +6 Natural), Touch 12, Flat-footed 15
BAB/Grapple: +5/+16
Attack: 1 bite +12 melee (1d8+10 and poison and energy drain)
Full Attack: 1 bite +12 melee (1d8+10 and poison and energy drain)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, energy drain, gaze
Special Qualities: Wraithform, negative energy resistance, cold resistance 10, SR 14
Saves: Fort. +9, Ref. +7, Will +2
Abilities: Str 24, Dex 16, Con 21, Int 2, Wis 12, Cha 10
Skills: Balance +11, Climb +15, Listen +11, Spot +11
Feats: Alertness, Weapon Focus (bite)
Environment: Any desert or wasteland (Arborea/Pelion or Carceri/Minethys)
Organization: Solitary
CR: 5
Treasure: None
Alignment: Always true neutral
Advancement: 6-10HD (Large); 11-15HD (Huge)
LA: -

A wraithworm is a large coal-black serpent with green, glowing eyes. A diamond pattern of purple bands runs down its back. Its back sprouts bony spikes, which deters predators. A wraithworm has certain traits associated with undead, such as energy drain and wraith form. It is believed to be created by some evil deities or archfiends or simply evolved by spending too much time in the wrong places. It generally does not attack humanoids, feeding on small animals and birds instead.

Poison (Ex): A wraithworm’s bite is poisonous. Initial and secondary damage is 1d6 Dex, Con-based DC 17 fortitude save negates.

Energy Drain (Su): A wraithworm’s bite bestows 1 negative level (Cha-based DC 12 fortitude save).

Gaze (Su): A wraithworm’s gaze paralyzes all within 30 ft. for 2d4 rounds unless they make a Cha-based DC 12 will save.

Wraith Form (Su): A wraithworm can become incorporeal 1/hour as a standard action for up to 10 rounds.

Negative Energy Resistance (Ex): A wraithworm has resistance 10 against negative energy damage and reduces any negative levels gained by 1 per hit. Oddly, it can be turned (not rebuked) as if it is an undead with +4 turn resistance. If the turn attempt is successful, the wraithworm is dazed for 1d4 rounds.

Racial Skills: A wraithworm has +4 racial bonus on hide, listen and spot checks and +8 on balance and climb checks.

Converted from PSMC2.
#59

zombiegleemax

Oct 03, 2004 4:36:49
Ghostlight
Small Aberration (Extraplanar, Air)

HD: 7d8+7 (38 hp)
Initiative: +11 (+7 Dex, +4 improved initiative)
Speed: Fly 50 ft. (perfect)
AC: 24 (+1 Size, +7 Dex, +6 Deflect), Touch 24, Flat-footed 17
BAB/Grapple: +5/-3
Attack: 1 slam +13 melee touch (2d6 cold and 1 negative level)
Full Attack: 1 slam +13 melee touch (2d6 cold and 1 negative level)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dominate, energy drain, spell-like abilities
Special Qualities: Darkvision 60 ft., dancing lights, death watch, DR 5/magic, SR 15, limited telepathy
Saves: Fort. +3, Ref. +9, Will +7
Abilities: Str 3, Dex 25, Con 12, Int 15, Wis 15, Cha 16
Skills: Bluff +13, Intimidate +10, Listen +12, Knowledge (local) +7, Spot +12
Feats: Dodge, Blind-Fight, Improved Initiative, Weapon Finesse (B)
Environment: Any marshes
Organization: Solitary
CR: 6
Treasure: 10% coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 8-14HD (Small)
LA: -

Also called corpse-candles in the Outlands, a ghostlight is a 3 ft. diameter ball of energy related to the will-o’-wisp. Some rumors claim that it is a spirit of an evil mortal who was transformed in the Abyss or even the result of a finger of death spell cast in the infernal planes. A ghostlight may sometimes be bribed with gems or food with a diplomacy check, but this is difficult as it is often hostile to other creatures.

A ghostlight feeds on dying lives, often using dancing lights to lure victims or dominating a creature, usually the victims’ ally, to kill them. It’d abandon fight to feed on a dying creature via its death knell spell-like ability.

Energy Drain (Su): Anyone hit by its slam attack gains 1 negative level per hit, which grants it 5 temporary hit points. Cha-based DC 16 fortitude save to remove.

Dancing Lights (Sp): A ghostlight can duplicate the effects of a dancing lights spell at will as a free action by varying the consistency of its body. Furthermore, anyone within 30 ft. must make a Cha-based DC 16 will save or be confused for 2d6 rounds. CL=HD.

Dominate (Sp): As a standard action at will, a ghostlight can dominate any creature as per dominate monster spell, except it requires a touch attack and lasts only for 1 minute per HD, Cha-based DC 16 will save negates and CL=HD. While it is dominating, it occupies the same space as its victim and it becomes invisible and is considered flat-footed until the domination ends. It cannot dominate more than 1 creature at any one time.

Death Watch (Sp): A ghostlight has death watch spell in constant effect.

Spell-like Abilties (Sp): At will – death knell, dimension door (self only), invisibility. CL=HD, Cha-based DC 13 + spell level.

Limited Telepathy (Ex): A ghostlight can communicate via a touch-ranged telepathy.

Converted from PSMC2.
#60

zombiegleemax

Oct 03, 2004 22:09:04
Spellhaunt:

IIRC it became "Spellgaunt" and is statted in MM2.

Greetz,

DaL
#61

zombiegleemax

Oct 03, 2004 23:25:00
Spellhaunt:

IIRC it became "Spellgaunt" and is statted in MM2.

Not really. While spellgaunts have one thing in common with spellhaunts (the "feasting on arcane magic" part), spellhaunts and spellgaunts are on all other aspects completely different.

In a way, spellhaunts are closer to living spells (see MM3 or Eberron Campaign Setting) and should probably be converted as a template applied on a spell, like the living spells.
#62

zombiegleemax

Oct 06, 2004 19:39:21
Not really. While spellgaunts have one thing in common with spellhaunts (the "feasting on arcane magic" part), spellhaunts and spellgaunts are on all other aspects completely different.

In a way, spellhaunts are closer to living spells (see MM3 or Eberron Campaign Setting) and should probably be converted as a template applied on a spell, like the living spells.

I think you're right...
What about a Spellgaunt with some sort of 'Living Spell'template...?


That'd be a good compromise, heh? ;)
#63

zombiegleemax

Oct 07, 2004 11:23:37
Leomarh
Large Magical Beast (Extraplanar)

HD: 6d10+18 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft.
AC: 16 (-1 Size, +2 Dex, +5 Natural), Touch 11, Flat-footed 14
BAB/Grapple: +6/+17
Attack: 1 claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and 1 bite +7 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved trip, improved grab, rake, pounce
Special Qualities: Hide in plain sight, immune to magic missiles, scent, low-light vision, evolved animal
Saves: Fort. +8, Ref. +7, Will +5
Abilities: Str 25, Dex 15, Con 16, Int 6, Wis 12, Cha 11
Skills: Hide +9, Listen +6, Move Silently +9, Spot +5
Feats: Alertness, Iron Will, Run (B), Weapon Focus (claw)
Environment: Any plains (Outlands)
Organization: Solitary or pride (1d6+4)
CR: 5
Treasure: None
Alignment: Always true neutral
Advancement: 7-12HD (Large); 13-18HD (Huge)
LA: -

A leomarh is a dire lion which has evolved in the Outer Planes. Its forequarters are larger than its hindquarters and it is covered with fine scales. Its tail has a spade-shaped end. It often uses ambushes and hit-and-run tactics.

Improved Trip (Ex): If a leomarh hits a victim with both its claws, it can automatically attempt to trip (+11) the victim without provoking any attack of opportunity. If it fails, the victim cannot counter-trip the leomarh.

Hide In Plain Sight (Ex): A leomarh can hide even while being observed as its coloration changes to match its surroundings.

Improved Grab (Ex): If a leomarh hits with its bite, it can grapple automatically without provoking any attack of opportunity. If it wins, it can rake next turn.

Rake (Ex): Attack bonus +13 melee, damage 1d6+7.

Pounce (Ex): If a leomarh charges, it can make a full attack, including its 2 rake attacks.

Evolved Animal (Ex): Since a leomarh is an evolved animal, it still responds to animal-related effects, such as spells or wild empathy, despite it being a magical beast. However, it gets +4 racial bonus on all saves against such effects and all skill checks are made at -4 penalties.

Racial Skills: A leomarh gets +8 racial bonus to hide and +4 to move silently. In areas of grass or undergrowth, its hide bonus increases to +12.

Converted from PSMC2.
#64

zombiegleemax

Oct 07, 2004 11:25:37
Noctral
Medium Outsider (Extraplanar, Good, Lawful)

HD: 5d8+5 (27 hp)
Initiative: +4 (+4 Dex)
Speed: 10 ft., fly 70 ft. (good)
AC: 17 (+4 Dex, +3 Natural), Touch 14, Flat-footed 13
BAB/Grapple: +5/+7
Attack: 1 claw +7 melee (1d4+2)
Full Attack: 2 claws +7 melee (1d4+2) and 1 bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swoop
Special Qualities: Darkvision 60 ft., superior low-light vision, enhanced telepathy, spell-like abilities, uncanny dodge, SR 14, deific intervention
Saves: Fort. +5, Ref. +8, Will +6
Abilities: Str 15, Dex 19, Con 12, Int 19, Wis 14, Cha 11
Skills: Concentration +9, Decipher Script +12, Diplomacy +10, Gather Information +8, Knowledge (any 1 other) +12, Knowledge (history) +12, Knowledge (planes) +12, Listen +18, Move Silently +12, Sense Motive +10, Spot +14, Survival +10
Feats: Multiattack, Wingover
Environment: Celestia or any LG-aligned plane
Organization: Solitary
CR: 4
Treasure: Standard
Alignment: Always lawful good
Advancement: 6-10HD (Medium); 11-15HD (Large)
LA: -

Often confused with owl archons, a noctral looks like a medium-sized owl with golden eyes and gray or black plumage. It functions as an advisor to celestial stewards and is often found near centers of learning and power. A noctral delights in showing off its intelligence and loves to help others by providing information, although it can be somewhat patronizing. It however never reveals anything it thinks will be used for evil purposes.

Deific Intervention (Su): There is a 25% chance that a good deity intervenes when someone harms a noctral. Such intervention involves sending an archon or angel whose CR = average party level +2, arriving in 1d4 rounds.

Swoop (Ex): A noctral can make a swoop attack similar to a charge except that it must fly towards its target for at least 40 ft. in a straight line. If the attack hits, it can grapple automatically without provoking an attack of opportunity or deal double claw damage (2d4+4).

Spell-like Abilities (Sp): At will – invisibility, speak with animals, tongues; 3/day – legend lore. CL=HD, Cha-based DC 12 + spell level.

Enhanced Telepathy (Su): A noctral can communicate via telepathy with a 1 mile range. Furthermore, its telepathy has a constant effect similar to discern lies spell.

Uncanny Dodge (Ex): A noctral retains its Dex bonus to AC even when flat-footed or struck by an invisible attacker.

Superior Low-Light Vision (Ex): A noctral can see 5 times as far as a human in dim light.

Racial Skills: A noctral gains +8 racial bonus on listen, knowledge (history) (Celestia only) and move silently (flying only) checks and +4 on spot checks.

Converted from PSMC2.
#65

zombiegleemax

Oct 07, 2004 11:27:59
Quill
Medium Animal (Extraplanar)

HD: 5d8+15 (37 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 17 (+1 Dex, +6 Natural), Touch 11, Flat-footed 16
BAB/Grapple: +3/+7
Attack: 1 tail +7 melee (1d6+4)
Full Attack: 1 tail +7 melee (1d6+4) and 1 bite +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quills, fire spines
Special Qualities: None
Saves: Fort. +7, Ref. +5, Will +4
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 12, Cha 9
Skills: Hide +5, Listen +5
Feats: Alertness, Iron Will, Point Blank Shot (B)
Environment: Any land (Outlands or any outer plane)
Organization: Solitary or pack (1d4+1)
CR: 4
Treasure: None
Alignment: Always true neutral
Advancement: 6-10HD (Medium); 11-15HD (Large)
LA: -

A quill is a planar version of the dire porcupine (see d20 Tome of Horrors, p.299) which has evolved the ability to fire its spines. It eats almost anything, including razorvine, bloodthorn and even ironmaw roots. A quill is normally non-aggressive, preferring to avoid combat. Quill meat can be eaten, but in most places except the Lower Planes, it is considered distasteful. A quill yields 3d6 workable spines which can be made into blowgun darts or light piercing weapons with a proper craft (weapon) check.

Quills (Ex): When a quill hits with its tail, it dislodges 1d6 spines which are embedded into the target’s flesh. Each embedded spine imposes -1 penalty to attacks, saves and skill checks. Every minute thereafter, each spine embeds further into the flesh, dealing 1d2 damage. Removing a spine takes 1 full round and deals 1d6 damage. If a spine has been embedded for 10 minutes or more, it requires a strength check against DC = number of minutes the spine has been embedded. Attacking a quill with unarmed strikes, natural weapons or even small weapons like a dagger causes 1d4 spines to break off and become embedded.

Fire Spines (Ex): As a standard action, a quill can fire 1d4 spines as +4 ranged attacks with 20 ft. range, dealing 1d4+1 damage per spine. If they hit, the spines are also embedded (see above).

Converted from PSMC2.
#66

zombiegleemax

Oct 07, 2004 11:38:37
In a way, spellhaunts are closer to living spells (see MM3 or Eberron Campaign Setting) and should probably be converted as a template applied on a spell, like the living spells.

I'm not too sure about spellhaunt being used as a spell template. True, they are like living spells, but they have no real connection (beyond cosmetic appearance) to the spells that spawned them (in terms of game mechanics). A spellhaunt from a failed enervation or another from a failed cloudkill has exactly the same abilities. They differ only in appearance.

Spellhaunts are more like living anti-magic to me. They no longer have the original spell effect, unlike living spells. Unless, of course, we are talking about a living mordenkainen's disjunction... Now that's a thought.
#67

zombiegleemax

Oct 07, 2004 13:03:03
A spellhaunt from a failed enervation or another from a failed cloudkill has exactly the same abilities. They differ only in appearance.

That's because templates existed not in 2e. :P
#68

zombiegleemax

Oct 08, 2004 4:56:47
FYI, WotC seems to have the Visage in its new undead book, Libris Mortis - judging from the illustration, at least.
#69

wyvern76

Oct 09, 2004 0:37:37
Animal Lord
Subtypes: Add extraplanar.
SQ: DR 15/magic, acid/cold/fire resistance 15.
Feats: According to creature’s HD.

Updated from EN World Creature Catalogue (v3.0). The same template is also found in d20 Tome of Horrors.

Deconstructing ELH Cat Lord
Epic Level Handbook features a CR39 cat lord who is essentially an outsider afflicted-lycanthrope with rogue 37, blinding spit, spell-like abilities and summon felines. It also provides an option to make it a quasi-deity with divine rank 0.

I posted by own Animal Lord template here a few months ago, but nobody paid much attention to it.
You can check it out here

Wyvern
#70

zombiegleemax

Oct 09, 2004 1:37:30
Reave
Medium Monstrous Humanoid (Extraplanar)

HD: 2d8+4 (13 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft.
AC: 19 (+2 Natural, +7 Half-plate), Touch 10, Flat-footed 19
BAB/Grapple: +2/+5
Attack: 1 long sword or halberd +5 melee (1d8+3/19-20 or 1d10+3/x3)
Full Attack: 1 primary long sword +3 melee (1d8+3/19-20) and 3 secondary short swords +3 melee (1d6+3/19-20) or 1 primary halberd +3 melee (1d10+3/x3) and 2 secondary short swords +3 melee (1d6+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, darkvision 60 ft., odd symmetry, astral fading
Saves: Fort. +2, Ref. +3, Will +3
Abilities: Str 17, Dex 11, Con 15, Int 8, Wis 11, Cha 9
Skills: Listen +2, Spot +5
Feats: Multi-Weapon Fighting
Environment: Any land (Acheron)
Organization: Solitary
CR: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
LA: +3

A reave is a violent 4-armed, 4-eyed humanoid who wanders the planes as a marauder, brigand or mercenary. The race originated from the prime material plane, first appearing as soldiers in Acheron. A reave generally hiding his face beneath his helm and has a powerful aversion to reveal his face, always making a life-quest to kill anyone who has seen his facial features. A reave has fighter as a favored class and speaks Planar Common and Infernal.

Odd Symmetry (Ex):A reave cannot be flanked due to his odd body symmetry.

Astral Fading (Su): When a reave is on a planar layer which is coexistent with the Astral Plane, he can shift to the astral as a full round action. He can then shift back to the original plane 100 yards away from his original position as a full round action. A reave is aware of events in the original plane even after shifting and can choose to stay in the astral for up to 6 rounds, during this time he is incorporeal.

Racial Skills: A reave has +2 racial bonus on spot checks.

Converted from PSMC2.
#71

zombiegleemax

Oct 09, 2004 2:30:35
Hook Spider
Medium Magical Beast (Extraplanar)

HD: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
BAB/Grapple: +1/+1
Attack: Bite +4 melee (1d6 plus poison)
Full Attack: Bite +4 melee (1d6 plus poison) and 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, improved grab, psi-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, telepathy 100 ft.
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 11, Dex 17, Con 12, Int 8, Wis 12, Cha 12
Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*
Feats: Multiattack, Weapon Finesse (B)
Environment: Temperate forests (Outlands, Acheron, Baator, Gehenna)
Organization: Solitary or colony (2–5)
CR: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: 3 HD (Medium)
Advancement: —
LA: —

A hook spider is a monstrous spider who has evolved in the Lower Planes. It is a yellow-red spider with its 2 forelegs equipped with hooked claws which are used for holding prey. It often uses traps and stealth via chameleon psi-like power to surprise its prey. A hook spider can communicate via telepathy, but it rarely does so. It is inclined to honor contracts, but it is very focused on immediate gain and not long-term benefits.

This sample hook spider uses a medium monstrous spider as a base creature.

Poison (Ex): A hook spider’s bite is poisonous, 1d4 Str, DC 12 fort. save negates.

Web (Ex): A hook spider can throw a web 8/day, similar to a net attack with 50 ft. range and 10 ft. range increment. It is effective against creatures up to 1 size larger than the spider. The web has 6 hp and requires a DC 12 escape artist check or DC 16 strength check to escape/break. See monstrous spider entry in MM1 (p.289) for more details.

Improved Grab (Ex): If a hook spider hits with its claw attack, it can automatically grapple without provoking an attack of opportunity.

Psi-like Abilities (Sp): At will - distract, body equilibrium, empty mind, chameleon, mindlink, attraction. CL=HD, Cha-based save DC.


Creating A Hook Vermin
Hook vermin is a inherited template which can be applied to any vermin which does not have the swarm subtype. A hook vermin uses all the base creature’s statistics except as noted below.

Type: Type changes to magical beast (extraplanar). Do not recalculate HD, BAB & BSB.

AC: Natural AC increases by +1.

Full Attack: The hooked vermin gains additional 2 claw attacks with its full attack action.

Damage: Each claw attack deals a base damage depending on its size as follows – tiny 1d2, small 1d3, medium 1d4, large 1d6, huge 1d8, gargantuan 2d6 and colossal 3d6. Since the hook spider has a full attack of 1 bite and 2 claws, it does not add 1.5 times its strength to its bite damage unlike normal monstrous spiders.

Special Attacks: A hook vermin gains improved grab ability and psi-like abilities.

Improved Grab (Ex): If a hook vermin hits with its claw attack, it can automatically grapple without provoking an attack of opportunity.

Psi-like Abilities (Sp): See table below. CL=HD, Cha-based save DC.

[b]HD Psi-like Ability[/b]<br /> ½-3 distract, body equilibrium, empty mind, chameleon, mindlink, attraction at will. <br /> 4-7 invisibility (as wiz/sor2) 1/day<br /> 8-15 biofeedback 1/day<br /> 16-19 invisibility 3/day<br /> 20+ ectoplasmic form 1/day
#72

zombiegleemax

Oct 09, 2004 2:55:20
That's because templates existed not in 2e.

What do you suggest then? Make it into a magic-draining template to be added on a living spell template?

On Visage: Yes, I saw the art gallery. Updated monster index on p.1.

On Animal Lord: I have been considering on the power level of an animal lord. Should it be instead a template to be added, not just on an animal, but on a legendary animal instead? After all, it is the paragon of the said animal type. The same would go for the warden beast.
#73

zombiegleemax

Oct 09, 2004 7:01:06
I was thinking about a template on a spell. Living spells are oozes, spellhaunts were more ephemeral. They could be oozes as well, but incorporeal oozes.

Strange thing. I thought they had some sort of death throes effect, but it isn't mentionned in PSMC2.

I blame Shemeska:
[indent]
Shemeska's Story Hour[/url]"]The group clustered closer together and raised their weapons in the direction of the approaching noise. Seconds later they could see the creature emerge around the corner of a building, partially floating along, partially scuttling like an insect between the wall of the building and the dusty cobblestone street. It was a tangle of twisted black lines suspended in a moving, fluid, jelly-like cloud that seemed as insubstantial as a ghost. With the same rustling, skittering noise is closed to within some thirty feet and paused, wavering slightly as it hovered and seemed to examine the group before it.

Tristol warily eyed the creature and he shrugged as Clueless and Toras glanced at him with unspoken questions. The wizard muttered several words in draconic and examined the creature for any latent dweomers. The surprise and confusion on his face was startling as the creature darted forwards.

Clueless held out his hand and gestured at the approaching beast. A flick of his sword carrying hand and a whisper under his breath called forth a crackling bolt of lighting that struck the surging form full in the bulk of its nebulous body; it made no attempt to evade. Like water to a sponge the spell was absorbed into the creatures bulk, lines of energy crackled along the black streaks within the creature’s body, and aside from the pungent reek of ozone there was no effect. The creature stopped, reoriented, and began to snake towards Clueless. The bladesinger began to backup…

Aren invoked a spell of her own, sending a cluster of burning missiles of orange light into the beast’s side that elicited only the same effect. She too backed up as Tristol’s eyes went wide and a single word came rushing into his memory, “Spellhaunt”. With shaking hands he reached into his memory and formed the patterns for a greater dispelling. With any luck he thought he might be able to undo the structure of the living spell that would otherwise hungrily devour the magic of his entire party and himself. Meanwhile Clueless and Toras hacked ineffectually at the beast, their blades passing clean through the ephemeral body of the Spellhaunt.

“This isn’t doing anything, there’s nothing to sodding hit!” Nisha exclaimed as she crouched at the rear of the living spell and repeatedly jabbed her sword into its interior. For all of her efforts, she may as well have been stirring a soup kettle with her blade. When the dweomers on the sword began to flicker and fade she withdrew it with a sharp exclamation and backed away hurriedly.

Then Tristol’s spell struck. With a rush of air the creature seemed to implode and the lines within its body coursed with a black radiance. As it collapsed upon itself it coalesced and with a ragged rush of cold, black fire a black bolt of force erupted from its withering form to arc to the closest target. The bolt hit Toras clear in the chest and made the fighter stagger and have to steady himself.

“Toras!” Aren shouted his name and helped to steady her larger companion as he grimaced and tried to remain standing.

“I’ll be fine… that just took more than a bit out of me.” He waved away any further help and steadied his grip on his sword. “Just what in the hells was that?”

“Something I never want to see again.” Tristol deadpanned.

“Hmm? Do tell.” Fyrehowl asked as she made sure that Toras was fine.

The aasimar took an unsteady breath. “A spellhaunt. A living spell. They’re mistakes and accidents. Every so often under the right, or wrong, circumstances and conditions a spell gets miscast and doesn’t just fail. When that happens the spell becomes alive in some sense, but it fades away eventually unless it can find magic to sustain itself.”

Nisha looked at her sword with a worried expression.

“It eats spells. It’ll drain the charges of scrolls, staves, and wands. It’ll pluck spells from my memory. The only way to destroy them is to either dispel them like any other spell, or counterspell them if you know what spell it was that went wrong originally to create it. This one was some sort of enervation spell… sorry Toras.”

[/indent]

And:

[indent]
Shemeska's Story Hour[/url]"]Out there, deep out into the maze there had been a massive explosion that her eyes, so well trained in the subtleties of magic, could at once tell had been the death throes of a spellhaunt created from the warped casting of a meteor swarm. Over the fading light of the fiery cataclysm there was a flock of winged beings moving slowly out into the maze.

[/indent]

Anyway, here's what the PSMC2 says on them that kinda supports the template idea:
A spellhaunt’s the remnant of a spell that was cast someplace it shouldn’t’ve been tried. It appears as a rough humanoid shape formed of glowing energy. Some bloods say that the spellhaunt’s body reflects the kind of magic that created it, so a failed enervation is a dark, cold shadow, while a cloudkill that went awry becomes a roiling mass of yellowish vapors. No one can say for sure if that’s the dark of it, but it is true that no two spellhaunts look alike.

They've got a permanent detect magic ability. In 2e, the range was dependant on the quantity of magic on the quarry -- a scroll of wish would be detected 900 yards away, while a scroll of magic missile would only be detected up to 100 yards away. This approach, however, is not consistent with 3e's ranges, that purely depend on the observer, not the observee. I'd give them permanent detect magic in all directions, up to one one mile away.

A spellhaunt is definitely incorporeal. It makes touch attacks. For its dispelling touch, I'd copy the way it was done for the Disenchanter (Fiend Folio).



Mmh.. Here's a proposal:

"Spellhaunt" is a template that is applied to a spell effect. The characteristics of a spellhaunt are determined by the nature of the spell, including its caster level.

Size and Type: A spellhaunt's size depends on its caster level. 1st--6th is Medium, 7th--12th is Large, 13th--18th is Huge, 19th or higher is Gargantuan. Its type is Ooze, and it has the Incorporeal subtype.
Hit Dice: A spellhaunt has Hit Dice equal to its caster level.
Speed: A spellhaunt has a flying speed that depends on the spell's range: A spell with a Close range has a flying speed of 30 feet, a spell with a Medium range has a flying speed of 60 feet, and a spell with a Long range has a flying speed of 90 feet. A spell with any other range has a flying speed of 30 feet. Maneuverability is Perfect in any case.
Armor Class: A spellhaunt has a deflection bonus to its AC equal to its spell level.
Attack: A spell haunt gains a slam attack that also drains magic. Damage dealt depends on the spellhaunt's size: Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6. See Magic Drain for the
Special attacks: A spellhaunt has the following special attacks.
Magic Drain (Su): If a spellhaunt hits an opponent with its slam attack, it drains any magic that the opponent might have. It affects magic in this order:
  • Active spell effects on the opponent,
  • Unused spell slots of the opponent,
  • magic items worn by the opponent, in this order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings), and anything remaining.

Within a category, a spellhaunt always drain the most powerful magic first. With each attack, it drains one spell, spell slot, special ability, enhancement bonus, or ten charges from a charged item; and gains 10 temporary hit points.
Death Throes: If the spellhaunt dies in any way, its spell effect is finally released. Area of effect spells (like a fireball haunt) are centered on where the spellhaunt was; targetted spells, and spells with a Ray effect, target the closest creature; and other spell effects take place as appropriate (a summon monster I haunt would summon one hostile creature from the Summon Monster I list right where the spellhaunt was standing, for example). For some spellhaunts, the death throes is without effect: a charm person haunt would release a charm person effect on the nearest creature, but with the spellhaunt being destroyed, the charm would be irrelevant.
Special Qualities: A spellhaunt has ooze traits and the incorporeal subtype traits. In addition, spellhaunts have the following special qualities:
Detect Magic (Su): A spellhaunt is always aware of any magical aura within one mile, and it knows instantly the number, strength, and location of each aura. This ability is otherwise similar to the detect magic spell.
Magic Immunity (Su): Spellhaunts are immune to all magic weapons, spells, and spell-like effects, with the exception of effects that would dispel, counterspell, negate, disjoin, or otherwise suppress the spell they are based of. A spellhaunt that is successfully dispelled, counterspelled, disjoined is instantly slain. A spellhaunt that enters an antimagic field or a dead magic zone ceases to exist (this does not trigger the death throes effect).
When a spellhaunt is attacked by magic weapons or spells, it absorbs the cast spell as if it had drained it, or drains the magic weapon from one special ability of enhancement bonus. See Magic Drain.
Saves: A spellhaunt has normal saves for a creature of the Ooze type (no good save). It gains a resistance bonus on all saves equal to its spell level.
Abilities: A spellhaunt, being mindless, has no Intelligence score. Being incorporeal, they have no Strength score. All other ability scores (Dexterity, Constitution, Wisdom, and Charisma) are equal to 10 + its spell level.
Skills and Feats: A spellhaunt is mindless and thus has no skills nor feats.
Environment: Any
Organization: Solitary.
Challenge Rating: ???
Alignment: A spellhaunt's alignment is always the same as the base spell. If the base spell has no alignment descriptor, then the spellhaunt is Neutral.
Advancement: --
Level Adjustment: --
#74

zombiegleemax

Oct 10, 2004 5:34:17
Great. I'd look at your proposal in detail later and the living spell template. I'm also trying to work on the warden beast so it won't be too weak compared to an advanced dire animal... Big problem I think. Anyway, I've changed the hook spider to hooked vermin to make the template more usable. Meanwhile, more monsters...
#75

zombiegleemax

Oct 10, 2004 5:36:08
Simpathetic
Tiny Magical Beast (Extraplanar, Swarm)

HD: 8d10 (44 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 10 ft., fly 40 ft. (average)
AC: 15 (+2 Size, +3 Dex), Touch 15, Flat-footed 12
BAB/Grapple: +8/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Charm, feed morality, spit blood
Special Qualities: Low-light vision, fire immunity, swarm traits, distraction, plane shift, SR 13
Saves: Fort. +6, Ref. +9, Will +4
Abilities: Str 1, Dex 17, Con 11, Int 13, Wis 14, Cha 13
Skills: Listen +13, Hide +22, Spot +13
Feats: Ability Focus (feed morality), Improved Initiative, Mobility
Environment: Any plains or deserts (Abyss or any CE-aligned plane)
Organization: Solitary or flock (1d4+1 swarms)
CR: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: None
LA: -
"We saw him stoop down and pick up this red bird... then Derim lifted that crossbow with a slow, deliberate motion and put a bolt in Tervon's chest... I'll wonder to the day my name's in the dead-book what that bird did to him."

A simpathetic is an abyssal raven-like bird that feeds on goodness with blood-red streaks on its wings. A simpathetic swarm can constitute up to 1,000 such flying creatures. A swarm can break up to hide (+22) in the environment and form the swarm as part of a move action.

Charm (Sp): A simpathetic swarm can charm 1d4 creatures within 10 ft. for 1d6 rounds as a standard action (Cha-based DC 15 will save negates). The charmed creature stays near the swarm and protects it. The simpathetic swarm cannot command or direct the charmed creature in any way and usually chooses not to do damage to a charmed creature.

Feed Morality (Su): A simpathetic swarm can feed on the morality of any creature it swarms over. Each time a creature is swarmed over, he is subjected to 1d6 such feedings. Each feeding requires the target to make a Cha-based DC 17 will save or change his alignment 1 step towards evil.

Spit Blood (Ex): As a standard action 3/day, a simpathetic swarm can spit burning blood up to 20 ft. away, with +13 ranged attack to do 3d6 fire damage. If it hits, the target must make a Con-based DC 15 reflex save or be blinded for 1d4 rounds.

Plane Shift (Su): A simpathetic swarm can plane shift as an aerial ritual requiring 1 week of continuous flight. This ability is often used to colonize other planes.

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 Con-based DC 14 Fortitude save 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.

Racial Skill: A simpathetic gains +2 racial bonus to hide in plains and deserts.

Simpathetic Egg [Wondrous Item]
A simpathetic egg can function as a plane travel device. Eating an egg brings the eater to 1 planar layer “up” towards its first layer. If the current plane has no layer or the eater is already on the first layer, then the egg transports him to the Astral Plane, assuming that the current plane/layer is coexistent with the Astral. If the eater is already in the Astral Plane, he is transported to a random plane instead. Market Price: 1,400 gp.

Converted from PSMC2.
#76

zombiegleemax

Oct 10, 2004 5:43:58
Tso
Medium Aberration (Extraplanar)

HD: 7d8+14 (45 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., climb 10 ft.
AC: 17 (+3 Dex, +4 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +5/+7
Attack: 1 glaive +7 melee (1d10+2/x3) or 1 claw +7 melee (1d6+1)
Full Attack: 1 glaive +7 melee (1d10+2/x3) and 2 claws +7 melee (1d6+1) and 1 bite +5 melee (1d8+2 and poison)
Space/Reach: 5 ft./5 ft. (10 ft. glaive)
Special Attacks: Poison, enslave, spells
Special Qualities: Circle magic, darkvision 60 ft.
Saves: Fort. +4, Ref. +5, Will +5
Abilities: Str 15, Dex 16, Con 14, Int 17, Wis 11, Cha 15
Skills: Bluff +10, Concentration +12, Diplomacy +12, Sense Motive +8, Spellcraft +11, Spot +8
Feats: Multiattack, Ability Focus (enslave), Dodge
Environment: Any land (Outlands or any lawful-aligned plane)
Organization: Solitary
CR: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
LA: -

“The only way I’ll allow you to live iss as my tslave. I come out richer, and you don’t join the ranks of the dead. Ssurely this iss reasonable? Or at least preferable to death?”

A tso is related to neogi (MM2) of the prime material plane. Its body is spider-like, with 8 insectile limbs and a bulging abdomen. A long, serpentile neck rises from its thorax and its head is eel-like with a mouth full of needle-like teeth. Only its 4 hind limbs are used for movement, while the 4 fore limbs are manipulative members. Its body is hairless, covered with gleaming chitin and black leathery skin at the joints.

The tso are a race of slavers, smugglers and cross-traders across the lawful planes. They never do anything unless there is an ironclad contract for it. They are highly social and are often accompanied by charmed slaves. Their greed is legendary. A brood of tso travels in a flying vessel shaped like a monstrous spider, called an archeon, aracheas or arachantine. They speak Neogi and Planar Trade Common.

Poison (Ex): A tso’s bite is poisonous. Primary damage paralyzes the victim for 1d6 rounds and secondary damage is 1d4 strength and 1d4 dexterity. Con-based DC 15 fortitude save negates.

Enslave (Su): A tso can enslave another creature as a standard action 3/day by making a touch attack. The victim must make a Cha-based DC 17 will save or be enslaved. This functions as a dominate monster spell, CL 16. The victim gets to make a will save everyday to break free of control. If the slave is more than 1 mile away from the tso, the enslavement ends.

Spells: A tso can cast spells as a level 5 wizard, preferring divination, illusion and enchantment spells.

Circle Magic (Su): A tso is able to use circle magic just like the Red Wizards of Thay, but it does not need the tattoo focus feat. See DMG, p.194 for details. The tso who is the circle leader can have up to 5 participants in the circle.

Brooding: Tso Pregnancy
Sometimes, a brood may decide that one of them is to become a mother. The rest of the brood paralyze the would-be mother and begins a series of radical body changes. Its size increases to large, but it can no longer move. A pregnant tso eats constantly. About 10 weeks later, 1d4+2 young tso emerge from its body, killing the parent.

Converted from PSMC2.
#77

zombiegleemax

Oct 10, 2004 5:51:36
PROLONGER
A prolonger, also called a cheater, is someone who believes that life is the only point to living and thus resists death by every possible means. A prolonger always has cold, dead eyes and is often scared of death. Most prolongers are wizards or rogues. Druids scorn them as unnatural life-forms and clerics, especially those with a belief in the afterlife, are fundamentally at odds with them. Mercykillers, Believers of the Source, Harmonium and Dustmen all despise them. Only the Athar, Bleak Cabal and Fated can admire a cutter who can give death the laugh.
"Giving Death the laugh, now that's the way to do things."

Hit Die: d6.

REQUIREMENTS
Alignment: Any evil.
BSB: Fort. +4, Ref. +4.
Skills: Heal 5 ranks.
Special: To become a prolonger, one must go through a special ritual designed by the prolongers. To attract the brotherhood’s attention, one must have somehow lived for at least twice his racial lifespan.

CLASS SKILLS
A prolonger’s class skills are balance (Dex), bluff (Cha), disable device (Int), disguise (Cha), escape artist (Dex), heal (Wis), hide (Dex), intimidate (Cha), listen (Wis), move silently (Dex), search (Int), sense motive (Wis), spot (Wis), survival (Wis) and tumble (Dex).

Skill Points Per Level: 6 + Int modifier.

[b]Level BAB Fort. Ref. Will Special[/b]<br /> 1 +0 +2 +2 +0 Will to live, native outsider<br /> 2 +1 +3 +3 +0 Energy drain 1/week<br /> 3 +2 +3 +3 +1 Uncanny dodge, fearful life<br /> 4 +3 +4 +4 +1 Bonus feat<br /> 5 +3 +4 +4 +1 Energy drain 1/day
#78

weenie

Oct 15, 2004 14:07:42
The reave looks OK, but I’d still make a few changes.

First off, I’d redefine the fading ability, like so:

Astral Fading (Su): When a reave is on a plane coexistent with the Astral, he can partially shift to the Astral Plane (a full round action), and shift back to the original plane anywhere within 100 yards away from his prior position (another full round action). A fading reave is present on both the original plane and the Astral at the same time, and aware of events on both planes. He can maintain the fading effect for up to 6 rounds, during which time he is treated as incorporeal in regards to all attacks (except an attack by another creature simultaneously present on both planes, such as another fading reave).
If a reave goes through an astral color pool while fading, he travels through the pool to another plane normally, leaving behind both the original plane and the Astral.

Second, and a minor issue, is the fact that monstrous humanoids have darkvision by default. Did you replace it with low-light vision on purpose, or is it an oversight? Either way, going with low-light is OK with me, since just about everybody can see in the dark now…

Third, and in even minorer issue: Shouldn’t a four-eyed creature have a racial bonus on Spot checks? +4, maybe?

Incorporating my suggestions, a reaves as PC entry would look something like this:

Reaves As Characters
Reaves possess the following racial traits:

- +2 Str, +2 Con, -2 Dex, -4 Wis, -2 Cha. Reaves are strong and sturdy, but lacking in agility and self-awareness.
- Medium Monstrous Humanoid. Reaves are usually native to Acheron, and have the extraplanar subtype when not on their home plane.
- +2 natural armor bonus.
- Racial Hit Dice: A reave begins with 2 levels of monstrous humanoid, which provide 2d8 hit points, a base attack bonus of +2, and base saving throws bonuses of Fort +0, Ref +3, Will +3.
- Racial Skills: A reave’s monstrous humanoid levels give it skill points equal to 2 x (2 + Int modifier). Its class skills are Listen and Spot. A reave has a +4 racial bonus on Spot checks.
- Racial Feats: A reave’s monstrous humanoid levels give it one feat.
- Special Qualities (See above): Astral fading, low-light vision, odd symmetry.
- Favored Class: Fighter
- Level Adjustment: +2
#79

wyvern76

Oct 16, 2004 2:02:57
Third, and in even minorer issue: Shouldn’t a four-eyed creature have a racial bonus on Spot checks? +4, maybe?

I think a beholder only gets a +4 bonus for All-Around Vision, so a four-eyed creature should have more like a +2. That's assuming each of their invididual eyes is equivalent to a human eye; spiders have 8 eyes, but their eyesight is still pretty poor because the individual eyes are so primitive.

Wyvern
#80

zombiegleemax

Oct 16, 2004 5:49:26
Second, and a minor issue, is the fact that monstrous humanoids have darkvision by default. Did you replace it with low-light vision on purpose, or is it an oversight? Either way, going with low-light is OK with me, since just about everybody can see in the dark now…

Third, and in even minorer issue: Shouldn’t a four-eyed creature have a racial bonus on Spot checks? +4, maybe?

- Level Adjustment: +2

Yes, it should have darkvision as well. I gave it low-light vision because PSMC2 described it as having "increased range of vision". I'd give it a +2 racial bonus to spot. I'm not sure about LA +2, having multiple arms is pretty awesome for a fighter...
#81

sildatorak

Oct 16, 2004 12:01:36
I'm not sure about LA +2, having multiple arms is pretty awesome for a fighter...

…or a rogue. A reave would be out 2d6 SA (4d6 on two hands) at LA +2 since it also has those racial HD. Two arms would make up for this at rogue level 3 since that would be an extra 4d6 with the extra two arms. I think the LA should be about +3 (a Xill is a +4 LA with 5 racial HD).
#82

zombiegleemax

Oct 16, 2004 12:37:37
I was looking at the Planar Handbook again. Does anyone think that elsewhale is meant to be 3rd ed version of balaena? Also, are elementite swarms supposed to be fundamentals?
#83

zombiegleemax

Oct 16, 2004 12:47:53
Wastrel
Tiny Magical Beast (Extraplanar, Swarm)

HD: 10d10 (55 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 10 ft., fly 40 ft. (average)
AC: 15 (+2 Size, +3 Dex), Touch 15, Flat-footed 12
BAB/Grapple: +10/-
Attack: Swarm (2d6 and leech life)
Full Attack: Swarm (2d6 and leech life)
Space/Reach: 10 ft./0 ft.
Special Attacks: Leech life
Special Qualities: Locate subject, low-light vision, swarm traits, distraction, SR 14
Saves: Fort. +7, Ref. +10, Will +6
Abilities: Str 1, Dex 17, Con 11, Int 2, Wis 12, Cha 11
Skills: Hide +11, Listen +9, Spot +9
Feats: Alertness, Improved Initiative, Iron Will,
Environment: Any forest or marsh (Hades or any NE-aligned plane)
Organization: Solitary or flock (1d4+1 swarms)
CR: 6
Treasure: None
Alignment: Always neutral evil
Advancement: None
LA: -

A wastrel is a raven-like bird with shabby plumage mottled with gray, brown and black streaks. It looks as if it is suffering from a wasting disease. A wastrel swarm is very noisy, making loud, croaking noises. Many believe that a wastrel is created by a deity dwelling in Hades.

A wastrel swarm often attack each potential prey once to establish a bond. It then soars out of reach and follows behind lazily within range of its life leech ability. In a forested terrain, a wastrel swarm who is merely following its preys gains +4 cover bonus to AC and 20% concealment from the foliage.

Life Leech (Su): Anyone injured by a wastrel swarm has been bonded by 1d4 wastrels in the swarm. He immediately takes 1 constitution damage per wastrel bonded to him. Everyday thereafter, he takes 1 constitution damage per bonded wastrel. On the second day and every 2 days thereafter, he also takes 1 ability damage to strength, dexterity, intelligence, wisdom and charisma per bonded wastrel. If any ability is reduced to 2 or less, he must make a Cha-based DC 15 fortitude save or one of the damage of that ability becomes a permanent drain. Furthermore, while the bond is in effect, the bonded creature cannot heal hit points and ability damage naturally.

In order to maintain the leech, the swarm must remain within an average of 100 yards from its bonded subjects each day. If it fails to do this, the bond is broken. Similarly, killing the swarm also breaks the bond.

Locate Subject (Su): A wastrel can locate anyone bonded by it within 1 mile. Beyond this distance, the bond is broken and must be re-establish.

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 Con-based DC 15 Fortitude save 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.

Converted from PSMC2.
#84

zombiegleemax

Oct 16, 2004 12:51:42
T'uen-Rin
Huge Magical Beast (Extraplanar)

HD: 16d10+112 (200 hp)
Initiative: +10 (+6 Dex, +4 improved initiative)
Speed: 60 ft., fly 120 ft. (good)
AC: 32 (-2 Size, +6 Dex, +18 Natural), Touch 14, Flat-footed 26
BAB/Grapple: +16/+33
Attack: 1 horn +28 melee (2d6+14)
Full Attack: 1 horn +28 melee (2d6+14) and 2 hooves +21 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spells, spell-like abilities
Special Qualities: Superior telepathy, great creation, natural alliance, divine aura, epic horn, tongues, SR 31
Saves: Fort. +17, Ref. +16, Will +14
Abilities: Str 28, Dex 23, Con 25, Int 21, Wis 24, Cha 25
Skills: Concentration +26, Diplomacy +23, Heal +16, Knowledge (planes) +16, Listen +26, Move Silently +17, Sense Motive +25, Spellcraft +21, Spot +23
Feats: Multiattack, Improved Initiative, Power Attack, Combat Reflexes, Iron Will, Empower Spell
Environment: Any (Arcadia)
Organization: Solitary
CR: 18
Treasure: Standard
Alignment: Always lawful good
Advancement: 17-32HD (Huge); 33-48HD (Gargantuan)
LA: -

A t’uen-rin is related to the ki-rin of the prime material plane (see OA, pp.170-171). Its body is horse-like, coated with fine golden scales. Its mane and tails are deep, dark gold, while its hooves and horn are pinkish-ivory. Its eyes are liquid orbs of deep violet.

A t’uen-rin seeks out and destroys evil whenever possible. Living among the clouds for centuries, a t’uen-rin is usually somewhat arrogant and has a deep sense of its own superiority. Some say that all t’uen-rins are female, a few even maintain that the males are actually ki-rins. The truth of this gender matter is obscured.

Epic Horn (Su): Its horn is a naturally +5 weapon, but is also considered an epic and good-aligned weapon with regards to bypassing damage reduction.

Superior Telepathy (Su): A t’uen-rin can communicate via telepathy up to 100 ft. Its telepathic power has detect thoughts, detect good/evil, detect law/chaos and discern lies spells in constant effect. This makes it impossible to be surprised except by mindless creatures. CL 20.

Spell-like Abilities (Sp): At will – call lightning, control weather, gaseous form, invisibility, plane shift (astral or ethereal plane only). CL 20, Cha-based DC 17 + spell level.

Great Creation (Su): As a standard action 1/day, t’uen-rin can create permanent nutritious food and water for 10d10 medium-sized people, 100 cubic ft. of soft goods (clothing, pillows, etc.) or 50 cubic ft. of wood. Alternatively, it can create 800 lbs. of stone/metal items which lasts 10 times longer than the duration of a major creation spell. CL 20.

Natural Alliance (Ex): Non-evil animals and creatures with the air subtype would not attack a t’uen-rin unless it is attacked first or it is compelled by someone whose HD exceeds the t’uen-rin’s HD.

Divine Aura (Su): As a standard action, a t’uen-rin can create an aura of divine awe 1/day. Any creature with no divine rank within 10 ft. is dazed for 1d4+1 rounds unless it makes a Cha-based DC 25 will save. Furthermore, a dazed creature is suggested to the effect of suggestion or heroism spell (no save).

Spells: A t’uen-rin can cast spells as a level 20 sorcerer. It is fond of illusion and enchantment spells.

Tongues (Su): A t’uen-rin has tongues spell in constant effect.

Converted from PSMC2.
:whatsthis Creation Notes: Spellcasting Levels, HD and CR
In OA v3.0, the ki-rin is a 12-HD (126 hp) huge magical beast which cast spells as a level 18 sorcerer. The ki-rin is given CR18.

According to MM1 (p.297), a creature’s HD generally should be equal to or greater than its CR. There are some creatures who break this guideline by having its HD = CR -1 (e.g. couatl) or CR -2 (pit fiend).

If so, then the ki-rin completely off the mark since its HD = CR -6. The ki-rin’s CR seems to be based off its sorcerer level. But looking at other monsters with high spellcasting levels…

Sylph (MM2): 3-HD, sorcerer 7 (HD + 4), CR5.
Couatl (MM1): 9-HD, sorcerer 9, CR 10.
Trumpet Archon (MM1): 12-HD, cleric 14, CR14.
Planetar (MM1): 14-HD, cleric 17, CR 16.
Solar (MM1): 22-HD, cleric 20, CR23.
Black Ethergaunt (FF): 16-HD, wizard 17, CR17.
Red Ethergaunt (FF): 5-HD, wizard 9, CR9.
White Ethergaunt (FF): 11-HD, wizard 13, CR13.

So a monster’s HD should be at least CR-2, except in the case of red ethergaunt (HD=CR-4). Its spellcasting level can be up to CR+2 (sylph).

A ki-rin has HD = CR-6 and spellcasting level = CR. This lack of HD gives it bad saves for its CR. So my preliminary opinion is that the ki-rin should be around CR16 instead.

#85

zombiegleemax

Oct 16, 2004 12:55:04
INCANTIFER
Centuries ago, there is a faction in Sigil called the Incanterium, also called Magicians or Wanters. They believed that arcane magic is the secret to everything and collected every magical item and lore in Tower Sorcerous in the Clerk’s Ward. Then one day, it disappeared mysteriously. Some believed they challenged the Lady of Pain and failed. But they are not as lost as people think they are. The sect no longer exists as a united front and the surviving members, now called incantifers, are selfish, ambitious cutters who augmented themselves to the point where they are no longer quite what they once were. All incantifers have the tell-tale sign of blank, shining silvery eyes.

Hit Die: d4.

REQUIREMENTS
Alignment: Any non-good.
Feats: Skill focus [knowledge (arcana)], any 3 metamagic or item creation feats.
Skills: Craft (alchemy) 5 ranks, knowledge (arcana) 13 ranks, spellcraft 13 ranks.
Spells: Ability to cast 5th level arcane spells.
Special: To become an incantifer, one must persuade an existing incantifer to perform a arcane transformation ritual on him. This requires rare components and/or items which likely to result in planar traveling for years.

CLASS SKILLS
An incantifer’s class skills are concentration (Con), craft (alchemy) (Int), decipher script (Int), knowledge (arcana) (Int), knowledge (planes) (Int), knowledge (religion) (Int), sense motive (Wis) and spellcraft (Int).

[b]Level BAB Fort. Ref. Will Special Spells[/b]<br /> 1 +0 +0 +0 +2 Endure elements, arcane grace (+2) +1<br /> 2 +1 +0 +0 +3 Spell secret +1<br /> 3 +1 +1 +1 +3 Magic drain +1<br /> 4 +2 +1 +1 +4 Shed mortal bond +1<br /> 5 +2 +1 +1 +4 Spell resistance +1<br /> 6 +3 +2 +2 +5 Augmented self (CL9) +1<br /> 7 +3 +2 +2 +5 Arcane grace (+4) +1<br /> 8 +4 +2 +2 +6 Curative spell resistance +1<br /> 9 +4 +3 +3 +6 Augmented self (CL11) +1<br /> 10 +5 +3 +3 +7 Stored spell resistance +1
#86

zombiegleemax

Oct 21, 2004 3:43:55
Spellhaunt Fireball
Large Ooze (Incorporeal)

HD: 10d10+10 (65 hp)
Initiative: +1 (+1 Dex)
Speed: Fly 60 ft.
AC: 14 (+3 deflection, +1 Dex), Touch 14, Flat-footed 13
BAB/Grapple: +7/+12 (incorporeal only)
Attack: 1 incorporeal touch +8 melee (1d6 plus magic drain)
Full Attack: 1 incorporeal touch +8 melee (1d6 plus magic drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Magic drain
Special Qualities: Ooze traits, magic immunity, detect magic, spell effect
Saves: Fort. +4, Ref. +4, Will +4
Abilities: Str -, Dex 13, Con 13, Int -, Wis 13, Cha 13
Skills: None.
Feats: Ability focus (magic drain) (B).
Environment: Any
Organization: Solitary
CR: 8
Treasure: None
Alignment: Always true neutral
Advancement: -
LA: -

A spellhaunt is the remnant of a spell failure, not just from armor penalty or broken concentration, but also from planar energies which warped the spell. As a special kind of living spells, it appears as glowing energy, which is believed to depend on the spell which created it. Thus, a failed enervation may be dark and shadowy, while a failed cloudkill may be a roiling mass of yellowish vapors. It lives by draining magic as sustenance. Rumors has it that a demon lord discovered a certain way of creating and controlling spellhaunts. These mythical domesticated spellhaunts are called Feeders.

A spellhaunt always head for the character with the most magic available and immediately cease its attack the moment the target has no more magic left. Thus, a non-spellcasting character can decoy it by stripping himself of magic items or remain in an anti-magic area. A spellhaunt is usually sated after draining 1d10+10 spell levels.

This sample spellhaunt is created by a fireball spell cast at level 10.

Magic Drain (Su): This spellhaunt’s melee attacks drain 3 spell levels per hit. This however is not subjected to damage reduction, so even if its attack does not penetrate damage reduction, the magic drain still functions. A spellhaunt gains 5 temporary hit points per spell level drained.

It drains magic in the following order – spells currently in effect, non-activated magic items (e.g. ring of protection, long sword +1, etc.), magic potential of un-activated magic items (e.g. wands, potions, etc.) and prepared spells (or spell slots). Within this order, selection is random.

A single charge yields 1 spell level. Weapons, armors, cloaks of resistance and rings of protection yield 1 spell level for every “plus” they possess, including special properties. For example, a keen flaming long sword +1 has a total of 3 spell levels. Furthermore, any weapon which strikes them is also drained of 1 “plus” per hit.

Non-charge items, e.g. boots of speed, has a number of spell levels equals to half the item’s caster level. A non-charge item has 50% chance of losing a random power for 24 hours per spell level drained. A totally drained item becomes non-magical permanently. A creature gets to make a will save against Cha-based DC 16 to prevent one of its held or carried items from being drained.

Detect Magic (Su): This spellhaunt constantly detect magic up to 900 ft. away.

Magic Immunity (Ex): A spellhaunt is immune to all magic except for anti-magic effects, dispel magic, cancellation and negation. Treat this immunity as unbeatable spell resistance. A spellhaunt that is successfully dispelled, counter-spelled or disjoined is instantly slain. To identify the base spell of this spellhaunt (usually for counter-spell) requires a DC 27 spellcraft check. A spellhaunt that enters an anti-magic field or a dead magic zone ceases to exist (this does not trigger the death throes effect). Furthermore, this spellhaunt is immune to fireball spell and all spells with fire descriptor.

Spell Effect (Su): This spellhaunt releases its spell effect as its death throes. When this spellhaunt is slain, it explodes as a 10d6 fireball spell centered on itself, DC 14 reflex save for half damage.

Creating A Spellhaunt
Spellhaunt is a template which can be applied to any spell.

Size & Type: A spellhaunt’s size depends on its caster level: 1-6 medium, 7-12 large and 13+ huge. Its type is ooze with incorporeal subtype.

HD: A spellhaunt has d10 HD equals to caster level.

Speed: A spellhaunt has a fly speed (good) depending spell range: none (or caster) 10 ft., close 20 ft., medium 40 ft. and long 60 ft.

AC: A spellhaunt has deflection bonus to AC equals to its spell level or its Charisma modifier, whichever is higher.

Attack: A spellhaunt has a slam attack which also drains magic. Its damage depends on size: 1d4 medium, 1d6 large and 1d8 huge.

SA: A spellhaunt has magic drain attack.

Magic Drain (Su): A spellhaunt’s melee attacks drain a number of spell levels equals to the spell level of its base spell. For example, a spellhaunt created from a fireball spell would drain 3 spell levels per hit. This however is not subjected to damage reduction, so even if its attack does not penetrate damage reduction, the magic drain still functions. A spellhaunt gains 5 temporary hit points per spell level drained.

It drains magic in the following order – spells currently in effect, non-activated magic items (e.g. ring of protection, long sword +1, etc.), magic potential of un-activated magic items (e.g. wands, potions, etc.) and prepared spells (or spell slots). Within this order, selection is random.

A single charge yields 1 spell level. Weapons, armors, cloaks of resistance and rings of protection yield 1 spell level for every “plus” they possess, including special properties. For example, a keen flaming long sword +1 has a total of 3 spell levels. Furthermore, any weapon which strikes them is also drained of 1 “plus” per hit.

Non-charge items, e.g. boots of speed, have a number of spell levels equals to half the item’s caster level. A non-charge item has 50% chance of losing a random power for 24 hours per spell level drained. A totally drained item becomes non-magical permanently. A creature gets to make a will save against DC 12 + Charisma modifier + spell level to prevent one of its held or carried items from being drained.

SQ: A spellhaunt has ooze and incorporeal traits. It also has the following qualities.

Detect Magic (Su): A spellhaunt constantly detect magic up to 300 ft. away per caster level.

Magic Immunity (Ex): A spellhaunt is immune to all magic except for anti-magic effects, dispel magic, cancellation and negation. Treat this immunity as unbeatable spell resistance. A spellhaunt that is successfully dispelled, counter-spelled or disjoined is instantly slain. The living nature of a spellhaunt increases attempts to identify the base spell (in order to counter-spell) by +4, requires a spellcraft check against DC 24 + spell level. A spellhaunt that enters an anti-magic field or a dead magic zone ceases to exist (this does not trigger the death throes effect). Furthermore, it is immune to its base spell and spells with similar descriptors.

Spell Effect (Su): A spellhaunt based on a non-offensive, non-damaging spell has the same spell in continuous effect. For example, a spellhaunt created by a true seeing spell has true seeing in continuous effect. Similarly, a spellhaunt created by a stoneskin spell has stoneskin in continuous effect.

A spellhaunt based on an offensive, damaging spell releases its spell effect as its death throes. If such a spellhaunt dies in any way, its spell effect is finally released. Area of effect spells (like a fireball) are centered on where the spellhaunt was; targeted spells, and spells with a ray effect, target the closest creature; and other spell effects take place as appropriate (a summon monster I haunt would summon one hostile creature from the Summon Monster I list right where the spellhaunt was standing, for example). For some spellhaunts, the death throes is without effect: a charm person haunt would release a charm person effect on the nearest creature, but with the spellhaunt being destroyed, the charm would be irrelevant. Save DC is 10 + Charisma modifier + spell level.

Saves: A spellhaunt has normal saves for a creature of the ooze type (no good save). It gains a resistance bonus on all saves equal to its spell level.

Abilities: A spellhaunt, being mindless, has no Intelligence score. Being incorporeal, they have no Strength score. All other ability scores (Dexterity, Constitution, Wisdom, and Charisma) are equal to 10 + its spell level.

Skills & Feats: A spellhaunt has ability focus (magic drain) as a bonus feat. Otherwise, its mindless nature denies it of skills and feats.

Environment: Any.

Organization: Solitary.

Challenge Rating: As spell level + ½ caster level.

Alignment: A spellhaunt's alignment is always the same as the base spell. If the base spell has no alignment descriptor, then the spellhaunt is neutral.

:whatsthis Note: The original spellhaunt does not have the spell effect special quality. Its magic drain is modified from spellfire channeler prestige class.

Converted from PSMC2.
#87

zombiegleemax

Oct 21, 2004 5:44:03
If you do not give them death throes, remove the note about death throes in "Magic Immunity".
#88

zombiegleemax

Oct 23, 2004 10:26:26
The spellhaunt template has death throes, listed under "spell effect" entry. I incorporated it into a more general entry so as not to disadvantage non-offensive spells. So those that do not have death throes, like see invisibility, still have some benefits from the base spell.

The last critter from PSMC2 is razorvine. Now this plant cannot move and cannot initiate attacks on its own. Should this even be a monster? Or just a trap/hazard?
#89

wyvern76

Oct 25, 2004 7:20:39
The last critter from PSMC2 is razorvine. Now this plant cannot move and cannot initiate attacks on its own. Should this even be a monster? Or just a trap/hazard?

Definitely a hazard. Remember, green slime and yellow mold used to be classified as monsters too; now they're hazards. I think the rule of thumb is, if it can move or react, it's a monster; otherwise it's a hazard.

Wyvern
#90

zombiegleemax

Oct 26, 2004 6:47:25
Some borderline cases may be either. Look at the Shrieker fungus, for example -- it's a creature, but it behaves more like a trap.

The thing is, if it's a creature, then it will be able to be affected and targetted by spells that affects or targets creatures. If it's a hazard, it won't.
#91

weenie

Oct 27, 2004 18:10:20
R A T A T O S K
Small Magical Beast (Extraplanar)
Hit Dice:
2d10 (11 hp)
Initiative: +4
Speed: 20 ft., climb 30 ft., fly 30 ft. (poor)
AC: 15 (+4 Dex, +1 size), touch 15, flat-footed 11
BAB/Grap: +2/-3
Atk: Claw +7 melee (1d4-1)
Full Atk: Two claws +7 melee (1d4-1)
SA: Taunt
SQ: Avoid missiles, low-light vision
SV: Fort +3, Ref +7, Will +2
Abilities: Str 8, Dex 19, Con 11, Int 6, Wis 14, Cha 13.
Skills: Climb +7, Hide +8, Jump +3, Listen +4, Move Silently +5, Spot +4
Feats: Weapon Finesse
Environment: Yggdrasil
Organization: Solitary, pack (2-8), or tribe (10-30)
Challenge Rating: 1
Alignment: Usually chaotic good
Treasure: 1/2 standard
Advancement: By character class
Level Adjustment: +2

The eyes of this oversized squirrel hold a spark of intelligence. The creature has furry membranes between its arms and legs, apparently used to glide. Its fur is a shade of reddish-brown. The only clothing it wears are leather harnesses holding various personal possessions.

The ratatosk are a race of giant squirrels that inhabit Yggdrasil, the plane-spanning World Ash. They are very curious and often mischievous.
The ratatosk race views Yggdrasil in a spiritual light, actually worshiping the Tree itself. The playful creatures will fight to the death to protect her. They are very wary of fire, because of the destruction it can cause their wood home. Few ratatosk would ever dream of leaving Yggdrasil, but it does happen. Some have been ostracized and outcast by their brethren. Some become lost. And some are simply overwhelmed by curiosity and wanderlust, often latching onto an adventuring party as a new source of authority
A ratatosk stands a shade under 3 feet and weighs less then 30 pounds. It speaks the ratatosk language, which resembles chatters and chirps. Many also learn Planar Trade, as well as some Ysgardian and Arborean languages.

COMBAT
The ratatosk prefer to attack from afar, hurling missiles and insults alike at their enemies, while trying to take cover in the branches. They are very mobile and surprisingly determined when pushed into a fight.

Taunt (Su): A ratatosk can use a full-round action to send a barrage of amazingly insightful insults and provocations at a single creature. The target must make a Will saving throw (DC 12) or be forced to attack the offending ratatosk as best it can for at least three rounds. A successful saving throw renders the creature immune to the taunt ability of all ratatosk for 1 hour. The save DC is Charisma-based.

Avoid Missiles (Ex): Once per round, when attacked by a ranged weapon, a ratatosk can attempt a Reflex saving throw (DC 15) to avoid being hit by dodging the missile. The ratatosk must be aware of the attack to attempt to avoid it. This ability can be used against all ranged attacks, including touch attacks.


RATATOSK AS CHARACTERS:
Ratatosk possess the following character traits.

Ability Adjustments: +4 Dexterity, -2 Strength, -2 Intelligence.
Small Magical Beast: As a small creature, a ratatosk has a +1 size bonus to AC and attack rolls, a -4 size penalty on grapple checks, and a +4 size bonus on Hide checks; its carrying capacity is three-quarters of that of a Medium creature. The ratatosk are almost always native to Yggdrasil, and have the extraplanar subtype when not on their home plane.
Speed: Base land speed 20 ft., climb 30 ft., fly 30 ft. (poor)
Low-light vision (Ex)
Natural Weapons: Two claws, each dealing a base amount of 1d4 points of slashing or piercing damage.
Racial HD: A ratatosk starts with 2 levels of magical beast. These levels provide 2d10 hit points, a BAB +2, and base saving throws of Fort +3, Ref +3, Will +0.
Racial Skills: A ratatosk's magical beast levels provide it with a number of skill points equal to 5 x (2 +Int modifier). Its class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. A ratatosk has a +8 racial bonus on Climb checks, and a +4 racial bonus on Jump checks.
Racial Feats: A ratatosk's magical beast levels provide it with one feat.
Special Attacks: Taunt (see above)
Special Qualities: Avoid missiles (see above)
Automatic Language: Ratatosk, Planar Trade; bonus languages: Any.
Favored Class: Ranger.
Level Adjustment: +2

(converted from Planes of Chaos)

------

Do you think LA +2 is OK? It's got a fly speed and the avoidance thing, but pretty much nothing else... and 2 racial Hit Dice... maybe lower the LA to +1?
#92

ripvanwormer

Oct 27, 2004 19:17:20
This was my version of the ratatosk. I took some liberties with it.

RATATOSK
Medium Magical Beast (extraplanar)
Hit Dice: 1d10
Initiative: +2
Speed: 30 ft. Climb 40 ft, Glide 40 ft (poor).
AC: 12 (+2 Dex)
Attacks: 2 Claws +3 or one weapon +1
Damage: 1d4/1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Taunt
Special Qualities: Photographic memory, Uncanny dodge, Immunity to planar entrapment, Find Yggdrasil's portals, Comprehend languages, Vocal mimic, Ventriloquism
Saves Fort +2, Ref +6, Will +0
Abilities Str 10, Dex 15, Con 10, Int 8, Wis 11, Cha 10
Skills: Balance +10, Climb +18, Hide +16, Move Silently +8
Feats: Weapon finesse (claws), Lightning Reflexes
Climate/Terrain: Yggdrasil or any
Orgainization: Solitary or Pack (4 to 24)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral (chaotic good)
Advancement: 2-4 HD (Medium-size)
5-6 HD (Large)
or by class

The furry, chattering ratatosks are the dominant race of Yggdrasil, the World Ash. They are the consummate messengers of the planes, able to sure-footedly climb from the Gray Waste to Elysium and to all the worlds and half-worlds touched by the Really Big Tree, and glide down again with the furry membranes that stretch between their limbs. They consider the Tree to be their mother and chief provider, although most of the luxuries they gain - exotic foods, useful weapons, and interesting trinkets to line their nests - are gained in exchange for delivering messages for bodies and souls throughout the multiverse.

Combat

When encountered on the World Ash, ratatosks will scamper up to higher branches and hide themselves if any danger presents itself. They will use their ventriloquism to try to distract attackers while hurling spears, shuriken, or Yggdrasil's oversized, nutlike seeds.

On other worlds, they do much the same thing with whatever cover is at hand. Because they are physically weak, they engage opponents only reluctantly. They prefer to run, and play sly pranks on those who annoy them or hurt the Tree.

Photographic memory (ex): Ratatosks can remember any message, down to the smallest detail, that they can recite between the space of a morning and an evening. Of course, they charge more for longer dispatches.

Immunity to planar entrapment (ex): Ratatosks can travel freely through planes like Carceri, Elysium, and the Gray Waste (and, rumors insist, Ravenloft) without being trapped there. The World Ash always calls them back home, and lesser planar conditions cannot bind them.

Find Yggdrasil's portals (ex): Ratatosks have an innate feel for their mother tree's roots and branches, and can quickly (as a standard action) find a portal to any location they can imagine, or which is sufficiently described to them. It takes anywhere from a few minutes to a day to reach this portal, depending on its obscurity.

Uncanny dodge (ex): As 3rd level rogues, ratatosks retain their Dex bonus to their armor class regardless of being caught flat-footed or struck by an invisible attacker.

Tongues (su): Ratatosks understand all languages, as the spell of the same name. This ability is always in effect.

Vocal mimic (ex): Ratatosks are able to imitate any voice or sound they hear. They can use this ability to convey messages more faithfully, or to tease and trick.

Ventriloquism (sp): This power is mostly used playfully, but it is also a valuable skill when attempting to fool or mislead opponents. It functions as the spell, and the DC to disbelieve it is 12. It can be used up to three times per day.

Taunt (sp): Three times a day ratatosks can enhance their powers of insult with their innate magic, driving them into an enchanted frenzy. Taunted opponents must make a Will save (DC 12, but the victim can add her intelligence bonus). If the save succeeds, the opponent can act normally and is immune to the effect of that ratatosks taunt for 24 hours. If the save fails, the opponent must attack whether they want to or not. If this ability is used in conjuction with the ratatosk's ventriloquism ability, they attack the taunt's apparent source.

Skills: A ratatosk receives a +4 racial bonus on Hide and and Move Silently checks and a +8 racial bonus on Balance checks and +8 on Climb checks.

Ratatosk characters

The favored class of a ratatosk is a cleric who serves the spirit of Yggdrasil herself. Granted domains are Luck, Knowledge, and Travel. Yggdrasil's sacred weapon is a club..
#93

weenie

Oct 28, 2004 2:12:30
Speed: 30 ft. Climb 40 ft, Glide 40 ft (poor).

How do you define a glide speed? Something like "As fly, but can't increase altitude?" I tried to put it to words but couldn't, and went with a fly speed instead.
#94

zombiegleemax

Oct 29, 2004 1:20:28
Duh. And I just converted the ratatosk. Hmm. I think I'd do a hybrid of the 3 versions... later.

Ripvanwormer, I'd like to ask which of these abilities are actually supported by planescape books? (I don't access to all of them, so I won't know. And not that you can't add extra abilities, of course. Just for clarifications.) I thought the photographic memory was more of a feature of the demarax?

I think I have converted most of the critters from Planes of Chaos and Planes of Conflict... except for warden beast. Anyone wants to try this critter?
#95

zombiegleemax

Oct 29, 2004 1:21:40
Chaos Imp
Tiny Outsider (Extraplanar, Chaotic, Incorporeal)

HD: 3d8 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., fly 30 ft. (good)
AC: 17 (+2 Size, +3 Dex, +2 Deflect), Touch 17, Flat-footed 14
BAB/Grapple: +3/-
Attack: 1 claw +8 incorporeal touch melee (1d2)
Full Attack: 2 claws +8 incorporeal touch melee (1d2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., infest object, transform host
Saves: Fort. +3, Ref. +6, Will +4
Abilities: Str -, Dex 17, Con 11, Int 10, Wis 12, Cha 15
Skills: Bluff +8, Diplomacy +10, Hide +17, Knowledge (planes) +6, Listen +7, Sense Motive +7, Spot +7, Tumble +9
Feats: Ability Focus (infest object), Dodge
Environment: Any land (Limbo)
Organization: Solitary or swarm (3d4)
CR: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 4-6HD (Tiny); 7-9HD (Small)
LA: -

“By the Abyss, I’ll show this trickster – see, factol Mallin, it’s only my whet…”
- Maral Sharpstinger, victim of the chaos imps who turned his whetstone into a gemstone

A chaos imp is a 2 ft. tall impish creature, commonly confused with mephits. Chaos imps seek to escape Limbo which is possibly only via infesting objects and creating chaos and confusion. They are not interested in fighting someone, they just want to infest a sod’s gears. These pests are sometimes used by fiends, Anarchists and Xaositects as “gifts” to their enemies.

Infest Object (Su): A chaos imp can meld into any non-sentient, inanimate object it touches as a standard action. The object cannot be formed by controlled or stabilized Limbo (see MOTP, pp.93-94). An attended object receives a Cha-based DC 15 will save to negate. Unattended objects are automatically infested. Any weapon striking a chaos imp may also be infested, requiring a will save with +2 circumstance bonus. Infestation does not radiate magic. A chaos imp can speak from within an item. If the object is destroyed, the chaos imp is expelled. An area dispel magic expels all chaos imps in the area. CL=HD.

Transform Host (Sp): A chaos imp can transform its infested object as a standard action at will. The new form cannot be a living creature and must be of the same size. It otherwise functions as a polymorph any object spell. CL=HD.

Converted from Planes of Chaos.
#96

zombiegleemax

Oct 29, 2004 1:26:19
Aeserpent
Huge Animal (Extraplanar)

HD: 7d8+21 (52 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 40 ft., climb 40 ft.
AC: 17 (-2 Size, +4 Dex, +5 Natural), Touch 12, Flat-footed 13
BAB/Grapple: +5/+20
Attack: 1 bite +10 melee (1d8+10)
Full Attack: 1 bite +10 melee (1d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Darkvision 60 ft., low light vision, evolved animal
Saves: Fort. +8, Ref. +9, Will +3
Abilities: Str 25, Dex 18, Con 17, Int 1, Wis 12, Cha 2
Skills: Balance +12, Climb +15, Hide +10, Listen +9, Spot +8
Feats: Alertness, Improved Initiative, Skill Focus (hide)
Environment: Any forest (Beastlands/Karasuthra)
Organization: Solitary or pair
CR: 4
Treasure: None
Alignment: Always true neutral
Advancement: 8-14HD (Huge); 15-21HD (Gargantuan)
LA: -

“But you said that here in the Beastlands there’d be only animals from the Prime – nothing to worry about.”
- Lach, a visitor to the Beastlands

An aeserpent, also called darkstrike or deathstrike, is a huge snake with black, sheen scales and yellow eyes. Because of its unique venom, it is often mistaken to have a vampiric nature. It is likely to have originated from other planes, possibly the prime material plane. A mated pair is especially vicious, gaining +1 morale bonus on all attack and damage rolls.

Improved Grab (Ex): An aeserpent can automatically grapple anyone hit by its bite without provoking an attack of opportunity. If successful, it can swallow whole on its next turn.

Swallow Whole (Ex): An aeserpent can swallow whole anyone grappled in its bite by making another grapple check. A swallowed creature takes 1d8 bludgeoning damage and 1d4 acid damage per round. Its gullet has AC 14 and 10 hp and can hold up to 2 medium, 8 small, 32 tiny or 128 diminutive creatures.

Poison (Ex): An aeserpent’s bite is strangely poisonous, dealing 1d6 constitution damage, Con-based DC 16 fortitude save negates. Unlike normal poison, the secondary damage continues every minute thereafter. The poisoned creature can make a DC 10 intelligence check to realize that consuming the blood of a medium creature or 4 small creatures allow him to regain 1d4 points of constitution. A large creature produces enough blood as 4 medium creatures, a huge creature as 4 large creatures, etc. Consuming the blood of a medium creature takes 4 full rounds.

Evolved Animal (Ex): Despite being an animal, an aeserpent has evolved to the point of being immune to all effects which affect only animals. A druid or ranger without planar substitution levels (see Planar Handbook) suffers -4 on wild empathy checks with an aeserpent.

Racial Skills: An aeserpent has +4 racial bonus on hide, listen and spot checks and +8 racial bonus on balance and climb checks. It can take 10 on climb checks even when rushed or threatened. Its hide bonus increases to +8 racial bonus in a dark environment, such as during the night.

Converted from Planes of Conflict.
#97

zombiegleemax

Oct 29, 2004 1:32:20
Buraq
Large Outsider (Extraplanar, Good)

HD: 5d8+15 (37 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft., fly 60 ft (good)
AC: 20 (-1 Size, +2 Dex, +9 Natural), Touch 11, Flat-footed 18
BAB/Grapple: +5/+13
Attack: 1 hoof +8 melee (1d8+4)
Full Attack: 2 hooves +8 melee (1d8+4) and 1 bite +6 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 1d8+6
Special Qualities: Darkvision 60 ft., take off, temporal stasis, spell-like abilities, SR11
Saves: Fort. +7, Ref. +6, Will +5
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Diplomacy +11, Gather Information +5, Heal +9, Jump +10, Knowledge (local) +9, Knowledge (planes) +9, Listen +9, Move Silently +18, Sense Motive +9, Spot +9
Feats: Improved Overrun, Multiattack
Environment: Any plains (Elysium or any good-aligned plane)
Organization: Solitary or herd (4d6)
CR: 3
Treasure: None
Alignment: Always neutral good
Advancement: 6-10HD (Large); 11-15HD (Huge)
LA: -

“Run. Join in the silent thunder of heaven’s hooves. Run.”
- A buraq song

A buraq, or a “horse of heaven”, appears as a horse with a wise, caring, male human face. It enjoys running wild across the plains, but occasionally feels a need for a mortal companionship. During this time, a buraq seeks out a mortal who exemplify neutral good alignment to serve as a mount. The companion must treat the buraq with respect as an equal during this time. The time of service is completely dependent on the whims of the buraq and the companion’s need.

Trample (Ex): As a full round action, a buraq can move at twice its speed and run over any creature smaller than itself. A trampled creature can make an attack of opportunity at -4 penalty or make a Str-based DC 16 reflex save to take only half damage.

Take Off (Su): A buraq can run on air as if it is flying. This requires a running start on the ground at x3 movement for 3 rounds. Once in the air, it cannot come to a stop and is unable to hover.

Temporal Stasis (Sp): A buraq can use temporal stasis spell on its rider at will as a standard action, Cha-based 19 fortitude save. It can cancel its effect at will. A buraq often uses this ability to make a trip seems instantaneous and keep an ill or mortally wounded rider safe until it can get medical aid.

Spell-like Abilities (Sp): At will – speak with animals; 3/day – comprehend languages. CL=HD.

Racial Skills: A buraq’s silver hooves are extremely silent, granting it +8 racial bonus on move silently checks.

Converted from Planes of Conflict.
#98

wyvern76

Oct 29, 2004 2:24:51
How do you define a glide speed? Something like "As fly, but can't increase altitude?" I tried to put it to words but couldn't, and went with a fly speed instead.

As chance would have it, I came across an attempt to define gliding in d20 rules just a few days ago (on this page). Here's the relevant quote, for whatever it's worth:

You can glide, which is a limited form of flight where you must constantly lose altitude. Your flying speed is equal to your base speed, with poor maneuverability. You cannot gain altitude, but must instead lose at least 10 ft. of altitude each round.

Wyvern
#99

weenie

Oct 29, 2004 10:15:55
Viper Tree, Larval
Small Plant (Evil, Extraplanar)
Hit Dice:
2d8+2 (11 hp)
Initiative: +6
Speed: 20 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
BAB/Grapple: +1/-1
Attack: Bite +4 melee (1d3 plus poison)
Full Attack: 3 bites +4 melee (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Blindsight 60 ft., damage reduction 5/slashing, immunities (acid, cold), fire vulnerability, plant traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 14, Dex 14, Con 12, Int 2, Wis 10, Cha 5
Skills: Hide +8, Move Silently +5
Feats: Improved Initiative
Environment: Lower Planes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: 3-5 HD (Small)
Level Adjustment: –

Viper Tree, Adult
Large Plant (Evil, Extraplanar)
Hit Dice:
6d8+12 (39 hp)
Initiative: +5
Speed: –
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
BAB/Grapple: +4/+11
Attack: Bite +7 melee (1d6 plus poison)
Full Attack: 6 bites +7 melee (1d6 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, poison
Special Qualities: Blindsight 60 ft., damage reduction 5/slashing, immunities (acid, cold), fire vulnerability, plant traits
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 17, Dex 12, Con 14, Int 5, Wis 10, Cha 5
Skills: Hide +4
Feats: Great Fortitude, Improved Initiative, Weapon Focus (bite)
Environment: Lower Planes
Organization: Solitary, cluster (4-8), or grove (10-20 plus 6-10 elder viper trees)
Challenge Rating: 5
Treasure: ½ standard
Alignment: Usually chaotic evil
Advancement: 7-10 HD (Large)
Level Adjustment: –

Viper Tree, Elder
Huge Plant (Evil, Extraplanar)
Hit Dice:
11d8+33 (82 hp)
Initiative: +4
Speed: –
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
BAB/Grapple: +8/+16
Attack: Bite +11 melee (1d8 plus poison)
Full Attack: 9 bites +11 melee (1d8 plus poison)
Space/Reach: 10 ft./15 ft.
Special Attacks: Improved grab, poison
Special Qualities: Blindsight 60 ft., damage reduction 10/slashing, immunities (acid, cold), fire vulnerability, plant traits
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 19, Dex 10, Con 16, Int 7, Wis 10, Cha 7
Skills: Hide -1, Sense Motive +7
Feats: Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (bite)
Environment: Lower Planes
Organization: Solitary, cluster (4-8), or grove (6-10 plus 10-20 adult viper trees)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 12-15 HD (Huge)
Level Adjustment: –

Although from a distance this appeared to be nothing more than a common white beech, approaching it, you are surprised to find that this scaly plant has living snakes’ heads for branches. They wriggle and sway, although you feel no breeze.

Said to be the bastard children of Nidhogg, the serpent at the root of Yggdrasil, viper trees are strange hybrids of a plant, reptile, and tanar’ri, a sort of a fiendish, egg-laying plant. They are found across the chaotic half of the Lower Planes, but they are common only on certain Abyssal layer and in some regions of the Gray Waste. Viper trees sometimes grow on the sites of great Blood War battlefields. Indeed, a legend exists in the Abyss saying that the viper trees are actually transformed tanar’ri, either prisoners of Blood War experimented upon by the baatezu, or those that refused to march into the Blood War and were made example of by the Abyssal Lords.
Viper trees speak Abyssal. Groves of viper trees hiss and whisper to each other unnervingly during the night, speaking of their kills, their hungers, and their treasures.

COMBAT
When solitary, viper trees attack only small creatures, but a grove of viper trees will attempt to engage even a creature of size Large if it comes well within their reach.

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

Blindsight (Ex): Viper trees have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.

Fire Vulnerability (Ex): A viper tree 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.

Plant Traits (Ex): A plant is immune to mind-affecting effects, sleep effects, paralysis, poison, polymorph, and stunning; not subject to critical hits.


LARVAL VIPER TREE
A newly hatched viper tree is an odd, slithering, bush-like serpent. In this mobile stage, it is about 3 feet long. It roots itself in the body of its first large prey, and quickly grows into adult stage.

Poison (Ex): Injury, Fortitude DC 12, initial damage 1d4 Dex, secondary damage paralysis. The save DC is Constitution-based.


ADULT VIPER TREE
A fully grown viper tree is some 10 feet tall, with a dozen snake head branches. It has lost the mobility it had in larval stage.

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage paralysis. The save DC is Constitution-based.


ELDER VIPER TREE
Stronger and slightly more intelligent than its lesser siblings, an elder viper tree stands over 30 feet tall. Elder viper trees can be found in abundance in the Zrintor Forest on the 45th layer of the Abyss.

Poison (Ex): Injury, Fortitude DC 18, initial damage 2d4 Dex, secondary damage paralysis. On a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Dexterity drain. The save DC is Constitution-based.

----------

Seraph: If you went book by book, there would be less overlaps, no? How about updating the index on page one and telling us in advance what creatures you are going to be working on?

Wyvern: About the glide speed definition, isn't losing 10 feet of altitude per round is a bit much? It seems the same results could be achieved by jumping down, with a decent Jump modifier. Also, why should land and glide speeds be equal?
#100

wyvern76

Oct 30, 2004 4:15:54
Wyvern: About the glide speed definition, isn't losing 10 feet of altitude per round is a bit much? It seems the same results could be achieved by jumping down, with a decent Jump modifier. Also, why should land and glide speeds be equal?

Hey, I didn't write the rules; I'm just quoting them. But since you asked, I'll give you my opinion on your questions.

First of all, no I don't think a descent of 10 feet/round is excessive. That's less than 2 feet per second. A person falling in normal gravity will travel about 16 feet in the first second; in 6 seconds, they'll fall nearly 600 feet! Even with a feather fall spell, you still descend at a rate of 60 ft/round. But hey, if you really don't like it, you're welcome to make the rate of descent slower or even allow completely level glides.

Secondly, why shouldn't land and glide speeds be equal? The rules I quoted were intended as a feat, so the glide speed had to be set somehow. When writing creature stats, of course, you could give them a glide speed of whatever you want.

Wyvern
#101

zombiegleemax

Oct 30, 2004 15:15:31
Besides, it is possible to regain altitude while gliding. At the price of a faster deceleration, or by finding a column of ascending hot air.

If you swoop down, you get enough speed to climb back, although you won't be able to regain your starting altitude (unless you are helped by said ascensional winds).

I'd say a glider, contrarily to a flyer, will gradually slow down until it drops under the minimum flight speed and then fall, when it is flying horizontally. He'll need to fly down to re-accelerate. A loss of tactical speed of, say, 5 ft. every minute, for a glider with poor maneuverability.

But that's probably needlessly overcomplex, so a flight speed and some good DM Common Sense (tm) should be all that is needed.
#102

zombiegleemax

Oct 31, 2004 7:14:15
Oread, Snowhair
Medium Fey (Earth)

HD: 15d6+90 (142 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft., burrow 30 ft.
AC: 25 (+1 Dex, +14 Natural), Touch 11, Flat-footed 24
BAB/Grapple: +7/+13
Attack: 1 slam +14 melee (2d6+6/19-20)
Full Attack: 2 slams +14 melee (2d6+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, touch of stone, song of stone
Special Qualities: Burrow, cold immunity, earth mastery, low-light vision, mountain dependency, tremorsense 60 ft., DR 10/silver, SR 23
Saves: Fort. +13, Ref. +10, Will +15
Abilities: Str 23, Dex 13, Con 23, Int 17, Wis 22, Cha 18
Skills: Appraise +12, Climb +18, Craft (stonemasonry) +17, Craft (trapmaking) +17, Diplomacy +20, Knowledge (architecture) +17, Knowledge (nature) +19, Listen +24, Search +16, Sense Motive +20, Spot +24, Survival +18
Feats: Alertness, Great Fortitude, Improved Critical (slam), Improved Natural Attack (slam), Track, Weapon Focus (slam)
Environment: Any mountain ranges
Organization: Solitary or group (1d4 common oreads)
CR: 13
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 16-30HD (Medium); 31-45HD (Medium)
LA: -

A snowhair oread is a legendary spirit of the mountains that has broken her link to a single mountain, encompassing an entire mountain range instead. She appears as a stern, elderly woman with stony skin and snow-white hair. A snowhair oread defends her mountain range, especially taking drastic measures when the entire region threatens to shift into another plane. A snowhair oread is responsible for taking oread daughters from their mothers so that they can bound with a mountain. When a common oread (see FF, pp.134-135) advances to 14 HD, she may begin a metamorphosis to become a snowhair oread. Some snowhair oreads even become proxies of deities. A group of 7 snowhair oreads is said to be the guardian spirits of Mount Olympus in Arborea.

Touch of Stone (Su): Anyone hit by a snowhair oread’s slam attack must make a Con-based DC 23 fortitude save or become petrified and shaped into a boulder of the same size. Restoration is possible via a combination of stone shape and stone to flesh spells. Anyone petrified by a snowhair oread is immune to her touch of stone thereafter.

Spell-like Abilities (Sp): At will – animate object (stone objects only), magical stone, passwall, soften earth and stone, stone shape, stone tell, greater teleport (mountain to mountain only); 3/day – charm monster, meld into stone, move earth, spike stones, stoneskin, transmute mud to rock, transmute rock to mud, stone to flesh, flesh to stone, wall of stone; 1/day – earthquake, elemental swarm (earth only). CL 14, Cha-based DC 1x + spell level.

Song of Stone (Su): A snowhair oread can sing like a clatter of stones 1/day as a standard action, charming all who hears it unless a Cha-based DC 21 will save is made. The charm lasts for 1 year and is not affected by dispel magic and remove curse spells. It may be removed by a limited wish, wish or miracle instantly.

Burrow (Ex): Like common oreads, a snowhair oread can glide through stone and earth, except metal as if swimming through water, leaving no tunnel. A move earth spell cast on the area flings it back 30 ft., stunning her for 1 round unless she makes a DC 19 fort. save.

Earth Mastery (Ex): An oread gains +1 bonus on attack and damage rolls if her foe is touching the ground.

Mountain Dependency (Su): A snowhair oread is mystically bound to an entire mountain range, instead of a single mountain. If she strays further than 5 miles from her mountain range, she dies within 4d6 hours.

:whatsthis Note: The oread presented in Fiend Folio is really a mixture of the planescape common and snowhair oreads. Furthermore, planescape oreads are chaotic good/neutral instead of lawful neutral.

Converted from Planes of Chaos.
#103

zombiegleemax

Oct 31, 2004 7:16:12
Murska
BAB/Grapple: +5/+13
SQ: Replace fire resistance 20 with 10.
Vulnerability to Cold: A murska takes 50% more damage from cold than normal instead of suffering -2 to save.

Converted from En World Creature Catalogue (v3.0).
#104

zombiegleemax

Oct 31, 2004 7:22:14
My squirrel thingy looks like this...

Ratatosk
Small Magical Beast (Extraplanar)

HD: 2d10-2 (9 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft., climb 30 ft., fly 30 ft. (clumsy)
AC: 16 (+1 Size, +5 Dex), Touch 16, Flat-footed 11
BAB/Grapple: +2/-4
Attack: 1 claw +8 melee (1d4-2)
Full Attack: 2 claws +8 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swoop, taunt
Special Qualities: Low-light vision, gliding dodge
Saves: Fort. +2, Ref. +8, Will +1
Abilities: Str 6, Dex 20, Con 8, Int 8, Wis 12, Cha 13
Skills: Hide +9, Listen +5, Spot +6, Tumble +5
Feats: Dodge, Weapon Finesse (B)
Environment: Any forest (Yggdrasil)
Organization: Solitary or pack (4d4)
CR: 1
Treasure: Standard
Alignment: Always chaotic good
Advancement: 3-4HD (Small); 5-6HD (Medium)
LA: -

“Falling to earth, rising to the sky, before I fall again, years must go by. [A nut.]
Shivering but fearing flame, wanting sun but needing rain. [A leaf.]
Never an acorn, taller than stars, his fingers hold us, our fingers hold him. [Yggdrasil.]”

- Some common ratatosk riddles

A ratatosk looks like a 4 ft. flying squirrel with furry membranes between arms and legs and a flattened tail used to direct gliding. Its fur could be black, gray, brown or red, but almost all pack members have the same color. This creature lives in the world tree Yggdrasil and forests whose worlds the World Ash touches. Ratatosk worship Yggdrasil, believing themselves to have hatched out of a huge nut, seeing themselves as the children, chosen and protectors of the World Ash.

Each pack has an alpha male and female, the only mating pair, called fire holders with 6 HD each. All pack members strive to imitate the pack leaders. Some pack leaders imitate and “adopt” other creatures and the adoptive “parent” is followed around for weeks or months by dozens of bright-eyed ratatosk that do whatever he does. Furthermore, 25% of all packs have at least a resident cleric of “Yggdrasil” with plant and protection domains.

Ratatosk speak their own language, the language of birds and Ysgardian common tongue, often harassing travelers with their riddles.

Swoop (Ex): This attack mode functions as pounce, except that it requires flying. When a ratatosk swoops, it is considered charging, but can make a full attack including 2 rakes.

Rake (Ex): Attack bonus +8 melee, damage 1d4-2.

Taunt (Sp): A ratatosk can taunt, curse and insult his opponent as a standard action. If the opponent fails to make a Cha-based DC 12 will save, he must recklessly attack the taunting ratatosk, gaining +2 to damage, but -2 to hit. If the target is a barbarian or has rage ability, he must make another will save or immediately start raging.

Gliding Dodge (Ex): While gliding, a ratatosk can suddenly dodge missiles and range attacks, including spells requiring a range touch attack like scorching ray or acid arrow. This grants it +4 dodge bonus to AC against range attacks while gliding.

Converted from Planes of Chaos.
#105

zombiegleemax

Oct 31, 2004 7:26:00
Darklore
Large Ooze (Extraplanar)

HD: 7d10+42 (80 hp)
Initiative: -6 (-6 Dex)
Speed: 10 ft.
AC: 6 (-1 Size, -5 Dex, +2 Natural), Touch 4, Flat-footed 6
BAB/Grapple: +5/+13
Attack: 1 slam +9 melee (1d8+4 and evil lore)
Full Attack: 4 slams +9 melee (1d8+4 and evil lore)
Space/Reach: 10 ft./5 ft.
Special Attacks: Steal/feed evil lore
Special Qualities: DR 5/good and bludgeoning, blindsight 60 ft., ooze traits, SR15
Saves: Fort. +8, Ref. -3, Will +5
Abilities: Str 19, Dex 1, Con 23, Int 11, Wis 13, Cha 12
Skills: Concentration +16, Knowledge (any one) +10
Feats: Ability Focus (evil lore), Iron Will, Weapon Focus (slam)
Environment: Any land (Gray Waste or any evil-aligned plane touched by the River Styx)
Organization: Solitary
CR: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 8-14HD (Large); 15-21HD (Huge)
LA: -

“I’m as hungry as a darklore in Elysium.”
- A planar cliché

A darklore is a wriggling mass of bluish-gray amorphous flesh with dark green veins pulsing just below its body surface. The creature originated when the Maeldur Et Kavurik, an ancient creation of the baernaloths, plunged into the River Styx due in part to the machinations of a baernaloth called Daru Ib Shamiq. The foul water absorbed his dark secrets, splashed on shore and became sentient. Originally spawned in the first layer of the Gray Waste, darklores now spread throughout all the infernal planes where the River Styx runs. Because of its teleport matrix ability, they are being hunted by yugoloths everywhere.

Evil Lore (Ex): Any evil creature hit by a darklore takes 1 Intelligence damage automatically. A non-evil creature must make a Cha-based DC 16 will save to avoid damage. A good creature gets +2 bonus on this save. Generally, outsiders with good subtype are too pure to be affected.

Alternatively, a darklore can choose to bestow evil knowledge instead of stealing it. The subject becomes aware of a dark secret, requiring any non-evil creature to make a Cha-based DC 16 will save or be stunned for 1d4 rounds. A neutral creature gains +2 bonus on this save. If the save failed, a paladin must make another will save (same DC) or lose his paladin status, requiring an atonement to restore.

Spell-like Abilities (Sp): At will – darkness, clairaudience/clairvoyance, detect good/evil, greater teleport (self only), see invisibility; 3/day – blasphemy. CL=HD, Cha-based DC 11 + spell level.

Teleport Matrix (Su): A darklore can serve as a teleport matrix, allowing anyone whose true name has been consumed to use greater teleport (self + 50 lbs only) as a spell-like ability at will. However, the true name must be an evil secret, thus mostly outsiders with evil subtype can qualify.

DM’s Toolkit: Using Dark Secrets
The DM may use a darklore to impart or strip a PC of certain knowledge, such as the location or gate key to a lower planar portal, the true name of a fiend, a secret evil plan by their antagonists, details of an evil item or place, etc.

Converted from Hellbound: The Blood War.
#106

zombiegleemax

Oct 31, 2004 7:28:10
My serpentine plant looks like this...

Viper Tree
Large Plant (Extraplanar)

HD: 9d8+36 (76 hp)
Initiative: -2 (-2 Dex)
Speed: 0 ft. (tree), 20 ft. (branch)
AC: 21 (-1 Size, -2 Dex, +14 Natural), Touch 7, Flat-footed 21
BAB/Grapple: +6/+16
Attack: 1 bite +12 melee (2d4+6/19-20 and poison)
Full Attack: 6 bites +12 melee (2d4+6/19-20 and poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison
Special Qualities: Multi-headed, break branch, immunity, fire vulnerability, DR 10/slashing or piercing, SR14, scent, low-light vision
Saves: Fort. +10, Ref. +1, Will +4
Abilities: Str 22, Dex 6, Con 19, Int 4, Wis 13, Cha 14
Skills: Listen +11, Spot +11
Feats: Ability Focus (poison), Improved Critical (bite), Power Attack, Weapon Focus (bite)
Environment: Any forest (Abyss, Carceri, Hades)
Organization: Solitary or grove (4d4)
CR: 6
Treasure: 50% standard
Alignment: Usually chaotic evil
Advancement: 10-18HD (Large); 19-27HD (Huge)
LA: -

A viper tree looks like a white, scaly tree with living snakes for branches. It commonly writhe and sway, even if there is no breeze. Some believe it to be the bastard young of Nidhogg, the serpent that gnaws at the roots of Yggdrasil. Others maintain that it is the creation of devils by fusing captive demons with serpent and plant. Viper trees speak Infernal only, hissing and whispering in the night of their kills and hungers. They are common in Azzagrat (realm of Graz’zt), especially in the Viper Forest of Zrintor.

Poison (Ex): A viper tree’s bite is poisonous, initial and secondary 2d4 Dex damage, Con-based DC 20 fortitude save negates.

Multi-Headed (Ex): A viper tree is unaffected by spells that target a single or a few creatures. To affect a viper tree, such spells must affect a number of creatures equal to its HD.

Break Branch (Ex): A viper tree can break off one of its branches as a standard action at will and send it after its attackers who remain out of reach. The viper branch has the statistics of a viper snake (see MM1, p.280) of 2 sizes smaller than the viper tree, except that it is a plant instead of an animal and its poison deals Dex damage instead of Con damage. The viper tree takes damage equals to the total hit points of the viper branch. Because of this, the viper tree is generally reluctant to break branches.

Immunity (Ex): A viper tree (and its branches) is immune to cold, poison, acid, mind-affecting effects, sleep, paralysis, polymorph, stunning and critical hits.

Racial Skills: A viper tree has +4 racial bonus on listen and spot checks.


Larval Viper Tree
Small Plant (Extraplanar)

HD: 2d8 (9 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., climb 20 ft.
AC: 18 (+1 Size, +4 Dex, +3 Natural), Touch 15, Flat-footed 14
BAB/Grapple: +1/-5
Attack: 1 bite +6 melee (1d3-2)
Full Attack: 2 bites +6 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Multi-headed, immunity, fire vulnerability, scent, low-light vision
Saves: Fort. +3, Ref. +4, Will +1
Abilities: Str 6, Dex 19, Con 10, Int 2, Wis 12, Cha 10
Skills: Balance +12, Climb +12, Hide +12, Listen +8, Spot +7
Feats: Weapon Finesse
Environment: Any forest (Abyss, Carceri, Hades)
Organization: Solitary
CR: 1
Treasure: None
Alignment: Usually chaotic evil
Advancement: -
LA: -

Mature viper trees lay eggs which hatches into larvae. In their larval forms, viper trees resemble mobile 3-headed snakes. The central head however is inactive and is the central intelligence. When it kills a medium or larger prey, it lodges its tail through the kill and into the earth, growing into a mature tree.

Poison (Ex): A larval viper tree’s bite is poisonous, initial and secondary 1d4 Dex damage, Con-based DC 11 fortitude save negates.

Multi-Headed (Ex): A larval viper tree is unaffected by spells that target a single or a few creatures. To affect a viper tree, such spells must affect a number of creatures equal to its HD.

Immunity (Ex): A larval viper tree is immune to cold, poison, acid, mind-affecting effects, sleep, paralysis, polymorph, stunning and critical hits.

Racial Skills: A larval viper tree has +4 racial bonus on hide, listen and spot and +8 racial bonus on balance and climb checks.

Converted from Planes of Chaos.
#107

zombiegleemax

Oct 31, 2004 7:34:45
Ethyk
Tiny Magical Beast (Extraplanar)

HD: 1d10 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., climb 30 ft.
AC: 14 (+2 Size, +2 Dex), Touch 14, Flat-footed 12
BAB/Grapple: +1/-11
Attack: 1 claw +5 melee (1d3-4)
Full Attack: 2 claws +5 melee (1d3-4) and 1 bite +0 melee (1d3-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Enrage
Special Qualities: Darkvision 60 ft., low light vision, scent 30 ft.
Saves: Fort. +2, Ref. +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 10
Skills: Balance +10, Climb +10, Listen +3, Spot +3
Feats: Ability Focus (enrage), Weapon Finesse (B)
Environment: Any land (originally Bytopia)
Organization: Solitary
CR: ½
Treasure: None
Alignment: Always true neutral
Advancement: 2-3HD (Tiny)
LA: -

“It causes trouble of all sorts, and is the source of conflict all throughout the planes.”
- An enraged victim of an ethyk

An ethyk is a small gray, brown or red mammalian creature with a single eye, a long prehensile tail and claws on its four tiny legs which can be used for climbing. Ethyks are sometimes domesticated and sold by merchants as pets. In the forests, they live in trees and rarely are found on ground levels. As a pet, an ethyk can be trained to use its enrage ability to deflect hostility away from its master. Some thinks they ought to be banned in Sigil as they have already been banned in some cities of the lawful planes.

Enrage (Su): An ethyk can induce hostility in any creature within 100 ft. as a standard action 3/day, Cha-based DC 12 will save negates. Any character with a rage ability, such as a barbarian, suffer -2 penalty to save and if he fails, he automatically starts raging. The affected creature becomes hostile towards a random non-ethyk target within 100 ft., challenging and contradicting his target in the most ruthless and brutal way. He must make another will save (same DC) or attack the target. Even if he did not start a fight immediately, the verbal assaults alone often start one eventually. An ethyk often uses this ability to distract predators.

Racial Skills: An ethyk gains +8 racial bonus on balance and climb checks. It can take 10 on climb checks even if rushed or threatened. It uses its Dex instead of Str for its climb skill.

Converted from Planes of Conflict.
#108

zombiegleemax

Oct 31, 2004 8:16:31
If you went book by book, there would be less overlaps, no? How about updating the index on page one and telling us in advance what creatures you are going to be working on?

Right. I have updated the index with entries which I have converted but yet to be posted.

I have problems finding my In the Cage and Well of Worlds (see index for monster list). Would be nice if someone could look into these critters.

I have trying to look for references in planewalker.com... Why are so much sections (e.g. denizens link) empty? Or is it just my browser getting cranky?
#109

Cyriss

Oct 31, 2004 16:16:34
Have any of you guys concidered converting the fellas from Faces of Sigil?
#110

ohtar_turinson

Oct 31, 2004 17:42:27
Have any of you guys concidered converting the fellas from Faces of Sigil?

Planewalker.com's in the process right now I believe. Check it out.

www.planewalker.com
#111

weenie

Nov 01, 2004 11:33:46
I have problems finding my In the Cage and Well of Worlds (see index for monster list). Would be nice if someone could look into these critters.

In the Cage has creature stats?

Come to think of it, there was that Sigilian raven thing, IIRC...

I'll look into it later tonight.
#112

weenie

Nov 01, 2004 13:57:40
EXECUTIONER'S RAVEN
Small Animal (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 10 ft., fly 40 ft. (average)
AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
BAB/Grap: +1/-3
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4) and claws -1 melee (1d4)
Space/Reach: 5 ft./5 ft.
SA: Blinding strike
SQ: Low-light vision
SV: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 9
Skills: Listen +5, Spot +6
Feats: Alertness, Weapon Finesse (B)
Environment: City of Doors
Organization: Solitary
CR: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Small)
LA: --

This enormous gray raven has black wings and head, and a dangerously sharp-looking beak. It has a wingspan of over 5 feet.

This intelligent bird is called the executioner's raven because of its fondness for the easy meals found at the block, gallows, and stake. Some say that feasting on the flesh of fiends and the blood of slaadi accounts for these raven's enormous size.
Some executioner's ravens understand, or even speak Planar Trade.

COMBAT
Although an executioner's raven prefers not to flee when faced with a threat, it is capable of defending itself from most minor predators.

Blinding Strike (Ex): The bite of an executioner’s raven can permanently blind a foe if it confirms a critical hit on its bite attack. If the bite fails to deal damage the target (due to damage reduction, for example), the target is not blinded.

Converted from In the Cage: A Guide to Sigil
#113

weenie

Nov 01, 2004 13:59:28
AOSKIAN HOUND
Medium Magical Beast (Extraplanar)
Hit Dice: 2d10+4 (15 hp)
Initiative: +2
Speed: 40 ft.
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
BAB/Grap: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Two bites +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
SA: Stunning bark
SQ: Darkvision 60 ft., low-light vision, scent
SV: Fort +5, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 4, Wis 13, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Survival +2 (+6 when tracking by scent)
Feats: Alertness, Track (B)
Environment: City of Doors
Organization: Solitary
CR: 2
Treasure: None
Alignment: Usually neutral
Advancement: 3-8 HD (Medium)
LA: --

The guard dog watching you suspiciously is typical in every sense of the word, but for the fact that it has two heads.

Aoskian hounds were first bred by the followers of the god Aoskar, hence the name. The power's been destroyed and nearly forgotten, but the creatures are thriving.
Aoskian hounds cost from 20 gp (weaned) to 150 gp (grown and trained).
Blood of an Aoskian hound is sometimes used as a material component for the Mage's faithful hound spell.

COMBAT
An Aoskain hound is a determined guardian, rarely abandoning its post. It concentrates its bite attacks on stunned foes.

Stunning Bark (Ex): The warning bark of an Aoskian hound stuns all opponents within 30 ft. that fail their Fortitude save (DC 13) for 1d6 rounds. The save DC is Constitution-based.

Skills: Aoskian hounds have a +4 racial bonus on Jump, Listen, and Spot checks; they also have a +4 racial bonus on Survival checks when tracking by scent.

Converted from In the Cage: A Guide to Sigil
#114

weenie

Nov 01, 2004 16:36:22
SERPENT GRIFFON
Huge Construct (Extraplanar)
Hit Dice: 15d10+40 (122 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (clumsy)
AC: 21 (-2 size, +13 natural), touch 8, flat-footed 21
BAB/Grap: +11/+25
Attack: Claw +15 melee (1d8+6)
Full Attack: 2 claws +15 melee (1d8+6) and bite +10 melee (2d8+3)
Space/Reach: 15 ft./10 ft.
SA: Mesmerizing gaze
SQ: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., low-light vision, shatter blades, spell resistance 19
SV: Fort +5, Ref +5, Will +5
Abilities: Str 23, Dex 10, Con - , Int - , Wis 10, Cha 7
Environment: City of Doors
Organization: Solitary or gang (2-12)
CR: 10
Treasure: No coins; no items; standard goods (gems only)
Alignment: Always neutral
Advancement:
LA:

You face a double row of stone statues in shape of terrifying, semi-reptilian griffons with deep emerald eyes. As you begin to wander about the possibility of those dark traces on their claws being blood, the nearest statues stir and turn toward you.

The Temple of the Abyss soars menacingly into the sky in the heart of The Lady's Ward in Sigil. It has a well deserved reputation of ... getting things done ... and over the years many factols have been known to turn to it when all other means fail.
The terrible beast-shaped constructs of the Temple have slain hundreds of intruders, and the priests never clean the guard beasts' claws, the better to warn off others.
A serpent griffon is 19 ft. tall and weighs about 12,000 pounds.

COMBAT
Serpent griffons fight using their powerful claw and bite attacks. They are not intelligent enough to make a coup de grace attack against an opponent they mesmerize (see below). Unlike most constructs, they actually devour their screaming victims whole, according to the shaken but reliable witnesses.
A serpent griffon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Mesmerizing Gaze (Su): Range 30 ft., Will DC 15 negates. A serpent griffon can use its deep hypnotic stare to mesmerize its victims. Those who fail their saves stand helpless for 1d4+1 rounds. A successful saving throw renders a creature immune to that serpent griffon's mesmerizing gaze for 24 hours. The save DC is Charisma-based.

Shatter Blades (Su): A piercing or slashing weapon that strikes a serpent griffon must make a Fortitude save (DC 23) or be shattered upon the creature's shimmering, scaly skin, taking 4d6+6 points of damage. Bludgeoning weapons are not affected.
Note that a magic weapon’s saving throw bonus equals 2 + one-half its caster level.

CONSTRUCTION
The secret of the serpent griffons' construction is known only to the Temple's patrons, some of which are probably Abyssal Lords.

Converted from In the Cage: A Guide to Sigil
#115

weenie

Nov 01, 2004 16:39:39
MERCYKILLER WYRM, GREAT GREEN
Gargantuan Dragon (Extraplanar)
Hit Dice: 10d12+60 (125 hp)
Initiative: +3
Speed: 20 ft., fly 60 ft. (clumsy)
AC: 20 (-4 size, -1 Dex, +15 natural), touch 5, flat-footed 20
BAB/Grap: +10/+34
Attack: Sting +18 melee (2d6+12 plus poison) or bite +18 melee (3d8+12)
Full Attack: Sting +18 melee (2d6+12 plus poison) and bite +16 melee (3d8+12) and 2 wings +16 melee (3d8+6)
Space/Reach: 20 ft./15 ft.
SA: Poison, improved grab
SQ: Damage reduction 10/magic, darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent, spell resistance 17
SV: Fort +13, Ref +7, Will +8
Abilities: Str 35, Dex 10, Con 23, Int 6, Wis 12, Cha 9
Skills: Hide +1, Listen +16, Move Silently +13, Spot +18
Feats: Ability Focus (poison), Alertness, Hover, Improved Initiative, Multiattack (B)
Environment: City of Doors
Organization: Solitary, pair, or flight (3-6)
CR: 9
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-20 HD (Gargantuan)
LA: --

This gigantic flying lizard has a barbed tail, dark gray scales, and a pair of wings that seem barely able to keep it airborne. Its body is 40 feet long, half of which is tail. Its wingspan is about 50 feet.

Over the countless generations that the strain of wyvern known as the Mercykiller Wyrm has been out on the Great Ring, it has been bred for ferocity and for the exquisite functionality of its venom, not for intelligence or hunting skills. Its wings are well-nigh vestigial stubs, able to flap and carry the beast aloft for a mere minute or two before its weight brings it back to the grounds.
The venom of the Mercykiller Wyrm is used to produce a delirium-inducing truth serum.
A Mercykiller Wyrm typically understands but does not speak Planar Trade and Draconic.

The stat block above represents the old wyrm of Sigil's Prison, used as a ceremonial executioner by the Mercykillers faction for decades prior to the Faction War. Younger creatures are the equivalent of the Prime Material wyvern (see MM I), except the DC of the Fortitude save against their poison has a +2 racial bonus, and their maneuverability rating is clumsy.

COMBAT
More passive, less maneuverable, and of slower reflexes than the Prime Material wyvern, the Mercykiller Wyrm is still a dangerous opponent once it sets upon a victim. It prefers to maintain a grapple until the poison incapacitates the foe, and then it's feeding time.

Improved Grab (Ex): To use this ability, a Mercykiller Wyrm must hit with its talons. 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 stings.

Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 2d6 Wis. The save DC is Constitution-based and includes a +2 racial bonus.

Skills: Mercykiller Wyrms have a +3 racial bonus on Spot checks.

Converted from In the Cage: A Guide to Sigil
#116

weenie

Nov 01, 2004 16:42:16
ARCADIAN PONY
Medium Magical Beast (Extraplanar)
Hit Dice: 2d10+4 (15 hp)
Initiative: +1
Speed: 40 ft.
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
BAB/Grap: +2/+4
Attack: Hoof +4 melee (1d3+2)
Full Attack: 2 hooves +4 melee (1d3+2) and tentacle -1 melee (1d2+1
Space/Reach: 5 ft./5 ft.
SA: --
SQ: Damage reduction 5/magic, low-light vision, scent
SV: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 3, Wis 12, Cha 4
Skills: Listen +6, Spot +6
Feats: Endurance
Environment: Upper Planes
Organization: Domesticated
CR: 1
Treasure: None
Alignment: Usually lawful neutral
Advancement: 3-5 HD (Medium)
LA: --

This small, sturdy horse has a light green hide and ears like a rabbit. A single tentacle, about 5 ft. long, grows from its chest, just at the breastbone. The pony is using it to hold a torch, lighting its way through the streets of Sigil.

These strong equines originally hail from the plane of Arcadia, but are fairly prolific across the Upper Planes and the Outlands. They refuse to carry riders, but they do pull small cabs, either single or in pairs.
About 50% of all Arcadian ponies understand and speak Celestial.

COMBAT
An Arcadian pony's natural attacks are treated as magic weapons for the purpose of bypassing damage reduction.

Converted from In the Cage: A Guide to Sigil
#117

weenie

Nov 01, 2004 16:44:37
BATFLY SWARM
Diminutive Vermin (Extraplanar, Swarm)
Hit Dice: 8d8 (36 hp)
Initiative: +4
Speed: 5 ft., fly 40 ft. (good)
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
BAB/Grap: +6/--
Attack: Swarm (2d6 plus 1d6 cold)
Full Attack: Swarm (2d6 plus 1d6 cold)
Space/Reach: 10 ft./0 ft.
SA: Distraction,
SQ: Blindsight 60 ft., darkvision 60 ft., resistances (cold 10, fire 10), immune to weapon damage, swarm traits, vermin traits
SV: Fort +6, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 10, Int - , Wis 10, Cha 7
Skills: Hide +16, Listen +4, Spot +4
Environment: Bleak Eternity of Gehenna (Chamada)
Organization: Solitary or flight (2-4 swarms)
CR: 5
Treasure: None
Alignment: Always neutral
Advancement: None
LA: --

The swarm surrounding you consists of bizarre bat-butterfly hybrids - thin, oversized bat wings with a metallic sheen sprout from their insectoid bodies. As they draw closer, the heat begins to decrease rapidly.

Batflies are rare creatures, a byproduct of a failed (?) experiment at the Tower of the Arcanaloths. They gather in swarms and instinctively seek out strangers with spellcasting capabilities. In large numbers, they produce an unexpected cold-based effect which sometimes proves fatal to planewalkers prepared for flaming dangers of Gehenna.
A character with the Planar Familiar feat can select a single batfly as his new familiar. See below for statistics.

COMBAT
A batfly swarm seeks to surround and attack any living prey it encounters, particularly magic-users. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move, plus 1d6 points of cold damage.
A batfly swarm’s attack is treated as a magic weapon for the purpose of overcoming damage reduction.

Distraction (Ex): Any living creature that begins its turn with a batfly swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: A batfly swarm has a +4 racial bonus on Listen and Spot checks.

BATFLY AS FAMILIAR:
- Batfly Familiar: CR - ; Diminutive vermin; HD 1; hp 1/2 master's; Init +4; Spd 5 ft., fly 40 ft. (good); AC 18, touch 18, flat-footed 14; BAB +0; Grp -17; Atk +8 melee (1, bite); SQ blindsight 60 ft., darkvision 60 ft., resistances (cold 10, fire 10), vermin traits, granted abilities, improved evasion; SV Fort +2, Ref +4, Will +0; AL N; Str 1, Dex 19, Con 10, Int - , Wis 10, Cha 7.
Skills & Feats: Hide +16, Listen +4, Spot +4; Weapon Finesse (B).

Converted from In the Cage: A Guide to Sigil
#118

weenie

Nov 01, 2004 16:47:17
TIGER, MALADOMINI
Medium Magical Beast (Extraplanar)
Hit Dice: 4d10+12 (34 hp)
Initiative: +4
Speed: 50 ft., climb 20 ft.
AC: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
BAB/Grap: +4/+7
Attack: Claw +9 melee (1d4+3)
Full Attack: 2 claws +9 melee (1d4+3) and bite +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
SA: Improved grab, pounce, rake 1d4+1
SQ: Damage reduction 5/magic, darkvision 90 ft., low-light vision, scent
SV: Fort +7, Ref +9, Will +2
Abilities: Str 17, Dex 20, Con 16, Int 2, Wis 12, Cha 6
Skills: Balance +9, Climb +11, Hide +10, Listen +4, Move Silently +9, Spot +4
Feats: Great Fortitude, Improved Natural Weapon (bite, claw) (B), Weapon Finesse
Environment: Nine Hells of Baator (Maladomini)
Organization: Solitary or pair
CR: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Medium); 9-10 HD (Large)
LA: --

This feline resembles a cheetah made of black granite. As it yawns, you are amazed at the extent to which it is able to open its jaw.

One of the few creatures of Baator that has not succumb to the twin rule of Order and Malice, the Maladomini tiger is an urban animal, feeding on petitioners and that toil away in the mine pits and ruins of the city-layer.

COMBAT
A Maladomini tiger likes to ambush his prey. It is cunning enough to avoid powerful fiends and other denizens of Baator that it cannot overcome.
A Maladomini tiger's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a Maladomini tiger 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 Maladomini tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +8 melee, damage 1d4+1.

Skills: Maladomini tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks.

Converted from In the Cage: A Guide to Sigil
#119

weenie

Nov 01, 2004 16:48:09
ASTRAL STREAKER
Diminutive Magical Beast (Extraplanar)
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 10 ft., fly 90 ft. (good)
AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
BAB/Grap: +1/-16
Attack: Talons +8 melee (1d2-5)
Full Attack: Talons +8 melee (1d2-5)
Space/Reach: 1 ft./0 ft.
SA: --
SQ: Astral traveler, darkvision 60 ft., low-light vision
SV: Fort +2, Ref +5, Will +2
Abilities: Str 1, Dex 16, Con 10, Int 6, Wis 14, Cha 6
Skills: Knowledge (local) +2, Search +2, Spot +6
Feats: Dodge, Weapon Finesse (B)
Environment: Astral Plane
Organization: Solitary or pair
CR: 1/6
Treasure: None
Alignment: Usually lawful neutral
Advancement: --
LA: --

A sparrow-sized bird flutters about your head trying to draw your attention. It has a red band tied around its leg, and is speaking in whistles and chirps too simplified and quick for you to pick up.

Astral streakers are friendly avian creatures indigenous to the Astral Plane. It is thought that they were originally brought in from the Beastlands (and bred in those rare areas of the Astral where time does flow) in order to act as intelligent messengers. Their owners/employers typically tie a short message to the streaker's leg and whisper the destination.
A number of these creatures are present in the Cage, serving the same purpose.
Most astral streakers understand Planar Trade, and about 50% can also speak it.
A character with the Planar Familiar feat can select an astral streaker as his new familiar.

COMBAT
Astral streakers are not warriors. They rely on their impressive speed and maneuverability to outrun all foes.

Astral Traveler: Astral streakers have adapted to the unique mode of travel through the Silver Void generations ago. Their movement rate on the Astral plane is equal to their Intelligence score x2 (instead of Int x1). Also, it takes them only 1/3 of the standard time to reach a previously visited location on the Astral (see Manual of the Planes for more details).

Skills: Astral streakers have a +4 racial bonus on Search and Spot checks.

Converted from In the Cage: A Guide to Sigil
#120

zombiegleemax

Nov 01, 2004 21:23:38
Ni'iath
Medium Aberration (Extraplanar, Air)

HD: 8d8+16 (52 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: Fly 50 ft. (perfect)
AC: 19 (+5 Dex, +4 Natural), Touch 15, Flat-footed 14
BAB/Grapple: +6/+9
Attack: 1 bite +11 melee (1d6+3) or 1 tail barb +11 melee (1d8+3)
Full Attack: 1 bite +11 melee (1d6+3) and 2 claws +6 melee (1d4+1) or 1 tail barb +11 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail fling, improved grab
Special Qualities: Low light vision, immune to reverse gravity
Saves: Fort. +4, Ref. +7, Will +8
Abilities: Str 16, Dex 21, Con 15, Int 8, Wis 14, Cha 11
Skills: Listen +8, Spot +7
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Any mountains (Bytopia)
Organization: Solitary or pack (2d4)
CR: 3
Treasure: None
Alignment: Always true neutral
Advancement: 9-16HD (Medium); 17-24HD (Large)
LA: -

A ni’iath is a long, worm-like creature with a vicious mouth and 4 narrow eyes spaced at the 4 corners of its head. Its body is framed by 2 clawed arms and a long whip-like, barbed tail. It has no concept of “up” or “down” and orient itself in either direction without flipping itself around. Ni’iaths prefer the crossover areas where gravity shifts between the 2 layers of Bytopia. They operate with a wolf-pack mentality, hounding their prey to tire it out. They are sometimes hunted by humans and gnomes.

Improved Grab (Ex): A ni’iath can automatically grapple a creature hit by its tail barb without provoking an attack of opportunity. If it gets a hold, it can tail fling on its next turn.

Tail Fling (Su): Any creature flung by the tail is affected by an effect similar to reverse gravity spell, causing him to “fall” up to 100 ft. in whatever direction he is flung. If he hits a hard object, he takes 1d6 per 10 ft. of falling (max. 20d6). Because of the nature of Bytopia, this attack may result in a creature being flung across the layer, falling for up to about ½ mile. A creature may be flung into his ally, causing his ally to take damage from falling object as well (see DMG, p.303 for details).

A ni’iath has a tendency to fling creatures towards hard objects, especially towards hostile enemies. It usually does not fling a creature too far away, such as flinging it across the planar layer, in order to secure its food. However, it wouldn’t hesitate to do so to preserve its own life.

Converted from Planes of Conflict.
#121

zombiegleemax

Nov 01, 2004 21:24:56
Linqua
Small Outsider (Extraplanar)

HD: 2d8-2 (7 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 20 ft.
AC: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +2/-3
Attack: 1 short sword +6 melee (1d4-1)
Full Attack: 1 short sword +6 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6
Special Qualities: Spell-like abilities, Gehenna adaptation, acid/cold/fire resistance 5, SR 10, darkvision 60 ft.
Saves: Fort. +2, Ref. +6, Will +4
Abilities: Str 9, Dex 17, Con 9, Int 10, Wis 12, Cha 11
Skills: Bluff +5, Diplomacy +5, Disable Device +4, Hide +14, Listen +6, Move Silently +9, Search +5, Sense Motive +6, Sleight of Hand +10, Spot +6
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Any underground (Gehenna/Khalas)
Organization: Solitary
CR: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
LA: +2

“Want to look into the eyes of a god, berk? Then look into mine.”
- Grisgonath, a linqua

A linqua is a short, squat, sexless humanoid with pale, pocked flesh broken by tufts of bristle-like green hair. It is created as servants of Sung Chiang, a deity living in the Teardrop Palace. Some linquas were banished, living in the caverns of Gehenna and occasionally, other planes and even Sigil. They are naïve and unsophisticated, motivated by greed, fear and despair. A linqua’s favored class is rogue, although many of them are also clerics. A linqua without a patron deity is often miserable and filled with a sense of emptiness.

Spell-like Abilities (Sp): At will – discern lies, detect magic, detect good/evil, freedom of movement, spider climb, stone shape, tongues; 1/day – divine power. CL=HD.

Gehenna Adaptation (Ex): A linqua is immune to Gehenna’s natural environment, including lava flows, etc.

Racial Skills: A lunqua has +2 racial bonus on hide, move silently, sleight of hand, search and disable device checks.

Converted from Planes of Conflict.
#122

zombiegleemax

Nov 01, 2004 21:26:57
Delphon
Large Magical Beast (Extraplanar, Aquatic)

HD: 5d10+10 (37 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: Swim 40 ft.
AC: 15 (-1 Size, +2 Dex, +4 Natural), Touch 11, Flat-footed 13
BAB/Grapple: +5/+13
Attack: 1 bite +8 melee (1d8+4)
Full Attack: 1 bite +8 melee (1d8+4) and 1 tail +3 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Keening song
Special Qualities: Oceanus drift, blindsense 30 ft. (underwater only), keen scent 180 ft.
Saves: Fort. +6, Ref. +6, Will +4
Abilities: Str 18, Dex 15, Con 14, Int 12, Wis 13, Cha 14
Skills: Knowledge (planes) +9, Listen +9, Spot +9, Swim +12
Feats: Improved Initiative, Iron Will
Environment: River Oceanus (Elysium, Beastlands or Arborea)
Organization: Solitary or clan (4d4)
CR: 3
Treasure: None
Alignment: Usually true neutral
Advancement: 6-10HD (Large); 11-15HD (Huge)
LA: -

“Then one o’ the song sharks comes a-singin’ his song… Twas talkin’ about the harmony o’ the planes and the connection of all things – includin’ me and it.”
- The Singing Gith, githzerai hermit on the Beastlands

A delphon, or song shark, resemble a shark with long fins and a sleek, silver body. It often carves complicated tattoos into its flesh by rubbing against sharp rocks. Delphons often live in democratic clans.

Keening Song (Su): A delphon’s song can have strange effects on listeners within 60 ft., Cha-based DC 14 will save negates. Roll 1d12 for its effect – (1-4) charmed for 1d10 hours, (5-7) confused for 3d6 rounds, (8-9) paralyzed for 1d10 rounds, (10-11) unconscious for 3d10 rounds or (12) gains a planar insight about Oceanus and its regions. Non-intelligent creatures are always charmed by the song. A delphon is immune to its own and other delphon’s song effects.

Oceanus Drift (Su): A delphon can dart in and out of the celestial planes connected to the River Oceanus. This allows it to plane shift as a standard action to any planar layer connected to Oceanus. Furthermore, darting about the extra-dimensional waters grants it a 20% miss chance as if it has concealment.

Racial Skills: A delphon has +8 racial bonus on swim checks.

DM’s Toolkit: Oceanus Insight
The planar insight granted by its keening song may be used as a plot device by the DM, requiring the party to seek out the delphons in order to learn the planar pathway to a secret region of the Upper Planes or similar adventures.

Converted from Planes of Conflict.
#123

weenie

Nov 02, 2004 13:18:05
SAND COW
Large Animal (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft.
AC: 13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10
BAB/Grap: +2/+10
Attack: Gore +0 melee (1d6+2*)
Full Attack: Gore +0 melee (1d6+2*)
Space/Reach: 10 ft./5 ft.
SA: --
SQ: Low-light vision, scent
SV: Fort +5, Ref +6, Will +2
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Peaceable Kingdoms of Arcadia
Organization: Domesticated or herd (6–30)
CR: 1
Treasure: None
Alignment: Always neutral
Advancement: --
LA: --

This six-legged beast looks like a cross between a bull and a camel. Its hide is white, and it whistles slowly as it walks.

Sand cows are animals native to the deserts of Arcadia.
A sand cow stands about 6 feet tall at the shoulder, with its hump rising some 8 inches higher.

Carrying Capacity: A light load for a sand cow is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A sand cowcan drag 4,500 pounds.

COMBAT

*A sand cow’s gore attack is treated as a secondary attack and adds only half the sand cow’s Strength bonus to the damage roll.

Converted from In the Cage: A Guide to Sigil.

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

SPITTLE BOAR
Large Animal (Extraplanar)
Hit Dice: 5d8+18 (40 hp)
Initiative: +0
Speed: 20 ft.
AC: 16 (+6 natural)
BAB/Grap: +2/+8
Attack: Gore -1 melee (1d8+1*)
Full Attack: Gore -1 melee (1d8+1*)
Space/Reach: 5 ft./5 ft.
SA: --
SQ: Low-light vision, scent
SV: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Environment: Wilderness of the Beastlands
Organization: Solitary or herd (5-8)
CR: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium)
LA: --

This pig-like creature has bulging pink eyes and a dull grey hide. It continuously drools thick, yellow spittle.

Spittle boars are native to the Beastlands, and much more amiable than their Prime Material cousins.

COMBAT

*A spittle boar’s gore attack is treated as a secondary attack and adds only half the boar’s Strength bonus to the damage roll.

Converted from In the Cage: A Guide to Sigil.
#124

zombiegleemax

Nov 05, 2004 2:24:06
A spittle boar’s gore attack is treated as a secondary attack and adds only half the boar’s Strength bonus to the damage roll.

Seraph: I can't seem to find the skinrat in In the Cage. A page reference, if you please? Also, has the eyewing (pg. 94) been converted to 3E?

I'm not sure about the page reference. I got the list from the index at the end of PSMC3. Eyewing may be in Dragonlance Campaign Setting or the Bestiary of Krynn. I'm not too sure either.

Any particular reason why their attacks are secondary instead of primary?
#125

sildatorak

Nov 05, 2004 2:41:39
Any particular reason why their attacks are secondary instead of primary?

Probably because they are noncombative herbivores.
#126

weenie

Nov 05, 2004 19:26:07
Any particular reason why their attacks are secondary instead of primary?

As Sildatorak said, noncombative herbivores. Just like the 3.5 MM camel, horse, and pony.
#127

zombiegleemax

Nov 10, 2004 2:14:54
Bzastra
Medium Magical Beast (Extraplanar, Aquatic)

HD: 10d10+10 (65 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Swim 30 ft.
AC: 18 (+4 Dex, +4 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +10/+11
Attack: 1 slam +14 melee (1d8+1)
Full Attack: 3 slams +14 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Vulnerability, DR 5/magic, blindsight 30 ft., dual action, telepathy 100 ft.
Saves: Fort. +8, Ref. +11, Will +7
Abilities: Str 12, Dex 19, Con 13, Int 12, Wis 14, Cha 13
Skills: Concentration +14, Escape Artist +17, Spot +15
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse
Environment: Any aquatic (plane of water)
Organization: Solitary or cluster (1d6)
CR: 6
Treasure: Standard
Alignment: Usually true neutral
Advancement: 11-20HD (Medium); 21-30HD (Large)
LA: -

“What the -?”
- A typical response to a bzastra

A bzastra appears as 3 to 6 rings stacked on top of each other with the plant’s blue vines threading between them. This creature is a chance evolution occurring when several ring beasts basked in the aura of a blue waterwhip plant. This unemotional creature seems to have no goal other than survival and private contemplation. It is curious and scholarly, sometimes recording its findings on shells. It feeds on microscopic creatures. Some speculate that a bzastra may see ring beasts as children, introducing the blue waterwhip to spark their evolution.

Dual Action (Ex): A bzastra can automatically quicken any of its spell-like abilities at will, allowing it to activate a spell-like ability and attack in the same round.

Spell-like Abilities (Sp): At will –detect thoughts, hold monster, plant growth, suggestion, telekinesis, water breathing; 3/day – animal growth, blink, shield. CL=HD, Cha-based DC 11 + spell level.

Vulnerability (Ex): A dispel magic can render a bzastra into its component parts, i.e. a few ring beasts and a strand of blue waterwhip. Treat the bazastra as a “spell” cast by a caster whose level is equals to the bzastra’s HD +2 for purpose of dispelling. Furthermore, a bzastra is affected by all spells which affect animals, except for mind-affecting ones.

Converted from PSMC3.
#128

zombiegleemax

Nov 10, 2004 2:17:40
Chososion
Medium Aberration (Extraplanar)

HD: 10d8+50 (95 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Fly 30 ft. (perfect)
AC: 24 (+4 Dex, +6 Natural, +4 Cover), Touch 18, Flat-footed 20
BAB/Grapple: +7/+10
Attack: 1 slam +11 melee (1d8+3 plus poison)
Full Attack: 2 slams +11 melee (1d8+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, constrict, poison
Special Qualities: Dark vision 60 ft., dual-planar, immunity, DR 10/magic and silver, SR 19
Saves: Fort. +8, Ref. +9, Will +9
Abilities: Str 17, Dex 19, Con 20, Int 14, Wis 15, Cha 15
Skills: Hide +17, Listen +15, Move Silently +17, Spot +15
Feats: Ability Focus (poison), Power Attack, Improved Initiative, Weapon Focus (slam)
Environment: Any (Ethereal and Inner Planes)
Organization: Solitary
CR: 7
Treasure: None
Alignment: Usually true neutral
Advancement: 11-20HD (Medium); 21-30HD (Large)
LA: -

“Any fool can see that the chososion is not a native of any known plane.”
- Gorad Drummerhaven, a planar biologist

A chososion is a bluish-black creature which is considered “out of touch”. It seems to be in constant motion, waving its wing-like flaps of flesh to keep it within physical reality. A mouth lies buried in the fins, out of which 2 pseudopods can be extended. Its origin is uncertain. Some posits it to be from the Far Realm, others like Vivian claim it comes from the Macrocosm, a plane which is coexistent with all the known planes and which functions as a bridge to another cosmos. A chososion does not feed on living creatures, but may attack out of confusion or misunderstanding a creature’s intent. Vivian claims that the chososion sees other creatures much like environmental hazards, i.e. something to be avoided or conquered.

Dual-Planar (Ex): Like a dharculus, a chososion’s body resides on another plane (possibly the Far Realm), but it can manifest 2 corporeal pseudopods from its mouth into or out of the current plane as a standard action. When the pseudopods are manifested, it gains +4 cover bonus to AC and +2 cover bonus to reflex saves (included in the statistic block above). This ability functions as if the chososion is ethereal, except that an ethereal creature still cannot affect it normally.

Improved Grab (Ex): A chososion can automatically grapple any creature hit by its slam attacks as a free action without provoking attacks of opportunity. On its next turn, it can constrict a grappled victim.

Constrict (Ex): On a successful grapple check, a chososion deals 1d8+3 damage.

Poison (Ex): A chososion’s slam attacks are poisonous, dealing initial and secondary 1d6 Con damage. If a creature’s constitution is reduced to 0 due to the poison, he is completely disintegrated. Con-based DC 22 fortitude save negates.

Immunity: A chososion is immune to all planar traits and has resistance 10 to fire, acid, cold, electricity and sonic.

Converted from PSMC3.
#129

zombiegleemax

Nov 10, 2004 2:20:55
Darklight
Medium Undead (Extraplanar, Incorporeal)

HD: 8d12+24 (76 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 40 ft., fly 80 ft. (perfect)
AC: 17 (+4 Dex, +3 Deflect), Touch 17, Flat-footed 13
BAB/Grapple: +4/-1
Attack: 1 incorporeal touch +8 melee (1d6 and energy drain)
Full Attack: 2 incorporeal touches +8 melee (1d6 and energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, hypnotic gaze
Special Qualities: Incorporeal/undead traits, immunity, unholy toughness, planar habitat, DR 5/magic
Saves: Fort. +-3, Ref. +6, Will +8
Abilities: Str -, Dex 19, Con -, Int 12, Wis 14, Cha 16
Skills: Concentration +14, Hide +15, Intimidate +14, Listen +13, Spot +13
Feats: Blind-Fight, Dodge, Improved Initiative
Environment: Any (Plane of Radiance)
Organization: Solitary or alliance (1d4 scile swarms)
CR: 8
Treasure: None
Alignment: Always any evil
Advancement: 9-16HD (Medium)
LA: -

“I am the darkness of death, yet made light.”
- A darklight musing on its own existence

A darklight is a spectre-like undead of blackness with shining eyes of everchanging colors and its whole form is surrounded by a nimbus of multi-colored lights. This undead is created when planar leaks occur on the Negative Energy Plane, allowing spirits to slip to the quasi-elemental plane of radiance. It sometimes form alliances with scile swarms and feeds only on non-natives of the plane of radiance.

Energy Drain (Su): Anyone hit by its melee attack takes 2 negative levels per hit, granting the darklight 5 temporary hit points per negative level, Cha-based DC 17 fortitude save to remove each negative level.

Spell-like Ability (Sp): 3/day – blindness, color spray; 1/day – invisibility, prismatic spray, prismatic wall. CL=HD, Cha-based DC 13 + spell level.

Hypnotic Gaze (Su): Anyone looking into its eyes becomes fascinated for 1d4+2 rounds unless he makes a Cha-based DC 17 will save.

Immunity (Ex): A darklight is immune to cold, petrification, light and darkness. As such, it can always see, regardless of light conditions. It is also immune to force effects, allowing it to move through a wall of force as if it doesn’t exist.

Planar Habitat (Ex): Although it has extraplanar subtype, a darklight cannot be dismissed or banished. Furthermore, any attempt to summon a darklight calls it instead and the end of a summon spell does not return it to the plane of radiance.

Unholy Toughness (Ex): A darklight gains extra hit points equal to its Cha modifier x HD.

Converted from PSMC3.
#130

weenie

Nov 10, 2004 10:40:57
Seraph: Are you planning on doing the rest of the Quasielementals? If not, I could update my 3.0 conversion and post it? Also, if you're not working on the tsnng or vacuous, I'd be happy to convert these (Seeing as how you've started on the PSMC3 creatures in alphabetical order...)
#131

weenie

Nov 10, 2004 17:19:27
___________________
QUASIELEMENTAL, ASH:

Ash Quasielemental, Small
Small Elemental (Cold, Extraplanar, Negative)

Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
BAB/Grapple: +1/-3
Attack: Slam +3 melee (1d4 plus 1d4 cold)
Full Attack: Slam +3 melee (1d4 plus 1d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, drain heat
Special Qualities: Darkvision 60 ft., elemental traits, fire vulnerability, immunity to cold
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Dodge, Weapon Finesse (B)
Environment: Quasielemental Plane of Ash
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Ash Quasielemental, Medium
Medium Elemental (Cold, Extraplanar, Negative)

Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB/Grapple: +3/+4
Attack: Slam +5 melee (1d6+1 plus 1d4 cold)
Full Attack: Slam +5 melee (1d6+1 plus 1d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, drain heat
Special Qualities: Darkvision 60 ft., elemental traits, fire vulnerability, immunity to cold
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12, Dex 15, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Dodge, Mobility, Weapon Finesse (B)
Environment: Quasielemental Plane of Ash
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Ash Quasielemental, Large
Large Elemental (Cold, Extraplanar, Negative)

Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
BAB/Grapple: +6/+12
Attack: Slam +9 melee (1d8+2 plus 1d6 cold)
Full Attack: 2 slams +9 melee (1d8+2 plus 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes, drain heat
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, fire vulnerability, immunity to cold
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 14, Dex 19, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Combat Reflexes, Dodge, Mobility, Weapon Finesse (B)
Environment: Quasielemental Plane of Ash
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Ash Quasielemental, Huge
Huge Elemental (Cold, Extraplanar, Negative)

Hit Dice: 16d8+64 (136 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 18 (-2 size, +5 Dex, +5 natural), touch 13, flat-footed 13
BAB/Grapple: +12/+20
Attack: Slam +15 melee (2d6+4 plus 1d6 cold)
Full Attack: 2 slams +15 melee (2d6+4 plus 1d6 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death throes, drain heat
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, fire vulnerability, immunity to cold
Saves: Fort +9, Ref +17, Will +5
Abilities: Str 18, Dex 21, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Ability Focus (drain heat), Combat Reflexes, Dodge, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Ash
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Ash Quasielemental, Greater
Huge Elemental (Cold, Extraplanar, Negative)

Hit Dice: 21d8+84 (178 hp)
Initiative: +10
Speed: 50 ft.
Armor Class: 20 (-2 size, +6 Dex, +6 natural), touch 14, flat-footed 14
BAB/Grapple: +15/+28
Attack: Slam +19 melee (2d8+5 plus 1d8 cold)
Full Attack: 2 slams +19 melee (2d8+5 plus 1d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death throes, drain heat
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, fire vulnerability, immunity to cold
Saves: Fort +11, Ref +20, Will +7
Abilities: Str 20, Dex 23, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Ability Focus (drain heat), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Ash
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Ash Quasielemental, Elder
Huge Elemental (Cold, Extraplanar, Negative)

Hit Dice: 24d8+96 (204 hp)
Initiative: +11
Speed: 50 ft.
Armor Class: 22 (-2 size, +7 Dex, +7 natural), touch 15, flat-footed 15
BAB/Grapple: +18/+32
Attack: Slam +23 melee (2d8+6 plus 1d8 cold)
Full Attack: 2 slams +23 melee (2d8+2 plus 1d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death throes, drain heat
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, fire vulnerability, immunity to cold
Saves: Fort +12, Ref +23, Will +8
Abilities: Str 22, Dex 25, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +16, Spot +15
Feats: Ability Focus (drain heat), Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Ash
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

It seemed to be just another pile of ash, but now it swirls about animating itself into crude shapes, some animalistic, some humanoid, and some vaguely resembling flames. The creature strongly radiates cold.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

The ash quasielementals embody the slow fading of energy that has already consumed all it can. They seem to emerge spontaneously from the cold, burnt-out areas of the Elemental Fire known as Quasielemental Ash. They are continually on the lookout for warmth to devour, since external sources of energy are the only thing that keeps them going. Ash quasielementals rarely leave their own plane, most of them submitting to the rule of a council of elders.
Ash quasielementals speak Ignan, though they rarely choose to do so.

COMBAT
Ash quasielementals lash out with pseudopods or focus on their drain heat ability, either feeding on their foe’s warmth by touch, or at a distance.

Death Throes (Ex): If killed by fire, an ash quasielemental explodes dealing 1d4 points of cold damage for every Hit Die it has to everything within 30 feet. A successful Reflex save halves this damage; the DC is equal to that of the Drain Heat ability (see table below).

Drain Heat (Su): An ash quasielemental continually radiates a warmth-sucking aura. All creatures within 30 ft. from it take 1d6 points of cold damage per round. No save is allowed against this effect.
As a standard action, the quasielemental can focus the aura into a 60-ft. cone for 1 full round. In that round, creatures within 30 ft. of the quasielemental but out of the cone do not suffer the cold damage; those within the cone take 3d6 points of cold damage (Fort save halves, see table below). The save DC is Constitution-based.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Ash Quasielemental Sizes<br /> Drain Heat<br /> Size Height Weight Save DC<br /> Small 4 ft. 2 lb. 11<br /> Medium 8 ft. 4 lb. 15<br /> Large 16 ft. 8 lb. 17<br /> Huge 32 ft. 16 lb. 24<br /> Greater 36 ft. 20 lb. 26<br /> Elder 40 ft. 24 lb. 28
#132

weenie

Nov 10, 2004 17:23:30
______________________

QUASIELEMENTAL, DUST:

Dust Quasielemental, Small
Small Elemental (Extraplanar, Negative)

Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 20 ft., fly 20 ft. (average)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
BAB/Grapple: +1/-2
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust storm
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 15, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Improved Initiative
Environment: Quasielemental Plane of Dust
Organization: Solitary or pack (4-10)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Dust Quasielemental, Medium
Medium Elemental (Extraplanar, Negative)

Hit Dice: 4d8+12 (30 hp)
Initiative: +4
Speed: 20 ft., fly 20 ft. (average)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
BAB/Grapple: +3/+6
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust storm
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +9, Ref +1, Will +1
Abilities: Str 17, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Great Fortitude, Improved Initiative
Environment: Quasielemental Plane of Dust
Organization: Solitary or pack (4-10)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Dust Quasielemental, Large
Large Elemental (Extraplanar, Negative)

Hit Dice: 8d8+32 (68 hp)
Initiative: +4
Speed: 20 ft., fly 20 ft. (average)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
BAB/Grapple: +6/+15
Attack: Slam +10 melee (2d6+5)
Full Attack: 2 slams +10 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dust storm
Special Qualities: Damage reduction 5/– , darkvision 60 ft., earth glide, elemental traits
Saves: Fort +12, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Great Fortitude, Improved Initiative, Power Attack
Environment: Quasielemental Plane of Dust
Organization: Solitary or pack (4-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Dust Quasielemental, Huge
Huge Elemental (Extraplanar, Negative)

Hit Dice: 16d8+80 (152 hp)
Initiative: +4
Speed: 20 ft., fly 20 ft. (average)
Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +12/+27
Attack: Slam +18 melee (2d8+7)
Full Attack: 2 slams +18 melee (2d8+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dust storm
Special Qualities: Damage reduction 5/– , darkvision 60 ft., earth glide, elemental traits
Saves: Fort +15, Ref +5, Will +7
Abilities: Str 25, Dex 10, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Quasielemental Plane of Dust
Organization: Solitary or pack (2-4 plus 6-8 Small and Medium dust quasielementals)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Dust Quasielemental, Greater
Huge Elemental (Extraplanar, Negative)

Hit Dice: 21d8+105 (199 hp)
Initiative: +4
Speed: 20 ft., fly 20 ft. (average)
Armor Class: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (2d8+8)
Full Attack: 2 slams +21 melee (2d8+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dust storm
Special Qualities: Damage reduction 10/– , darkvision 60 ft., earth glide, elemental traits
Saves: Fort +17, Ref +9, Will +9
Abilities: Str 27, Dex 10, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Quasielemental Plane of Dust
Organization: Solitary or pack (2-4 plus 6-8 Small and Medium dust quasielementals)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Dust Quasielemental, Elder
Huge Elemental (Extraplanar, Negative)

Hit Dice: 24d8+120 (228 hp)
Initiative: +4
Speed: 20 ft., fly 20 ft. (average)
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +18/+35
Attack: Slam +25 melee (2d8+9/19-20)
Full Attack: 2 slams +25 melee (2d8+9/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dust storm
Special Qualities: Damage reduction 10/– , darkvision 60 ft., earth glide, elemental traits
Saves: Fort +19, Ref +10, Will +10
Abilities: Str 29, Dex 10, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +16, Spot +15
Feats: Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Quasielemental Plane of Dust
Organization: Solitary or pack (2-4 plus 6-8 Small and Medium dust quasielementals)
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

This billowing cloud of dust has tiny, eye-like pockets of swirling particles.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

The embodiments of Doomguard philosophy, dust quasielementals are spawned in the most desolate areas where Elemental Earth becomes Quasielemental Dust. Vengeful and destructive, but not inherently malicious, dust quasielementals gather in leaderless groups and roam about wrecking chaos. They are more than willing to travel to other planes if the opportunity arises, since there are few things left to dissolve near their homes.
Dust quasielementals speak Terran, though they rarely choose to do so.

COMBAT
Dust quasielementals revel in the obliteration of both objects and creatures. They are careless combatants, disregarding any caution or planning.

Dust Storm (Su): Creatures within a certain distance (see table below) of a dust quasielemental are exposed to a whirlwind of dust particles that form the creature’s body. Everyone within the area takes 2d6 points of piercing damage each round it remains in the area, and is blinded for 1 minute. A successful Fortitude save (DC varies, see table below) halves the damage and negates the blindness. The DC is Constitution-based.
A dust quasielemental can suspend and resume this ability as a free action.

Earth Glide (Ex): A dust quasielemental 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 dust quasielemental flings the quasielemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Dust Quasielemental Sizes:<br /> Dust Storm<br /> Size Height Weight Radius Save DC<br /> Small 4 ft. 40 lb. 5 ft. 12<br /> Medium 8 ft. 100 lb. 10 ft. 15<br /> Large 16 ft. 400 lb. 15 ft. 18<br /> Huge 32 ft. 1,000 lb. 20 ft. 23<br /> Greater 36 ft. 1,500 lb. 20 ft. 25<br /> Elder 40 ft. 2,000 lb. 20 ft. 27
#133

weenie

Nov 10, 2004 17:32:12
QUASIELEMENTAL, SALT
______________________

Salt Quasielemental, Small
Small Elemental (Extraplanar, Negative)

Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
BAB/Grapple: +1/-2
Attack: Slam +3 melee (1d4+1)
Full Attack: 2 slams +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Absorb moisture, death throes
Special Qualities: Darkvision 60 ft., elemental traits, water vulnerability
Saves: Fort +4, Ref +0, Wis +0
Abilities: Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Environment: Quasielemental Plane of Salt
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Salt Quasielemental, Medium
Medium Elemental (Extraplanar, Negative)

Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
BAB/Grapple: +3/+5
Attack: Slam +5 melee (1d6+2)
Full Attack: 2 slams +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Absorb moisture, death throes
Special Qualities: Darkvision 60 ft., elemental traits, water vulnerability
Saves: Fort +7, Ref +2, Wis +1
Abilities: Str 15, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Alertness, Power Attack
Environment: Quasielemental Plane of Salt
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Salt Quasielemental, Large
Large Elemental (Extraplanar, Negative)

Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
BAB/Grapple: +6/+14
Attack: Slam +9 melee (1d8+4)
Full Attack: 2 slams +9 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Absorb moisture, death throes
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, water vulnerability
Saves: Fort +10, Ref +4, Wis +2
Abilities: Str 19, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +8, Spot +7
Feats: Alertness, Cleave, Power Attack
Environment: Quasielemental Plane of Salt
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Salt Quasielemental, Huge
Huge Elemental (Extraplanar, Negative)

Hit Dice: 16d8+80 (152 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
BAB/Grapple: +12/+26
Attack: Slam +16 melee (2d6+6)
Full Attack: 2 slams +16 melee (2d6+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Absorb moisture, death throes
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, water vulnerability
Saves: Fort +15, Ref +8, Wis +7
Abilities: Str 23, Dex 16, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +11
Feats: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Environment: Quasielemental Plane of Salt
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Salt Quasielemental, Greater
Huge Elemental (Extraplanar, Negative)

Hit Dice: 21d8+105 (199 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
BAB/Grapple: +15/+30
Attack: Slam +20 melee (2d8+7/19-20)
Full Attack: 2 slams +20 melee (2d8+7/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Absorb moisture, death throes
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, water vulnerability
Saves: Fort +17, Ref +13, Wis +9
Abilities: Str 25, Dex 18, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Quasielemental Plane of Salt
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Salt Quasielemental, Elder
Huge Elemental (Extraplanar, Negative)

Hit Dice: 24d8+120 (228 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17
BAB/Grapple: +18/+34
Attack: Slam +24 melee (2d8+8/19-20)
Full Attack: 2 slams +24 melee (2d8+8/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Absorb moisture, death throes
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, water vulnerability
Saves: Fort +19, Ref +15, Wis +10
Abilities: Str 27, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +16, Spot +15
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Quasielemental Plane of Salt
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

A shapeless lump of what appears to be salt begins to morph into a large, white, rime-encrusted lizard.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

Salt quasielementals are solitary creatures inhabiting the gray, dried-up regions that were once Elemental Water, but are now only Salt. They sustain themselves by leeching moisture from other living things, but too much water can be deadly for a salt quasi.
Salt quasielementals speak Aquan but rarely choose to do so.

COMBAT
Salt quasielementals smack foes with their large, dense fists.

Absorb Moisture (Su): As a standard action, a salt quasielemental can establish a link between itself and another creature within 80 ft. If the target fails its Fortitude saving throw (DC varies, see table below), it begins to take 2d6 points of damage per round, and for every 3 points of damage dealt the quasielemental is cured of 1 point of damage. A Will save to end this effect is allowed every round. The save DC is Charisma-based and includes a +2 racial bonus.
This ability is especially devastating to water elementals and plant creatures, which instead take 2d8 points of damage per round.

Death Throes (Ex): If killed by immersion (see Water Vulnerability below), a salt quasielemental explodes dealing 1d4 points of slashing and piercing damage for every Hit Die it has to everything within 30 feet. A successful Reflex save halves this damage; the DC is equal to that of the Absorb Moisture ability (see table below).

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Water Vulnerability (Ex): Although the salt quasielemental feeds by draining moisture from other creatures, it is vulnerable to direct exposure to water. Common water damages salt quasielementals as if it were acid. A flask of water can be thrown as a splash weapon. A direct hit deals 1d6 points of damage and every salt quasielemental within 5 feet of the point where the flask of water hits takes 1 point of damage from the splash.
In addition, immersing a salt quasielemental entirely under water destroys it instantly, and sets off its death throes (see above).

Salt Quasielemental Sizes<br /> Absorb Moisture<br /> Size Height Weight Save DC<br /> Small 4 ft. 80 lb. 13<br /> Medium 8 ft. 700 lb. 14<br /> Large 16 ft. 5,000 lb. 16<br /> Huge 32 ft. 43,000 lb. 20<br /> Greater 36 ft. 50,000 lb. 22<br /> Elder 40 ft. 58,000 lb. 24
#134

weenie

Nov 10, 2004 17:36:53
_________________________
QUASIELEMENTAL, VACUUM

Vacuum Quasielemental, Small
Small Elemental (Extraplanar, Negative)

Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: Fly 90 ft. (good)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
BAB/Grapple: +1/-3
Attack: Slam +3 melee (1d4)
Full Attack: Slam +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draw into void
Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Vacuum Quasielemental, Medium
Medium Elemental (Extraplanar, Negative)

Hit Dice: 4d8+4 (22 hp)
Initiative: +7
Speed: Fly 90 ft. (good)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
BAB/Grapple: +3/+4
Attack: Slam +6 melee (1d6+1)
Full Attack: Slam +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draw into void
Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (B)
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Vacuum Quasielemental, Large
Large Elemental (Extraplanar, Negative)

Hit Dice: 8d8+24 (60 hp)
Initiative: +8
Speed: Fly 90 ft. (good)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
BAB/Grapple: +6/+12
Attack: Slam +9 melee (1d8+2)
Full Attack: 2 slams +9 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Draw into void
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 14, Dex 19, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Finesse (B)
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Vacuum Quasielemental, Huge
Huge Elemental (Extraplanar, Negative)

Hit Dice: 16d8+64 (136 hp)
Initiative: +10
Speed: Fly 90 ft. (good)
Armor Class: 18 (-2 size, +6 Dex, +4 natural), touch 14, flat-footed 12
BAB/Grapple: +12/+23
Attack: Slam +16 melee (2d6+3)
Full Attack: 2 slams +16 melee (2d6+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Draw into void
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +9, Ref +18, Will +5
Abilities: Str 16, Dex 23, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Vacuum Quasielemental, Greater
Huge Elemental (Extraplanar, Negative)

Hit Dice: 21d8+84 (178 hp)
Initiative: +11
Speed: Fly 90 ft. (good)
Armor Class: 20 (-2 size, +7 Dex, +5 natural), touch 15, flat-footed 13
BAB/Grapple: +15/+27
Attack: Slam +20 melee (2d8+4)
Full Attack: 2 slams +20 melee (2d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Draw into void
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +11, Ref +21, Will +9
Abilities: Str 18, Dex 25, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Vacuum Quasielemental, Elder
Huge Elemental (Extraplanar, Negative)

Hit Dice: 24d8+96 (204 hp)
Initiative: +12
Speed: Fly 90 ft. (good)
Armor Class: 21 (-2 size, +8 Dex, +5 natural), touch 16, flat-footed 13
BAB/Grapple: +18/+31
Attack: Slam +24 melee (2d8+5)
Full Attack: 2 slams +24 melee (2d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Draw into void
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +12, Ref +24, Will +10
Abilities: Str 20, Dex 27, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

The sound of rubbery, flapping skin betrays nearby creature movement, but you are unable to spot anything in the dark.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

Vacuum quasielementals are the rarest of the four types, creatures that embody the absence of all matter. These naturally invisible elementals commonly dwell in the areas where even Elemental Air gives way to nothingness spawned by Negative Energy. Xenophobic and introvert, the vacuum quasielementals keep to their own and attack all intruders.
Vacuum quasielementals speak Auran, though they rarely choose to do so. They weigh next to nothing.

COMBAT
A vacuum quasielemental slams foes with its shapeless body, and uses its draw into void ability to exhaust them.

Draw into Void (Su): As a standard action, a vacuum quasielemental can draw all the surrounding air into itself. An area of 60 ft. around it is treated as under a gust of wind effect directed toward the quasielemental for as long as the creature maintains the effect. In addition, one round after the quasielemental creates the effect all creatures within the area become unable to breathe.
A creature that has no air to breathe can hold its breath for 2 rounds per point of Constitution. After this period of time, it must make a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the creature fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, it suffocates.
A vacuum quasielemental can continually use its draw into void ability for up to 2 minutes at a time. A Fortitude save is allowed to negate the effects of gust of wind (DC varies, see table below), but not the suffocation effect. The save DCs are Constitution-based.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Natural Invisibility (Su): This ability is constant, allowing a vacuum quasielemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Vacuum Quasielemental Sizes<br /> Draw Into Void<br /> Size Height Save DC<br /> Small 4 ft. 11<br /> Medium 8 ft. 13<br /> Large 16 ft. 17<br /> Huge 32 ft. 22<br /> Greater 36 ft. 24<br /> Elder 40 ft. 26
#135

weenie

Nov 10, 2004 17:44:13
Edit: Redone the negative and positive subtypes. Their only purpose is to keep a native creature alive on the Energy Planes.

Negative Subtype: Those few natives of the Negative Energy Plane that are not undead have this subtype. A creature with the negative subtype is immune ability damage, ability drain, and energy drain. Negative energy (such as an inflict spell) heals it, but positive energy (such as a cure spell) harms it.

Positive Subtype: Those few creatures that call the Positive Energy Plane home have this subtype. When a creature with the positive subtype is on a plane with the major positive-dominant trait, it is never blinded by the brilliance of the surroundings, and automatically stops gaining hit points when its full total is reached.
#136

zombiegleemax

Nov 11, 2004 6:27:42
Seraph: Are you planning on doing the rest of the Quasielementals? If not, I could update my 3.0 conversion and post it? Also, if you're not working on the tsnng or vacuous, I'd be happy to convert these.

Great. I was hoping someone else would pick up the elementals... simply too many of them. I'd leave the tsnng and vacuous to you then.

Also, do you mind finishing up the skinrat from In the Cage? It seems to me that most of the creatures from that book are "normal" creatures. I mean, the sand cow doesn't seem too different from a normal cow. The same for a normal tiger and a Maladomini tiger.

Anyway, if possible, could you also rewrite the nathri and shad from PS3E Races into a MM creature entry?

On the subtypes: I'm not sure about the immunity or extra vulnerability as follows.
Negative... Spells that channel negative or positive energy (such as cure wounds, inflict wounds, harm, and heal) do not affect it in any way.

Effects that channel positive or negative energy (such as cure wounds, inflict wounds, harm, and heal) always have the maximum effect on a creature with the positive subtype...

Why should a negative creature be completely immune to positive energy? Or a positive creature be extra vulnerable to negative energy? I'd think a negative creature would take damage from positive energy and vice versa. In fact, the xeg-yi and the xag-ya (who came with the spelling of these things anyway??) would cancel out each other when they meet. Wouldn't be much of an explosion of the negative energon is immune to positive energy heh?

Besides, the entropic and vivacious templates (from Planar Handbook) gives limited spell resistance. If you want to follow this, then the negative creature should have SR against positive energy and the positive creature should have SR against negative energy.
#137

zombiegleemax

Nov 11, 2004 8:42:35
Kharga
Subtype: Add extraplanar subtype.
BAB/Grapple: +4/+2
Feats: Add power attack.

Updated from EnWorld Creature Catalogue (v3.0).
#138

zombiegleemax

Nov 11, 2004 8:45:28
Devete
Medium Outsider (Extraplanar)

HD: 6d8+6 (33 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 Natural), Touch 12, Flat-footed 14
BAB/Grapple: +6/+7
Attack: 1 claw +8 melee (1d4+1)
Full Attack: 2 claws +8 melee (1d4+1) and 1 bite +6 melee (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Emotional boost, poison
Special Qualities: Darkvision 60 ft., mimicry, immunity, cold/fire/electric resistance 10
Saves: Fort. +6, Ref. +7, Will +6
Abilities: Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 13
Skills: Concentration +10, Hide +11, Listen +10, Move Silently +11, Search +9, Sense Motive +14, Spot +10, Survival +10
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Astral Plane
Organization: Solitary or clutch (2d4)
CR: 4
Treasure: None
Alignment: Usually true neutral (or neutral evil, when in clutch)
Advancement: 7-12HD (Medium)
LA: -

“There is no better judge of character than a devete.”
- Valaxander, a deva

A devete is a blue-skinned humanoid with large eyes and a long swishing tail. It roams the astral plane as if on a quest. Sages speculate that the quest may involve returning to the racial birthplace. When in a clutch, devetes become xenophobic and malicious. They are believed to have evolved from the extinct kyleen from the Outlands after being infected with the chaos plague. The tweens of the ethereal plane are believed to be descended from the mutated kyleens as well.

Mimicry (Ex): A solitary devete is an emotional blank slate. It intuitively copies the emotions and motivations of anyone it encounters. Faced with a mixed group, a devete either copies the majority attitude or make a random copy. Thus, a devete is aggressive against an aggressive creature, mild against a mild creature and treacherous against a treacherous creature. When in a clutch, devetes suppress their mimicries.

Emotional Boost (Ex): A devete gains morale bonus to attack and damage rolls based on its specific emotions – fear (+1), self-defensive (+2) or malice/hate (+3).

Poison (Ex): When a devete attacks with malice or hate, its bite is poisonous, doing initial and secondary 1d4 Con damage. Con-based DC 14 negates.

Immunity: A devete is immune to mind-affecting effects, poison, paralysis and petrification.

Racial Skills: A devete gains +4 racial bonus on sense motive checks.

Converted from PSMC3.
#139

zombiegleemax

Nov 11, 2004 8:50:50
Egarus
Tiny Plant (Extraplanar)

HD: 6d8 (27 hp)
Initiative: -3 (-3 Dex)
Speed: 0 ft. (any distance via greater teleport)
AC: 9 (+2 Size, -3 Dex), Touch 9, Flat-footed 9
BAB/Grapple: +4/-7
Attack: -
Full Attack: -
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Break down
Special Qualities: Plant traits, sense existence, spell-like abilities, DR 5/-, immune to cold and fire, SR 16
Saves: Fort. +5, Ref. -1, Will +2
Abilities: Str 5, Dex 4, Con 10, Int -, Wis 10, Cha 11
Skills: -
Feats: -
Environment: Plane of Vacuum
Organization: Solitary or clumps (1d4+1)
CR: 6
Treasure: None
Alignment: Always true neutral
Advancement: 7-12HD (Tiny); 13-18HD (Small)
LA: -

“Absolutely nothing lives on the quasi-plane of vacuum.”
- Nevil, Treatise on the Inner Planes

Egarus is an abyssal fungus that adapted to survive on vacuum and nothingness. It was brought to a prime world after a planar traveler returned to his home with some fungus sticking to his boots. When the fungi threatened the world, the gods intervened and cast the fungi into the quasi-elemental plane of vacuum. Once it adapted to vacuum, the fungi cannot survive in any other environment.

Spell-like Abilities (Sp): At will – greater teleport (self only). CL=HD.

Sense Existence (Ex): An egarus can detect the presence of energy and matter within 1,000 miles. This sense provides it enough information to teleport to the location.

Break Down (Su): An egarus attacks anything within 25 ft. by breaking down 1 energy source or matter every round. Energies are targeted first, followed by objects and creatures. Non-magical energies are automatically extinguished. Energies from spells or spell-like abilities are subjected to dispel magic (CL=HD). Supernatural energies are suppressed as if in an anti-magic area if the creature fails a Cha-based DC 13 fortitude save. Against objects and creatures, this effect functions as a disintegrate spell (Cha-based DC 13).

Converted from PSMC3.
#140

zombiegleemax

Nov 11, 2004 9:33:54
Entrope
Huge Aberration (Extraplanar)

HD: 16d8+112 (184 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 21 (-2 Size, +2 Dex, +11 Natural), Touch 10, Flat-footed 19
BAB/Grapple: +12/+28
Attack: 1 claw +18 melee (1d8+8)
Full Attack: 2 claws +18 melee (1d8+8) and 1 bite +16 melee (2d6+4/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Planar breach, improved grab
Special Qualities: Darkvision 60 ft., immunity, DR 10/magic
Saves: Fort. +12, Ref. +9, Will +13
Abilities: Str 27, Dex 15, Con 25, Int 10, Wis 17, Cha 15
Skills: Listen +18, Spot +18, Survival +11
Feats: Blind-Fight, Cleave, Improved Critical (bite), Multiattack, Lightning Reflexes, Power Attack
Environment: Any Inner Plane
Organization: Solitary
CR: 13
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 17-32HD (Huge); 33-48HD (Gargantuan)
LA: -

“Why don’t we have one of those?”
- Factol Karan of the Xaositects

An entrope is an elongated, worm-like creature with many legs, 2 pincer-like claws, 4 eyes and a fanged mouth. It was created by the Doomguard to encourage entropy by dissolving the barriers between the elemental planes. The secrets of creation is however said to be lost. Entropes usually exist in the borders between the planes, feeding on the blend of elements. They can understand planar common, but are entirely incapable of speech or communication.

Planar Breach (Su): An entrope can “eat” through elemental borders as a full round action once every 1d4 rounds, causing a planar breach to another elemental or energy plane. This creates an energy intrusion to the current plane. If the other plane is an elemental plane, all with 20 ft. (except the entrope) take 8d6 damage, Con-based DC 25 reflex save for ½ damage. The damage type is determined by the secondary plane: fire (fire), acid (earth), water (cold), electric (air), positive energy or negative energy.

Furthermore, the eating of planar borders creates a planar breach, an area of 10d10 ft. radius centered on the entrope in 1d4 rounds. (see PLH, pp.150-153). Initially, this is a minor breach, wherein creatures with the respective element subtype receive +1 bonus on attack rolls, saves and skill checks. Spells with the respective element descriptor increase their save DCs by +1. A minor breach lasts for 1d6 days - 12 hours (min. 12 hours).

In an area already with a minor breach, this ability creates a severe breach. The elemental or energy trait (see DMG or MOTP) of the other plane applies to the current location. The breach lasts for 1d6 days – 48 hours (min. 1 hour). Anyone in the area (except for the name) has a 20% chance of moving to the other plane. This chance increases to 100% if a DC 15 knowledge (planes) check is made.

In an area already with a severe breach, this ability creates a complete breach. If so, the entrope opens a 2-way gate opens up to 10 ft. away in 1d4 rounds. All planar traits of the other plane apply to an area of 10d10 ft. radius centered on the gate. There is a 5% chance that the breach is permanent, otherwise it lasts for 1d6 days – 72 hours (min. 10 minutes).

Immunity: An entrope is immune to all energy types – fire, cold, electric, sonic and acid. Furthermore, it is also immune to the effects of all planar traits and is not affected to planar breaches unless it wants to be affected. It can naturally survive in any elemental or energy planes.

Improved Grab (Ex): An entrope can automatically grapple any creature hit by its claws as a free action without provoking attacks of opportunity.

:whatsthis Note: The Great Wheel cosmology detailed in MOTP removed the elemental borders, making the elemental planes isolated from each other. The concept of planar borders is applied instead to the Outer Planes (p.86). The elemental borders may need to be reinstated to make more sense of this creature.

Converted from PSMC3.
#141

weenie

Nov 11, 2004 11:58:01
.

The skinrat: I have no idea where this creature is. I've looked through In the Cage, and simply can't find it.

The "normality" of In the Cage creatures: Yes, well, that's how they wrote them up... the arcadian pony is a normal pony with a tentacle, the sand cow is a normal cow crossed with a normal camel, etc. :shrugs:

Nathri and shad: I've got them in a .doc somewhere, with the rest of the PS "playable races", I'll look it up.

The subtypes & vulnerabilities: Well, I was trying to avoid a quasi-undead situation, where the negative creatures would be healed by negative and wounded by positive energy... The incorporated weakness is there because I originally wrote these subtypes in order to balance the negatai/positai (and give them the ability to survive on their home planes) to LA +1. I'll check out the entropic/vivacious templates and reconsider. Any alternate versions of the two subtypes are welocome, of course.
#142

weenie

Nov 11, 2004 13:19:04
NATHRI
Nathri, 1st-level Warrior
Small Outsider (Extraplanar, Psionic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 leather), touch 13, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Spike +3 melee (1d3+1 plus poison), or sling +4 ranged (1d3+1)
Full Attack: Spike +3 melee (1d3+1 plus poison), or sling +4 ranged (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, poison
Special Qualities: Ethereal vision, low-light vision, power resistance 6
Saves: Fort +3, Ref +2, Will -1
Abilities: Str 13, Dex 14, Con 13, Int 10, Wis 9, Cha 6
Skills: Hide +8, Listen +1, Spot +1, Survival +1
Feats: Alertness
Environment: Ethereal Plane
Organization: Solitary, pair, pack (3-10), or tribe (20-40 plus 50% noncombatants and one leader of 3rd-6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

This stunted green-skinned humanoid has a thick mane of black hair. Its face is wide, with a flat nose and pointed ears. On the back of its right hand is a wicked-looking barb that the creature seems to brandish in your direction, speaking in a guttural tongue.

The Ethereal Plane is a realm of ghosts and haze. It is a gray world that shadows the Material Plane, always watching yet rarely seen. Within the fog live the nomadic nathri, said to have sprung from the depths of the Deep Ethereal itself. Their history remains a mystery since as a race they are savage and lack any known civilization. Instead, they live in hunting packs centered around an extended family and feed off of the few creatures that attempt to traverse their ethereal home.
Crude savages by reputation and nomadic scavengers by necessity, the nathri have a volatile personality, lashing out at anyone who displeases them, but rarely holding a grudge for a long time.

COMBAT
Nathri are a wild and unruly combatants, attacking in wave after wave, and rarely paying mind to their own safety.

Poison Spike (Ex): Spike, Nathri poison, Fort DC 11; primary damage 1d2 Dex, secondary damage 1d2 Int. The Save DC is Constitution-based.

Ethereal Vision (Ex): Nathri are able to see creatures in the Ethereal Plane from any plane coexistent with it. Ethereal objects appear hazy and are easily distinguished from objects in the current plane. Also, within the Deep Ethereal, nathri vision is not impaired and remains at 60 ft. range.

Psi-like Abilities: 1/day – precognition, ubiquitous vision. Manifester level equals character level (minimum 5th).

Skills: While on the Ethereal Plane, nathri gain a +4 racial bonus to Listen, Spot, and Survival checks (not included in the stat block above).

Nathri as Characters
Nathri characters possess the following racial traits:

- +2 Dexterity, +2 Constitution, -2 Charisma. The harsh ethereal environment has made nathri tough and quick, yet the isolationism greatly hinders their social skills.
- Small humanoid: As small creatures, nathri gain a +1 bonus to Armor Class and attack rolls, a +4 bonus on Hide checks, and a -4 penalty on grapple checks. Their lifting and carrying limits are ¾ those of Medium creatures. Nathri are usually native to the Ethereal Plane, and have the extraplanar subtype when not on their home plane.
- Nathri base speed is 20 feet.
- Low-light vision.
- Natural Weapons: A nathri has a spike attack (on his right hand only) that deals 1d3 points of piercing damage (plus Strength modifier).
- Naturally Psionic: Nathri gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Special Attacks (see above): Psi-like abilities, poison.
- Special Qualities (see above): Ethereal vision, power resistance 5 +1/character level.
- Racial Skills: While on the Ethereal Plane, nathri gain a +4 racial bonus to Listen, Spot, and Survival checks.

- Automatic Languages: Nathri, Planar Trade. Bonus Languages: Aquan, Auran, Draconic, Ignan, Terran.
- Favored Class: Barbarian
- Level Adjustment +1

_________________


SHAD
Shad, 1st-level Warrior
Small Humanoid (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+1 size, +2 Dex, +3 studded leather), touch 13, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Heavy mace +3 melee (1d6+1), or shortbow +4 ranged (1d4/x3)
Full Attack: Heavy mace +3 melee (1d6+1), or shortbow +4 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 16, Int 8, Wis 10, Cha 10
Skills: Craft (weaponsmithing) +1, Escape Artist +9, Hide +5, Listen +2, Move Silently +3, Survival +2
Feats: Dodge
Environment: Elemental Plane of Earth
Organization: Solitary, pack (3-8), or tribe (20-60 plus 50% noncombatants and 4 leaders of 4th-6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +0

This lean, gray-skinned humanoid has short, dark hair. Its face is dominated by its oversized eyes, and its large ears are adorned with multiple earrings. The creature moves at an awkward, wobbly gait.

The shad are a relatively young race, risen to sentience within the decaying remnants of a massive druidic grove on the Elemental Plane of Earth. They are survivors above all else, trying to find their place in the multiverse. Tolerant and thick-skinned, they strive to get along with everyone on live-and-let live principles. Needless to say, many planars recognize this attitude as weakness and take advantage of it whenever possible.
An important factor in helping the shad survive is the signs and messages left by past generations. For the short-lived race to thrive, they learned to always leave markings, tell tales, and convey other messages for future generations to help them learn what to make use of and what to avoid. Therefore, the shad have developed a rich tradition of stories and folklore, each with a specific warning or information on helpful resources.

COMBAT
Shad warriors are few and far between, but most communities have at least a few trained guards. They fight cautiously and defensively, usually trying to outlast their foes, aided by archers.

Contortion (Ex): Shad bodies are extremely pliable. They are able to contort their bodies to fit through an opening only 6 x 6 inches.

Shad as Characters
Shad possess the following racial traits:

- +2 Constitution, -2 Wisdom. Shad are durable, but lack a great deal of common sense.
- Small humanoid: As small creatures, shad gain a +1 bonus to Armor Class and attack rolls, a +4 bonus on Hide checks, and a -4 penalty on grapple checks. Their lifting and carrying limits are ¾ those of Medium creatures. Shad are often native to the Elemental Plane of Earth, and have the extraplanar subtype when not on their home plane.
- Shad base speed is 30 feet.
- Darkvision up to 60 feet.
- +2 racial bonus on saving throws against poison and disease.
- +4 dodge bonus versus creatures with the Earth subtype.
- Special Quality (see above): Contortion.
- Racial Skills: Shad have a +2 racial bonus on Craft (weaponsmithing) and Survival checks, as well as a +8 racial bonus on Escape Artist checks.
- Automatic Languages: Planar Trade. Bonus Languages: Druidic, Dwarven, Shad Graffiti, Terran. Note: Shad can only select druidic as a bonus language due to high intelligence; they cannot spend skill points to learn it even at 1st level. Shad druids learn Druidic normally.
- Plane of Origin: Often Plane of Earth.
- Favored Class: Bard.
- Level Adjustment +0
#143

weenie

Nov 11, 2004 17:19:21
T S N N G
________

Mage Tsnng
Medium Outsider (Extraplanar)

Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 10, flat-footed 14
BAB/Grapple: +6/+6
Attack: Claw +6 melee (1d4), or masterwork javelin +8 ranged (1d6)
Full Attack: 2 claws +6 melee (1d4), or masterwork javelin +8 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Blindsight 180 ft., damage reduction 5/magic, darkvision 60 ft., hardened matrix, hardened mind, immunities (death effects, disease, poison)
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 11, Dex 13, Con 12, Int 19, Wis 14, Cha 12
Skills: Concentration +10, Craft (any two) +13, Diplomacy +10, Knowledge (arcana +13, local +13, the planes +13), Listen +19, Search +13, Sense Motive +11, Spellcraft +13, Spot +11
Feats: Anti-Psionic Magic (B), Extend Spell, Improved Initiative, Spell Mastery (B), Spell Penetration
Environment: Quasielemental Plane of Mineral
Organization: Solitary or team (1-2 plus 2-4 warrior tsnng)
CR: 6
Treasure: No coins; standard goods; double gems
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +6

Warrior Tsnng
Medium Outsider (Extraplanar)

Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
BAB/Grapple: +6/+8
Attack: Claw +9 melee (2d4+4/19-20), or masterwork javelin +10 ranged (1d6)
Full Attack: 2 claws +9 melee (2d4+4/19-20), or masterwork javelin +10 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter claw
Special Qualities: Blindsight 180 ft., damage reduction 5/magic, darkvision 60 ft., hardened matrix, hardened mind, immunities (death effects, disease, poison)
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 15, Dex 17, Con 14, Int 14, Wis 12, Cha 12
Skills: Craft (weapons) +11, Hide +12, Intimidate +10, Knowledge (local +11, the planes +11), Listen +18, Move Silently +12, Search +11, Sense Motive +10, Spot +10
Feats: Combat Expertise, Dodge, Improved Critical (claw) (B), Power Attack, Weapon Focus (claw) (B), Weapon Specialization (claw) (B)
Environment: Quasielemental Plane of Mineral
Organization: Solitary or team (2-4 plus 1-2 mage tsnng)
CR: 5
Treasure: No coins; standard goods; double gems
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

This thin humanoid appears to be made entirely of purple-blue crystal. It is tall and spindly, with a long, narrow head and a tiny mouth. The multifaceted surface of its body is shining and sparkling with a plethora of colors.

The tsnng (name unpronounceable by non-tsnng) are a race of “anthropomorphic gemstones” native to the to the area bordering the Positive Energy Plane, the realm sometimes referred to as the “Quasielemental Plane of Mineral”. Reclusive, arrogant, and genderless, they claim to be the oldest race in creation. The fact that they are actually immortal beings, never dying of natural causes, seems to support this outrageous claim.
Tsnng society is divided into many autonomous enclaves and cabals, each group viewing itself as the sole possessor of the right and ability to decide what course is best for the race and the plane in general. All tsnng belong to one of two racial subtypes, either warriors or mages. This distinction is not relevant to a tsnng’s choice of cabal, nor to its social position, since both castes are equally valued.

COMBAT
Mage tsnng and warrior tsnng cooperate perfectly in combat. They act without any fear of death, which is not typical for immortal or near-immortal beings.
A tsnng’s natural weapons are treated as magical weapons for the purpose of bypassing damage reduction.

Blindsight (Ex): Tsnng can perceive their surroundings (within a 180 ft. radius) perfectly. They are able to see in a an extremely wide spectrum using any part of their bodies as a sensory organ, and can sense ambient noise and vibration with extreme accuracy within that range.

Hardened Matrix (Ex): The crystal matrix of tsnng bodies is naturally resistant to vibrations. Although their bodies are made entirely of crystal, the tsnng are not treated as crystalline creatures when exposed to effects that work differently on such beings. In addition, all sonic effects deal only ½ standard amount of damage to a tsnng, regardless of whether or not a saving throw is allowed.

Hardened Mind (Ex): Despite the fact that the powers of the mind have traditionally been channeled through crystals, they do not seem to pass through the Tsnng at all. A tsnng has a +8 racial bonus on saving throws against all psionic powers and psi-like abilities.

Skills: All tsnng have a +8 racial bonus on Listen checks.

MAGE TSNNG
Tsnng arcanists believe that they wield the magical potency bestowed upon them directly by their home plane, the so-called Geode, or “Plane of Mineral”. They employ many crystal-related spells and techniques unknown to other races.

Spells: A mage tsnng casts spells as a 6th-level wizard, but its Intelligence score is treated as 10 points higher to determine bonus spells per day.
Typical spells prepared (4/6/5/4 per day; save DC 14 +spell level): 0 – detect magic, far hand, ghost sound, mending; 1st – comprehend languages, mage armor, magic missile, shocking grasp, true strike, unseen servant; 2nd – blur, detect thoughts, minor image, scorching ray, tone echo*; 3rd – dispel magic, greater magic weapon, light refraction*, protection from energy.
* new spell, see “Additional Sources” below.

WARRIOR TSNNG
Warrior tsnng are the physical force of their people, and make up for their small numbers with great power and precision. Warriors act as guards, enforcers, soldiers, and the developers of gem weaponry. Indeed, all crafting within tsnng society generally falls to warriors.

Alter Claw (Ex): As a full-round action, a warrior tsnng can morph one or both of its claws into 5-ft. long spear-like crystalline spikes. A claw in spike form inflicts 2d6 points of damage, and deals triple damage on a critical hit. The tsnng’s claw-related feats still apply. The morphed claws cannot be used to hold or otherwise manipulate items, and morphing them back requires another full-round action.

TSNNG WEAPONS
Tsnng that rely on manufactured weapons rather than their claws typically use special crystal weapons (typically spears, bastard swords, or axes), crafted employing secret techniques that give them the properties of steel-equivalents (same hardness and hit points, but ½ weight). Adding magical enhancements onto such weapons is a surprisingly fast and cheap process for tsnng gem-smiths.

ADDITIONAL SOURCES
To unveil more darks of the crystal-folk, drop by the Bone-Box Rattler and park your sensory organs of choice in the Xenobiology section. The chant graciously brought to you by the esteemed greybeard Mechalich.

-------

Edit: They're Outsiders now, not Monstrous Humanoids. Not that much of a difference - more skill points, better saves...
#144

zombiegleemax

Nov 13, 2004 1:37:39
Tsnng = monstrous humanoid? I'd think outsider would be a better choice, esp. since they are immortal.
#145

zombiegleemax

Nov 13, 2004 1:45:47
Facet
Medium Elemental (Extraplanar)

HD: 4d8+12 (30 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft.
AC: 18 (+2 Dex, +6 Natural), Touch 12, Flat-footed 16
BAB/Grapple: +3/+5
Attack: 1 claw +6 melee (1d4+2 and desiccate)
Full Attack: 2 claws +6 melee (1d4+2 and desiccate)
Space/Reach: 5 ft./5 ft.
Special Attacks: Desiccate
Special Qualities: Darkvision 60 ft., split, combine, hive mind, immune to mind-affecting effects
Saves: Fort. +7, Ref. +3, Will +4
Abilities: Str 15, Dex 14, Con 16, Int 10, Wis 13, Cha 12
Skills: Listen +8, Spot +8
Feats: Iron Will, Weapon Focus (claw)
Environment: Any (Plane of Salt)
Organization: Solitary or detachment (3d4)
CR: 3
Treasure: None
Alignment: Usually true neutral
Advancement: 5-8HD (Medium); 9-16HD (Large); 17-16HD (Huge)
LA: -

A facet is a humanoid drawn of angular lines and composed of salt crystals. Facets do not seem to communicate in any way, thus some have considered them to be one single organism with detachable parts working in synch with a collective consciousness. About a third of all facets inches at the border to Plane of Water, waging a war against the other plane in an attempt to eradicate all moisture. Some seem to think that there is a master facet controlling all others, but this is as yet unproven.

Desiccate (Ex): A facet can leech moisture from any creature hit by its attacks if it contains some form of moisture, such as blood. This deals 1d4 Con damage per hit, Con-based DC 15 fortitude save negates. Creatures with water subtype take 1d6 Con damage instead with -2 penalty to save. Creatures without moisture, such as a fire elemental or a stone golem, is immune to this effect.

Split (Ex): When a facet dealt an amount of Con damage equals to its HD, it splits into two facets as a full round action on its next turn. Each facet is weakened as if it has a number of negative levels equals to ½ its HD. The new facet can split if it recovers from its weakened state by resting 1 day per “negative level” that it has. The original facet may be able to split a second time (20% chance) or a third time (5% chance) if it recovers from its weakened state. Immersing a facet in a large body of water or subjecting it to a create water spell forces it to split immediately if it is able.

Combine (Ex): Up to 5 facets can combine into a composite facet as a full round action. The combined facet has as many HD as the sum of its constituent facets. Treat this as an advanced facet of the appropriate HD. It takes a full round action to separate from a combined form.

Hive Mind (Ex): All facets within 500 feet from each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No facet in a group is considered flanked unless all of them are.

Converted from PSMC3.
#146

zombiegleemax

Nov 13, 2004 1:48:38
Magran
Huge Aberration (Extraplanar)

HD: 12d8+72 (126 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: Swim 45 ft.
AC: 19 (-2 Size, +3 Dex, +8 Natural), Touch 11, Flat-footed 16
BAB/Grapple: +9/+26
Attack: 1 bite +16 melee (2d6+13)
Full Attack: 1 bite +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, hypnotic light
Special Qualities: Invisibility
Saves: Fort. +10, Ref. +7, Will +10
Abilities: Str 29, Dex 16, Con 23, Int 7, Wis 14, Cha 16
Skills: Listen +9, Spot +10
Feats: Ability Focus (hypnotic light), Blind-Fight, Cleave, Improved Initiative, Power Attack
Environment: Deep Ethereal
Organization: Solitary or school (5d6)
CR: 7
Treasure: None (except for magran sphere)
Alignment: Always true neutral
Advancement: 13-24HD (Huge); 25-36HD (Gargantuan)
LA: -

A magran is an eel-like creature with multiple eyes and a tendril ending with a light sphere dangling in front of its face. It has never been encountered outside of the Deep Ethereal.

Hypnotic Light (Su): A magran has a long tendril which dangles a glowing sphere before its jaws. This light can be seen 200 ft., even in the ethereal plane. Anyone within 30 ft. who can see the light must make a Cha-based DC 22 will save every round or become flat-footed and fascinated, taking no action and suffering -4 to listen and spot. It can affect a total HD worth of creatures equals to the magran’s HD x2 (i.e. 24 HD for average magran).

Invisibility (Su): A magran can become invisible at will as a free action. Attacking negates its invisibility. Its invisibility does not apply to its glowing sphere. The sphere allows creatures to locate its space, but it retains its 50% miss chance due to invisibility.

Improved Grab (Ex): A magran can grapple anyone it hits with its bite attack automatically without provoking an attack of opportunity. If successful, it can swallow whole on its next turn.

Swallow Whole (Ex): If a magran begins its turn with a prey grappled in its mouth, it can swallow it whole by making a grapple check. A swallowed victim takes 2d8+8 bludgeoning damage and 1d8 acid damage per round. Its gullet has AC 14 and 25 hp.

Magran Sphere [Wondrous Item]
This is an 8 inches diameter light ball which can be harvested from a magran. It constantly generates a hypnotic pattern spell (CL6, DC 15 will save negates) for 1d4 weeks after the magran’s death. Its owner is immune to this effect, but will not part with the sphere regardless of consequences unless he receives a remove curse spell cast by a level 6 or higher caster. Market price: 600 gp.

Converted from PSMC3.
#147

zombiegleemax

Nov 13, 2004 1:51:38
Ooze Sprite
Medium Elemental (Extraplanar)

HD: 3d8+6 (19 hp)
Initiative: +0 (+0 Dex)
Speed: 15 ft.
AC: 14 (+4 Natural), Touch 10, Flat-footed 14
BAB/Grapple: +2/+4
Attack: 1 slam +5 melee (1d6+3)
Full Attack: 1 slam +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Suggestive touch
Special Qualities: Darkvision 60 ft., elemental traits, malleable form, DR 5/-
Saves: Fort. +3, Ref. +3, Will +1
Abilities: Str 14, Dex 10, Con 15, Int 8, Wis 10, Cha 13
Skills: Listen +3, Spot +3
Feats: Ability Focus (suggestive touch), Weapon Focus (slam)
Environment: Any marsh or swamp (Plane of Ooze)
Organization: Solitary or tribe (4d6)
CR: 2
Treasure: None
Alignment: Always true neutral
Advancement: 4-6HD (Medium); 7-9HD (Large)
LA: -

“Is every creature that hails from the plane of ooze just a big joke?”
- Nahamra Ru, a new planewalker

An ooze sprite is a humanoid-shaped pile of ooze and goo. They do not speak, but communicate with ooze sprite sign language. They organize themselves in nomadic tribes, led by a 6-HD chieftain. Every 6 Sigil years, all the chieftains gather in a council to empower a king with their chemicals, creating a 9-HD large ooze sprite who hunts its own kind to cull the weak.

Chant has it that an ooze sprite called Mr. Slur, or Slurgosith, is the head of a vast criminal organization in Sigil. It has a magic item to allow it to speak and uses its suggestive touch to control the minds of its subordinates.

Malleable Form (Ex): An ooze sprite can shift its form, allowing it to seep through small openings.

Suggestive Touch (Sp): An ooze sprite can make a special melee touch attack to affect the target with a suggestion spell. CL= ½ HD (min.1), Cha-based DC 14 will save negates.

Racial Skills: An ooze sprite gains +8 racial bonus on hide checks in any ooze or slime-covered environment.

Converted from PSMC3.
#148

banshee

Nov 13, 2004 10:15:05
The skinrat: I have no idea where this creature is. I've looked through In the Cage, and simply can't find it.

The "normality" of In the Cage creatures: Yes, well, that's how they wrote them up... the arcadian pony is a normal pony with a tentacle, the sand cow is a normal cow crossed with a normal camel, etc. :shrugs:

Nathri and shad: I've got them in a .doc somewhere, with the rest of the PS "playable races", I'll look it up.

The subtypes & vulnerabilities: Well, I was trying to avoid a quasi-undead situation, where the negative creatures would be healed by negative and wounded by positive energy... The incorporated weakness is there because I originally wrote these subtypes in order to balance the negatai/positai (and give them the ability to survive on their home planes) to LA +1. I'll check out the entropic/vivacious templates and reconsider. Any alternate versions of the two subtypes are welocome, of course.

What about the Nethlings?

Banshee
#149

ripvanwormer

Nov 14, 2004 15:04:48
The skinrat: I have no idea where this creature is. I've looked through In the Cage, and simply can't find it.

The skinrat is described on page 102:

"Shrinkers has a sweating skinrat chained to the wall, a creature imported from Oinos in the Gray Waste. (A skinrat's like a cranium rat, except it's hairless and lacks telepathic abilities). A sod who gets drunk enough is encouraged to sample the sweat, which acts as a potion of diminuation. "

That's an advantage of having the .pdf - there's a search function.

As to what it actually is, that's not clear. Can it use its sweat as an attack, or do berks have to lick it? Can it shrink things faster or smaller when it's in groups? My guess is it's not really much like a cranium rat, and it's not associated with Ilsensine, but it has no skin or hair and its brain is exposed. It's probably an ordinary rat in most respects.
#150

ripvanwormer

Nov 15, 2004 15:31:25
Zaaman Rul

Half-Elemental Efreeti Fighter 10
Large Outsider (Fire, Good)
Hit Dice:
10d8+20 +10d10 + 30 (160 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 40 ft. (perfect)
AC: 22 (-1 size, +6 Dex, +7 natural)
Base Attack/Grapple: +19/+30
Attacks: Slam +25 melee (1d8+15 +1d6 fire) or huge +2 frost greatsword +25 melee (2d8+10 +1d6 cold)
Full Attack: Slam +25/+15 melee (1d8+15 +1d6 fire) or huge +2 frost greatsword +27/+22/+17/+12 melee (2d8+10 +1d6 cold)
Face/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, heat
Special Qualities: Plane shift, telepathy, half-elemental qualities, outsider traits, fire subtype
Saves: Fort +16, Ref +13, Will +12
Abilities: Str 23, Dex 23, Con 16
Int 14, Wis 15, Cha 18
Skills: Bluff +14, Concentration +16, Escape Artist +15, Intimidate +23, Listen +12, Move Silently +25, Sense Motive +21, Spellcraft +12, Spot +12, Jump +20, Ride +20, Climb +12
Feats: Sunder, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack, Expertise, Leadership, Power Attack, Cleave, Great Cleave
Climate/Terrain: Any land (Elemental Plane of Fire)
Organization: Company (himself and 2-4 greater fire elementals) or band (himself and 6-15 greater fire elementals)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items
Alignment: Neutral good
Advancement: by class

When the elemental lord Zaaman Rul was born from the union of the elemental prince Imix and an efreeti princess, the child was at first celebrated among the efreet as the one who would unite both elemental spirits and efreeti as one people. This prophecy was to come to pass, but not in the way either the efreet or Imix expected.

As he grew, Zaaman Rul began to complain that the customs of the efreet were corrupt and needlessly cruel. He pointed out the tradition that every one of the Sultan’s brothers must be killed on the day of his coronation in order to prevent succession problems. He pointed out, too, their war of annihilation against the djinn, and their brutal policy of imperialism in the plane of fire. He suggested that they were too entangled politically with the baatezu of the Nine Hells, and hinted darkly that his father Imix was involved in a plane-spanning conspiracy to destroy all reality.

These opinions did not go over well at court. He was, in fact, nearly executed (bloodlessly; the spilling of royal blood was considered sacriligious among the efreet), before some efreet who had been won over by his arguments launched a daring rescue and smuggled him out of the city. Wandering the plane, he recruited a vast army among dissident efreet and those fire elemental races opposed to the rule of Imix or the efreeti Sultan. His small rebel army skirmished against his opponents for a number of years before finally facing off against Imix’s primary legion on the inauspiciously named Plain of Burnt Dreams, where the army of Zaaman Rul was dealt a crushing defeat.

Unlike most of his army, Zaaman Rul survived. From isolated wilds of the plane of fire he slowly rebuilds his coalition. He will not give up in his quest to liberate the masses, but he will never overestimate his own strength again. He knows he has quite a ways to go before he is the equal of his evil father.

Zaaman Rul is a large (15' tall) humanoid with red skin, long black hair, and black eyes the color of basalt. He shares something of an efreet's massive, metallic physique, but he seems even more elemental; when he flexes his muscles, the movement of flames is visible beneath his skin.

Zaaman Rul speaks Jannti (the genie language), Ignan, Planar Common, Auran, and Infernal

Plane Shift (Sp): Zaaman Rul can enter any of the elemental planes, the Astral Plane, the Ethereal Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): Zaaman Rul can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities:At will: produce flame and pyrotechnics; 1/day-grant up to three wishes (to nongenies only), burning hands, detect magic, enlarge, flaming sphere, fire shield, fire seeds, firestorm, incendiary cloud, fire elemental swarm, gaseous form, invisibility, permanent image, polymorph self, and wall of fire. These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).
Heat (Ex): Zaaman Rul’s red-hot body deals 1d6 points of additional fire damage whenever he hits in melee, or when grappling, each round he maintains a hold.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Outsider traits (Ex): Darkvision to 60 feet, proficient in all martial and simple weapons, doesn't need to eat or sleep, can't be raised, reincarnated, or resurrected
Half-Elemental Qualities (Ex): As a half-elemental, Zaaman Rul is immune to disease and fire attacks. He has a +4 racial Fortitude bonus against poison.

(Adapted From the Planescape Monstrous Compendium, Volume Three, by Monte Cook. The half-elemental template is in the Manual of the Planes, 3rd edition, and also first designed by Monte Cook)
#151

weenie

Nov 15, 2004 18:45:09
Tsnng = monstrous humanoid? I'd think outsider would be a better choice, esp. since they are immortal.

I was getting a little fed up with all the outsiders, but you're probably right. I'll edit.

What about the Nethlings?

What about them? I'll post my conversion, but they're not really suitable for PCs, if that's what you mean.

BTW, I'm working on some other creatures from A Guide to the Ethereal Plane, but I'm not really sure which of these (if any) have already been converted: Cerebral Parasite, Chilcrix, Ebon Tiger, Ether Horse, Gingwatzim, Gk'lok-lok, Memedi (Gendruwo), Phirblas, Plasm.

Anybody?

The skinrat is described on page 102:

That's an advantage of having the .pdf - there's a search function.

Thanks. All my Planescape books are .pdfs, but In the Cage isn't OCR so I couldn't search it.

"Like a cranium rat, but no psi"? That sounds a lot like a common rat to me. The fact that you can lick it doesn't mean it needs to be statted.
#152

weenie

Nov 15, 2004 18:47:34
V A C U O U S
Medium Undead (Extraplanar)
Hit Dice:
4d12+3 (29 hp)
Initiative: +3
Speed: 20 ft., fly 40 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+7
Attack: Claw +5 melee (1d4+1 plus 1d6 negative energy)
Full Attack: 2 claws +5 melee (1d4+1 plus 1d6 negative energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole, void maw
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., turn resistance +4, undead traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 13, Dex 16, Con – , Int 15, Wis 12, Cha 13
Skills: Hide +10, Intimidate +5, Listen +10, Move Silently +14, Spot +10
Feats: Alertness, Toughness
Environment: Quasielemental Plane of Vacuum
Organization: Solitary or pack (1-6)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5-8 HD (Medium); 9-13 HD (Large)
Level Adjustment: –

This 5-ft. tall humanoid has a large head, beady black eyes, and eggshell-white skin covered in tiny cracks. Its short arms end in long black talons. The creature’s most significant feature is its huge, gaping mouth. As you look into the gigantic maw, you see more then just darkness – you see the ultimate Void.

The vacuous are undead spirits that had once escaped from the Negative Energy Plane onto the Elemental Plane of Air through one of the many planar breaches that occur between these two. They made their home in the desolate realm known as the Quasielemental Plane of Vacuum. Insatiable and curious creatures, the vacuous are continually on the lookout for new and interesting living beings to devour.
Some greybeards believe that the vacuous serve and worship Siva, the Vedic power of destruction, but this theory is yet to be confirmed.

COMBAT
The vacuous are surprisingly clever combatants. They travel and hunt in packs, setting ambushes, flanking, and attempting to separate opponents by drawing them apart from each other.
The natural attacks of a vacuous are treated as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a vacuous must hit an opponent of up to two sizes larger than itself 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, draws the foe toward its mouth, and can try to swallow the foe the following round.

Swallow Whole (Ex): A vacuous can try to swallow a grabbed opponent of up to two sizes larger than itself size by making a successful grapple check. The swallowed creature takes 1d8 points of bludgeoning damage and 6 points of negative energy damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A vacuous’ interior can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.

Void Maw (Su): The mouth of a vacuous is a gaping void that hungrily draws everything near the undead creature into it. This “suction” effect provides the vacuous with a +4 racial bonus on grapple checks. The mouth can be spread open to (theoretically) any extent, enabling the vacuous to swallow creatures of a size much greater than its own. A creature that dies while swallowed by a vacuous is instantly consumed by negative energies of the void and cannot be returned to life by any means short of a wish or miracle.

Skills: A vacuous has a +4 racial bonus on Intimidate and Move Silently checks.

Converted from PSMCA III.
#153

weenie

Nov 15, 2004 18:49:56
M E M E
Medium Construct (Extraplanar, Incorporeal)
Hit Dice:
9d8+20 (60 hp)
Initiative: +1
Speed: Fly 40 ft.
Armor Class: 17 (+1 Dex, +3 natural, +3 deflection), touch 14, flat-footed 16
Base Attack/Grapple: +6/–
Attack: –
Full Attack: –
Space/Reach: 5 ft./5 ft.
Special Attacks: Usurpation field
Special Qualities: Blindsight 90 ft., construct traits, darkvision 60 ft., fast healing 10, incorporeal traits, immunity to magic, low-light vision
Saves: Fort +3, Ref +4, Will +4
Abilities: Str – , Dex 13, Con – , Int – , Wis 12, Cha 16
Environment: Ethereal Plane
Organization: Solitary or swarm (2-6)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Medium); 19-28 HD (Large); 29-33 HD (Huge)
Level Adjustment: –

This apparition looks like a vague humanoid form moving under a bed sheet. As it comes closer, you realize that the “bed sheet” is actually the ethereal medium, and that the creature is constantly in flux, a miniature vortex on one side drawing stray particulate matter into the creature’s form, and another one spraying used particulate away on the other side.

The bane of many primitive ethereal communities, meme are spontaneously created constructs of protomatter and energy. A meme typifies the idea of a pattern imposing form on an object, utilizing stray ethereal matter for a few seconds to make up its form temporarily. This self-perpetuating pattern-creature “feeds” primarily on the protomatter of the Ethereal, but prefers to absorb “true” matter whenever it encounters creatures and objects. A meme cannot survive on any plane other than the Ethereal.

COMBAT
Meme “fight” be simple standing near their opponents, letting the usurpation field to its thing. Although mindless, they are self-aware and intuitive enough to fly toward a foe attacking it from a distance, and fly away from a foe that overcomes their fast healing ability with ease.

Immunity to Magic (Ex): A meme 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 hold person or hold monster spell deals 3d10 points of damage to it.
A temporal stasis spell destroys it instantly.
The meme gets no saving throw against any of these effects.

Incorporeal Traits: Cannot be harmed by nonmagical weapons, and has a 50% chance to ignore any damage from any corporeal source (including magical weapons), except for force effects or attacks made with ghost touch weapons. Can pass through solid objects, but not force effects, at will. Its natural attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. Always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Usurpation Field (Su): All creatures and objects within 15 ft. of a meme take 2d6 points of damage per round, as the entropic forces that sustain the meme dissolve the matter the victim is made of. A Fortitude save (DC 17) is allowed each round to halve the damage.
Damage dealt by this ability cannot be naturally healed – only magical healing can restore the hit points. A creature or object destroyed by a meme’s usurpation field is entirely disintegrated, as per spell.

Converted from A Guide to the Ethereal Plane, TSR2633.
#154

weenie

Nov 15, 2004 18:51:58
N E T H L I N G
Large Outsider (Extraplanar, Shapechanger)
Hit Dice:
13d8 (58 hp)
Initiative: -1
Speed: Fly 30 ft.
Armor Class: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +13/+20
Attack: Slam +15 melee (1d8 plus 1d6 acid)
Full Attack: Slam +15 melee (1d8 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Absorb mind, improved grab
Special Qualities: Alternate form, darkvision 60 ft., spell resistance 20
Saves: Fort +10, Ref +7, Will +10
Abilities: Str 17, Dex 9, Con 10, Int 13, Wis 10, Cha 10
Skills: Gather Information +16, Knowledge (any three) +16, Listen +18, Search +17, Sense Motive +16, Spot +18, Survival +16
Feats: Ability Focus (absorption), Alertness, Great Fortitude, Iron Will, Weapon Focus (slam)
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Large)
Level Adjustment: +0

This pinkish circular membrane is roughly eight feet across, a few inches thick, and pinkish in color. It abruptly thickens in the center to form a brownish fleshy bulb measuring one foot in diameter. The undulations of the membrane apparently serve to propel this odd creature through the ethereal medium.

Children of Neth, the Demiplane that Lives (see Manual of the Planes), nethlings are extensions of the sentient demiplane sent forth to collect information and search for meaning. A nethling wanders the Ethereal Plane until it locates a living creature, which it immediately attempts to mimic in form and engage in conversation. It’s hungry for knowledge, and its questions include (bit are not limited to) the following: “Where am I?” “What is Ethereal” “Are you of Neth?” “Who are you of?” “What is free will?”
Once a nethling collects a suitable amount of information, it returns to Neth through an ethereal curtain to be reabsorbed into the living demiplane for transferal of gained knowledge.
Nethlings speak Planar Trade and two other languages spoken on the planes. These languages are “programmed” into it by Neth at the time of creation.

COMBAT
A nethling fights in self defense, but it will also attack when it decides that a creature it encounters is not willing to provide all the information Neth requires. It attempts to absorb its foes into itself in order to obtain this information.

Absorb Mind (Su): A nethling absorbs the thoughts and memories of a creature its gets a hold on. It deals 1d4+1 points of permanent Intelligence drain with each successful grapple check. For each point of Intelligence drained, the nethling is healed of 2 hit points of damage, gaining any excess HP as temporary hit points. A creature whose Intelligence is drained to zero instantly dies, and its body dissolves within one minute of death; it can be returned to life only by a true resurrection, miracle, or wish.

Improved Grab (Ex): To use this ability, a nethling 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 absorb mind.

Alternate Form (Su): A nethling can assume other forms at will as a full round action. This ability functions as a polymorph spell cast on itself (caster level 13th), except that a nethling does not regain hit points for changing form. Also, since the nethling retains its generally meaty texture and pinkish-brown hue, and no equipment is duplicated, the semblance is crude at best; the nethling does not gain a bonus on Disguise checks that similar abilities normally provide. A nethling in alternate form loses its slam attack and cannot use its Absorb Mind ability. The alternate form cannot be dispelled, but a nethling reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
The nethling can remain in its alternate form indefinitely, although it usually changes form to match that of a creature it is currently interrogating.


INDEPENDENT NETHLINGS
Very rarely, a nethling “goes rogue”, acquiring free will and full sentience. It attempts to make a life for itself apart from its parent, but it must constantly resist the urge to return and be reabsorbed by Neth. They are still curious and open-minded, although not quite as ruthless in their inquiries as before.
Unlike rogue modrons, independent nethlings are not terminated on sight by their former brethren.
Independent nethlings typically live between 100 and 600 years.

Converted from A Guide to the Ethereal Plane, TSR2633.
#155

weenie

Nov 15, 2004 18:57:24
T W E E N
Small Humanoid (Extraplanar)

Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft. (or as host)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Claw +4 melee (1d4-1)
Full Attack: 2 claws +4 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, luck, resistances (cold 10, fire 10)
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 8, Dex 15, Con 11, Int 12, Wis 9, Cha 13
Skills: Disguise +3, Hide +11, Search +4, Spot +4, Survival +4
Feats: Weapon Finesse
Environment: Ethereal Plane
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

You can barely discern the smoky, shadowy silhouette of this small humanoid creature in the already foggy Ethereal medium.

A tween is a parasitic creature that needs an intelligent being for a host. They live in the Border Ethereal and scour the neighboring Prime Material Plane for potential hosts.
Some graybeards suspect that tweens were once members of a race called the kyleen, who dwelled on the Outlands millennia ago. The kyleen were infected with a strange chaos-plague that transformed the whole race. While most mutated kyleen ended up as devete wandering the Astral Plane, some found a new home on the Ethereal Plane as the tweens. Both races seem to lack any goal or independent purpose, and either mimic other beings (devete) or bind themselves to them (tweens).

COMBAT
An unattached tween prefers to run away from a threat, and fights only when cornered. The combat actions of an attached tween typically resemble the actions of its host.

Attach (Su): Once an unattached tween discovers a suitable host (which could be any intelligent creature), it begins stalking it, following its every move. As this bonding behavior begins, the tween begins to visually resemble the host more and more with each passing minute, and it can be seen on the Material Plane (if the host is there) as an extra shadow next to the host’s. After 2d6 hours spent within sight of the new host (regardless of whether or not they are on the same plane), the tween and the host become permanently “bonded”. An attached tween typically makes its presence known to the host, in case the host wasn’t aware of it previously. The tween now looks very much like its host (usually a miniature version), both in appearance, speech, and behavior. Its alignment and speed changes to match the host’s, and the tween compulsively follows its host everywhere, mimicking his actions and moods, and occasionally obeying his orders. The tween is not a mindless servant however, nor is it charmed to the host; they think very much alike, but that does not necessarily mean that they get along.
The bond lasts until either the host or the tween dies - neither is able to voluntarily sever the bond. If the tween dies, its host must make a Will save (DC 15) or suffer a -2 morale penalty on all dice rolls for one month. If the host of a tween dies, the shock and grief of losing the host literally causes the tween to fission in two, birthing a new tween. Both tweens then begin looking for new hosts.
The bond can also be sundered by a wish or miracle spell.

Ethereal Jaunt (Su): A tween can shift between the Ethereal Plane and the Material Plane at will as a standard action.

Luck (Su): Tweens have a +1 luck bonus on all saving throws, but it is also said that tweens are luck. Somehow, through their mimic-like bond, they are able to subtly affect probability in the host's vicinity. While the host is within 30 ft. of his attached tween, the host has a +1 luck bonus on AC, attack rolls, and saving throws. However, all other creatures within 30 ft. of the tween suffer a -1 luck penalty on their saving throws.

Skills: Tweens have a +2 racial bonus on Disguise and Hide checks.

Converted from A Guide to the Ethereal Plane, TSR2633.

-------

Edit: Damn, I just saw CC had already done the Tween here. Oh well, at least my version gives them the ability to actually get to the Material Plane (which I'm pretty sure GttE had implied), and doesn't make them needlessly incorporeal...
#156

ripvanwormer

Nov 15, 2004 19:57:26
IBTW, I'm working on some other creatures from A Guide to the Ethereal Plane, but I'm not really sure which of these (if any) have already been converted: Cerebral Parasite, Chilcrix, Ebon Tiger, Ether Horse, Gingwatzim, Gk'lok-lok, Memedi (Gendruwo), Phirblas, Plasm.

Gingwatzim were converted in Dragon #295. And it included all five types, not just the naranzim. I think the gendruwo is in Oriental Adventures.

Thanks. All my Planescape books are .pdfs, but In the Cage isn't OCR so I couldn't search it.

"Like a cranium rat, but no psi"? That sounds a lot like a common rat to me. The fact that you can lick it doesn't mean it needs to be statted.

That's weird. My .pdf copy of In the Cage is searchable. Of course, mine doesn't have the map of Sigil in it.

I agree about the skinrat.
#157

weenie

Nov 16, 2004 17:33:08
I edited some errors in the negative quasielementals posts, I'll post the four positive quasies tomorrow.
Also, the negative/positive subtypes underwent some changes:

Negative Subtype: Those few natives of the Negative Energy Plane that are not undead have this subtype. A creature with the negative subtype is immune ability damage, ability drain, and energy drain. Negative energy (such as an inflict spell) heals it, but positive energy (such as a cure spell) harms it.

Positive Subtype: Those few creatures that call the Positive Energy Plane home have this subtype. When a creature with the positive subtype is on a plane with the major positive-dominant trait, it is never blinded by the brilliance of the surroundings, and automatically stops gaining hit points when its full total is reached.

Thoughts?
#158

Cyriss

Nov 17, 2004 1:32:38
Hey Weenie, would you mind telling me exactly what you changed on the negative quasielementals? I've been copying your guys conversions into word and formatting it differently. I'd hate to copy the negative quasielementals again and reformat them...I was wondering if your changes were simple enough that I can just copy portions of the changed text and remove any old text.

If you changed a lot where you can't point out the changes, it's no problem.

Just thought I'd let you guys know that your conversion ARE being used
Thanks too, they are great.
#159

zombiegleemax

Nov 17, 2004 2:18:49
SKINRAT
It seems some of the planar creatures are not too different from standard ones. They don't warrant a separate monster entry. So let's forget about them.

VACUOUS
You missed out an ability...

Drawing Breath (Su): A vacuous can unleash a cone of suction from its maw, targetting anyone within 25 ft. If there is something for the victim to anchor himself, he can attempt a Cha-based DC 13 reflex save to avoid being suck into its maw and automatically swallowed.

Environment: Why air? Should be vacuum.

MEME
Abilities: Int –
A hold person or hold monster spell deals 3d10 points of damage to it.
A dictum or word of law spell slows it for 1d6 rounds.
A stasis spell destroys it instantly.

1. The ethereal guide listed its Int as 5-7.
2. Why is a construct?
3. Hold spell vulnerability - got save or no save?
4. Why vulnerability to dictum/word of law? It's not even chaotic...
5. You mean temporal stasis spell? Save?

NETHLING
1. Flavor text: Maybe you should mention something about its base form.
2. Add shapechanger subtype.
3. Improved Grab: If it gets a hold, it immediately shifts back to its base form and can absorb mind on its next turn.
4. Absorb Mind: Standard or full-round action? Probably should add something like "When the victim is reduced to negative intelligence, he is completely absorbed with little remains as if subjected to a disintegrate spell. Furthermore, the nethling gains fast healing 2 if it has absorbed a mind completely in the last 24 hours."
5. Polymorph: Maybe change shape ability (see MM1 glossary) would be more appropriate 'cos polymorph changes the creature type as well.

TWEEN
1. Speed: 20 ft. (or as its host)
2. Ethereal Jaunt: Should be Sp instead Su, I think.
3. Attach: A tween generally prefers an intelligent host. After bonding, a tween gains the speed of its host, enabling it to trail him as an extra shadow. The bond can also be sundered by a wish or miracle spell.

+/- SUBTYPES
They look ok to me.
#160

zombiegleemax

Nov 17, 2004 2:24:46
Gingwatzim were converted in Dragon #295. And it included all five types, not just the naranzim. I think the gendruwo is in Oriental Adventures.

I can't find the gendruwo in OA. Is it listed as some other name? I don't think I had Dragon #295. Can someone convert the gingwatzim and friends to v3.5? Recalculate BAB/Grapple, feats, skills, etc.

Just thought I'd let you guys know that your conversion ARE being used. Thanks too, they are great.

Glad to hear that. Thanks. I'd probably format them as a pdf file one day.

THE ETHEREAL/ASTRAL GUIDES
For the ethereal and astral guides, take note that some creatures are already covered in PSMC1/2/3. I have converted the ether horse (ether creature template) and phirblas. See index on p.1 for updated list.

A NOTE ON MONSTER HD
I realize that very often, 2E monsters have very little HD. What this means is if we convert based on the given HD in 2E books, we'd end up with a lot of low CR (10 or less) monsters. I suggest in conversion, estimate how powerful is the creature supposed to be (based on flavor text or something) and increase its HD when necessary to give monsters of diverse CR. If need be, some creatures may have to be revisited.

PSMC3 APPENDIX MONSTERS?
At the end of PSMC3, there is this long appendix of all planar creatures, some of which are from non-planescape books like Waterdeep. To convert or not to convert? I don't have access to some of those books though.
#161

zombiegleemax

Nov 17, 2004 2:34:48
ARCHOMENTALS
I am not sure how far to build the archomentals. According to PSMC3, they are quasi-deities and are able to grant some spells, putting them on the levels of abyssal lords. I'd think they should have at least divine rank 0. This brings us back to the "archfiends are too weak" phenomenon. There is the issue of scaling the elemental powers... Archomentals are supposed to be the most powerful elementals after the elemental gods like Kossuth. So we'd probably need to scale it above the primal elementals.

I found some stuffs on Dice Freaks (see links below, copy and paste - the "exit wizards" page would screw up the links). What do the rest of you think?

Elemental Lord Template & Immolatus
http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=306&sid=4426b66dc9c05d71e387d1b8ed0e7dd5

Archomental Template & Sunnis
http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=330&sid=4426b66dc9c05d71e387d1b8ed0e7dd5

Imix
http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=1350&sid=fc3e800b0b567574069e80787cc91326

DHARUN SUHN
These guys are "on the verge of being demipowers". Same concern as archomental. See above.

ANIMAL LORD & WARDEN BEAST
Again... Similar issue. An animal lord is the essence of animal-ness. As such, ought to be more powerful than other animals. But how powerful ought it be? It probably should use legendary animal as base creature...

http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=320&sid=4426b66dc9c05d71e387d1b8ed0e7dd5

ASTRAL DRAGON
How should this guy's immortality feature be done...? And its effect on CR?
#162

zombiegleemax

Nov 17, 2004 2:54:05
Elemental Homunculus [Wondrous Item]

Elemental homunculi are keyed to a specific element (e.g. fire). More importantly, they are created to convert their keyed element into breathable air (or water for aquatic creatures). This allows the user to breathe safely in a hostile environment. Elemental homunculi come in 2 types – breather and skin. The breather was first created by a cabal of wizards called the Tacharim. The skin version is an improvement by a later developer.

All elemental homunculi cannot move and thus have no ability to attack or defend themselves. Since Dexterity is a non-ability to them, they automatically fail all Dex checks and reflex saves. (The modifier of a non-ability is +0.) The statistics below assume that the homunculus is crafted for a medium creature and that it is stationary. If worn, it gains its wearer’s Dex modifier.

Furthermore, since it is a creature, it takes damage whenever it is in an area effect (e.g. fireball). If the homunculus is destroyed, usually via sunder attacks, it can no longer convert elements (and provide energy immunity, for skin version). A damaged homunculus can be repaired normally like other constructs.

Breather Elemental Homunculus
This is usually a diminutive construct held over the mouth, usually by a harness. This takes up the headband/helmet item slot.

Breather Homunculus; CR -; diminutive construct; HD ½d10; hp 2; AC 14 (+4 size), touch 14, flat-foot 14; SQ construct traits, immunity; AL -; SV Fort +0, Ref +0 (auto-fail), Will +0; Str 1, Dex -, Con -, Int -, Wis 10, Cha 5.

Immunity (Ex): An elemental homunculus is immune to the planar energy trait of its keyed element. For example, a fire elemental homunculus is immune to the 3d10 fire damage of a fire-dominant plane. This immunity is not conferred to its user.

Craft construct, avoid planar effects (PLH), CL6; Price 750 gp; Cost 375 gp + 30 XP.

:lightbulb

Skin Elemental Homunculus
This homunculus is essentially a full leather suit which can be worn, occupying a creature’s armor slot. It completely wraps the wearer, functioning as a +1 leather armor with greater energy (fire, acid, cold or electricity) resistance property. Any attack which deals damage to armor can damage a skin elemental homunculus. If it dies, it loses its ability to convert element. Furthermore, it also grants immunity to its keyed element.

Skin Homunculus; CR -; small construct; HD 1d10+10; hp 15; AC 13 (+1 size, +2 armor), touch 11, flat-foot 13; SQ construct traits, energy resistance 30, immunity; AL -; SV Fort +0, Ref +0 (auto-fail), Will +0; Str 4, Dex -, Con -, Int -, Wis 10, Cha 5.

Energy Resistance (Su): A skin elemental homunculus is resistant to its keyed element.

Immunity (Ex): An elemental homunculus is immune to the planar energy trait of its keyed element. For example, a fire elemental homunculus is immune to the 3d10 fire damage of a fire-dominant plane. This immunity is not conferred to its user.

Craft construct, avoid planar effects (PLH), resist energy, CL11; Price 63,910 gp; Cost 31,955 gp + 2,556 XP.

Converted from PSMC3.
#163

zombiegleemax

Nov 17, 2004 2:56:22
Klyndes
Medium Elemental (Extraplanar, Water)

HD: 4d8+12 (30 hp)
Initiative: +5 (+1 Dex, +4 improved initiative)
Speed: Fly 30 ft. (perfect)
AC: 17 (+1 Dex, +6 Natural), Touch 11, Flat-footed 16
BAB/Grapple: +3/+5
Attack: 1 claw +5 melee (1d6+2)
Full Attack: 4 claws +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., elemental traits, gaseous form, fire immunity
Saves: Fort. +7, Ref. +2, Will +3
Abilities: Str 14, Dex 13, Con 17, Int 12, Wis 11, Cha 11
Skills: Hide +12, Listen +7, Spot +7
Feats: Improved Initiative, Iron Will
Environment: Plane of Steam
Organization: Solitary
CR: 3
Treasure: None
Alignment: Usually true neutral
Advancement: 5-8HD (Medium); 9-12HD (Large)
LA: -

“Not even a klyndes could get in there!”
- An anarchist ordered to infiltrate the yugoloth Temple of Darkness

A klyndes appears as wispy darkness or shadow of steam, existing between air and water. It is completely isolated from others of its kind, oblivious to their existences and each believing itself to be unique. Klyndesi do not speak any language beyond hissing of steam, thus all communication must be magically mediated. They however prey upon any living flesh creatures for sustenance.

Gaseous Form (Ex): A klyndes can assume gaseous form at will as a full round action. It cannot attack while in gaseous form and gains damage reduction 10/magic. See gaseous form spell for details.

Racial Skills: A klyndes has +4 racial bonus on hide checks.

Converted from PSMC3.
#164

sildatorak

Nov 17, 2004 2:58:54
Shouldn't the homonculi skins grant immunity to the appropriate element to their wearer?
#165

zombiegleemax

Nov 17, 2004 3:02:12
OPPOSER
Strength comes from adversity. For every action, there is an equal and opposite reaction. Opposers are members of the Opposition, a sect based in the Inner Planes. They believe that strength and growth come from opposition and struggle. An opposer is typically a fighter, but rogues and sometimes wizards specializing in counter-spells are also known.

“Am too! Er… Am not! Or something.”
- A berk who thinks he is an opposer

REQUIREMENTS
Alignment: True Neutral.
Skills: Diplomacy 5 ranks, sense motive 5 ranks.
Special: Must be accepted by the Opposition.

CLASS SKILLS
An opposer class skills are balance (Dex), bluff (Cha), diplomacy (Cha), disguise (Cha), escape artist (Dex), hide (Dex), intimidate (Cha), listen (Wis), move silently (Dex), sense motive (Wis), sleight of hand (Dex), spot (Wis).

Skill Points At Each Level: 4 + Int modifier.

Level BAB Fort. Ref. Will Special<br /> 1 +0 +0 +2 +2 Active opposition, selective saves, contradict<br /> 2 +1 +0 +3 +3 Bonus feat<br /> 3 +2 +1 +3 +3 Uncanny dodge<br /> 4 +3 +1 +4 +4 Bonus feat<br /> 5 +3 +1 +4 +4 True opposition
#166

zombiegleemax

Nov 17, 2004 3:05:20
Shouldn't the homonculi skins grant immunity to the appropriate element to their wearer?

Ah, yes. The skin version should. I'd ammend the above post.
#167

zombiegleemax

Nov 17, 2004 3:11:32
Phirblas
Medium Outsider (Extraplanar)

HD: 6d8 (27 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (20 ft. in banded mail)
AC: 19 (+1 Dex, +2 Natural, +6 Banded mail), Touch 11, Flat-footed 18
BAB/Grapple: +6/+6
Attack: 1 slam +6 melee (1d4) or 1 great sword +6 melee (2d6/19-20)
Full Attack: 1 slam +6 melee (1d4) or 1 great sword +6/+1 melee (2d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., project words, fire/cold resistance 10, hover, immunity, comprehend languages, SR 14
Saves: Fort. +7, Ref. +8, Will +9
Abilities: Str 11, Dex 13, Con 11, Int 16, Wis 18, Cha 13
Skills: Concentration +9, Craft (any 1) +12, Diplomacy +12, Knowledge (any 1) +12, Listen +13, Move Silently +6, Profession (any 1) +13, Search +12, Sense Motive +13, Spot +13, Survival +13
Feats: Dodge, Lightning Reflexes, Great Fortitude
Environment: Inphirblau (ethereal plane)
Organization: Solitary or family (1d4+1)
CR: 4
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
LA: -

“Well, here’s the dark that only I have uncovered: The Lady of Pain took some of the firblings [sic] of the Ethereal Plane to her new city of Sigil. There, she altered them for her puroses to create unfailing servants – the dabus.”
- Gorad Drummerhaven, Origin of Planar Species

A phirblas is a gaunt humanoid that floats above ground. Unlike the dabus, it is lighter in coloration, does not look as old and has no horns. Phirblas dwell in a hidden demi-plane city called Inphirblau in the Ethereal Plane. They organized themselves without any clear-cut leaders. Each individual has some authority in one area or another, but only they themselves can discern who can tell whom to do what in which situation. They are herbivores and reproduce asexually. Despite their common features, the racial link between dabus and phirblas has never been proven. Their favored class is psion.

Project Words (Su): A phirblas communicate by visual projections over its head, much like the dabus. The projections are words in the written script in the language of its intended recipient. About 10 words appear at any one time, thus a person must be a fast reader or miss out on some of the words.

Spell-like Abilities (Sp): At will – detect thoughts; 3/day – hypnotic pattern; 1/day – suggestion (visual effect only). CL=HD, Cha-based DC 14 + spell level.

Comprehend Languages (Su): A phirblas can comprehend languages as per spell. CL=HD.

Hover (Ex): A phirblas hovers several inches over the ground regardless of whether it is moving or standing still. Thus, it may not trigger certain traps which are dependent on weight and/or contact.

Immunity (Ex): A phirblas is immune to disease, poison and mind-affecting effects.

Racial Skills: Since a phirblas does not touch the ground, it has a +2 racial bonus on move silently checks.

Converted from PSMC3.
#168

ripvanwormer

Nov 17, 2004 9:17:35
DHARUN SUHN
These guys are "on the verge of being demipowers". Same concern as archomental. See above.

I think the Primal Earth Elemental from the ELH is a good start for these, although they need to be a lot smarter and they should retain their timestop ability, or some version of it.

I'm not sure that the archomentals need to be quite at the primal elemental level. Primal elementals aren't very bright; they're more animate forces of nature, and wouldn't be likely to be involved in elemental power struggles. They merely exist. Therefore, the archomentals could safely be weaker physically without their status being threatened by their primal cousins.

Akadi, Kossuth, Istishia, and Grumbar might be much smarter primal elementals with the powers of greater deities added on.

ASTRAL DRAGON
How should this guy's immortality feature be done...? And its effect on CR?

These (along with the kodragons) were converted by James O'Rance in his Dragonlance Monster Manual document that he made shortly after the publication of the 3.0 Monster Manual. He handled their immortality this way:

Immortality (Ex): Astral dragons are immune to poison and disease, and do not age. Astral dragons can take a free action to immediately recover all lost hit points and ability points, as well as removing any negative levels inflicted.

But he neglected to try to apply a CR to the creature. Maybe the ability should be toned down to a Fast Healing?
#169

weenie

Nov 17, 2004 9:42:25
Hey Weenie, would you mind telling me exactly what you changed on the negative quasielementals? I've been copying your guys conversions into word and formatting it differently. I'd hate to copy the negative quasielementals again and reformat them...

Well, I deleted the list of changes after I was done, but IIRC, it was like this: Some (Ash) didn't have Str added to the damage roll, others didn't add Dex to the attack roll (even though they had Weapon Finesse)... a couple of times I forgot to account for Alertness, Iron Will, Lightning Reflexes... the rest was mainly formatting - word order, bold/italic, that kind of stuff.

Anyway, I have (almost) all of the converted creatures compiled and formated in .doc/.zip files here.

Mind you, I've taken a few creative liberties with some of Seraphs and Dackad's/Pants' conversions (and even some FF/MM2 creatures) and added some 2E fluff, but most of them are not significantly modified. I'll keep updating the archives as the conversions pile up.
#170

weenie

Nov 17, 2004 9:44:36
VACUOUS
You missed out an ability... Drawing Breath (Su)

Environment: Why air? Should be vacuum.

Air because there is no Plane of Vacuum in 3E. As with the quasielementals, I tried to compromise, hinting at the possibility that the so-caled quasieleemntal (and paraelemental) planes are border regions of the four elemental and/or two energy planes. Vacuum was a pointless plane anyway, despite Rip's praiseworthy attempt to make it interesting through mystification. ;)

About the suction thing, I thought it was a bit pointless to give a creature that lives in vacuum the ability to draw air from its surroundings... I changed this into a grapple bonus, like, the maw draws the grappled creature in.

MEME
1. The ethereal guide listed its Int as 5-7.
2. Why is a construct?
3. Hold spell vulnerability - got save or no save?
4. Why vulnerability to dictum/word of law? It's not even chaotic...
5. You mean temporal stasis spell? Save?

1. The GttE did say Int 5-7, but the way the text described it it was a mindless creature, acting purely on instinct. I figured a no-Int, mid-Wis, hi-Cha combo was appropriate.
2. It's a construct because it's artificial, sort of. If there was such a thing as an ether elemental, the meme would fall into that category, but there isn't. I wanted it to be an "ether golem" then, so I made it a construct. I guess aberration or outsider would suffice, but I think I'll leave it this way.
3. Law spells, yeah, I know it's a stretch, I was looking for additional vulnerabilities... I'should drop that line.
4. Temporal stasis, no save allowed; the golems don't get any against their spell vulnerabilities either.

NETHLING
1. Flavor text: Maybe you should mention something about its base form.
2. Add shapechanger subtype.
3. Improved Grab: If it gets a hold, it immediately shifts back to its base form and can absorb mind on its next turn.
4. Absorb Mind: Standard or full-round action? Probably should add something like "When the victim is reduced to negative intelligence, he is completely absorbed with little remains as if subjected to a disintegrate spell. Furthermore, the nethling gains fast healing 2 if it has absorbed a mind completely in the last 24 hours."
5. Polymorph: Maybe change shape ability (see MM1 glossary) would be more appropriate 'cos polymorph changes the creature type as well.

1. Well, the italicized text describes it, doesn't it? And while we're on the subject, would you mind adding a little more flavor text on the gautiere?
2. Will do.
3. It this really necessary?
4. Not an action per se, part of a grapple check. I didn't get the impression that the abosorbed victims were disintegrated, and I don't know where is it said that the nethling gains fast healing? BTW, I generally dislike abilities saying "if it has done X within the past 24 hrs, it has Y", since it is hard to estimate regarding CR/EL.
5. Gotcha. On second thought, most change shape abilities in the MM limit the available fomrs... Alter form sounds OK to me, and besides, if the imp and quasit can change their type, why not the nethling?

TWEEN
1. Speed: 20 ft. (or as its host)
2. Ethereal Jaunt: Should be Sp instead Su, I think.
3. Attach: A tween generally prefers an intelligent host. After bonding, a tween gains the speed of its host, enabling it to trail him as an extra shadow. The bond can also be sundered by a wish or miracle spell.

1. OK.
2. Not really. The couatl's ethereal jaunt is (Su) even though it exactly duplicates the spell, which the tween's ability doesn't. Ethereal filcher's and marauder's ability is also (Su).
3. OK.
#171

ripvanwormer

Nov 17, 2004 10:20:09
Air because there is no Plane of Vacuum in 3E.

No, there's no Plane of Vacuum in the default cosmology of 3e; that's not nearly the same thing. There's no Far Realm or Plane of Dreams in the Great Wheel either; that doesn't mean you can't create monsters for them.

Better to put them where they're meant to go, and possibly include a note like "In cosmologies without a Plane of Vacuum, put them in really thin parts of the Plane of Air."

Rip's praiseworthy attempt to make it interesting through mystification. ;)

Heh. I like the Plane of Vacuum, personally, and not just because of how I mystified it; it's not a place where the PCs are going to go to a lot, but it is the most logical place to put egarus, vacuous, vacuum quasielementals, the "devouring spirits of the plane" and the Citadel Exhalus. And it's an interesting change of pace, another exotic terrain to have exotic adventures in.

And in an infintite multiverse, it's not like there isn't enough room.
#172

zombiegleemax

Nov 17, 2004 13:25:05
Air because there is no Plane of Vacuum in 3E...
About the suction thing, I thought it was a bit pointless to give a creature that lives in vacuum the ability to draw air from its surroundings... I changed this into a grapple bonus, like, the maw draws the grappled creature in.

Yes, but the para- and quasi-elemental planes have always been part of planescape. I'm considering writing up short entries for these "lost" planes akin to what you see in DMG. I was thinking of the maw sucking a creature in without grappling... but okay.

1. The GttE did say Int 5-7, but the way the text described it it was a mindless creature, acting purely on instinct. I figured a no-Int, mid-Wis, hi-Cha combo was appropriate.
2. It's a construct because it's artificial, sort of. If there was such a thing as an ether elemental, the meme would fall into that category, but there isn't. I wanted it to be an "ether golem" then, so I made it a construct. I guess aberration or outsider would suffice, but I think I'll leave it this way.

Actually, I'm not sure what creature type the meme is simply by reading the ethereal guide. It is intelligent, maybe a "nomadic race", or a "new form of life"... which has a diet. I'm not sure if it's a construct since I won't associate constructs with instinct. But then I'm not sure what exactly it is either... :P Incidentally, there is an ether golem on the ethereal guide, p.80.

1. Well, the italicized text describes it, doesn't it?
4. Not an action per se, part of a grapple check. I didn't get the impression that the abosorbed victims were disintegrated, and I don't know where is it said that the nethling gains fast healing? BTW, I generally dislike abilities saying "if it has done X within the past 24 hrs, it has Y", since it is hard to estimate regarding CR/EL.

Oops. Should have read more closely. Sorry. I guess I just found the changing back to base form during grapple cool... :D

It is listed in the stat block "SD Regenerates 1 hp/round if it has absorbed a living being within last 24 hours". Alternatively, perhaps the nethling can gain some hps per Int drained instead of fast healing/regeneration? I use disintegration as an approximate to being "completely absorbed". I figure that nothing is left of the victim after absorption.

Oh. And if you are working on the ethereal guide, you may want to look up Creature Catalogue first. I think there are some creatures there already, such as apparition, etc.

These (along with the kodragons) were converted by James O'Rance in his Dragonlance Monster Manual document that he made shortly after the publication of the 3.0 Monster Manual... But he neglected to try to apply a CR to the creature. Maybe the ability should be toned down to a Fast Healing?

Got URL to his conversion? Maybe fast healing 150? Basically getting a heal spell every round.

So how do you all find the Dice Freaks archomentals? I'm still considering whether to adopt them or to draft them from sketch...
#173

ripvanwormer

Nov 17, 2004 16:04:13
Got URL to his conversion?

No, I can't find it on the web anymore. But here are the planar parts:

Dragon, Astral (mature)
Gargantuan Dragon

Hit Dice: 40d12+480 (740 hp)
Initiative: +5 (Dex bonus, Improved Initiative)
Speed: 40 ft., fly 120 ft. (good)
AC: 47 (-4 size, +1 Dex, +30 natural)
Attacks: 2 claws +55 melee, bite +50 melee
Damage: Claws 2d12+19, bite 2d20+9
Face/Reach: 20 ft. by 50 ft./15 ft.
Special Attacks: Frightful presence, spells
Special Qualities: Blindsight, immortality, immunities, keen senses, SR 30
Saves: Fort +36, Ref +25, Will +35
Abilities: Str 49, Dex 12, Con 35, Int 35, Wis 32, Cha 35
Skills: Alchemy +55, Balance +44, Climb +62, Concentration +55, Decipher Script +55, Diplomacy +55, Intimidate +55, Intuit Direction +54, Jump +62, Knowledge (religion) +55, Listen +54, Scry +55, Search +55, Sense Motive +54, Spellcraft +55, Spot +54
Feats: Combat Reflexes, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Initiative, Maximise Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell
Climate/Terrain: Any
Organisation: Mated pair (2)
Challenge Rating: -
Treasure:
None
Alignment: Always neutral
Advancement: -

The immortal astral dragons are a race of ancient beings to whom all the dragons of Krynn can trace a common ancestry. They are the personification of neutrality.
Mature astral dragons appear similar to ancient gold wyrms, fifty feet in length and enveloped in a permanent aura of golden light. They exist in bonded pairs, connected with a 100-ft. golden chain forged by the gods of neutrality to link them for all eternity. If this chain were to be sundered, the astral dragons would revert to an immature state; however, only the power of a god or a wish could accomplish this.
Astral dragons dwell in immense otherworldly keeps of black crystal built for them by the gods, living lives of seclusion. They never voluntarily leave their plane, and have no interest in treasure or the affairs of Krynn.
Astral dragons speak Abyssal, Celestial, Draconic, and Infernal, and possess the ability to communicate with any intelligent creature.

Combat
Mature astral dragons attack as a unit, Though capable of performing normal dragon attacks (page 61 of the Monster Manual), they prefer to use spells to frighten away enemies and ensure their privacy. They are essentially immortal, although powerful death magic might possibly be able to destroy them.
Frightful Presence (Ex): A pair of astral dragons unsettles foes with their presence, affecting creatures within a radius of 500 feet if they have fewer HD than the dragons.
A potentially affected creature that succeeds at a Will save (DC 42) remains immune to that dragon’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Astral dragons ignore the frightful presence of other dragons.
Spells: Astral dragons cast divine spells, and act as 20th-level clerics, with access to the domains of Knowledge, Magic, and Protection. The DC for an astral dragon’s spells is 21 + the spell’s level.
Blindsight (Ex): Astral dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental cues) with a range of 300 feet.
Immortality (Ex): Astral dragons are immune to poison and disease, and do not age. Astral dragons can take a free action to immediately recover all lost hit points and ability points, as well as removing any negative levels inflicted.
Immunities (Ex): Astral dragons are immune to sleep and paralysis effects.
Keen Senses (Ex): astral dragons see four times as well as a human in low-light conditions and twice as well in normal light. They also have darkvision at a range of 1,000 feet.


Dragon, Astral (immature)
Medium-size Dragon
Hit Dice:
2d12+4 (17 hp)
Initiative: +1 (Dex bonus)
Speed: 20 ft., fly 50 ft. (average)
AC: 15 (+1 Dex, +4 natural)
Attacks: 2 claws +4 melee, bite +2 melee
Damage: Claws 1d4+2, bite 2d6 +1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blindsight, immortality, immunities, keen senses
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 14, Dex 12, Con 15, Int 17, Wis 18, Cha 18
Skills: Knowledge (Religion) +8, Listen +9, Sense Motive +7, Spot +9
Feats: Multiattack
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-size)

A mated pair of astral dragons sometimes petitions the gods for permission to give birth, thus gradually increasing the population of these powerful beings. Hatchling astral dragons do not possess anything like the power of a mature pair, and remain in their parents’ crystal keep until the age of five.
An immature astral dragon is dull yellow in colour and about five feet long with human-like hands that boast long, slim fingers. It has huge black eyes, and its scales are covered with fine blond fur. Immature astral dragons grow slowly, and do not increase significantly in power until they find a mate.

Combat
Immature astral dragons are sluggish in melee, and are unable to perform the special combat maneuvers of other dragons. They can defend themselves with claws and teeth, but always attempt to flee instead of engage in melee.
Blindsight (Ex): Astral dragons can ascertain creatures by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental cues) with a range of 30 feet.
Immortality (Ex): Astral dragons are immune to poison and disease, and do not age. Astral dragons can take a free action to immediately recover all lost hit points and ability points, as well as removing any negative levels inflicted.
Immunities (Ex): Astral dragons are immune to sleep and paralysis effects.
Keen Senses (Ex): Astral dragons see four times as well as a human in low-light conditions and twice as well in normal light. They also have darkvision at a range of 100 feet.


Eyewing
Large Outsider (Evil, Law)
Hit Dice:
3d8+9 (22 hp)
Initiative: +1 (Dex bonus)
Speed: Fly 60 ft. (good)
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 claws +6 melee, tail +1 melee
Damage: Claws 1d6+3, tail 1d4+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Tears
Special Qualities: Immunities, vision
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 17, Dex 12, Con 17, Int 6, Wis 12, Cha 6
Skills: Listen +7, Search +4, Spot +7
Feats: Flyby Attack
Climate/Terrain: Any land
Organisation: Solitary, cluster (2-5) or swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: By character class

Eyewings are loathsome inhabitants of the nether planes. They are obedient, loyal, and unintelligent - perfect servitors of the dark gods.
The eyewing’s body is a fat, egg-shaped ball about five feet wide, covered with matted black fur. This body is born aloft by five-foot leathery wings, tipped with a set of razor-sharp talons. An eight-foot-long rat-like tail descends from the creature’s back, whipping around with a small, sharp spur at the end. Eyewings have no legs and have never been known to land.
A single, bulging, black eyeball with a blood-red pupil dominates the creature’s body. Vile blue tears constantly leak from the eye, soiling the creature’s fur and giving off an unbelievable acidic stench, scorching the sensitive tissues in the nose and mouth of any creature nearby.
Eyewings understand spoken languages such as Abyssal, Draconic, and Infernal, but can only communicate with other eyewings via shrill squeaks.

Combat
Eyewings exist only to serve their dark masters, and become sluggish and listless without orders. They enjoy relieving their boredom by tearing apart innocent creatures, swooping or hovering around an opponent to slash with wings and tail.
Tears (Ex): An eyewing can release a tear from its eye as a ranged touch attack (+4 attack bonus), with a range increment of 10 feet. If the tear hits, the target suffers 2d4 points of temporary Constitution damage (Fortitude save halves, DC 14). [/b] This is a grenade-like weapon (Player’s Handbook, page 138) that inflicts 2 points of temporary Constitution damage with a splash (Fortitude save halves, DC 14).
A tear hardens into a rubbery lump within 2 - 12 hours of being shed, depending on the humidity and temperature. Any character who handles a hardened tear suffers 1 point of temporary Constitution damage (Fortitude save negates, DC 14).
Immunities (Ex): Eyewings are immune to cold and have no need to breathe, granting them a +2 racial bonus to saving throws against most gas attacks.
Vision (Ex): Eyewings possess extremely acute vision, and can see with perfect accuracy for up to 25 miles. They also possess darkvision to a distance of 120 feet.


Fetch
Medium-size Outsider (Chaos, Evil)
Hit Dice:
9d8+9 (49 hp)
Initiative: +3 (Dex penalty, Improved Initiative)
Speed: 20 ft.
AC: 16 (-1 Dex, +7 natural)
Attacks: Claw or weapon +10/+5 melee
Damage: Claw energy drain, or weapon energy drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Invisibility, reflective surfaces
Saves: Fort +7, Ref +5, Will +9
Abilities: Str 13, Dex 9, Con 13, Int 14, Wis 13, Cha 13
Skills: Knowledge (arcana, religion, the planes) +12, Listen +12, Move Silently +12, Search +12, Sense Motive +6, Spot +12
Feats: Combat Reflexes, Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organisation: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: -

These evil death-dealers exist on the planes of the Abyss, and can only enter Krynn through reflective surfaces, such as mirrors or ponds.
Fetch look like haggard, pale imitations of any medium-size humanoid gazing into a reflective surface; if more than one possible victim, the fetch assumes the appearance of the nearest opponent or chooses randomly. Its eyes are dull and lifeless, and its skin is icy to the touch. Fetch reflexively breaks into a cruel grin when its eyes first meet those of its intended victim.
Fetch do not speak, although they will engage in limited telepathic communication with other evil outsiders or evil clerics of at least 10th level.

Combat
The fetch must be able to fit its entire body though this reflective surface if it is to attack its chosen target. However, it cannot emerge from this surface until it meets the eyes of its chosen victim. A fetch attacks with a replica of a weapon carried by its intended victim or with its bare hands; the appearance of the fetch’s attack bears no relation to its effect. A fetch prefers to make a full attack on its intended victim, quickly draining it of life and pulling it into the Abyss.
Energy Drain (Su):
Living creatures hit by a fetch’s melee attack receive two negative levels. The Fortitude save to remove a negative level has a DC of 15.
Create Spawn (Su):
If the fetch’s intended victim receives negative levels at least equal to her current level, the fetch attempts to pull her through the reflective surface and into the Abyss. Once in the Abyss, the victim becomes a fetch. The fetch does not have any of the abilities it possessed in life.
A fetch can pull victims into the Abyss only through the reflective surface from which it originally emerged. If the fetch is killed or otherwise prevented from taking a slain victim into the Abyss, the victim does not return as an undead.
Invisibility (Su):
A fetch is visible only to its intended victim; it is not revealed by the see invisibility spell. Only true seeing or a similar spell or spell-like ability will reveal the creature.
Reflective Surfaces (Su):
If that reflective surface is destroyed, the fetch must locate another in order to return to the Abyss. The fetch suffers 1d6 temporary Constitution damage per day that it is prevented from returning to the Abyss.


Fire Minion
Large Elemental (Evil, Fire)
Hit Dice:
6d8+18 (45 hp)
Initiative:
+7 (Dex bonus, Improved Initiative)
Speed:
30 ft.
AC:
17 (-1 size, +3 Dex, +5 natural)
Attacks:
Greatsword +7/+2 melee
Damage:
Greatsword 2d6+4
Face/Reach:
5 ft. by 5 ft./10 ft.
Special Attacks:
Fire aura
Special Qualities:
Dimension door, healing flames
Saves:
Fort +5, Ref +10, Will +4
Abilities:
Str 16, Dex 16, Con 15, Int 16, Wis 15, Cha 8
Skills:
Hide +10, Intimidate +8, Listen +10, Move Silently +7, Search +9, Spot +10.
Feats:
Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (sword)
Climate/Terrain:
Warm mountains and underground
Organisation:
Company (2-5) or battalion (20-40)
Challenge Rating:
5
Treasure:
None
Alignment:
Usually lawful evil
Advancement:
7 to 10 HD (Large), 11 to 18 HD (Huge)

Fire minions are intelligent and cruel elementals summoned from the Elemental Plane of Fire by the evil god Hiddukel, although some betrayed him to serve Takhisis. They dwell primarily within the Burning Sea, where they wage war upon their hated gnomoi enemies.
Fire minions take a humanoid form, and appear to be composed of both solid matter and living flame. They are, however, able to revert to a less humanoid appearance, such as a fountain of roaring magma, or even shrink down into a fire and disappear entirely. Fire minions often choose to take on a demonic appearance, for they realise the terror that this strikes into their mortal foes.

Combat

Fire minions always strike with huge swords that they appear to create out of their own substance. The sword of a slain fire minion disappears in an explosive burst of flame and smoke.
Dimension Door (Sp):
A fire minion may use dimension door at will as though it was a sorcerer of equal level to its Hit Dice. This ability only allows the fire minion to move between two different areas of flame, although these areas may be entirely separate. When using this ability, the fire minion usually appears to shrink down into one fire and disappear just as it rises out of another.
Fire Aura (Ex):
Fire minions have a constant flame aura that causes 1d6 points of damage to all within five feet. No attack roll is needed to hit and no saving throw is allowed to avoid this damage.
Fire Subtype (Ex):
Fire immunity, double damage from cold except on a successful save.
Healing Flames (Ex):
A fire minion attacked by magical flames heals hit points equal to the damage that the attack would normally cause.
Elemental:
Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.


Fireshadow
Huge Outsider (Chaos, Evil)
Hit Dice:
13d8+65 (123 hp)
Initiative: -1 (Dex penalty)
Speed: 20 ft.
AC: 20 (-2 size, -1 Dex, +13 natural)
Attacks: 2 claws +11 melee, bite +9 melee
Damage: Claws 1d6+9 plus 1d6 fire, bite 2d6+4 plus 1d6 fire
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Breath of oblivion, create spawn, green flame
Special Qualities: Damage reduction 20/+1, SR 21, immunities
Saves: Fort +13, Ref +7, Will +10
Abilities: Str 28, Dex 8, Con 20, Int 17, Wis 15, Cha 16
Skills: Intimidate +19, Knowledge (arcana, religion, the planes) +19, Listen +18, Scry +19, Search +19, Spellcraft +18, Spot +18
Feats: Cleave, Combat Reflexes, Multiattack
Climate/Terrain: Any land and underground
Organisation: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: -

Fireshadows are creatures of death and destruction that dwells in the Abyss. They are sometimes summoned by evil clerics to participate in dark schemes as assassins or guardians. Fireshadows only respond to greater planar ally or miracle spells.
A fireshadow assumes whatever shape specified by the cleric who summoned it, although it is always thirty feet in height and formed of cold, green flame. Fireshadows have appeared as wraith-like dragons, towering human warriors, and immense skeletons, wreathed in pale green fire.
A fireshadow cannot speak, but is able to communicate telepathically with the cleric who summoned it.

Combat

A fireshadow makes three physical strikes each round, and uses the burning green flame that wreathes its body to transform its opponents into creatures like itself. Fireshadows can consume the victims of this horrifying power to regain strength, although they prefer intelligent prey.
Breath of Oblivion (Su):
A fireshadow can breathe an invisible line of energy five feet wide and 130 feet long, originating from its mouth. All creatures within the line of effect suffer 4d4 points of damage (Reflex save halves, DC 21). Any creature reduced to -10 or fewer hit points by the breath of oblivion is instantly disintegrated, as per the disintegrate spell.
Fire Aura (Ex):
All opponents within 10 feet of the fireshadow suffer 1d6 points of fire damage per round.
Green Flame (Su):
As a free action, the fireshadow can cause any fire damage inflicted upon an opponent to be treated as subdual damage instead. Every time an opponent suffers subdual damage from a fireshadow, he must make a Fortitude save (DC 19) to avoid transforming into green flame. Failure indicates that the victim suffers an additional 1d8 points of subdual damage each round until he falls unconscious or is entirely cured of the subdual damage. A dose of holy water can be used to quench the flames, removing 1d6+1 points of subdual damage per dose.
Create Spawn (Su):
Any opponent who gains more subdual damage from green flame than his current hit points is completely transformed into green fire, and becomes a smaller fireshadow with the same HD as the opponent’s character level. Spawn are under the command of the fireshadow that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Fireshadows can communicate telepathically with their spawn as a free action. The fireshadow can also absorb a spawn as a move-equivalent action, healing 1d20 lost hit points.
Immunities (Ex):
Fireshadows are immune to fire and mind-influencing effects. They take normal damage from holy water, and are subject to the slaying effect of disruption weapons.


Kodragon
Tiny Dragon
Hit Dice:
5d12+5 (37 hp)
Initiative: +3 (Dex bonus)
Speed: 20 ft., fly 60 ft. (perfect)
AC: 15 (+2 size, +3 Dex)
Attacks: Bite +5 melee, 2 claws +0 melee
Damage: Bite 1d4, claws 1d3
Face/Reach: 2½ ft. by 2½ ft./0 ft.
Special Attacks: Breath weapon
Special Qualities: Spell-like abilities, dragon, pouch
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 13, Cha 13
Skills: Diplomacy +6, Escape Artist +8, Gather Information +6, Knowledge (any three) +8, Scry +5, Spot +6, Tumble +11
Feats: Dodge
Climate/Terrain: Temperate and warm land and underground
Organisation: Solitary or brood (1 adult female and 1 child)
Challenge Rating: 4
Treasure: None
Alignment: Often neutral good
Advancement: 6 to 10 HD (Tiny); 11 to 15 HD (Small)

Kodragons are extremely rare and unusual creatures that serve as emissaries, historians and sages for extraplanar beings like the Astral Dragon. They are talkative beings and meticulous record-keepers, although their curiosity often gets them into trouble.
The kodragon is shaped like a tiny dragon, with four spindly legs, a long sinuous neck, pointed tail, and bare, leathery wings. It is covered in a fine grey fur, a cat-like face with large, luminous black eyes, and fore claws that feature opposable thumbs. Kodragons have a delicate, musky odour, distinctive and unlike that of any mammal.
Kodragons speak in light, hissing voices that sound like those of children, and understand Abyssal, Celestial, Draconic, and many human languages.

Combat
Kodragons avoid combat whenever possible, fighting only when cornered or extremely angry. Usually, a threatened kodragon will simply teleport out of harm’s way; otherwise, they execute tumbling maneuvers in the air, attempting to flank opponents and fighting defensively (-4 penalty on all attacks and +3 dodge bonus to AC).
Breath Weapon (Su): A kodragon has two types of breath weapon, both of which are 20-ft. cones of gas (Reflex save negates, DC 13). Using a breath weapon is a standard action. Once a kodragon breathes, it can’t breathe again until 1d4 rounds later.
The first breath weapon reduces those caught in it to 5% of their original size. This is similar, but not identical, to the reduce spell (page 243 of the Player’s Handbook), and can be countered by or used to counter enlarge. An affected creature’s Strength score suffers an enlargement penalty of -10, to a minimum score of 1. The creature’s height is reduced to 0.05, and its weight is reduced to 0.01 of the original measure.
The kodragon’s second breath weapon cancels the effect of any kodragon’s shrinking gas.
Spell-like Abilities: At will - plane shift, teleport without error. These abilities can only be used on willing targets; otherwise, they are as the spells cast by a 14th-level sorcerer.
Pouch (Su): A kodragon has a pouch on its stomach like that of a marsupial; the female uses this to raise infant kodragons, which are born live. At other times, this pouch is used to store a special clay tablet and stylus, on which are recorded whatever the kodragon thinks is important. The pouch holds far more than its size would indicate, operating like a bag of holding (bag I)
Dragon: Immune to sleep and paralysis effects; darkvision 60 ft. and low-light vision.
#174

ripvanwormer

Nov 17, 2004 16:21:28
So how do you all find the Dice Freaks archomentals? I'm still considering whether to adopt them or to draft them from sketch...

They seem decent to me. Making them "primal" level seems a little much. Though I should probably raise my version of Zaaman Rul by at least ten hit dice.
#175

weenie

Nov 17, 2004 17:49:03
On the non-existent planes:

I keep trying to compromise between the 3E GW and 2E GR, but I'm fine with putting back the quasi/para/whatever planes. Just don't anyone start with the Ordial again, please!
The QEP of Vacuum, I always thought was redundant if you have the NEP. The empty hungry void thing is already there, only it's filled with negative energy, so Vacuum starts looking much like a NEP doldrum, or whatever those peaceful areas are called, I forget, it's 3 AM and I can't really think straight.

*add coffee, plenty*

Anyway, IMC, I always blur the edges between the 2E and 3E cosmology, making them alternate theories, with the new one holding sway if the game is post-FW.

The only thing I always throw out are theories regarding Shadow as a transitive plane to alternate cosmologies . IMC, you can get to "alternate" cosmologies through the Hinterlands, if you really want to, and the Plane of Shadow are the pratchettian "Dungeon Dimensions", a realm of all the Things that do not exist anywhere else, and desperately want to. And if the PCs ever get interested, I add a pinch of The Endless mythos, which always takes the game elsewhere. I never got to use the Far Realm in a PS game, somehow.

But I'm getting way off-topic now.


On Archomentals and other near-powers:

Personally, I'm not really interested in the statistics of any quasi-deity, including the Lords of the Nine, Abyssal Princes, etc. Anything that has HPs in the thousands or a CR 30+ should be reduced to flavor text and the mechanics left to "DM's discretion". But that's just IMC. I handle epic play more like the Storyteller system then D&D.

The Animal Lords are an exception, since I see them as just barely qualifying for nearly almost but not quite divine status. So yeah, I'm fine with the CC animal lord template, although I modified it slightly... well, more than slightly come to think of it... and the DF version seems a bit too much. IMH, of course. The archomentals I didn't bother with.

Anyway, my suggestion is to leave the "epic" planar stuff out of this thread, since it's still subject to much discussion (which usually leads to "could X kick Y's S"), and possibly just post the end results.

Speaking of which, I should get around to posting the positive quasielementals...
#176

weenie

Nov 17, 2004 17:54:51
Here are the four positive quasielementals. The steam quasie is Seraph's, I just copied it here for ease of reference (although I did edit the elder steam quasie a little, reducing its Int to from 10 to 8 and its skill points proportionally, to fit in line with the others).


__________________________
QUASIELEMENTAL, LIGHTNING

Lightning Quasielemental, Small
Small Elemental (Air, Extraplanar, Positive)
Hit Dice:
2d8 (9 hp)
Initiative: +3
Speed: Fly 90 ft. (perfect)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
BAB/Grapple: +1/-3
Attack: Slam +5 melee (1d4 plus 1d4 electricity)
Full Attack: Slam +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ball of lightning
Special Qualities: Darkvision 60 ft., elemental traits, immunity to electricity, resistances (acid 5, cold 5)
Saves: Fort +0, Ref +8, Will +0
Abilities: Str 10, Dex 16, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Lightning Reflexes, Weapon Finesse (B)
Environment: Quasielemental Plane of Lightning
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Lightning Quasielemental, Medium
Medium Elemental (Air, Extraplanar, Positive)
Hit Dice:
4d8+4 (22 hp)
Initiative: +9
Speed: Fly 90 ft. (perfect)
Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
BAB/Grapple: +3/+5
Attack: Slam +8 melee (1d6+2 plus 1d4 electricity)
Full Attack: Slam +8 melee (1d6+2 plus 1d4 electricity)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Ball of lightning
Special Qualities: Darkvision 60 ft., elemental traits, immunity to electricity, resistances (acid 5, cold 5)
Saves: Fort +2, Ref +11, Will +1
Abilities: Str 14, Dex 20, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse (B)
Environment: Quasielemental Plane of Lightning
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Lightning Quasielemental, Large
Large Elemental (Air, Extraplanar, Positive)
Hit Dice:
8d8+24 (60 hp)
Initiative: +11
Speed: Fly 90 ft. (perfect)
Armor Class: 19 (-1 size, +7 Dex, +3 natural), touch 16, flat-footed 12
BAB/Grapple: +6/+13
Attack: Slam +12 melee (1d8+3 plus 1d6 electricity)
Full Attack: 2 slams +12 melee (1d8+3 plus 1d6 electricity)
Space/Reach: 10 ft./10 ft.
Special Attacks: Ball of lightning
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, immunity to electricity, resistances (acid 5, cold 5)
Saves: Fort +5, Ref +15, Will +2
Abilities: Str 16, Dex 24, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Flyby Attack, Improved Initiative, Lightning Reflexes, Weapon Finesse (B)
Environment: Quasielemental Plane of Lightning
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Lightning Elemental, Huge
Huge Elemental (Air, Extraplanar, Positive)
Hit Dice:
16d8+48 (120 hp)
Initiative: +13
Speed: Fly 90 ft. (perfect)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
BAB/Grapple: +12/+24
Attack: Slam +19 melee (2d6+4 plus 1d6 electricity)
Full Attack: 2 slams +19 melee (2d6+4 plus 1d6 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ball of lightning
Special Qualities: Damage reduction 5/– , darkvision 60 ft., elemental traits, immunity to electricity, resistances (acid 10, cold 10)
Saves: Fort +8, Ref +21, Will +5
Abilities: Str 18, Dex 28, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +9, Spot +10
Feats: Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Lightning
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral

Lightning Elemental, Greater
Huge Elemental (Air, Extraplanar, Positive)
Hit Dice:
21d8+84 (178 hp)
Initiative: +14
Speed: Fly 90 ft. (perfect)
Armor Class: 23 (-2 size, +10 Dex, +5 natural), touch 18, flat-footed 13
BAB/Grapple: +15/+27
Attack: Slam +23 melee (2d8+4 plus 1d8 electricity)
Full Attack: 2 slams +23 melee (2d8+4 plus 1d8 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ball of lightning
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, immunity to electricity, resistances (acid 10, cold 10)
Saves: Fort +11, Ref +24, Will +9
Abilities: Str 18, Dex 30, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +12, Spot +12
Feats: Cleave, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Lightning
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Lightning Elemental, Elder
Huge Elemental (Air, Extraplanar, Positive)
Hit Dice:
24d8+120 (228 hp)
Initiative: +15
Speed: Fly 90 ft. (perfect)
Armor Class: 25 (-2 size, +11 Dex, +6 natural), touch 19, flat-footed 14
BAB/Grapple: +18/+30
Attack: Slam +28 melee (2d8+4 plus 1d8 electricity)
Full Attack: 2 slams +28 melee (2d8+4 plus 1d8 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ball of lightning
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, immunity to electricity, resistances (acid 10, cold 10)
Saves: Fort +13, Ref +27, Will +10
Abilities: Str 18, Dex 32, Con 20, Int 8, Wis 11, Cha 11
Skills: Listen +13, Spot +14
Feats: Cleave, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse (B) , Weapon Focus (slam)
Environment: Quasielemental Plane of Lightning
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

This mobile globe of lightning has strands of electricity arcing from its surface in all directions.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

If any quasielemental is leaning to an ethical or moral alignment, it is the wild and unpredictable lightning quasielemental, native to the area where the wildest storms of Elemental Air incorporate the forces of Positive Energy, becoming Quasielemental Lightning. Very little is known about these creatures, as their behavior seems to follow no constant pattern, and is thus impossible to study extensively. They occasionally gather in great electrical conflagrations, but whether this is for the purpose of communication, reproduction, or something completely different, it remains unknown.
Lightning quasielementals do not speak, as far as anyone can tell.

COMBAT
Lightning quasielementals are as likely to fry an offending berk with their electrical missiles as they are to simply fly away when threatened.

Ball of Lightning (Su): Once per day as a standard action, a lightning quasielemental can create a number of small globes of electricity equal to his Hit Dice. These balls float near the creature, moving alongside it wherever it goes. As a move action, the quasielemental can direct one or more balls of lightning (no more than a number equal to ½ its HD per round) to strike one or more targets within 120 ft. and deal electricity damage. Targets are allowed Reflex saving throws (DC varies, see table below) for half damage. The save DC is Charisma-based and includes a +2 racial bonus.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Lightning Quasielemental Sizes<br /> Ball of Lightning<br /> Creature Height Save DC Damage<br /> Small 4 ft. 13 1d6<br /> Medium 8 ft. 15 1d6<br /> Large 16 ft. 16 2d6<br /> Huge 32 ft. 20 2d6<br /> Greater 36 ft. 22 2d8<br /> Elder 40 ft. 24 2d8
#177

weenie

Nov 17, 2004 18:00:01

__________________________
QUASIELEMENTAL, MINERAL

Mineral Quasielemental, Small
Small Elemental (Earth, Extraplanar, Positive)
Hit Dice:
2d8+2 (11 hp)
Initiative: -1
Speed: 20 ft.
Armor Class: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
BAB/Grapple: +1/-1
Attack: Slam +4 melee (1d4+2)
Full Attack: Slam +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., earth glide, earth mastery, elemental traits, fast healing 2, immunity to acid, merge, vulnerability to sonic
Saves: Fort +4, Ref -1, Will +2
Abilities: Str 15, Dex 9, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Iron Will
Environment: Quasielemental Plane of Mineral
Organization: Solitary or band (2-8)
Challenge Rating: 1
Treasure: No coins or goods, double gems
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Mineral Quasielemental, Medium
Medium Elemental (Earth, Extraplanar, Positive)
Hit Dice:
4d8+16 (34 hp)
Initiative: -1
Speed: 20 ft.
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
BAB/Grapple: +3/+7
Attack: Slam +7 melee (1d6+4)
Full Attack: Slam +8 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., earth glide, earth mastery, elemental traits, fast healing 2, immunity to acid, merge, vulnerability to sonic
Saves: Fort +8, Ref +0, Will +3
Abilities: Str 19, Dex 9, Con 18, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Iron Will, Power Attack
Environment: Quasielemental Plane of Mineral
Organization: Solitary or band (2-8)
Challenge Rating: 3
Treasure: No coins or goods, double gems
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Mineral Quasielemental, Large
Large Elemental (Earth, Extraplanar, Positive)
Hit Dice:
8d8+40 (76 hp)
Initiative: -1
Speed: 20 ft.
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17
BAB/Grapple: +6/+16
Attack: Slam +11 melee (1d8+6)
Full Attack: 2 slams +11 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: –
Special Qualities: Damage reduction 5/– , darkvision 60 ft., earth glide, earth mastery, elemental traits, fast healing 4, immunity to acid, merge, vulnerability to sonic
Saves: Fort +11, Ref +1, Will +4
Abilities: Str 23, Dex 9, Con 20, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Cleave, Iron Will, Power Attack
Environment: Quasielemental Plane of Mineral
Organization: Solitary or band (2-8)
Challenge Rating: 5
Treasure: No coins or goods, double gems
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Mineral Elemental, Huge
Huge Elemental (Earth, Extraplanar, Positive)
Hit Dice:
16d8+96 (168 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
BAB/Grapple: +12/+28
Attack: Slam +17 melee (2d6+8)
Full Attack: 2 slams +17 melee (2d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: –
Special Qualities: Damage reduction 5/– , darkvision 60 ft., earth glide, earth mastery, elemental traits, fast healing 6, immunity to acid, merge, vulnerability to sonic
Saves: Fort +18, Ref +4, Will +7
Abilities: Str 27, Dex 9, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +9, Spot +10
Feats: Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack
Environment: Quasielemental Plane of Mineral
Organization: Solitary or band (2-8)
Challenge Rating: 7
Treasure: No coins or goods, double gems
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Mineral Elemental, Greater
Huge Elemental (Earth, Extraplanar, Positive)
Hit Dice:
21d8+126 (220 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 19 (-2 size, -1 Dex, +12 natural), touch 7, flat-footed 19
BAB/Grapple: +15/+32
Attack: Slam +23 melee (2d8+9)
Full Attack: 2 slams +23 melee (2d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: –
Special Qualities: Damage reduction 10/– , darkvision 60 ft., earth glide, earth mastery, elemental traits, fast healing 8, immunity to acid, merge, vulnerability to sonic
Saves: Fort +20, Ref +6, Will +9
Abilities: Str 29, Dex 9, Con 22, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Quasielemental Plane of Mineral
Organization: Solitary or band (2-8)
Challenge Rating: 9
Treasure: No coins or goods, double gems
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Mineral Elemental, Elder
Huge Elemental (Earth, Extraplanar, Positive)
Hit Dice:
24d8+144 (252 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 21 (-2 size, -1 Dex, +14 natural), touch 7, flat-footed 21
BAB/Grapple: +18/+36
Attack: Slam +27 melee (2d8+10/19-20)
Full Attack: 2 slams +27 melee (2d8+10/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: –
Special Qualities: Damage reduction 10/– , darkvision 60 ft., earth glide, earth mastery, elemental traits, fast healing 10, immunity to acid, merge, vulnerability to sonic
Saves: Fort +13, Ref +27, Will +10
Abilities: Str 31, Dex 9, Con 22, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Quasielemental Plane of Mineral
Organization: Solitary or band (2-8)
Challenge Rating: 11
Treasure: No coins or goods, double gems
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

This sturdy humanoid creature is built of a mixture of precious stones and metals. Two large, sparkling gemstones stand where its eyes should be.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

Where the richest areas of Elemental Earth become Quasielemental Mineral, the warlike mineral quasielementals gather into bands and patrol the glittering planes of their home against the treasure-seekers. They particularly despise the xorn and khargra, who feed on precious minerals, but they are generally hostile to all intruders.
Mineral quasielementals speak Terran.

COMBAT
Mineral quasielementals pummel foes with their gem-encrusted fists. Leatherheads may be surprised when they bring down a mineral quasi, only to see it split into two smaller copies, both still eager to fight.

Earth Glide (Ex): A mineral quasielemental 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 mineral quasielemental flings the quasielemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): A mineral quasielemental 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 quasielemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Fast Healing (Ex): A mineral quasielemental heals only in contact with stone, gems or jewelry. The body of another quasielemental does not satisfy this requirement.

Merge (Su): Two mineral quasielementals of the same rank can merge into one bigger, tougher mineral quasielemental. The merging process takes two rounds. The merged creature has the same stats of a mineral quasielemental of one higher rank (2 small quasielementals produce 1 medium, etc.), except that it uses the skills, feats, and mental ability scores (Int, Wis, and Cha) of its component lesser elementals.
When the merged creature is brought down to zero hit points, it crumbles and divides into its component lesser elementals; each one retains ½ of the total amount of damage that the merged creature had previously suffered.
If the merged creature takes any electricity damage, it must succeed at a Fortitude save (DC 15) or break down into its component lesser elementals.

Mineral Quasielemental Sizes <br /> Creature Height Weight<br /> Small 4 ft. 80 lb.<br /> Medium 8 ft. 750 lb.<br /> Large 16 ft. 6,000 lb.<br /> Huge 32 ft. 48,000 lb.<br /> Greater 36 ft. 54,000 lb.<br /> Elder 40 ft. 60,000 lb.
#178

weenie

Nov 17, 2004 18:04:25

________________________
QUASIELEMENTAL, RADIANCE

Radiance Quasielemental, Small
Small Elemental (Extraplanar, Fire, Positive)
Hit Dice:
2d8+2 (11 hp)
Initiative: +3
Speed: Fly 40 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
BAB/Grapple: +1/-3
Attack: Slam +5 melee (1d4), or beam +5 ranged touch
Full Attack: 2 slams +5 melee (1d4), or beam +5 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Beams, blinding
Special Qualities: Cold vulnerability, darkvision 60 ft., elemental traits, immunity to fire
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 10, Dex 16, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Dodge, Weapon Finesse (B)
Environment: Quasielemental Plane of Radiance
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Radiance Quasielemental, Medium
Medium Elemental (Extraplanar, Fire, Positive)
Hit Dice:
4d8+4 (22 hp)
Initiative: +4
Speed: Fly 40 ft. (perfect)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
BAB/Grapple: +3/+4
Attack: Slam +7 melee (1d6+1) , or beam +7 ranged touch
Full Attack: 2 slams + melee (1d6+1), or beam +7 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Beams, blinding
Special Qualities: Cold vulnerability, darkvision 60 ft., elemental traits, immunity to fire
Saves: Fort +2, Ref +8, Will +1
Abilities: Str 12, Dex 18, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Mobility, Weapon Finesse (B)
Environment: Quasielemental Plane of Radiance
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Radiance Quasielemental, Large
Large Elemental (Extraplanar, Fire, Positive)
Hit Dice:
8d8+24 (60 hp)
Initiative: +5
Speed: Fly 40 ft. (perfect)
Armor Class: 18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
BAB/Grapple: +6/+13
Attack: Slam +10 melee (2d6+3) , or beam +11 ranged touch
Full Attack: 2 slams +10 melee (2d6+3), or beam +11 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Beams, blinding
Special Qualities: Cold vulnerability, damage reduction 5/– , darkvision 60 ft., elemental traits, immunity to fire
Saves: Fort +5, Ref +13, Will +2
Abilities: Str 16, Dex 20, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Dodge, Mobility, Weapon Finesse (B), Weapon Focus (ray)
Environment: Quasielemental Plane of Radiance
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Radiance Elemental, Huge
Huge Elemental (Extraplanar, Fire, Positive)
Hit Dice:
16d8+64 (136 hp)
Initiative: +11
Speed: Fly 60 ft. (perfect)
Armor Class: 19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12
BAB/Grapple: +12/+24
Attack: Slam +17 melee (2d8+4) , or beam +18 ranged
Full Attack: 2 slams +17 melee (2d8+4), or beam +18 ranged
Space/Reach: 15 ft./15 ft.
Special Attacks: Beams, blinding
Special Qualities: Cold vulnerability, damage reduction 5/– , darkvision 60 ft., elemental traits, immunity to fire
Saves: Fort +9, Ref +17, Will +5
Abilities: Str 18, Dex 24, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Dodge, Improved Initiative, Mobility, Precise Shot, Weapon Finesse (B), Weapon Focus (ray)
Environment: Quasielemental Plane of Radiance
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Radiance Elemental, Greater
Huge Elemental (Extraplanar, Fire, Positive)
Hit Dice:
21d8+84 (178 hp)
Initiative: +12
Speed: Fly 60 ft. (perfect)
Armor Class: 24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
BAB/Grapple: +15/+28
Attack: Slam +21 melee (2d8+5) , or beam +22 ranged
Full Attack: 2 slams +21 melee (2d8+5), or beam +22 ranged
Space/Reach: 15 ft./15 ft.
Special Attacks: Beams, blinding
Special Qualities: Cold vulnerability, damage reduction 10/– , darkvision 60 ft., elemental traits, immunity to fire
Saves: Fort +11, Ref +20, Will +7
Abilities: Str 20, Dex 26, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Dodge, Improved Initiative, Great Fortitude, Lightning Reflexes, Mobility, Precise Shot, Weapon Finesse (B), Weapon Focus (ray)
Environment: Quasielemental Plane of Radiance
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Radiance Elemental, Elder
Huge Elemental (Extraplanar, Fire, Positive)
Hit Dice:
24d8+96 (204 hp)
Initiative: +14
Speed: Fly 60 ft. (perfect)
Armor Class: 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16
BAB/Grapple: +18/+32
Attack: Slam +26 melee (2d8+6) , or beam +27 ranged
Full Attack: 2 slams +26 melee (2d8+6), or beam +27 ranged
Space/Reach: 15 ft./15 ft.
Special Attacks: Beams, blinding
Special Qualities: Cold vulnerability, damage reduction 10/– , darkvision 60 ft., elemental traits, immunity to fire
Saves: Fort +14, Ref +26, Will +8
Abilities: Str 22, Dex 30, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Great Fortitude, Lightning Reflexes, Mobility, Precise Shot, Weapon Finesse (B), Weapon Focus (ray)
Environment: Quasielemental Plane of Radiance
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

This ball of energy glows brightly and steadily, producing twice as much light as a torch. It seems to be spinning around its axis, and you have the feeling it is watching you.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

These light-based quasielementals dwell in the areas where the endless flames of Elemental Fire are being constantly purified and transmuted into Quasielemental Radiance as they touch upon the border with the Positive Energy Plane. Static and contemplative, these beings are well-known as philosophers and seers. They do, however, grow quite temperamental when disturbed.
Some radiance quasielementals speak Ignan.

COMBAT
Radiance quasielementals prefer to fight from a distance, using their decent speed and excellent maneuverability to stay out of their opponent’s reach. If the beams of light do not seem to discourage the foes, the quasielemental tries to blind them before moving into melee.

Beams (Su): Once per round, a radiance quasielemental can project a beam of concentrated light to damage an opponent. The effective range of the beam is 100 ft. for quasielementals of up to size Large, and 200 feet for those of size Huge and larger. The quasielemental has seven different beams available:
- Yellow Beam: Deals acid damage, Fort save ½.
- Read Beam: Deals cold damage, Fort save ½.
- Blue Beam: Deals electricity damage, Fort save ½.
- Orange Beam: Deals fire damage, Fort save ½.
- Green Beam: Deals sonic damage, Fort save ½.
- Violet beam: Deals force damage, Will save negates.
- Indigo beam: Deals positive energy damage to undead creatures, and heals living creatures of the same amount of damage; Will save ½
The save DCs are Constitution-based; they are specified in the table below.

Blinding (Ex): Once per minute as a full round action, a radiance quasielemental can increase the intensity of the light it produces by spinning very quickly. Any creature within 100 ft. that views the quasielemental must make a Fortitude save or be blinded for 24 hours. Treat this as a gaze attack. The DC of the save is equal to that of the quasielemental beams (see table below).

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Radiance Quasielemental Sizes<br /> Beam Beam<br /> Creature Height Save DC Damage<br /> Small 4 ft. 12 1d6<br /> Medium 8 ft. 13 1d8<br /> Large 16 ft. 17 2d6<br /> Huge 32 ft. 20 2d8<br /> Greater 36 ft. 24 3d8<br /> Elder 40 ft. 26 4d8
#179

weenie

Nov 17, 2004 18:11:42

______________________
QUASIELEMENTAL, STEAM

Steam Quasielemental, Small
Small Elemental (Extraplanar, Positive, Water)
Hit Dice:
2d8 (9 hp)
Initiative: +3
Speed: Fly 60 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
BAB/Grapple: +1/-3
Attack: Slam +5 melee (1d4)
Full Attack: 2 slams +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf 1d4
Special Qualities: Control temperature, darkvision 60 ft., elemental traits, resistances (fire 5, cold 10)
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Steam
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Steam Quasielemental, Medium
Medium Elemental (Extraplanar, Positive, Water)
Hit Dice:
4d8+8 (26 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
BAB/Grapple: +3/+4
Attack: Slam +8 melee (1d6+1)
Full Attack: 2 slams +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf 1d6
Special Qualities: Control temperature, darkvision 60 ft., elemental traits, resistances (fire 5, cold 15)
Saves: Fort +3, Ref +9, Will +1
Abilities: Str 12, Dex 21, Con 15, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Dodge, Flyby Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Steam
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Steam Quasielemental, Large
Large Elemental (Extraplanar, Positive, Water)
Hit Dice:
8d8+24 (60 hp)
Initiative: +7
Speed: Fly 60 ft. (perfect)
Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
BAB/Grapple: +6/+13
Attack: Slam +12 melee (2d6+3)
Full Attack: 2 slams +12 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf 2d6
Special Qualities: Cold immunity, control temperature, damage reduction 5/– , darkvision 60 ft., elemental traits, fire resistance 5
Saves: Fort +5, Ref +13, Will +2
Abilities: Str 16, Dex 24, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse (B)
Environment: Quasielemental Plane of Steam
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Steam Elemental, Huge
Huge Elemental (Extraplanar, Positive, Water)
Hit Dice:
16d8+64 (136 hp)
Initiative: +13
Speed: Fly 60 ft. (perfect)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
BAB/Grapple: +12/+24
Attack: Slam +19 melee (2d8+4)
Full Attack: 2 slams +19 melee (2d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf 2d8
Special Qualities: Cold immunity, control temperature, damage reduction 5/– , darkvision 60 ft., elemental traits, fire resistance 5
Saves: Fort +9, Ref +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +11
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (B)
Environment: Quasielemental Plane of Steam
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Steam Elemental, Greater
Huge Elemental (Extraplanar, Positive, Water)
Hit Dice:
21d8+84 (178 hp)
Initiative: +14
Speed: Fly 60 ft. (perfect)
Armor Class: 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16
BAB/Grapple: +15/+28
Attack: Slam +23 melee (2d8+5/19-20)
Full Attack: 2 slams +23 melee (2d8+5/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf 2d8
Special Qualities: Cold immunity, control temperature, damage reduction 10/– , darkvision 60 ft., elemental traits, fire resistance 10
Saves: Fort +11, Ref +22, Will +9
Abilities: Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (slam), Improved Initiative, Mobility, Weapon Finesse (B)
Environment: Quasielemental Plane of Steam
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Steam Elemental, Elder
Huge Elemental (Extraplanar, Positive, Water)
Hit Dice:
24d8+96 (204 hp)
Initiative: +15
Speed: Fly 60 ft. (perfect)
Armor Class: 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
BAB/Grapple: +18/+32
Attack: Slam +27 melee (2d8+6/19-20)
Full Attack: 2 slams +27 melee (2d8+6/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf 2d8
Special Qualities: Cold immunity, control temperature, damage reduction 10/– , darkvision 60 ft., elemental traits, fire resistance 10
Saves: Fort +12, Ref +25, Will +10
Abilities: Str 22, Dex 33, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +16, Spot +15
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (slam), Improved Initiative, Iron Will, Mobility, Weapon Finesse (B)
Environment: Quasielemental Plane of Steam
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

A large cloud of virtually transparent gas closes in, and you begin to feel a slight change in temperature.

Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called "quasiplanes” of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals.

Also called mist elementals, these vaporous beings dwell in the glowing Quasielemental Steam, the mixture of Elemental Water and Positive Energy. The more intelligent varieties make excellent spies. They sometimes take intruders as slaves to supplement their inability to properly manipulate objects.
Steam quasielementals speak Aquan.

COMBAT
Steam quasielementals attempt to engulf their foes as soon as possible,

Control Temperature (Ex): A steam elemental can control its body temperature, switching between a scalding steam and freezing mist as a free action each round.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Engulf (Ex): A steam quasielemental can engulf any creatures by moving into their space. The targeted creatures can choose whether to make an attack of opportunity at a -4 penalty, or make a Reflex save (DC varies, see table below) to avoid the engulfment by moving to the nearest empty adjacent square. Engulfed creatures take the listed fire or cold damage, depending on the choice the quasielemental had made using its control temperature ability. The elemental can continue to attack while engulfing. Furthermore, if the quasielemental is dealt electricity damage, all engulfed creatures must make Fortitude saves or take half of the electric damage. The save DCs are Constitution-based.

Steam Quasielemental Sizes<br /> Engulf <br /> Creature Height Weight Save DC<br /> Small 4 ft. 1 lb. 11<br /> Medium 8 ft. 2 lb. 14<br /> Large 16 ft. 4 lb. 17<br /> Huge 32 ft. 8 lb. 22<br /> Greater 36 ft. 10 lb. 24<br /> Elder 40 ft. 12 lb. 26
#180

weenie

Nov 18, 2004 17:23:28
Alternatively, perhaps the nethling can gain some hps per Int drained instead of fast healing/regeneration? I use disintegration as an approximate to being "completely absorbed". I figure that nothing is left of the victim after absorption.

All right then. I added this to the Absorb Mind ability description.

"...For each point of Intelligence drained, the nethling is healed of 2 hit points of damage, gaining any excess HP as temporary hit points.
A creature whose Intelligence is drained to zero instantly dies, and its body dissolves within one minute of death; it can be returned to life only by a true resurrection, miracle, or wish."

I also mentioned under Alternate Form that it loses the Absorb Mind ability, so now it probably does turn back into its natural form while grappling.

Anyway, Manual of the Planes says that nethlings are almost identical to flesh golems. Should I adjust my conversion, and make them mindless constructs with less HD? They didn't really seem non-intelligent to me in 2E...
#181

ripvanwormer

Nov 18, 2004 17:36:03
They didn't really seem non-intelligent to me in 2E...

They're not. The flesh golem comparison was only for simplicity. Nethlings are sentient buddings of a sentient plane; they have self-awareness and the ability to make decisions on their own, although most consider themselves to be merely extensions of their parent, destined to be reincorporated into Neth. The intelligence of 11-12 given in 2e should probably translate as +2 to intelligence in 3e.
#182

zombiegleemax

Nov 19, 2004 2:09:17
Anyway, Manual of the Planes says that nethlings are almost identical to flesh golems. Should I adjust my conversion, and make them mindless constructs with less HD?

I agree with rip. They are "free-moving avatars". Outsider is fine. Hmm... MOTP says they have a swim speed of 30 ft. Strange. I think that the flesh golem reference was to avoid giving a proper monster entry for nethling in MOTP, probably to conserve space. The planescape version was not remotely like a flesh golem...

Anyway, my suggestion is to leave the "epic" planar stuff out of this thread, since it's still subject to much discussion (which usually leads to "could X kick Y's S"), and possibly just post the end results.

Indeed! But I think should eventually get to them anyway, if for no other reason than completion.

They seem decent to me. Making them "primal" level seems a little much. Though I should probably raise my version of Zaaman Rul by at least ten hit dice.

If you reworking Zaaman Rul, could you reconstruct with the archomental template? Thanks.
#183

zombiegleemax

Nov 19, 2004 2:22:56
Ruvkova
Medium Outsider (Extraplanar, Fire)

Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (normal), 45 ft. (in chosen element)
AC: 21 (+2 Dex, +4 Natural, +6 Armor), Touch 12, Flat-footed 19
BAB/Grapple: +6/+8
Attack: +1 flaming scimitar +10 melee (1d6+3/18-20 and 1d6 fire)
Full Attack: +1 flaming scimitar +10/+5 melee (1d6+3/18-20 and 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., elemental movement, elemental mastery, immunity
Saves: Fort. +9, Ref. +7, Will +9
Abilities: Str 15, Dex 14, Con 18, Int 13, Wis 19, Cha 11
Skills: Concentration +13, Diplomacy +11, Knowledge (nature) +12, Listen +13, Search +10, Sense Motive +13, Spellcraft +10, Spot +13, Survival +13
Feats: Dodge, Empower Spell, Weapon Focus (scimitar)
Environment: Elemental Planes
Organization: Solitary or tribe (4d6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually true neutral
Advancement: 7-12HD (Medium); 13-18HD (Large)
Level Adjustment: -

A tall, gaunt human-like figure basks amidst the flames. Swinging his flaming scimitar, he crackles, "Away, interlopers! To seek fire is to seek death!"

A ruvkova, also called a ruvoka, appears like a gaunt humanoid. The race is said to have descended from a mortal druid named Garat from the prime world of Athas. Garat was transformed into a ruvkova after fulfilling the quest of the efreet Caliph Alibashal by killing the latter’s rival, Baashizar. Ruvokvas are masters of a specific element and organize themselves by elemental tribes, such as brajeti (earth), zathosi (earth), ethilum (air), kaltori (fire), ramoka (steam), vandesh (ice) and sartarin (ash).

Spells: A ruvkova can cast spells as a druid whose level is equals to its HD, i.e. level 6 for the above ruvkova. Commonly prepared druid spells per day (5443):
0. cure minor wounds, flare (x2), light, resistance;
1. cure light wounds, faerie fire, produce flame, long strider;
2. barkskin, bull’s strength, flaming sphere, summon nature’s ally II;
3. cure moderate wounds, daylight, protection from energy, summon nature’s ally III.

Elemental Movement (Ex): A ruvkova can move through its chosen element at a speed of 45 ft. This takes the most common mode, such as flying (air), swimming (water), earth gliding like a xorn (earth), etc.

Immunity (Ex): A ruvkova is immune to energy of its chosen element - fire (fire), cold (water), acid (earth) and electricity (air).

Elemental Mastery (Ex): A ruvkova gains +1 to attack and damage rolls if both he and his enemy are in his chosen element. Furthermore, he can cast spells his descriptor similar to his chosen element at +1 effective casting level. A ruvkova can naturally "breathe" his chosen element.

Possessions: The sample ruvkova above has a +1 chain mail and a +1 flaming scimitar.

Ruvkovas of Other Elements
The sample ruvkova above is from the plane of fire. Ruvkovas of other elemental planes exist. Ruvkovas of other planes have subtype of their home planes, i.e. those from the plane of air have air subtype. Furthermore, the weapons they use are different (e.g. earth ruvkova uses a maul instead) and are enchanted with other special properties like shocking instead of flaming.

Converted from PSMC3.
#184

zombiegleemax

Nov 19, 2004 2:31:33
Primal
The primal is a member of a secretive sect based in the Inner Planes. Their beliefs are obscured to the point that most sages do not even know what their core doctrines are. Speculations are that they focus on the basic building blocks of the cosmos, i.e. the elements.

“Some secrets do not permit themselves to be told.”
- A primal saying

REQUIREMENTS
Feats: Iron will, any 1 metamagic feat.
Skills: Knowledge (arcana) 8 ranks, knowledge (planes) 8 ranks, speak language (primal).
Spells: Ability to cast level 3 spells.
Special: Must be accepted by the sect based on a long screening process with unknown criteria for admission.

CLASS SKILLS
A primal’s class skills are bluff (Cha), concentration (Con), craft (any) (Int), decipher script (Int), knowledge (arcana) (Int), knowledge (planes) (Int), search (Int), sense motive (Wis), spellcraft (Int).

Skill Points At Each Level: 2 + Int modifier.

Level BAB Fort. Ref. Will Special Spells<br /> 1 +0 +0 +0 +2 Spell-like abilities (make whole), secretive +1<br /> 2 +1 +0 +0 +3 Natural armor (+1), spell-like abilities (fabricate) +1<br /> 3 +2 +1 +1 +3 Spell-like abilities (polymorph, animate object) +1<br /> 4 +3 +1 +1 +4 Natural armor (+2), spell-like abilities (cure serious wounds) +1<br /> 5 +3 +1 +1 +4 Spell-like abilities (disintegrate) +1
#185

zombiegleemax

Nov 19, 2004 2:43:42
Suisseen
Large Outsider (Extraplanar, Water)

HD: 10d8+50 (95 hp)
Initiative: +3 (+3 Dex)
Speed: Swim 45 ft.
AC: 20 (-1 Size, +3 Dex, +8 Natural), Touch 12, Flat-footed 17
BAB/Grapple: +10/+21
Attack: 1 slam +17 melee (2d6+7 and 1d6 acid)
Full Attack: 2 slams +17 melee (2d6+7 and 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Corrosive membrane, improved grab, drown, drench
Special Qualities: Darkvision 60 ft., fire immunity, electric/cold vulnerability, DR 5/magic
Saves: Fort. +12, Ref. +10, Will +9
Abilities: Str 25, Dex 16, Con 21, Int 8, Wis 14, Cha 13
Skills: Escape Artist +16, Listen +15, Move Silently +16, Search +12, Sense Motive +15, Spot +15, Survival +15
Feats: Combat Reflexes, Iron Will, Weapon Focus (slam), Power Attack
Environment: Plane of Water
Organization: Solitary or cult (1d4+1 human, sahuagin or merman cultists)
CR: 8
Treasure: None
Alignment: Usually true neutral (or neutral evil)
Advancement: 11-20HD (Large); 21-30HD (Huge)
LA: -

“Water within water, element within, element without… Great suisseen, water and not water, provides the door and the way to this great source. Suisseen is our salvation and our path to life.”
- Mayestri Book of Waves

A thin, transparent membrane floats gently in the water. As the cultists push the maiden into the pool as a sacrifice, the membrane drifts closer to caress the maiden, corroding her flesh and drowning her in the water within the membrane.

A suisseen is a thin, transparent membrane filled with water. Strangely, some of the water beyond the membrane is also part of the creature. A cult called Mayestri – a group of humans, sahuagin and mermen – reveres this creature as a link to the water elementals they worship. The evil cultists often sacrifice victims to the creature (see Book of Vile Darkness for sacrificial rules). Some of these creatures who received frequent sacrifices become neutral evil. Some believe that the suisseen is more closely related to the varrdig (water grue) than true elementals.

Corrosive Membrane (Ex): A suisseen’s membrane is corrosive, its mere touch deals 1d6 acid damage.

Improved Grab (Ex): A suisseen can automatically grapple any creature hit by its slam attacks as a free action without provoking an attack of opportunity. If successful, it can attempt to drown its victim on its next turn. Furthermore, a grappled victim takes 1d6 acid damage per round from its corrosive membrane.

Drown (Ex): A suisseen can drown a grappled victim by making another grapple check. If successful, the suisseen forces water into his lungs and the victim must make a DC 10 constitution check or starts drowning. Every round thereafter, if the suisseen successfully make another grapple check, the victim must make another constitution check with +1 to DC for every round after the first. Failure renders him unconscious (0 hp). The following round, he drops to -1 hp and is dying. Thereafter, he drowns and is dead.

Drench (Ex): A suisseen’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of large size or smaller. The creature can dispel magical fire it touches as if affected by dispel magic (CL=HD).

Converted from PSMC3.
#186

catland93

Nov 20, 2004 13:17:22
Grue, elemental are in complete arcane and eater of knowledge in expanded psionic handbook (intellect devourer).

Bye!
#187

ripvanwormer

Nov 20, 2004 17:12:48
Grue, elemental are in complete arcane and eater of knowledge in expanded psionic handbook (intellect devourer).

Bye!

The grues were also in Dragon #285. Intellect devourers and eaters of knowledge are not the same thing, incidently. One is a brain with feet and the other is a much bigger humanoid made out of brain matter.

Weren't cerebral parasites in the Expanded Psionics Handbook? Maybe under psychic diseases?
#188

raymond_luxury_yacht

Nov 20, 2004 20:01:37
Weren't cerebral parasites in the Expanded Psionics Handbook? Maybe under psychic diseases?

Yep.
#189

weenie

Nov 22, 2004 19:05:41
Should we convert the monsters from the CRPG Planescape: Torment to 3.5? I say convert, but I'm not sure which of these had actual write-ups in 2E:

Greater Shadow, Grillig, Gronk, Lim-Lim, Sohmien, Thokola, Trelon, Tricha, Trigit, Trocopotaca, True Shadow, Tuscampa...

>link<
#190

zombiegleemax

Nov 23, 2004 3:13:27
Weren't cerebral parasites in the Expanded Psionics Handbook? Maybe under psychic diseases?

I don't have my XPH with me. Can someone kindly provide the page number? Thanks.
Should we convert the monsters from the CRPG Planescape: Torment to 3.5?

We could, I suppose. But let's finish the others in the existing index first... I don't know of any game stats for these creatures, the closest stats I can find is here, which is more of a PC game stat than actual 2E D&D stat.
#191

zombiegleemax

Nov 23, 2004 3:20:35
Ungulosin
Huge Outsider (Extraplanar, Water)

HD: 15d8+75 (142 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: Swim 50 ft.
AC: 20 (-2 Size, +2 Dex, +10 Natural), Touch 10, Flat-footed 18
BAB/Grapple: +15/-
Attack: 1 bite +23 melee (2d8+13 and poison)
Full Attack: 1 bite +23 melee (2d8+13 and poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., immunity, swarm traits, distraction, SR 20
Saves: Fort. +14, Ref. +11, Will +12
Abilities: Str 29, Dex 15, Con 20, Int 3, Wis 16, Cha 15
Skills: Escape Artist +20, Handle Animal +10, Listen +21, Move Silently +12, Spot +21
Feats: Ability Focus (poison), Combat Reflexes, Dodge, Power Attack, Improved Initiative, Weapon Focus (bite)
Environment: Plane of Water
Organization: Solitary
CR: 12
Treasure: None
Alignment: Usually true neutral
Advancement: 16-30HD (Huge)
LA: -

“Nothing to worry about – it’s just a school of fish.”
- Pilis Nye, during his first encounter with an ungulosin

A school of fishes swarms around you. The school slowly takes an overall shape of a huge fish. It opens its maw and rushes towards you.

An ungulosin is an elemental spirit of water, taking form by assembling and controlling a number of fishes, eels, octopi and like tiny creatures. The form it takes is based on the animals which made up its body, thus an ungulosin formed by squids would have an overall shape of a squid. It wanders the plane of water, answering to no power or elemental prince. Chant has it that they were once air creatures who migrated to the plane of water after being betrayed by a power of the sky.

Poison (Ex): An ungulosin’s bite is poisonous, initial damage is 1d4+1 rounds of paralysis and secondary damage is 1d6 Con. Con-based DC 24 fortitude save negates.

Immunity (Ex): An ungulosin is immune to sleep, hold, charm and other mind-affecting effects. The animals making up its body are immune to spells which affect animals while they maintain the creature’s body.

Swarm Traits (Ex): Since the ungulosin is made up of tiny creatures, it has certain aspects of swarm traits. It is immune to critical hits and flanking. It takes only ½ damage from slashing and piercing weapons. It cannot be tripped, grappled or bull-rushed. It is immune to spells which target a specific number of creatures, but takes 50% more damage from area-effect spells. Unlike a normal swarm which is large size, an ungulosin controls enough creatures to be huge size. Furthermore, it does not gain a swarm attack, but rather depends on its bite as its primary melee attack.

Distraction (Ex): Any living creature vulnerable to an ungulosin's damage that begins its turn with the creature in its square is nauseated for 1 round; a Con-based DC 22 fortitude save negates the effect. Spellcasting or concentrating on spells within the area requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Converted from PSMC3.
#192

zombiegleemax

Nov 23, 2004 3:24:58
Scile Swarm
Diminutive Elemental (Extraplanar, Fire, Swarm)

HD: 7d8+14 (45 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Fly 40 ft. (perfect)
AC: 18 (+4 Size, +4 Dex), Touch 18, Flat-footed 14
BAB/Grapple: +5/-
Attack: Swarm (1d6 and drain color)
Full Attack: Swarm (1d6 and drain color)
Space/Reach: 1 ft./0 ft.
Special Attacks: Drain color, distraction
Special Qualities: Darkvision 60 ft., elemental traits, swarm traits, immunity, vulnerability, telepathy 100 ft., DR 5/-
Saves: Fort. +7, Ref. +6, Will +3
Abilities: Str 10, Dex 18, Con 14, Int 7, Wis 13, Cha 11
Skills: Listen +7, Spot +9
Feats: Alertness, Improved Initiative, Dodge
Environment: Plane of Radiance
Organization: Solitary or cloud (1d4+1 swarms)
CR: 3
Treasure: None
Alignment: Usually true neutral
Advancement: -
LA: -

“It’s not like going to the Gray Waste, either, ’cause they like to eat gray just fine. No, when those motes’re done with you, they leave you completely transparent.”
- Ucec Ordel, a victim of a scile swarm

Tiny motes of light flashes in front of you. As you move, they follow and suddenly engulf you, turning you invisible.

A scile, also called an incandescent, is a little glowing mote of light which consumes color. However, sciles often get tired of eating the same colors in the plane of radiance and thus like to attack off-plane colors brought by planewalkers.

Drain Color (Su): A scile swarm can drain color from any being it swarms over. The creature must make a Con-based DC 15 fortitude save or be rendered transparent along with his equipments. Transparency can be reversed by a remove curse or dust of appearance. A transparent creature is invisible, even to himself. Thus, in addition to normal effects of invisibility, a transparent creature who usually depends on vision also suffers -2 circumstance penalty to all rolls involving physical maneuvers, including attack rolls, skill checks (tumble, climb, etc.), reflex saves and Dex bonus to AC. A transparent shield offers no AC bonus, except for tower shields.

Immunity (Ex): A scile swarm is immune to paralysis, polymorph, petrification, death effects and disintegration.

Vulnerability (Ex): A magical darkness effect forces the swarm to flee for 10 rounds away from the affected area if it fails a will save. This functions as if it has been "turned".

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with the scile swarm in its square must succeed a Con-based DC 15 fortitude save or be nauseated for 1 round.

Ravagers of Color
A rare breed of chaotic evil scile exists in the plane of radiance. Called ravagers of color, they eat only certain colors. Thus, if a victim fails his fortitude save, he does not become transparent, but instead loses a random color with the following effects (roll 1d6):

1. Blue (Serenity): Victim must make a DC 15 will save or becomes enraged and attack all in sight 1/day.
2. Red (Passion): Victim becomes listless and impossible to motivate, requiring a DC 15 will save to take any action.
3. Yellow (Hope): Victim becomes depressed, suffering -2 penalty to all rolls.
4. Green (Secrets): Victim becomes unable to lie and constantly relates all information to all around him.
5. Violet (Intelligence): Victim is drained of 1d4 points of intelligence.
6. Orange (Vitality): Victim is drained of 1d4 points of strength.

Converted from PSMC3.
#193

weenie

Nov 23, 2004 19:19:19
On Psi and cerebral parasites:
I don't have the XPH, but in the 3.0 PsiHB they were on page 37.

On not doing Torment until all other creatures are done:
*sigh*
"Yeth, mathter ..."
*lumbers off, returning to the task at hand dutifully*
I'll post the rest of the Ethereal Guide monsters later.

On Ungulosin bites:
Do they really need the big bite attack? AFAIK, all other swarm creatures have only swarm attacks, and their poison can be delivered through that.

On Scile color drain:
What exactly are "rolls involving physical maneuvers"? Maybe you should treat this as an effective ACP equivalent?

On Scile vulnerability:
How do they flee, exactly? Are they frightened, panicked, perhaps "turned"?
#194

weenie

Nov 23, 2004 19:23:26
_____________
APPARITION
v3.5 update (full stats at the Creature Catalog)
Add extraplanar subtype.
Speed: Fly 40 ft.
Base Attack/Grapple: +4/--
Special Qualities: Add damage reduction 10/magic or silver
Saves: Fort +2, Ref +4, Will +7
Skills: Hide +13, Listen +14, Search +11, Spot +14
Environment: The Ethereal Plane

Also, substitute "suggestion strangle" ability with the following:

Phantasmal Strangle (Su): Once every 1d4 rounds, an apparition can produce an effect similar to the phantasmal killer spell. It targets one creature within 60 ft., which then must make a Will save (DC 17) to disbelieve the illusion of immaterial bony claws strangling it. If the save succeeds, the target is shaken (suffers a -2 penalty to attacks, saves, and checks) for one minute. If the save fails, the target is still shaken, but must also make a Fortitude save (DC 17) or die from fear.
A successful Will saving throw renders the target immune to that apparition’s phantasmal strangle ability for one day.
This is a mind-affecting fear effect. The DCs are Charisma-based.

Description: An apparition is a "lesser ghost", an undead spirit lingering on the Border Ethereal. Its only purpose is to slay as many living creatures as it can in revenge for its own undying state.

_____________
AERIAL SERVANT
v3.5 update (full stats at the Creature Catalog)
Add extraplanar subtype
Base Attack/Grapple: +12/+20
Attack: Slam +21 melee (2d8+12)
Full Attack: 2 slams +21 melee (2d8+12)
Special Qualities: Damage reduction 10/magic
Skills: Listen +9, Move Silently +10, Spot +9
Feats: Alertness, Combat Reflexes, Improved Critical (slam), Initiative, Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Air
Wind Blast (Su): The save DC is Strength-based.


Both converted from A Guide to the Ethereal Plane.
#195

weenie

Nov 23, 2004 19:25:46
_________
CHULCRIX
Gargantuan Magical Beast (Extraplanar)
Hit Dice:
13d10+78 (149 hp)
Initiative: +3
Speed: Fly 40 ft.
Armor Class: 24 (-4 size, -1 Dex, +19 natural), touch 5, flat-footed 24
BAB/Grapple: +13/+35
Attack: Pincer +20 melee (3d6+10)
Full Attack: 2 pincers +20 melee (3d6+10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Attractor, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., fast healing 4, immunities (cold, fire), plane shift
Saves: Fort +16, Ref +7, Will +5
Abilities: Str 31, Dex 9, Con 23, Int 6, Wis 12, Cha 13
Skills: Listen +11, Spot +11
Feats: Alertness, Great Fortitude, Improved Natural Attack (pincer), Improved Initiative, Weapon Focus (pincer)
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-26 HD (Gargantuan); 27-50 HD (Colossal)
Level Adjustment: --

This gigantic worm is well over a hundred feet long, covered with black, chitinous skin that secretes glistening mucous reeking of rotten meat. Its gaping circular maw is lined with small sensory tendrils, and two pincered arms extend menacingly into the mists.

These gargantuan hunters of the Deep Ether are mercifully rare - their size and ferocity are more then a match for most cutters. The chulcrix is apparently native to the Ethereal Plane, and unable to survive on other planes.
Some etherfarers speak of particularly feral nathri tribes that worship a chulcrix, and also use half-tamed specimens as war mounts.
A chulcrix does not speak, although some believe that it understands Planar Trade and/or Nathri.

COMBAT
A chulcrix is a fairly passive combatant, relying on its resilience until all foes are drawn in and devoured. It often surprises planewalkers with its speed and maneuverability when it launches itself at attackers using ranged weapons from afar.

Attractor (Su): A chulcrix hunts simply by opening its wide mouth and telekinetically drawing prey toward it. At will as a standard action, a chulcrix can radiate a 90-ft. cone of telekinetic energy; each creature in the area is drawn toward to chulcrix at a speed of 30 ft. per round. Each round, the creature is allowed a Will saving throw (DC 17) to halve this speed. A creature drawn into the chulcrix's space in this manner is automatically grappled, and the chulcrix can attempt to swallow it the following round.

Improved Grab (Ex): To use this ability, a chulcrix must hit with its pincer 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 chulcrix can try to swallow a grabbed opponent of smaller size then itself 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 chulcrix’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 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantuan chulcrix’s gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.

Plane Shift (Sp): Once per day, a chososion can enter any of the Inner Planes, the Astral Plane, or the Material Plane. This ability transports the chososion and, at the chososion’s option, any previously swallowed creatures. It is otherwise similar to the spell of the same name (caster level 13th).


Converted from A Guide to the Ethereal Plane. Lame Dune reference added by Weenie due to lack of flavor text.
#196

weenie

Nov 23, 2004 19:28:41
___________
EBON TIGER
Large Outsider (Extraplanar)
Hit Dice:
6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d8+6)
Full Attack: 2 claws +11 melee (1d8+6) and bite +9 melee (2d6+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, poison, pounce, rake 1d8+3
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., manifest, plane shift, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 16
Skills: Balance +12, Hide +18, Listen +12, Move Silently +12, Spot +12
Feats: Alertness, Improved Natural Attack (claw), Multiattack
Environment: Ethereal Plane
Organization: Solitary or pair
Challenge Rating: 6
Advancement: 7-12 HD (Large); 13–18 HD (Huge)
Level Adjustment: –

This great cat seems to be made entirely of black fire. Its shadowy body moves through the ether with unusual grace.

The stealthy beasts known as ebon tigers are predators stalking their Material prey from the Ethereal Plane. Greybeards seem to be unable to determine the exact origin of this reclusive species.
An ebon tiger stands more than 4 feet tall at the shoulder and is about 9 feet long. It is virtually weightless.
As creatures of animal-level intelligence, ebon tigers do not speak.

COMBAT
An ebon tiger usually hunts manifested. Against formidable opponents, it instinctively uses hit-and-run tactics, biting repeatedly to deliver its poison, and then hiding incorporeally to wait until the foes are slow and blind, at which point it attacks again.
An ebon tiger's natural attacks are treated as magic weapons for the purpose of bypassing damage reduction.

Improved Grab (Ex): To use this ability, an ebon tiger 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.

Manifestation (Su): An ebon tiger dwells on the Ethereal Plane and, as an ethereal creature, cannot affect or be affected by anything in the material world. When an ebon tiger manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested ebon tiger has no Strength score, and no natural armor bonus, but its natural attacks are treated as melee touch attacks (with no bonus added to the damage roll), and its Charisma bonus (+3) is added as a deflection bonus to its AC.
A manifested ebon tiger can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source; it can pass through solid objects at will, and its own attacks pass through armor; it always moves silently.
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.

Plane Shift (Su): Once per day, an ebon tiger can transport itself entirely from the Ethereal Plane to the corresponding point on the Material Plane (or vice versa). This is different from its manifestation ability, which enables it to be present on both planes simultaneously.

Poison (Ex): Injury, Fortitude DC 17, initial damage 1d6 Dex, secondary damage blindness. The save DC is Constitution-based.

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

Rake (Ex): Attack bonus +9 melee, damage 1d8+3.

Skills: Ebon tigers have a +10 racial bonus on Hide checks and a +4 racial bonus on Balance and Move Silently checks.


Converted from A Guide to the Ethereal Plane.
#197

weenie

Nov 23, 2004 19:31:49
______
GK’LOK
Small Outsider (Extraplanar)
Hit Dice:
2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Claw +5 melee (1d4), or slivers +5 ranged (2d4)
Full Attack: Claw +5 melee (1d4), or slivers +5 ranged (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Slivers
Special Qualities: Darkvision 60 ft., immunities (electricity, fire, mind-affecting effects), spell resistance 10
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 12, Cha 6
Skills: Concentration +10, Knowledge (any three) +5, Listen +6, Lucid Dreaming +10, Sense Motive +6, Spot +6
Feats: Improved Natural Attack (claw), Weapon Finesse (B)
Environment: Ethereal Plane
Organization: Party (2-5) or tribe (1,000-6,000)
Challenge Rating: 2
Treasure: ½ standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +1

Vaguely humanoid in shape and size, this creature has two massive red-glowing eyeballs on top of its bifurcated neck, where its head should be. Its arms, legs, and torso appear as thin strips of polished metal, curling into intricate patterns.

Many graybeards see the strange creatures calling themselves gk’lok as escapees from a ruptured dreamscape. These reclusive beings are usually encountered in large tribes, collectively dangling from an immense branching green crystal that drifts freely through the depths of the Ethereal Plane. The crystal tree and the gk’lok “fruit” are bathed in a faint orange flame that deals 1d6 points of damage to all that come into contact with it. The tree and the gk’lok together are referred to as “gk’lok-lok”.
Most gk’lok care little for the outside world, and concern themselves almost exclusively with meditation and experiencing past lives of deaders whose spirits have been temporarily caught up in the crystal of their great tree. The gk’lok claim that the spirits are unharmed, and that each one safely leaves the tree after resonating within it for a century or two.
As the chant has it, the best sensory stones produced and used by the Society of Sensation are fashioned using shards of crystal from the gk’lok-lok.
The gk'lok stand about 3 feet tall, and weigh less than 40 pounds. They speak Planar Trade and their own language.

COMBAT
The gk’lok will fight only to defend themselves or their tree. They are used to mass combat, and usually attempt to surround and flank opponents.

Slivers (Ex): A gk’lok can project metallic slivers from its arms as a ranged attack dealing 2d4 points of slashing damage. The effective range is 20 feet, and there is no range increment. A gk’lok must have both hands free to make this attack.

Skills: A gk’lok has a +4 racial bonus on Concentration and Lucid Dreaming checks. See Manual of the Planes appendix for details on the Lucid Dreaming skill.


Converted from A Guide to the Ethereal Plane.

Q: Does anyone have a gk'lok-lok illustration? I could't find one.
#198

weenie

Nov 23, 2004 19:35:25
__________
GENDRUWO
Medium Fey (Chaotic, Extraplanar)
Hit Dice:
3d6+3 (13 hp)
Initiative: +3
Speed: 50 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Masterwork short sword +5 melee (1d6/19-20)
Full Attack: Masterwork short sword +5 melee (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ether geas, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, ethereal jaunt, spell resistance 9
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 11, Dex 17, Con 12, Int 13, Wis 13, Cha 16
Skills: Bluff +9, Concentration +7, Disguise +9, Hide +7, Jump +3, Move Silently +13, Perform (any two) +13, Tumble +6
Feats: Dodge, Weapon Finesse
Environment: Ethereal Plane
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic (any)
Advancement: 4-6 HD (Medium)
Level Adjustment: +2

This featureless humanoid is apparently composed of shimmering, multicolored mist, not unlike the Ethereal medium itself. Illusionary forms are flicking over its surface rapidly – a peacock, a dog, a raven, and even a few familiar faces…

The memedi family includes a broad variety of lesser spirits, but the one that attracts most attention among the explorers of the Ethereal is the gendruwo, a playful being that delights in causing mischief and harassing “the solids”.
Gendruwo speak Sylvan, and most also speak either Common or Planar Trade.

COMBAT
A gendruwo is not a fighter. If it can’t trick, frighten, snare, or charm a body, it runs away.

Ether Geas (Su): If a creature willingly excepts an offering (usually some food, or a small valuable object) from a gendruwo, it must make a DC 16 Will save or be affected by the ether geas. An affected victim can be brought along any time the gendruwo uses its ethereal jaunt ability. The creature is then usually left on the Ethereal Plane until it finds its own way back. A break enchantment or remove curse spell ends the geas. The save DC is Charisma-based, and includes a +2 racial bonus.

Ethereal Jaunt (Su): A gendruwo can shift between the Ethereal Plane and the Material Plane at will as a standard action.

Spell-Like Abilities: At will – fear (DC 16), invisibility, polymorph (self only). Caster level 3rd. The save DC is Charisma-based.

Skills: Gendruwo have a +4 racial bonus on Hide, Move Silently, and Perform checks.


Converted from A Guide to the Ethereal Plane.
#199

weenie

Nov 23, 2004 19:42:31
______
PLASM
Medium Elemental (Extraplanar)
Hit Dice:
6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
BAB/Grapple: +4/+7
Attack: Claw +7 melee (1d6+3)
Full Attack: 2 claws +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental cloud
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 3, immunities
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 17, Dex 16, Con 14, Int 8, Wis 12, Cha 11
Skills: Listen +5, Spot +6
Feats: Improved Initiative, Iron Will, Power Attack
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 9-12 HD (Medium); 13-18 HD (Large); 19-24 HD (Huge)
Level Adjustment: –

This creature looks like a leatherhead’s idea of an undead elemental – a humanoid skeleton wreathed in element matter.

Born in the furious maelstrom of an ether cyclone spinning to close to an ethereal curtain of an elemental plane, a plasm is a malicious creature of stable ether and raw elemental matter. Owing allegiance to no one and nothing, plasms are renegades who seem primarily interested in bringing pain and death to those who cross their wandering paths through the Deep Ethereal. Thankfully, plasms are unable to survive on other planes for extended periods of time.

COMBAT
A plasm is a passionate, but not overly clever combatant. It typically creates an elemental cloud and wades into melee.

Elemental Cloud (Ex): Once per minute, as a full-round action, a plasm can create a cloud composed of a mixture of all four basic elements. The cloud is a 30-ft. emanation centered on the plasm, and lasts for 1d6 rounds. All creatures in the cloud have concealment (20% miss chance), but they also take 5d6 points of damage per round (combined acid, cold, electricity, and fire), with a DC 15 Reflex save allowed for half damage. The plasm is immune to this damage. The save DC is Constitution-based.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Fast Healing (Ex): A plasm heals 3 points of damage per round, provided it is still alive and at least one of the following conditions is met:
- Exposed to moving air, be it a breeze, a draft, or a spell effect.
- Exposed to rain or submerged up to its waist in water.
- Touching a flame at least as large as a torch.
- Underground or buried up to its waist in earth.

Immunities (Ex): In addition to the immunities common to all creatures of the elemental type, plasms are immune to acid, cold, electricity, and fire damage. They are also immune to all spells, spell-like, and supernatural effects with an elemental descriptor (air, earth, fire, or water).


Converted from A Guide to the Ethereal Plane.
#200

zombiegleemax

Nov 24, 2004 4:33:46
On Ungulosin bites: Do they really need the big bite attack? AFAIK, all other swarm creatures have only swarm attacks, and their poison can be delivered through that.

Yes, I'm aware. But this creature is strange in that it has a head, while its body is a swarm of fish... (see pic in PSMC3). Thus, it has the bite attack. It's really a non-standard swarm, if there's such a thing.

I have updated the scile swarm as well. Also, the shocker sojourner has been updated as a full creature instead of a template on p.2 for some time.

I don't have Well of Worlds. Can someone do bloodworm?
#201

weenie

Nov 24, 2004 10:03:06
I don't have Well of Worlds. Can someone do bloodworm?

Don't have it either.
Seems you're wrapping things up then? Good job. I thought it would've taken longer.
#202

banshee

Nov 24, 2004 12:37:11
______
Q: Does anyone have a gk'lok-lok illustration? I could't find one.

The only illustration I know of appears in a series of 3 2nd Ed. modules for the Taladas continent in the Dragonlance setting. Unfortunately, I don't have a scanned copy.

Banshee
#203

weenie

Nov 24, 2004 17:54:32
It's really a non-standard swarm, if there's such a thing.

I still don't like the half-swarm creature of Huge size. I was thinking, how about making a standard swarm creature and giving it an Alternate Form ability that allows it to assume the shape of a big squid-fish thing with a bite attack, Huge size, Str 29, +10 natural AC, etc.? Or you could start from the bottom, make a non-swarm creature that can assume the shape of a swarm?
The problem with either approach is the fact that all those changes are difficult to keep track of, so how about making two different stat blocks, like in the Ogre/Ogre Mage MM entry (well, except for the fact that the Ogre can't shapeshift into an Ogre Mage).

(Oh, and a minor point: Why would a swarm need ranks in the Escape Artist skill? )

So anyway, here's what I came up with after disecting your ungulosin conversion:

UNGULOSIN:

- Ungulosin Swarm; CR 10; Tiny Outsider (Extraplanar, Swarm, Water); HD 15d8+45 (112 hp); Init +8; Spd swim 50 ft.; AC 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16]; BAB +15; Grap – ; Atk swarm (2d6 plus poison); Full Atk swarm (2d6 plus poison); S/R 15 ft./0 ft.; SA distraction, poison; SQ alternate form, darkvision 60 ft., 1/2 damage from slashing and piercing, immunity to mind-affecting effects, spell resistance 20, swarm traits; SV Fort +14, Ref +15, Will +12; AL N; Str 2, Dex 19, Con 16, Int 3, Wis 16, Cha 15.
Skills: Handle Animal +12, Listen +23, Move Silently +22, Spot +23, Swim +12
Feats: Ability Focus (poison), Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility.

- Ungulosin Beast: CR 10; Huge Outsider (Extraplanar, Water); HD 15d8+45 (112 hp); Init +6; Spd swim 50 ft.; AC 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18; BAB +15; Grap +32; Atk +22 melee (2d8+13 plus poison, bite); Full Atk +22 melee (2d8+13 plus poison, bite); S/R 15 ft./10 ft.; SA poison; SQ alternate form, damage reduction 10/magic, darkvision 60 ft., immunity to mind-affecting effects, spell resistance 20; SV Fort +14, Ref +13, Will +12; AL N; Str 29, Dex 15, Con 16, Int 3, Wis 16, Cha 15.
Skills: Handle Animal +12, Listen +23, Move Silently +20, Spot +23, Swim +25
Feats: Ability Focus (poison), Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility.

Alternate Form (Su): An ungulosin can shift between its swarm and beast forms as a full round action. It can use some of its special abilities only in one of these forms, and some in either one.
An ungulosin remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ungulosin revert to any particular form when killed. A true seeing effect, however, reveals both forms simultaneously.

Poison (Ex): Injury, Fort DC 22; initial damage paralysis 1d4+1 rounds; secondary damage 1d6 Con. The save DC is Constitution based.

Distraction (Ex): Any living creature that begins its turn with an ungulosin swarm in its square must make a DC 22 Fortitude save or be nauseated for 1 round. 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. The save DC is Constitution-based.

Swarm Traits: An ungulosin swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 15-foot space. Unlike other creatures with a 15-foot space, an ungulosin swarm is shapeable. It can occupy any nine contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

What do you think?
#204

zombiegleemax

Nov 25, 2004 13:14:46
The thing is a standard swarm is always large size, whereas the ungulosin is huge. It shouldn't actually get bigger in alternate form, since it's not really shapechange, but rather just... well, it's a swarm acting with a single consciousness.

Or how about saying it's not a swarm, but has swarm traits? I'd remove the swarm attack (the original doesn't have it anyway). Sort of like the alikith demon is an outsider with ooze traits?

What about those creatures from the appendix in PSMC3? They are basically planar monsters from non-planescape sources...
#205

zombiegleemax

Nov 25, 2004 13:17:38
Greater Ebon Tiger
Large Magical Beast (Extraplanar)

Hit Dice: 16d10+80 (168 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.
AC: 20 (-1 Size, +3 Dex, +8 Natural), Touch 12, Flat-footed 17
BAB/Grapple: +16/+28
Attack: 1 claw +24 melee (1d6+8/19-20)
Full Attack: 2 claws +24 melee (1d6+8/19-20) and 1 bite +21 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d6+4, poison
Special Qualities: Darkvision 60 ft., low-light vision, hide in plain sight, ethereal jaunt, manifestation, scent
Saves: Fort. +15, Ref. +13, Will +6
Abilities: Str 27, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills: Hide +11, Jump +9, Listen +6, Move Silently +13, Spot +8
Feats: Alertness, Multiattack, Run, Stealthy, Improved Critical (claw), Weapon Focus (claw)
Environment: Any Land or Ethereal Plane
Organization: Solitary or pair
CR: 10
Treasure: None
Alignment: Always true neutral
Advancement: 17-32HD (Large); 33-48HD (Huge)
LA: -

A great cat composed of black fire suddenly pounces at you from the shadows.

An ebon tiger is a tiger with a black shadowy body. Although it dwells in the ethereal plane, it prefers to hunt “real” meat on the prime material plane. It has been suspected to have evolved from a dire tiger from the prime world of Mystara. Other sages contended that its shadowy form suggests that the ebon tiger must have migrated from the plane of shadow instead.

Improved Grab (Ex): To use this ability, an ebon tiger 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. An ebon tiger cannot grapple in manifested (incorporeal) form.

Pounce (Ex): If an ebon tiger charges, it can make a full attack, including 2 rake attacks.

Rake (Ex): Attack bonus +22 melee, damage 1d6+4.

Hide In Plain Sight (Su): As long as an ebon tiger is within 10 ft. of some sort of shadow (other than its own), it can hide itself from view in the open without anything to actually hide behind.

Poison (Ex): An ebon tiger’s bite is poisonous, dealing blindness for 1d4 minutes as initial damage and permanent blindness as secondary damage. Con-based DC 23 fortitude save negates.

Ethereal Jaunt (Su): An ebon tiger can use ethereal jaunt (self only) 1/day.

Manifestation (Su): An ebon tiger can manifest from the ethereal plane into the prime material plane just like a ghost. When it manifests, it becomes visible and incorporeal on the prime material plane. As an incorporeal creature, it is harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ebon tiger can pass through solid objects at will. It loses its natural armor bonus and gains +2 deflection bonus to AC. An incorporeal ebon tiger loses its strength score and uses its dexterity for attack bonus instead. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

A manifested ebon tiger remains partially on the ethereal plane, where it is not incorporeal. Strangely, an ebon tiger can manifest its poison into the prime material plane. Thus, an ebon tiger’s bite is poisonous to creatures in both the ethereal and prime material planes.

Racial Skills: An ebon tiger gains +4 racial bonus on move silently and hide checks. Its hide bonus increases to +8 in shadowy areas.

Converted from A Guide to the Ethereal Plane.

:whatsthis Note: This is my version of the ebon tiger. Since it has a higher CR than Weenie's version, I'd just post it as a separate creature ("Greater Ebon Tiger").
#206

zombiegleemax

Nov 25, 2004 13:20:21
WARDEN BROWN BEAR
Large Outsider (Extraplanar)

Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +10/+24
Attack: Claw +20 melee (1d8+10)
Full Attack: 2 claws +20 melee (1d8+10) and bite +18 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, spell-like abilities
Special Qualities: Low-light vision, scent, darkvision 60 ft., outsider traits, natural link, call animal lord, animal speech, DR 10/magic, SR 20
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 31, Dex 15, Con 21, Int 10, Wis 14, Cha 10
Skills: Concentration +18, Diplomacy +15, Handle Animal +13, Knowledge (nature) +13, Listen +15, Sense Motive +15, Spot +15, Swim +27
Feats: Endurance, Run, Track, Multiattack
Environment: Cold forests (Beastlands)
Organization: Solitary or troupe (1d4 brown bears)
Challenge Rating: 7
Advancement: -
Level Adjustment: -

The screams of the trappers bring you to a scene of carnage where a large brown bear stands over the corpses of the bear-hunters. Its eyes betray a sentience unseen of in any other bears you have encountered.

A warden beast is a spiritual representation of an animal group in the Beastlands. It is the protector, purveyor and proliferators of its species, serving as a leader and champion. Each warden beast holds dominion over 1 animal group, such as bears, wolves, deer, birds, etc. Unlike the animal lord, there are many warden beasts in each animal group. If the animal lord is the king of an animal group, then the warden beast is the duke or king’s representatives. Unless some threat to its subjects is present, a warden beast generally behaves like the animal it represents.

The sample warden beast uses a brown bear as a base creature.

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

Spell-like Abilities (Sp): At will – calm animal, detect snares and pits, entangle, protection from evil; 3/day – charm animal, plant growth, cure light wounds; 1/day – animal growth, commune with nature. CL 15, save DC is Cha-based.

Summon Animals (Sp): A warden bear may summon 1d4 brown bears 1/day, CL 15.

Natural Link (Ex): A warden beast is 90% likely to be aware of any major event within 5 miles which threatens nature. Through this link, it can also contact and alarm all animals (not just its subjects) to flee, swarm, calm or take some basic action. This contact is used only during dire times, such as a forest fire. A warden beast never uses this to save its life.

Call Animal Lord (Sp): A warden bear may call its superior, the bear lord for assistance 1/day with 35% chance of success. If successful, the bear lord arrives in 1d4 rounds.

Animal Speech (Ex): A warden beast can naturally speak with any animal as if affected by speak with animal spell.

Skills: A brown bear has a +4 racial bonus on Swim checks.

CREATING A WARDEN BEAST
A warden beast is an inherited template that can be added to any animal.

Size & Type: Creature type changes to outsider. It gains extraplanar subtype on any plane other than the Beastlands. Size is unchanged. Recalculate skill points, base attack bonus, etc. based on outsider type.

Hit Dice: Increase HD by +4.

AC: Natural armor increases by +4.

Special Attacks: A warden beast has spell-like abilities and summon animals.

Spell-like Abilities (Sp): At will – calm animal, detect snares and pits, entangle, protection from evil; 3/day – charm animal, plant growth, cure light wounds; 1/day – animal growth, commune with nature. CL 15, save DC is Cha-based.

Summon Animals (Sp): A warden beast may summon 1d4 animals of its own type 1/day, CL 15.

Special Qualities: A warden beast has outsider traits, natural link, call animal lord, animal speak, damage reduction and spell resistance.

Natural Link (Ex): A warden beast is 90% likely to be aware of any major event within 5 miles which threatens nature. Through this link, it can also contact and alarm all animals (not just its subjects) to flee, swarm, calm or take some basic action. This contact is used only during dire times, such as a forest fire. A warden beast never uses this to save its life.

Call Animal Lord (Sp): A warden beast may call its superior, the animal lord of its type for assistance 1/day with 35% chance of success. If successful, the animal lord arrives in 1d4 rounds.

Animal Speech (Ex): A warden beast can naturally speak with any animal as if affected by speak with animal spell.

Damage Reduction (Su): A warden beast has DR 10/magic.

Spell Resistance: A warden beast has SR 10 + HD (max. 35).

Skills: Recalculate skill points due to increased intelligence.

Saves: A warden beast has all good saves, i.e. use outsider base save bonus for its HD.

Abilities: Str +4, Dex +2, Con +2, Int +8, Wis +2, Cha +4. Alternatively, a warden beast with emphasis on agility may swap the bonus for Strength with Dexterity instead.

CR: As base creature +3.

LA: -

Converted from Planes of Conflict.
#207

zombiegleemax

Nov 25, 2004 13:24:08
Garmorm
Huge Aberration (Extraplanar)

Hit Dice: 16d8+96 (168 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: Fly 50 ft. (perfect)
AC: 23 (-2 Size, +3 Dex, +10 Natural, +2 Deflection), Touch 13, Flat-footed 20
BAB/Grapple: +12/+28
Attack: 1 primary bite +19 melee (2d8+8)
Full Attack: 1 primary bite +19 melee (2d6+8) and 5 secondary bites +17 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, swallow whole, absorb minds, spells
Special Qualities: Blindsight 60 ft., dual-planar, psionic immunity, DR 10/magic, SR 26
Saves: Fort. +12, Ref. +11, Will +14
Abilities: Str 26, Dex 17, Con 23, Int 18, Wis 16, Cha 15
Skills: Bluff +12, Concentration +21, Diplomacy +19, Knowledge (arcana) +16, Listen +22, Perform (sing) +14, Sense Motive +15, Spot +22
Feats: Multiattack, Power Attack, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus (bite)
Environment: Astral Plane
Organization: Solitary or choir (1d4+1)
CR: 14 (or 13, without spells)
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 17-32HD (Huge)
LA: -

You hear an eerie, snapping song echoing through the Silver Void. You turn and see a large worm with a huge central maw and 5 smaller jaws located all over its body. Its song calls out to you to join in chorus.

A garmorm, also called a mind worm or a face worm, is a limbless worm-like beast with a huge maw and at least 5 smaller mouths located all over its body. It has a fearsome song ability, snapping its jaws for beat. A garmorm is intensely hungry and lonely, seeking to absorb minds into its collective. The treasures of a garmorm are all leftovers of its victims, found within its body. They understand any languages known by the absorbed minds, which normally include planar trade common, but they communicate only via singing.

Combat
A garmorm constantly sings, attacking its preys by absorbing their minds and blasting them with spells, which are automatically quickened due to the planar trait of the astral plane.

Improved Grab (Ex): A garmorm can automatically grapple anyone (up to 2 sizes smaller than itself) hit by its primary bite attack without provoking an attack of opportunity. If successful, it can absorb mind on its next turn.

Swallow Whole (Ex): A garmorm can swallow whole a grappled creature of up to 2 sizes smaller with a successful grapple check. The swallowed creature takes 1d6+4 bludgeoning damage and 4 acid damage. His mind may also be absorbed (see below). If the swallowed creature dies within its gullet, his mind is auotmatically absorbed. A garmorm’s interior has AC 15 and 30 hp. Its interior can hold up to 10 medium, 20 small or 40 tiny (or smaller) creatures.

Absorb Minds (Su): A garmorm can absorb the mind of any swallowed creature. The victim has to make a Cha-based DC 20 will save every round or be absorbed and become one with the garmorm. When this happens, the garmorm gains 10 temporary hit points (which can exceed its normal maximum hit points, but not more than twice that amount) and gains an extra secondary bite attack (max. 10 secondary bites). This absorption is powered by its song and can be suppressed by magical silence. Furthermore, it can use non-activated magical items (e.g. rings, cloak, etc.) left behind by the absorbed victim, although this is still subjected to number of items usable (e.g. no more than 2 rings). The garmorm cannot use activation-based items like scrolls or staves.

Spells: When a garmorm absorbs the mind of a spellcaster and gains a secondary mouth, it gains the ability to cast any of the victim’s remaining spells (or spell slots) at the victim’s casting level. It uses its own key ability instead of its victims’ with respect to save DC. This gained spellcasting fades over 4d4 weeks. A garmorm cannot replenish expended spells.

A garmorm is usually encountered (50% chance) with the ability to cast spells as a level 10 wizard, with the following prepared spells remaining: 0. acid splash, mage hand, ray of frost; 1. shield, mage armor, true strike, magic missile; 2. acid arrow, mirror image, scorching ray, cat’s grace; 3. displacement, fireball, lightning bolt; 4. stoneskin, greater invisibility, ice storm, fire shield; 5. cone of cold, feeblemind.

Dual-Planar (Ex): The bulk of a garmorm’s body resides on the Astral Plane, but the creature possesses the ability to partially manifest itself onto either the Prime Material Plane or any planar layer which is coexistent with the Astral Plane as a standard action. When manifested onto another plane, the garmorm has a +4 cover bonus to AC and a +2 cover bonus on Reflex saves (not included in the stat block above) against attacks originating on that plane, but not against attacks made on the Astral. A garmorm can take a standard action to fully withdraw back onto the Astral, effectively retreating completely from the other plane.

Psionic Immunity: A garmorm is immune to all psionic powers as if it has unbeatable power resistance.

Possessions: A common garmorm has a ring of protection +2 and a cloak of resistance +1 within its gullet.

Habitat/Society
Although sometimes found in a choir, a garmorm is more likely to be encountered alone due to its argumentative and irritable nature. Even its many faces could not agree with each other. A garmorm feeds on the astral energies, never willingly leaves the plane. It would however feed happily on sods on coexistent planes who wander too close to its location. Garmorms are hated by the terithrans for unknown reasons, but they sometimes form alliances with the githyanki who greatly fear them.

Ecology
A garmorm reproduce asexually by budding off some absorbed minds into a new garmorm. The faces of those absorbed suggest that they are more than happy about their new situation, something which puzzles sages.

Converted from PSMC3.
#208

weenie

Nov 25, 2004 18:40:24
The thing is a standard swarm is always large size, whereas the ungulosin is huge. It shouldn't actually get bigger in alternate form, since it's not really shapechange, but rather just... well, it's a swarm acting with a single consciousness.

Or how about saying it's not a swarm, but has swarm traits? I'd remove the swarm attack (the original doesn't have it anyway). Sort of like the alikith demon is an outsider with ooze traits?

Technically, the size category of a swarm is that of its component creatures. The rat swarm is size Tiny, the locust swarm is size Diminutive, etc. I don't have a problem with a swarm of Tiny creatures having a 15-ft. space, or the ability to polymorph into a Huge creature.

However, I really like your idea about making it an elemental (or magical beast?) with "artificial" swarm traits. It's elegant and probably efficient. I vote for that.
#209

zombiegleemax

Nov 27, 2004 19:30:59
Changes: Ungulosin changed as noted earlier. Helm of the dabus added to dabus entry on p.1. Index on p.1 updated with product covers.

Think should convert the non-planescape planar creatures? Like Dark Sun MC2: Terrors Beyond Tyr has some critters like elemental and para-elemental beasts, para-elemental drakes, etc.

I managed to get hold of In the Cage. Some comments on earlier creatures...

Aoskian Hound: Add scent ability.
Arcadian Pony: Environment should be Upper Planes or Sigil, size is large (-1 atk/AC, +4 to grapple).
Ex. Raven: No need to bend the rules, just give it Int 2. Initiative should be +2. SA: Add blinding strike (see below).
Malad. Tiger: DR #/magic should make it a magical beast.
Merc. Wyrm: Poison should do Wisdom damage, since it's supposed to make it easier for mercykillers to extract confessions.
Spittle Boar: Its speed is slower than sand cow, so probably say 20 ft instead.
Serpent Griffon: Shatter Blades should be sunder type effect instead of save, c.f. rukkanyr in FF.

Blinding Strike (Ex): The bite of an executioner’s raven can permanently blind a victim if it confirms a critical hit on its bite attack.

Shatter Blades (Ex): Anyone striking the serpent griffon with a slashing or piercing attack must make a Str-based DC 23 reflex save or the weapon is damaged by the creature's shimmering, scaly skin, taking 4d6+6 damage.
#210

zombiegleemax

Nov 27, 2004 19:33:54
Sislan
Large Elemental (Air, Extraplanar)

Hit Dice: 8d8+24 (60 hp)
Initiative: +11
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 20 (–1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
BAB/Grapple: +6/+12
Attack: Slam +12 melee (2d6+2)
Full Attack: 3 slams +12 melee (2d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, whirlwind, stunning strike, improved grab
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity, vulnerability, electric resistance 10, ever-whirling
Saves: Fort +5, Ref +13, Will +2
Abilities: Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Plane of Air
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 9–15 HD (Large)
Level Adjustment: —

A shimmering whirlwind twists towards you, extending three appendages of solid air from the churning air column. A single eye glares at you from the center of the whirlwind.

A sislan looks like a whirlwind with 3 airy arms with a single eye in its center. These creatures gather in groups of three, each having authority over the other two in specific areas. They seldom stray from the plane of air, staying clear of portals and vortices. They apparently hate all non-natives of the plane of air as well as ildriss, the air elemental grues, usually attacking them on sight. Some sages speculate that the sislan behaves thus to rid the plane of air of all colonizers. Although it speaks Auran, a sislan does not communicate with non-natives. The sample sislan above uses a large air elemental as a base creature.

Stunning Strike (Ex): Anyone hit by all 3 slam attacks in a sislan’s full attack must make a fortitude save against DC 17 or be stunned for 1d4 rounds.

Improved Grab (Ex): A sislan can automatically grapple anyone it hits as a free action without provoking an attack of opportunity. It cannot use its whirlwind attack while grappling. If successful, it can attempt to pull the grappled creature into its whirlwind on its next turn with another grapple check (see whirlwind under air elemental entry for effects).

Immunity (Ex): A sislan is immune to fire, cold, paralysis, petrification and poison.

Vulnerability (Ex): A sislan takes an extra 50% damage or penalty from an impure gas effect, such as a stinking cloud or death fog spell. Non-damaging spell increases its duration by 50% instead.

Electric Resistance (Ex): A sislan has electric resistance 10.

Ever-Whirling (Ex): A sislan is permanently in its whirlwind form. See whirlwind ability in air elemental entry. Unlike a normal air elemental, a sislan can make slam attacks in whirlwind form.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a sislan.

Whirlwind (Su): As a whirlwind, the sislan 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 40 feet tall. The sislan controls the exact height, but it must be at least 10 feet.

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

Medium or smaller creatures might take 2d6 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC16 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 save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the sislan 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 sislan can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The sislan can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned sislan 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 sislan 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.


CREATING A SISLAN
A sislan is an inherited template which can be applied to any air elemental. Add the following qualities to the base creature.

Size & Type: Unchanged.

Full Attack: A sislan has 3 air appendages, allowing it to make up to 3 slam attacks per round. Damage is unchanged.

SA: A sislan gains stunning strike and improved grab abilities below.

Stunning Strike (Ex): Anyone hit by all 3 slam attacks in a sislan’s full attack must make a fortitude save against DC 10 + ½ HD + Con modifier or be stunned for 1d4 rounds.

Improved Grab (Ex): A sislan can automatically grapple anyone it hits as a free action without provoking an attack of opportunity. It cannot use its whirlwind attack while grappling. If successful, it can attempt to pull the grappled creature into its whirlwind on its next turn (see whirlwind under air elemental entry for effects).

SQ: A sislan has every-whirling, electric resistance, immunity and vulnerability.

Immunity (Ex): A sislan is immune to fire, cold, paralysis, petrification and poison.

Vulnerability (Ex): A sislan takes an extra 50% damage from an impure gas effect, such as a stinking cloud or death fog spell. Non-damaging spell increases its duration by 50% instead.

Electric Resistance (Ex): A sislan has electric resistance 10.

Ever-Whirling (Ex): A sislan is permanently in its whirlwind form. See whirlwind ability in air elemental entry. Unlike a normal air elemental, a sislan can make slam attacks in whirlwind form.

CR: As base creature +2.

Alignment: Usually chaotic neutral.

Converted from PSMC3.
#211

zombiegleemax

Nov 27, 2004 19:36:01
Terithran
Small Outsider (Extraplanar)

Hit Dice: 8d8+24 (60 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (ethereal), 30 ft. (other planes)
AC: 20 (+1 Size, +4 Dex, +5 Natural), Touch 15, Flat-footed 16
BAB/Grapple: +8/+6
Attack: 1 claw +13 melee (1d6+2)
Full Attack: 2 claws +13 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain magic, spell-like abilities, ethereal blast
Special Qualities: Darkvision 60 ft., detect magic, ethereal defense, telepathy 100 ft., SR 16
Saves: Fort. +9, Ref. +10, Will +8
Abilities: Str 15, Dex 19, Con 16, Int 8, Wis 15, Cha 14
Skills: Concentration +14, Hide +19, Intimidate +13, Listen +13, Move Silently +15, Sense Motive +13, Spot +13
Feats: Ability Focus (drain magic), Dodge, Iron Will, Weapon Finesse (B)
Environment: Ethereal Plane
Organization: Solitary
CR: 6
Treasure: Standard
Alignment: Always true neutral
Advancement: 9-16HD (Small); 17-24HD (Medium)
LA: -

After you cast your fireball which puts the goblins to flight, an ugly, hairless human-like creature with enormous ears shifts into existence before you. It jumps towards you angrily and unleashes a blast of ether.

A terithran is an ugly, hairless humanoid who sleeps peacefully in tombs of solid ether until disturbed by the presence of arcane magic used on a plane coexistent with the ethereal plane. It ignores magic used in the ethereal plane, but otherwise tries to kill the offending arcane spellcaster. A terithran is disturbed by the casting of an arcane spell of level 7+, expenditure of 16 spell levels on consecutive rounds within 50 ft. or similar effects. If disturbed, it angrily roams the ethereal plane for a week after dealing with the offender.

Detect Magic (Su): A terithran has detect magic spell in constant effect. This extends to any plane coexistent to the ethereal plane.

Ethereal Defense (Su): When not on the ethereal plane, a terithran becomes shadowy and less substantial, improving its natural AC by +3 and gains damage reduction 5/silver or magic.

Drain Magic (Su): A terithran can drain magic by touch 3/day. Any arcane spellcaster hit by this touch attack loses 1d6 arcane spells (or spell slots). Higher level spells are drained first (randomly determine which one). Divine spellcasters are immune to this effect. If an arcane magic item is touched, it loses 2d6 charges. A Cha-based DC 16 will save halves the charges/spells drained.

Spell-like Abilities (Sp): 3/day – ethereal jaunt (self + 1 touched creature), inflict serious wounds. CL 8, Cha-based DC 12 + spell level.

Ethereal Blast (Su): A terithran can unleash a burst of raw energy 3/day. On the ethereal plane, this deals 4d8 damage to all within 10 ft., Cha-based DC 13 reflex save for ½ damage. On other planes, this stuns all within 10 ft. for 1d4 rounds, Cha-based DC 13 will save for ½ damage.

Converted from PSMC3.
#212

zombiegleemax

Nov 27, 2004 19:38:09
Wavefire
Large Elemental (Extraplanar, Fire, Water)

HD: 12d8+36 (90 hp)
Initiative: +13 (+9 Dex, +4 improved initiative)
Speed: Swim 120 ft.
AC: 22 (-1 Size, +9 Dex, +4 Natural), Touch 18, Flat-footed 13
BAB/Grapple: +9/+18
Attack: 1 slam +17 melee (3d6+7/19-20 and fire 1d6)
Full Attack: 1 slam +17 melee (3d6+7/19-20 and fire 1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: None.
Special Qualities: Darkvision 60 ft., elemental traits, moisture dependent, cold vulnerability, fire immunity, DR 10/-
Saves: Fort. +11, Ref. +13, Will +6
Abilities: Str 21, Dex 29, Con 17, Int 10, Wis 14, Cha 11
Skills: Listen +17, Spot +17
Feats: Dodge, Improved Critical (slam), Improved Natural Attack (slam), Improved Initiative, Weapon Finesse
Environment: Quasi-Elemental Plane of Steam
Organization: Solitary or wave (1d4+1)
CR: 7
Treasure: None
Alignment: Usually true neutral
Advancement: 13-24HD (Large); 25-36HD (Huge)
LA: -

A wave of boiling water soars across the clouds of mists, dripping hot rain down on you.

A wavefire is a boiling wave of elemental water that “swims” through the plane of steam. A controversial theory holds that the wavefire is a living relic from an ancient time when the elemental planes were configured differently. It is thought that the plane of fire once bordered the plane of water, creating a para-elemental plane of steam. This alternate plane is said to be the original home of the wavefires. Wavefires don’t interact with other denizens of the plane of steam and feed on dry air, a scarce resource in a plane of moisture.

Moisture Dependent (Ex): In an environment deprived of water or moisture, a wavefire becomes exhausted in 1d4 rounds.

Cold Vulnerability (Ex): A wavefire takes +50% more damage from cold.

Converted from PSMC3.
#213

weenie

Nov 30, 2004 19:06:39
C O A X M E T A L
Gargantuan Construct
Hit Dice:
80d10+460 (900 hp)
Initiative: +3
Speed: 0 ft.
AC: 45 (-4 size, -1 Dex, +40 natural), touch 5, flat-footed 45
Base Attack/Grapple: +60/+72
Attack: Slam +81 (6d12+25) melee, or masterwork adamantine hammer +82 melee (2d8+25)
Full Attack: 2 slams +58 (6d12+25) melee, or masterwork adamantine hammer +82/+77/+72/+67 melee (2d8+25)
Space/Reach: 20 ft./20 ft.
Special Attacks: Banish
Special Qualities: Craft weapon, construct traits, damage reduction 20/adamantine and epic, darkvision 60 ft., immunity to magic, plane shift
Saves: Fort +28, Ref +25, Will +29
Abilities: Str 61, Dex 9, Con – , Int 10, Wis 16, Cha 10
Skills: Craft (alchemy +20, weaponsmithing +63), Knowledge (arcana +20, the planes +20), Listen +26, Spot +26
Feats: Ability Focus (banish), Cleave, Epic Toughness (x20), Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Craft [weaponsmithing])
Climate/Terrain: The City of Doors
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: –

Dominating the tower interior, you see an iron… creature. Its size is staggering; if it stood full height, it would shatter the roof of the siege tower. Thundering echoes rattle the walkway as the creature hammers away on its forge, and the smell of soot and ash fills the air. You realize the golem is built into the siege tower itself; girders, pipes, and huge bracers run through its lower torso and into the walls, and the bottom portion of its body made up the forge itself. Metal screams as the giant turns to face you.

The creature calling itself Coaxmetal is a unique iron golem. Weapons from countless planar battlefields were melted to form its body. Wrought from these “minor expressions of pain”, the golem was then given purpose by unnamed forces of entropy – to forge the implements by which the multiverse will be unmade.
Ancient by most standards, Coaxmetal travels the plane in its siege tower, crafting and freely distributing weapons throughout the multiverse. The path if its plane shifting is usually chosen so that armies can use the residual planar breach to pass from one plane onto another, further advancing the purpose of entropy. However, some time ago Coaxmetal’s tower had anchored itself in Sigil’s Lower Ward, and now appears to be stuck – the golem is either unable to set it in motion again, or it has some business to attend to in the Cage.

COMBAT
Coaxmetal rarely fights. It prefers to dispatch troublesome intruders using its banish ability. Its natural weapons are treated as epic for the purpose of overcoming damage reduction.

Banish (Su): Once per round as a free action, Coaxmetal can choose one creature within 60 ft. and transport it anywhere within 1 mile, as if affected by greater teleport. The target can negate this effect by making a successful Will save (DC 52). An affected target becomes unable to come within 60 ft. of Coaxmetal for 24 hours. The golem typically uses this ability to remove unwanted visitors from its tower.

Construct Traits: Immune to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, and any effect that requires a Fort save unless it also works on objects or is harmless. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired; immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected.

Craft Weapon (Su): Coaxmetal can freely place any magical enhancements or properties on a weapon that he crafts using his Craft (weaponsmithing) skill. Creating a magic weapon this way requires one day per 10,000 gp of the weapon’s market price, with a minimum of one day.
Once every decade or so, Coaxmetal can craft an artifact-class weapon.

Immunity to Magic (Ex): Coaxmetal is immune to any spell or spell-like ability that allows spell resistance.

Plane Shift (Su): Once per day as a full round action, Coaxmetal can transport itself and its tower to another plane, as if using a plane shift spell. It can choose whether to bring along any creatures currently present in the tower, or simply leave them behind. Unwilling travelers can also attempt a Will save (DC 50) to remain behind.
There is a 50% chance that this ability creates a minor, severe, or complete planar breach behind for 2d20 hours (see Planar Handbook).

IMAGE(http://torment.db-forge.com/armory/monsters/Coaxmetal.jpg)

Converted From Planescape: Torment (CRPG)
#214

weenie

Nov 30, 2004 19:08:17
T H O K O L A
Medium Monstrous Humanoid (Extraplanar)
Hit Dice:
2d8+6 (15 hp)
Initiative: +1
Speed: 40 ft.
AC: 16 (+1 Dex, +3 natural, +2 leather), touch 11, flat-footed 15
Base Attack/Grapple: +2/+9
Attack: Slam +5 melee (1d6+3), or punching dagger +5 melee (1d6+3/x3)
Full Attack: 2 slams +5 melee (1d6+3), or punching dagger +5 melee (1d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, powerful build
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 17, Dex 13, Con 16, Int 8, Wis 8, Cha 10
Skills: Intimidate +3, Jump +7, Spot +1
Feats: Great Fortitude, Endurance (B)
Climate/Terrain: Concordant Domain of Outlands
Organization: Solitary, pack (4-8), or tribe (10-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral (any)
Advancement: 3-6 HD (Medium), or by character class
Level Adjustment: +1

The brutish, dull-looking humanoid before you is covered with a brown, almost-furry skin, and its jutting jaw does a poor job of hiding its misshapen teeth.

Despite their bestial appearance and utter lack of social skills, thokolas are honorable and proud warriors, living their lives in a secluded Hinterlands realm. They have only recently become known to the planar community, when a clueless pack wandered into the Cage and offered bodyguard & mercenary services.
The thokola society follows a number of complex customs and taboos, but doesn’t really expect foreigners to acknowledge these. However, the thokolas who venture onto the planes are surprisingly adaptable, and usually willing to learn about the bigger picture.
An average thokola stands a shade under 8 feet tall, and weighs some 400 pounds.
Thokolas speak their own language, and some also learn Planar Trade.

COMBAT
The thokola culture glorifies personal combat, and almost all thokolas, particularly males, are brought up as members of one or more warrior clan-guilds. Regardless of clan, they are all taught never to attack an obviously weaker foe unless insulted, and never to gang up on a foe unless it is bigger than two thokolas put together. There are many other such guidelines, but they vary from clan to clan.

Pounce (Ex): If a thokola charges, it can make a full attack even though it has already moved.

Powerful Build: The physical stature of thokola lets them function in many ways as if they were one size category larger. Whenever a thokola 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 thokola is treated as one size larger if doing so is advantageous to him. A thokola 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 thokola 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 those of external effects that change the subject’s size category.

Skills: A thokola has a +4 racial bonus on Jump checks.


THOKOLAS AS CHARACTERS
Thokolas possess the following character traits:

- +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Thokolas are large and in charge, put not particularly cunning or insightful
- Medium monstrous humanoid. Thokolas are often native to Outlands, and have the extraplanar subtype when not on their home plane.
- Thokola base speed is 40 feet.
- Low-light vision.
- +3 natural armor bonus.
- Natural Weapons: A thokola has a slam attack that deals 1d6 points of bludgeoning damage (plus Strength modifier).
- Special Attack (see above): Pounce.
- Special Qualities (see above): Powerful build
- Racial Hit Dice: A thokola begins with 2 levels of monstrous humanoid, which provide 2d8 hit points, a base attack bonus of +2, and base saving throws bonuses of Fort +0, Ref +3, Will +3.
- Racial Skills: A thokola’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Intimidate, Jump, and Spot. A thokola has a +4 racial bonus on Jump checks.
- Racial Feats: A thokola’s monstrous humanoid levels give it two feats. A thokola has Endurance as a bonus feat.
- Automatic Languages: Thokola, Planar Trade. Bonus Languages: Any.
- Plane of Origin: Often Outlands.
- Favored Class: Barbarian.
- Level Adjustment +1

IMAGE(http://torment.db-forge.com/armory/monsters/Thokola.jpg)

Converted From Planescape: Torment (CRPG)
#215

weenie

Nov 30, 2004 19:09:48
T R E L O N
Medium Magical Beast (Extraplanar)
Hit Dice:
5d10+13 (40 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Sting +7 melee (1d8+2 plus poison)
Full Attack: 2 stings +7 melee (1d8+2 plus poison) and bite +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 15, Dex 13, Con 14, Int 4, Wis 12, Cha 9
Skills: Hide +3, Listen +6, Spot +6
Feats: Alertness, Improved Natural Attack (sting), Toughness
Climate/Terrain: Lower Planes
Organization: Solitary or colony (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: –

This bipedal beast has two stout legs, a horned head, and pa pair of elongated tentacles each ending in an oversized proboscis. White eyes glare at you malevolently, and the creature release a chirping sound from its ridiculously wide jaw, apparently directing its pack-mates to spread around you.

Vaguely insectoid in appearance and behavior, trelons are barely intelligent hunters native to the Lower Planes and the Outlands areas near the gate-towns of Curst and Plague-Mort. They prefer to take their prey alive, paralyzing it and eating only a bite or two at a time. While most bashers tend to take this behavior as a sign of a malevolent, sadistic intelligence, some claim that the trelons use their living victims to hatch their young, similar to what the slaadi or xill do.
A while ago, an Anarchist cell has attempted to breed and train trelons in the Cage, but failed miserably. The creatures now have a small but steady population in Undersigil, and some hiver entrepreneurs pay good jink for trapped trelons to use in arena-combat events.

COMBAT
Single trelons are simple combatants, stinging and biting anything that moves and bleeds. Trelons packs of four or more have on several occasions displayed a surprisingly cunning sense of tactics. Some believe that these are hive-mind behavioral patterns, but this stands unconfirmed as of yet.

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

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

IMAGE(http://torment.db-forge.com/armory/monsters/Trelon.jpg)

Converted From Planescape: Torment (CRPG)
#216

weenie

Nov 30, 2004 19:10:39
TUSCAMPA
Large Outsider (Evil, Extraplanar)
Hit Dice:
7d8+21 (52 hp)
Initiative: +1
Speed: 40 ft.
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+16
Attack: Gore +11 melee (2d6+5), or claw +11 melee (1d6+5)
Full Attack: Gore +11 melee (2d6+5) and 2 claws +9 melee (1d6+2) and bite +9 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d6+10, spikes
Special Qualities: Damage reduction 5/slashing or piercing, darkvision 60 ft., resistances (acid 10, cold 10), telepathy 100 ft.
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 21, Dex 13, Con 16, Int 6, Wis 12, Cha 9
Skills: Climb +15, Hide +7, Listen +13, Move Silently +11, Spot +13, Survival +11
Feats: Alertness, Improved Natural Attack (gore), Multiattack
Climate/Terrain: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 7
Treasure: Standard goods; standard coins; double items
Alignment: Usually neutral evil
Advancement: +2

The most imposing feature of the monstrous fiend facing you is its set of huge tusks, curved menacingly forward and inside. The creature’s arms are so long that its claws leave a trail in the dust behind it. Its parched red skin is covered with what seems to be spiked armor plating, but as it comes closer you notice that the “armor” is actually shaped bone and sinew.

Tuscampa are little-known monsters apparently native to the prison plane of Carceri. They are found wandering the layers Minethys and Colothys, but some have reportedly been seen on Cathrys also. They don’t seem to be organized or especially purposeful, merely greedy and malicious spirits displaying the general attitude of the plane – kill everyone and take their stuff.
A few theories exist regarding the possible artificial origin of the tuscampa, based on the “design” of their natural armor and weaponry, but nothing definite.
A tuscampa is about 9 feet tall and weighs almost 600 pounds. Tuscampa do not speak, but can communicate using telepathy. They seem to understand the tongue of the gehreleth race.

COMBAT
Tuscampa usually attempt to draw a foe in and impale it on their body-blades. Their protective layers of skin and bone seem to absorb bludgeoning attacks.
Despite their fearsome appearance and low intelligence, the tuscampa are cowardly creatures that value their hide too much to stick around when apparently overmatched. They loathe and fear spellcasters, and usually attempt to embrace them first.

Rend (Ex): A tuscampa that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

Spikes (Ex): The hardened skin and bone of a tuscampa forms ridges and spikes similar to those of a spiked suit of armor. A tuscampa deals an additional 1d8 points of piercing damage on each successful grapple check.

Telepathy (Su): A tuscampa can communicate telepathically with any creature within 100 feet that has a language.

IMAGE(http://torment.db-forge.com/armory/monsters/Tuscampa.jpg)

Converted From Planescape: Torment (CRPG)
#217

zombiegleemax

Dec 01, 2004 9:21:50
C O A X M E T A L: damage reduction 20/adamantine and adamantine

Why the repetition? Anyway, isn't it adamantite?

I want a lim-lim for a familiar...

If anyone has Habringer House and/or Uncaged: Faces of Sigil, pls look through and post if there are any creature stats (as-yet-unlisted-here) in those 2 books? Thanks.

Also, if anyone has been using these creatures in your game, pls post to say what you think of the creature, especially with regards to CR (too high? too low?).
#218

zombiegleemax

Dec 01, 2004 9:31:56
Eyewing
Large Outsider (Extraplanar, Evil, Lawful)

Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (+2 Dex)
Speed: Fly 60 ft. (good)
AC: 17 (-1 Size, +2 Dex, +6 Natural), Touch 11, Flat-footed 15
BAB/Grapple: +3/+10
Attack: 1 tail +5 melee (1d6+3) or 1 tear splash +4 ranged touch (1d4 acid plus poison tears)
Full Attack: 1 tail +5 melee (1d6+3) and 2 claws +3 melee (1d4+1) or 1 tear splash +4 ranged touch (1d4 acid plus poison tears)
Space/Reach: 10 ft./5 ft. (claws) or 10 ft. (tail)
Special Attacks: Poison tears
Special Qualities: Darkvision 60 ft., low-light vision, immunity
Saves: Fort. +6, Ref. +5, Will +4
Abilities: Str 17, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Skills: Hide +4, Listen +7, Move Silently +8, Search +4, Spot +15, Survival +7
Feats: Multiattack, Flyby Attack
Environment: Any Lower Planes
Organization: Solitary, cluster (1d4+1) or swarm (4d6)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-9HD (Large)
Level Adjustment: -

A fat, egg-shaped ball covered with black fur soars towards you on its talon-tipped, leathery wings. Its body sports a whip-like tail which ends in a sharp spur. A single weeping, blood-red eye dominates the legless body. You smell its acidic stench as it gives a shrill squeak and dives at you.

Eyewings are loathsome inhabitants of the lower planes. They are obedient, loyal and unintelligent - perfect servitors of the dark gods and powerful fiends. Without orders, they are usually listless and sluggish. They have no organized society or culture of their own and often end up as snacks for other fiends. Eyewings understand spoken languages such as Infernal, but can only communicate with other eyewings via shrill squeaks.

Combat
Eyewings enjoy relieving their boredom by tearing apart innocent creatures. They often swoop past a victim to deliver its tear splash attack. If the victim seems unaffected by the poison, they hover in and slash with tail and claws.

Poison Tears (Ex): An eyewing can release a blue, poisonous tear from its eye as a ranged touch attack (+4 attack bonus), with a range increment of 10 feet. The tear is poisonous, dealing 1d4 Con damage for both primary and secondary damage. Con-based DC 14 fortitude save negates.
Furthermore, this is a splash weapon, dealing 1 point of acid damage to all within 5 ft. of the target. Splashed victims receive +4 circumstance bonus to make the fortitude save against the poison.
A tear hardens into a rubbery lump within 2d6 hours of being shed, depending on the humidity and temperature. Any character who handles a hardened tear must make the save against poison as listed above, but both primary and secondary damage has been reduced to 1 Con damage instead.

Immunity (Ex): An eyewing is immune to cold and has no need to breathe, granting it a +2 racial bonus to save against most gaseous attacks.

Skills: An eyewing has +8 racial bonus on spot checks.

Converted from In the Cage: A Guide to Sigil (p.94), Dragonlance MC 4 & James O'Rance’s v3.0 conversion (posted by Ripvanwormer, p.6).
#219

zombiegleemax

Dec 01, 2004 9:34:18
POWER COMPONENTS
A power component is a specific part of a creature which is useful as a component for spellcasting or crafting certain magical (and non-magical) items. For details, see Dragon #317, pp.44-49.

Value of Power Components
A power component can be used to offset costs (in terms of XP or gold) incurred by crafting magical items, casting certain spells or crafting masterwork or special non-magical items. A power component can be used only in very specific conditions related to the creature. For example, the central eye of a beholder can be used to reduce the XP cost of crafting a rod of cancellation, but not a wand of fireball. The exact value is listed in each power component entry.

Learning About Power Components
A character may make a knowledge check relevant to the creature type against DC 10 + creature’s HD to learn about the nature of power components it provides (if any).

Harvesting Power Components
Harvesting a power component requires a survival check depending on the nature of harvesting – simple (DC 10, e.g. remove feathers), difficult (DC 15, strip ridges of displacer beast’s tentacles) or complex (DC 20, e.g. extract a wraith’s ectoplasm). Having 5+ ranks in the knowledge skill related to the creature type grants +2 synergy bonus on the survival check. The exact DC is listed in each power component entry.

Preserving Power Components
A power component becomes unusable in 1d6 days, which can be discerned by making a DC 12 spellcraft check. Making a DC 15 craft (alchemy) check can increase this period of potency by 1 week + 1 week per 5 points above DC 15. Failure by 5 or more ruins the power component. The period of potency can only be extended once.

Processing Power Components
Some power components require special processing, such as dried, powdered or rendered components. This requires a DC 10 craft (alchemy) check. Failure by 5 or more ruins the component. If processing is required, it will be noted in each power component entry.
#220

zombiegleemax

Dec 01, 2004 9:35:34
Skinrat Swarm
Tiny Magical Beast (Extraplanar, Swarm)

Hit Dice: 6d10 (33 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., climb 20 ft.
AC: 15 (+2 Size, +3 Dex), Touch 15, Flat-footed 12
BAB/Grapple: +6/-
Attack: Swarm (2d6 plus disease plus reduction)
Full Attack: Swarm (2d6 plus disease plus reduction)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Disease, distraction, reduction
Special Qualities: Darkvision 60 ft., low-light vision, scent, swarm traits, half damage from slashing and piercing
Saves: Fort. +5, Ref. +8, Will +5
Abilities: Str 2, Dex 16, Con 10, Int 4, Wis 12, Cha 5
Skills: Balance +11, Climb +11, Hide +15, Listen +7, Move Silently +7, Spot +8, Swim +11
Feats: Alertness, Iron Will, Weapon Finesse
Environment: Gray Waste of Hades
Organization: Solitary, pack (1d4+1) or infestation (2d4+4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

A squirming horde of hairless gray rats surges closer. Their packed bodies cause the rodents to emit a stench from their glittering sweat.

A skin rat is hairless rat native to Oinos in the Gray Waste. Skin rat swarms often become carriers of vile diseases created by the Oinoloth. They are sometimes harvested for their sweat among the yugoloths.

COMBAT
A skin rat swarm’s strategy is straight forward. It simply swarms, diseases and reduces any opposition into bite-size portions.

Disease (Ex): Gray wasting – swarm attack, Con-based DC 13 fortitude save, incubation 1 day, 1d4 Cha drain.

Reduction (Su): A skin rat emits sweat and saliva which can cause reduction of any creature, reducing its weight by 1/8 and halving its height, length and width. This reduces it by 1 size category. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. Its reach may also change as a result. (See MM1, p.291 and p.314 for details on size changes.) All equipments carried by the target are also reduced, causing weapons to do less damage. Multiple effects do not stack, including reduce person spell. A successful Con-based DC 13 fortitude save negates. Otherwise, this effect lasts for 1d4+2 minutes.

Skills: A skin rat has +4 racial bonus on hide and move silently checks and +8 racial bonus on balance, climb and swim checks. A skin rat can take 10 on climb and swim checks even when rushed or distracted. It uses its Dex modifier instead of Str modifier for climb and swim checks. It can also use the run action while swimming. Furthermore, its hide bonus increases to +8 when it is in a gray environment, such as the Gray Waste.

POWER COMPONENT: SKIN RAT SWEAT
A skin rat swarm yields 1 dose of sweat and saliva, which can be used to brew potions of reduce person or reduce animal.
Harvest DC 15; Value 10 XP; Market Price 50 gp

ALTERNATIVE VILE DISEASE
If you have Book of Vile Darkness, you may use substitute the swarm’s disease with vile rigidity (pp.30-32) instead. The save DC however remains 13.

Converted from In The Cage: A Guide To Sigil, pp.102-3.
#221

zombiegleemax

Dec 01, 2004 9:39:56
Berbalang
Medium Monstrous Humanoid

HD: 10d8+10 (55 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 18 (+3 Dex, +5 Natural), Touch 13, Flat-footed 15
BAB/Grapple: +10/+10
Attack: 1 claw +13 melee (1d6)
Full Attack: 2 claws +13 melee (1d6) and 1 bite +11 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity, astral projection, prime projection
Saves: Fort. +6, Ref. +10, Will +9
Abilities: Str 11, Dex 17, Con 13, Int 13, Wis 15, Cha 14
Skills: Diplomacy +9, Knowledge (planes) +6, Listen +12, Move Silently +10, Spot +12
Feats: Dodge, Multiattack, Great Fortitude, Weapon Finesse
Environment: Any or Astral Plane
Organization: Solitary or astral cabal (2d4)
CR: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 11-20HD (Medium); 21-30HD (Large)
LA: -

“Sad little solitaire, sad little hermit. Wandering so far and near, has no self-worth to it.”
- Tycho Sint, a poet from Sigil

A berbalang is a gaunt biped with black, leathery skin, glowing eyes and bat wings. It is mostly in a comatose state while its spirit wanders the astral plane to philosophize, court and mate. It is a cowardly creature, preferring to avoid combat if possible. Because it sometimes follows an astral creature around for observation, it is also called a stalker. It is a mystery how it mates in astral form or how its incorporeal prime projection is able to feed on physical creatures, leaving only bones behind. It moves its physical lair during the night once every 3-4 months.

Astral Projection (Sp): A berbalang can project its astral form at will as per astral projection spell. CL=HD. Furthermore, it is aware of the threat if its body is injured in any way, e.g. any form of damage or gaining of negative levels.

Prime Projection (Sp): Once a month during full moon, a berbalang returns to the prime material plane to feed on a humanoid. This is similar to astral projection (CL=HD), except that it projects its spirit out of its body, not to the astral plane, but to remain in the prime material plane. This projected self can travel up to 3 miles from its body and has the incorporeal subtype. If the projection is destroyed, it must make a DC 15 fortitude save or die from system shock. Damage done to the projection is not sustained by the physical body. This ability can be used 1/day.

Immunity (Ex): A berbalang is immune to sleep, hold and other mind-affecting effects.

Converted from A Guide to the Astral Plane and Forgotten Realms MC3 Appendix (TSR2014).
#222

catland93

Dec 01, 2004 15:20:56
If anyone has Habringer House and/or Uncaged: Faces of Sigil, pls look through and post if there are any creature stats (as-yet-unlisted-here) in those 2 books? Thanks.

There are no new monsters in uncaged and in harbinger house.
Bye!
#223

weenie

Dec 01, 2004 19:53:29
Why the repetition? Anyway, isn't it adamantite?

Should've been adamantine and epic. And SRD says it's adamantine.

I want a lim-lim for a familiar...

You got it:

L I M - L I M
Small Vermin (Extraplanar)
Hit Dice:
1d8 (4 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-8
Attack: Bite +3 melee (1d3-4)
Full Attack: Bite +3 melee (1d3-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 3, Dex 15, Con 10, Int – , Wis 10, Cha 6
Skills: Climb +2, Jump +2
Feats: Weapon Finesse (B)
Climate/Terrain: Concordant Domain of Outlands
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: –

Apparently a weird cross between a bird, a flea, and a rabbit, this clumsy creature hops about on its two feet, fluttering its vestigial wings and chirping cheerfully.

A lim-lim is a harmless insectoid creature that used to be all the rage among hip Cagers for a short while. Everyone had to have one as a pet, and their price skyrocketed, especially considering the fact that they were worthless before. The lim-lim fad passed away, as all things do, but the City of Doors is now plagued with scores of these playful creatures that feed on bugs, mice, and other small vermin.
Lim-lim egg soup is considered a delicacy in some Outlands burgs.

COMBAT
Lim-lims are not fighters. Their only defense is their cuteness.

Skills: Lim-lims use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.


LIM-LIMS AS FAMILIARS
A sorcerer or wizard can choose a lim-lim instead of a standard creature from the list offered in the Player’s Handbook. The master of a lim-lim familiar has a +2 bonus on his Will saves.
A lim-lim familiar’s Intelligence score does not increase as its master advances in level. Instead, its Charisma score increases as specified in the table (see Player’s Handbook).

IMAGE(http://torment.db-forge.com/armory/monsters/LimLim.jpg)

Converted From Planescape: Torment (CRPG)
#224

weenie

Dec 01, 2004 20:03:49
G R I L L I G
Medium Magical Beast (Extraplanar)
Hit Dice:
5d10+10 (37 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Rake +8 melee (1d6+3)
Full Attack: 2 rakes +8 melee (1d6+3) and bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 17, Dex 15, Con 14, Int 6, Wis 10, Cha 8
Skills: Jump +9, Listen +4, Spot +4
Feats: Improved Initiative, Iron Will
Climate/Terrain: Concordant Domain of Outlands
Organization: Solitary, pair, or pack (3-15)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: –

This humanoid beast moves in an ape-like gait, using both legs and arms to support itself. Its arms are heavily muscled, but bear no claws. Its feet however, each have three huge, curving claws. The creature’s thick carapace is the color of dust, and its fiendish face shows little sign of intelligence.

Grilligs are a rare race of pack hunters native to the Outlands and Hinterlands, particularly the area surrounding the gate-town Curst. Cowardly when on their own, they prefer to hunt only with their brethren nearby. Certain travelers claim to have seen some grilligs display rudimentary intelligence – building simple dwellings, herding gronks and other animals – but the majority of the race consists of simple predators.
Grilligs speak their own tongue, and a few also learn a simple dialect of Planar Trade.

COMBAT
Grilligs attack with their hind feet, slashing their enemies with razor-sharp claws. They appear to be resistant to piercing and slashing weapons.

Pounce (Ex): If a grillig charges, it can make a full attack even though it has already moved.

Skills: Grilligs have a +2 racial bonus on Jump checks.

IMAGE(http://torment.db-forge.com/armory/monsters/Grillig.jpg)

Converted From Planescape: Torment (CRPG)
#225

weenie

Dec 01, 2004 20:06:51
G R O N K
Large Animal (Extraplanar)
Hit Dice:
10d8+40 (85 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 18 (-1 Dex, -1 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (1d8+5)
Full Attack: Bite +11 melee (1d8+5) and two claws +6 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: –
Special Qualities: Damage reduction 5/piercing or slashing, low-light vision, scent
Saves: Fort +13, Ref +6, Will +6
Abilities: Str 21, Dex 8, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +9, Spot +10
Feats: Alertness, Great Fortitude, Endurance, Iron Will
Climate/Terrain: Concordant Domain of Outlands
Organization: Solitary or herd (2-10)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-14 HD (Large); 15-20 HD (Huge)
Level Adjustment: –

This creature is just plain ugly - a grotesquely malformed body, stunted front legs, an oversized head, and a drooling mouth filled with crooked teeth. It stands about passively, as if it was bored.

The gronk is a burly omnivore commonly found in the desert regions of the Outlands.
Gronks seem to be rather useless – their meat has an awful, rotten tree-bark taste, and they are too stupid to be trained and used as labor. Most cutters just leave them alone.
A gronk weighs about one metric ton.

COMBAT
A gronk tends to be docile until its territory is invaded, at which point it rushes at intruders braying annoyingly. Gronks appear to be immune to crushing weapons.

IMAGE(http://torment.db-forge.com/armory/monsters/Gronk.jpg)

Converted From Planescape: Torment (CRPG)
#226

weenie

Dec 01, 2004 20:08:15
S O H M I E N
Large Outsider (Evil, Extraplanar)
Hit Dice:
8d8+40 (76 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +8/+15
Attack: Gore +15 melee (2d6+10)
Full Attack: Gore +15 melee (2d6+10) and bite +10 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, trample 2d6+10
Special Qualities: Damage reduction 5/good, darkvision 60 ft.
Saves: Fort +11, Ref +6, Will +7
Abilities: Str 25, Dex 10, Con 20, Int 5, Wis 12, Cha 10
Skills: Jump +26, Listen +14, Search +8, Spot +14, Survival +12
Feats: Alertness, Improved Initiative, Track
Climate/Terrain: Outlands/Lower Planes
Organization: Solitary, pack (2-5), or herd (10-50)
Challenge Rating: 7
Treasure: None
Alignment: Always evil (any)
Advancement: 10-16 HD (Large); 17-25 HD (Huge)

You are first alerted to the creatures by the thundering of their hooves. As they ride into view, you see that they have four-legged bodies the color of dead fish, skeletal heads, and mouths filled with rows of tiny sharp teeth. Large bone spikes protrude from their shoulders.

Creatures of pure evil, the sohmien are the wild, untamed “horses” of the Lower Planes. They travel in carnivorous herds, thundering over the Outlands without any apparent aim or purpose.
Unlike nightmares and other hellish mounts, a sohmien will never willingly accept a rider. Legends speak of legions of sohmien-mounted knights conquering realms on the Prime Material Plane, but hard facts confirm only that on a single occasion an ousted lord had tried to reclaim his domain by opening a portal and luring several sohmien herds through to counter his opponents’ cavalry. The final outcome has not been reliably recorded.

COMBAT
Sohmien are carnivores, and like their food well mashed.

Powerful Charge (Ex): When a sohmien charges, its gore attack deals 4d6+20 points of damage.

Trample (Ex): Reflex half DC 23. The save DC is Strength-based.

IMAGE(http://torment.db-forge.com/armory/monsters/Sohmien.jpg)

Converted From Planescape: Torment (CRPG)
#227

weenie

Dec 01, 2004 20:12:39
T R I C H A
Medium Animal (Extraplanar)
Hit Dice:
3d8+3 (16 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Tail slap -2 melee (1d4*)
Full Attack: Tail slap -2 melee (1d4*)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 13, Dex 12, Con 12, Int 2, Wis 12, Cha 6
Skills: Jump +5, Listen +6, Spot +6
Feats: Alertness, Run
Climate/Terrain: Concordant Domain of Outlands
Organization: Solitary or flock (6-30)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: –

These green skinned avian creatures have no wings. Their beaks are flat and wide, and half of them have orange crests.

Docile bird-like animals that flock together in the Outlands, the tricha are friendly and curious, but get frightened easily. They are a common sight all over the Outlands, particularly around the gate-towns. Some hunt or herd them for food, while others use them as mounts or pets. At least two Hinterlands communities respect tricha as sacred animals.

COMBAT
The tricha do not fight, ever. Instead, they run away at the first sign of danger. Even their tail slap attacks are accidents – they smack the opponent as they turn around to flee.

* A tricha's tail slap attack is treated as a secondary attack and only 1/2 its sStrength bonus is added to the damage roll.

Stampede (Ex): A frightened flock of tricha flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Medium size or smaller that gets in their way, dealing 1d8 points of damage for each three tricha in the herd (Reflex DC 12 half ). The save DC is Strength-based.

IMAGE(http://torment.db-forge.com/armory/monsters/Tricha.jpg)

Converted From Planescape: Torment (CRPG)
#228

weenie

Dec 01, 2004 20:13:52
T R I G I T
Medium Plant (Extraplanar)
Hit Dice:
8d8+56 (92 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+12
Attack: Slam +13 melee (2d6+6)
Full Attack: 2 slams +13 melee (2d6+6) and bite +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, regeneration 2
Saves: Fort +13, Ref +3, Will +2
Abilities: Str 22, Dex 13, Con 24, Int 6, Wis 10, Cha 6
Skills: Hide +8, Listen +4, Spot +4
Feats: Alertness, Power Attack, Weapon Focus (slam)
Climate/Terrain: Gray Waste of Hades
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: –

The crooked trees before you begin to shift and reassemble, forming a tall, heavy-looking humanoid figure. The wooden giant shambles toward you, its yellow eyes glowing brightly.

Creations of the legendary night hag Ravel Puzzlewell, trigits are essentially sentient trees that thirst for blood. Their mistress is long gone, but they still wander their domain in the Gray Waste, feeding on all intruders.
A trigit is about 7 feet tall, and weighs about 350 pounds.

COMBAT
Trigits are unimaginative opponents – they charge in and attempt to grapple, feeding voraciously on a single foe while ignoring attacks from its companions. They do not back down from a fight until they have drained at least one creature to death.

Blood Drain (Ex): A trigit can draw blood from a living victim through its facial tendrils by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the trigit gains 5 temporary hit pints.

Plant Traits (Ex): A plant is immune to mind-affecting effects, sleep effects, paralysis, poison, polymorph, and stunning; not subject to critical hits.

Regeneration (Ex): Fire deals normal damage to a trigit. If a trigit loses a limb or body part, the lost portion regrows in 3d6 minutes.

IMAGE(http://torment.db-forge.com/armory/monsters/Trigit.jpg)

Converted From Planescape: Torment (CRPG)
#229

weenie

Dec 01, 2004 20:14:26
T R O C O P O T A C A
Huge Animal (Extraplanar)
Hit Dice:
7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft., swim 30 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +5/+21
Attack: Bite +11 melee (2d10+12) or tail slap +11 melee (1d10+12)
Full Attack: Bite +11 melee (2d10+12) or tail slap +11 melee (1d10+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., hold breath, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 2, Wis 12, Cha 2
Skills: Hide -1, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Improved Natural Attack (bite)
Environment: The City of Doors
Organization: Solitary or colony (3-6)
Challenge Rating: 4
Advancement: 8-14 HD (Huge)
Level Adjustment: –

A four-legged milky-white reptilian rises slowly from the ooze. Its huge head sways slowly from side to side.

A trocopotaca is a big crocodilian creature that prefers the damp. They live in the catacombs under Sigil’s street, feeding on rats and those foolish enough to venture into their lairs. Possibly endemic to the Cage, they are a legend among hiver mothers, used to frighten children and criminals alike into submission. They exist. They're nasty.

COMBAT
Trocopotaca are not particularly aggressive creatures. In fact, they are surprisingly passive until provoked. When they do choose to fight, they usually try to swallow their foes, or drag them underwater to drown.

Improved Grab (Ex): To use this ability, a trocopotaca 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, the trocopotaca establishes a hold on the opponent and can attempt to swallow it in the following round.

Hold Breath (Ex): A trocopotaca can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Swallow Whole (Ex): A trocopotaca can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A swallowed creature takes 2d8+7 points of bludgeoning damage and 7 points of acid damage per round from the trocopotaca’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 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A trocopotaca’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A trocopotaca 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.

IMAGE(http://torment.db-forge.com/armory/monsters/Trocopolaca.jpg)

Converted From Planescape: Torment (CRPG)
#230

wyvern76

Dec 02, 2004 23:27:23
The tricha do not fight, ever. Instead, they run away at the first sign of danger. Even their tail slap attacks are accidents – they smack the opponent as they turn around to flee.

Shouldn't they be statted as noncombative herbivores, then? In 3.5e, a noncombative herbivore's natural attacks are treated as secondary attacks, i.e. they have a -5 penalty to hit and add only half their Strength bonus to damage. See the camel for an example.

Wyvern
#231

zombiegleemax

Dec 03, 2004 4:08:33
Should've been adamantine and epic. And SRD says it's adamantine.

Ah. Yes, I must have been thinking about the dragon. Sorry about the mix-up.

GRONK: I'm not sure about it being an animal. Can animals have DR?

TRICHA: How does stampede differs from trample?

Did you see my earlier post on In The Cage critters (pp.4-5)? What do you think of the following comments?

Aoskian Hound: Add scent ability.
Arcadian Pony: Environment should be Upper Planes or Sigil, size is large (-1 atk/AC, +4 to grapple).
Ex. Raven: No need to bend the rules, just give it Int 2. Initiative should be +2. SA: Add blinding strike (see below).
Malad. Tiger: DR #/magic should make it a magical beast.
Merc. Wyrm: Poison should do Wisdom damage, since it's supposed to make it easier for mercykillers to extract confessions.
Spittle Boar: Its speed is slower than sand cow, so probably say 20 ft instead.
Serpent Griffon: Shatter Blades should be sunder type effect instead of save, c.f. rukkanyr in FF.

Blinding Strike (Ex): The bite of an executioner’s raven can permanently blind a victim if it confirms a critical hit on its bite attack.

Shatter Blades (Ex): Anyone striking the serpent griffon with a slashing or piercing attack must make a Str-based DC 23 reflex save or the weapon is damaged by the creature's shimmering, scaly skin, taking 4d6+6 damage.

#232

weenie

Dec 03, 2004 20:22:28
@ Wyvern76:
Good point. Noncombative herbivore it is.

GRONK: I'm not sure about it being an animal. Can animals have DR?

TRICHA: How does stampede differs from trample?

Did you see my earlier post on In The Cage critters (pp.4-5)? What do you think of the following comments?

I must've missed that post. Can't seem to find it now, either.

- The common pony is Medium size. Why should Arcadian be larger?
- Wyrm poison: I didn't get the impression that the Red Death apply the poison directly to extract confessions. I think they refine it somehow, and Wis damage does not = confession. I prefer it wyvern standard.
- Raven blinding attack: I don't know, this seems like something any bird can do... Oh well, I guess if I make it a "normal" animal I should add something to make it different. I'll edit.
- Serpent Griffon shatter blades: Why use the wielder's Reflex save and not the weapon's Fort save? Is it so that mundane weapons would also have a chance to resist? Ref doesn't make much sense to me in this case, at least the Rukkanyr (which I don't like o'ermuch) had that line about its carapace snatching the weapon and then crushing it. I'll add the DC and the damage.
- Other ITC creatures: I'll edit.

- Gronk & DR: Some DRs are (Ex), like the skeleton's resistance to piercing and slashing weapons. I don't see a problem with "unusual" animals, as long as they're Int 1-2.
- Tricha stampede: A single creature can trample, but not stampede. The MM bison has stampede.
#233

zombiegleemax

Dec 05, 2004 11:30:12
- The common pony is Medium size. Why should Arcadian be larger?
- Wyrm poison: I didn't get the impression that the Red Death apply the poison directly to extract confessions. I think they refine it somehow, and Wis damage does not = confession. I prefer it wyvern standard.

Arcadian pony is supposed to be larger than a normal pony. It is the size of a normal horse. By 2E size categories, pony is medium, while all horses are large. IIRC, ITC listed Arcadian pony as large.
2E Horses/Pony - http://www.planetadnd.com/interactive_books/mm00164.php

ITC, pp.44-5: "... the Wyrm's venom induces delirium, making it easier for Mercykiller inquisitors to extract confessions from their charges..." The poison affects the mind. IMHO, Wis damage reduces one's ability to make will saves, which makes one more open to charms and suggestions.

Edit: I've updated the index to include more PS books with a list of unconverted monsters. See page 1.
#234

zombiegleemax

Dec 05, 2004 11:33:03
Astral Whale
Gargantuan Magical Beast (Extraplanar)

HD: 12d8+78 (132 hp)
Initiative: +1
Speed: Swim 40 ft. (100 ft., Astral)
AC: 16 (-4 Size, +1 Dex, +9 Natural), Touch 7, Flat-footed 15
BAB/Grapple: +9/+33
Attack: 1 tail slap +17 melee (1d8+18)
Full Attack: 1 tail slap +17 melee (1d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Blindsight 120 ft., hold breath, low-light vision, darkvision 60 ft., astral move, timeless healing, sense storm, sonic/cold resistance 10, DR 10/magic, SR 17
Saves: Fort. +14, Ref. +9, Will +5
Abilities: Str 35, Dex 13, Con 22, Int 6, Wis 12, Cha 6
Skills: Listen +15, Spot +14, Swim +20
Feats: Alertness, Diehard, Endurance, Toughness (2)
Environment: Astral Plane
Organization: Solitary
CR: 8
Treasure: None
Alignment: Usually true neutral
Advancement: 13-18HD (Gargantuan); 19-36HD (Colossal)
LA: -

An astral whale is a baleen whale which adapted to the astral plane from the Living Sea. They have no natural predator, but are sometimes hunted by githyanki parties on astral ships. The above uses a baleen whale as a base creature.

Astral Move (Ex): An astral creature can move faster than normal, as if its intelligence is 4 points higher (+40 ft. speed).

Timeless Healing (Su): An astral creature can heal naturally despite being in a timeless environment as if it receives magical healing everyday.

Sense Storm (Ex): An astral creature can detect a psychic storm 1d4+1 rounds in advance.

CREATING AN ASTRAL CREATURE
An astral creature is an inherited template which can be applied to any corporeal aberration, animal, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin.

Size & Type: Size does not change. Creature type remains unchanged, except for animals which become magical beasts. Add extraplanar subtype when encountered anywhere other than the astral plane. Do not recalculate HD, BAB, saves and skill points.

Special Qualities: An astral creature has the following qualities.

• Damage reduction: 5/magic (HD 4-11), 10/magic (HD 12+).
• Sonic & Cold Resistance: 5 (HD 4-7), 10 (HD 8+).
• Spell resistance = HD +5 (max. 25)
• Astral Move (Ex): An astral creature can move faster than normal in the astral plane, as if its intelligence is 4 points higher (+40 ft. speed).
• Timeless Healing (Su): An astral creature can heal naturally despite being in a timeless environment as if it receives magical healing everyday.
• Sense Storm (Ex): An astral creature can detect a psychic storm 1d4+1 rounds in advance.

Abilities: As base creature, except Int +4.
Environment: Astral Plane.
CR: As base creature +0 (HD 3 or less), +1 (HD 4-7) or +2 (HD 8+).
Alignment: As base creature.
LA: -

Converted from A Guide to the Astral Plane.
#235

zombiegleemax

Dec 05, 2004 11:37:25
Soul-Gem Golem
Large Construct

Hit Dice: 18d10+30 (129 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft.
AC: 26 (-1 Size, +17 Natural), Touch 9, Flat-footed 26
BAB/Grapple: +13/+27
Attack: 1 slam +22 melee (2d8+10)
Full Attack: 2 slams +22 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Gem missiles, trap the soul
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, magic immunity, spirit howl, disassemble, cold vulnerability, fast healing 5, DR 15/adamantite
Saves: Fort. +6, Ref. +6, Will +6
Abilities: Str 30, Dex 10, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (1d4+1)
Challenge Rating: 14
Treasure: Double goods (gems only); no coins and items
Alignment: Always neutral
Advancement: 19-36HD (Large); 37-54HD (Huge)
Level Adjustment: -

The onyx gems skitter across the floor into a pile which begins to rise into a vaguely humanoid shape. As you slash it with your sword, an unearthly howl emits from the broken gems.

A gem golem is constructed from the soul gems created by magic jar and trap the soul spells. They are particularly popular among shadow demons (see Book of Vile Darkness).

Combat
A soul-gem golem generally disassembles itself into a pile of gems to avoid attention and stay in that form until conditions are met to obey its creator’s commands. It uses its gem missiles as it closes in to smash the opposition to bits.

Gem Missiles (Su): As a standard action each round, a soul-gem golem can transmute and project 2 of its gems as force missiles up to 120 ft. away, dealing 1d4+1 points of damage each. No attack roll is necessary. This is otherwise similar to magic missile spell.

Spirit Howl (Su): When the soul-gem golem takes 10 or more points of damage in a single attack, some of the component gems are destroyed, causing the spirits within to howl as they fade away. All within 20 ft. of the golem must make a Cha-based DC 19 will save or be shaken for 1d4 rounds.

Trap the Soul (Su): Any creature who deals 20 or more points of damage to the golem in a single round is subjected to a trap the soul effect, Con-based DC 19 will save negates. If the save is successful, the golem takes an additional 1d6 points of normal damage.

Magic Immunity (Ex): A soul-gem golem is immune to any spell or spell-like ability that allows spell resistance, with the following exceptions. A mending spell heals the golem of 1d6 damage. A shatter spell works normally, considering the golem as a crystalline creature. A soul-trapping effect, such as magic jar or trap the soul spell, suppresses its regeneration for 1 round per spell level.

Cold Vulnerability (Ex): Strangely, a soul-gem golem takes +50% more damage from cold effects.

Disassemble (Ex): A soul-gem golem can disassemble itself into a pile of gems or reassemble itself to golem form as a move action.

Construction
The body weighs about 3,000 lbs and must be constructed from gems worth at least 100 gp each. The total body cost usually amounts up to 12,000 gp. Furthermore, at least 60% of the gems must contain an imprisoned soul. Assembling it requires a DC 20 craft (gem-cutting) check.

CL 16; Craft Construct, magic jar (or trap the soul), geas/quest, magic missile, mending, caster must be level 16+; Price 200,000 gp; Cost 112,000 gp + 7,520 XP.

Converted from Faction War, p.106.
#236

zombiegleemax

Dec 05, 2004 11:39:56
Giant Bloodworm
Huge Vermin (Extraplanar)

Hit Dice: 8d8+32 (68 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft., swim 20 ft., burrow 10 ft.
AC: 15 (-2 Size, +2 Dex, +5 Natural), Touch 10, Flat-footed 13
BAB/Grapple: +6/+21
Attack: 1 bite +11 melee (2d6+10)
Full Attack: 1 bite +11 melee (2d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, drag under, wounding bite, blood drain
Special Qualities: Tremorsense 60 ft., vermin traits
Saves: Fort. +10, Ref. +4, Will +2
Abilities: Str 24, Dex 15, Con 19, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Nine Hells (Avernus)
Organization: Solitary or can (2d4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16HD (Huge); 17-24HD (Gargantuan)
Level Adjustment: -

As you wads through the River of Blood, something brushes against your leg. In an instant, a giant worm coils around you and drags you under to drain your life blood.

A giant bloodworm spawns in areas soaked with blood. One of their favorite spawning grounds is the River of Blood in Avernus. Prisoners are sometimes fed to the worms for torture by the devils.

Combat
A giant bloodworm attacks by surprise from beneath the bloody water unless the victim makes a DC 20 spot check. It attempts to grapple and drown the victim while it drains his blood dry.

Wounding Bite (Ex): A giant bloodworm’s bite leaves a bleeding wound. Each wound deals 1 point of damage per round until the victim is bandaged or magically healed. Damage due to multiple wounds stacks.

Improved Grab (Ex): A giant bloodworm can grapple any creature hit by its bite attack as a free action without provoking an attack of opportunity. It automatically deals its bite damage during grappling this way. If it gets a hold, it can attempt to drain blood and drag the victim under on its next turn.

Blood Drain (Ex): A giant bloodworm can drain the blood of any grappled victim grappled when it hits with its bite. It automatically deals normal bite damage and 1d4 Con damage every round.

Drag Under (Ex): A giant bloodworm can drag any grappled victim under by making another grapple check. If the victim is in the water, he must hold his breath or drown. Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 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 drown. 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 drowns.

Converted from Well of Worlds, p.20.
#237

BOZ

Dec 06, 2004 0:35:47
wow, awesome thread!!!
#238

BOZ

Dec 06, 2004 0:45:28
With all due respect to Boz and CC, that visage convertion sucked so much donkey the last time I looked at it. THe most important ability, Lucidity Control, was practically left undefined.

gee, thanks for the respect, and the vote of confidence.

to be fair, i really didn't know what to do with that power. i wish i had done more.

of course, all this is immaterial, now that the visage is in Libris Mortis. out of curiousity, anyone know how they handled it there?
#239

BOZ

Dec 06, 2004 0:59:09
Noctral

cool - working on this one at the very moment. our version is *remarkably* similar to yours. in concepts at least, if not actual execution.
#240

BOZ

Dec 06, 2004 1:01:22
I was looking at the Planar Handbook again. Does anyone think that elsewhale is meant to be 3rd ed version of balaena?

i thought the same thing... i wouldn't be surprised.
#241

BOZ

Dec 06, 2004 1:14:47
Both converted from A Guide to the Ethereal Plane (by Boz, presumably).

regarding the apparition and aerial servant, no. many of the older 3.0 conversions were not my work, but you can blame me for all the 3.5 stuff. ;)

that's all for now.
#242

zombiegleemax

Dec 07, 2004 1:03:23
of course, all this is immaterial, now that the visage is in Libris Mortis. out of curiousity, anyone know how they handled it there?

Lucidity Control was a major image effect perceived only by 1 target, according to the Book of Bad Latin.

cool - working on this one [i.e. Noctral] at the very moment. our version is *remarkably* similar to yours. in concepts at least, if not actual execution.

I was also wondering about the owl archon (from BOED) being a 3rd ed version of noctral... But the owl archon doesn't have the advisor/wise-guy role.

It seems to me that the Creature Catalogue at http://www.enworld.org/cc/converted/ has not been updated much. Where do your newly converted monsters go?
#243

zombiegleemax

Dec 07, 2004 1:08:12
[size=3]Spectral Hound[/size]
Medium Magical Beast (Extraplanar)

Hit Dice: 6d10+12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 80 ft. (perfect, Astral Plane only)
AC: 17 (+3 Dex, +4 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +6/+9
Attack: 1 bite +9 melee (1d8+4 and astral shift)
Full Attack: 1 bite +9 melee (1d8+4 and astral shift)
Space/Reach: 5 ft./5 ft.
Special Attacks: Astral shift
Special Qualities: Darkvision 60 ft., scent, see invisible, greater plane shift, DR 5/magic or silver, astral movement
Saves: Fort. +7, Ref. +8, Will +4
Abilities: Str 17, Dex 15, Con 14, Int 4, Wis 14, Cha 12
Skills: Hide +8, Listen +6, Spot +7, Survival +5
Feats: Ability Focus (Astral Shift), Alertness, Improved Initiative, Track (B), Planar Tracking (B)
Environment: Astral Plane
Organization: Solitary, pack (1d4+1) or hunting party (1d4 hounds, 1d4 githyanki)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: 7-12HD (Medium); 13-18HD (Large)
Level Adjustment: -

Out of the corner of your eye, you notice a ghostly, translucent hound tracking and observing you.

A spectral hound is said to have been the creation of the githyanki, who breed them from some planar canine. If this is true, the secrets have been lost as they are now found everywhere in the service of other creatures like demons, slaadi, etc. In the astral plane, it appears as a normal, gaunt-looking hound. Most githyanki communities have a kennel of spectral hounds as trackers and guardians.

See Invisible (Su): A spectral hound can see invisible and ethereal creatures and objects.

Astral Shift (Su): A spectral hound’s bite forces any creature hit to make a Cha-based DC 16 will save or be transported to the astral plane via plane shift after 4d6 hours.

Greater Plane Shift (Sp): A spectral hound can use greater plane shift spell (PLH) on itself at will to and from the astral plane. This functions as plane shift spell except that if the hound has visited the location, it can go directly there instead of being 5-500 miles away. Furthermore, it can shift directly to the destination of any creature affected by its astral shift ability.

Astral Movement (Ex): A spectral hound can move faster than normal creatures on the astral plane. Treat its Intelligence as twice as much as normal (i.e. 8) with regards to its speed on the astral plane.

Racial Skills: A spectral hound has +4 racial bonus on hide checks and +12 racial bonus on survival checks when tracking.

Planar Tracking [General]
You can follow tracks across planes, including the featureless Astral Plane. In addition, you can determine the destination of a creature using translocation effects.
Prerequisites: Knowledge (planes) 5 ranks, spellcraft 5 ranks, survival 10 ranks, track feat.
Benefit: You can attempt to track a creature even in featureless voids like the Astral Plane (base survival DC 25). Furthermore, when standing at the place of departure from which a creature teleports (or uses like effects), you can determine the destination with a successful DC 30 survival check. If you have your own means of teleportation, you can teleport there as if you had seen the place once.

Converted from A Guide to the Astral Plane, Tales from the Infinite Staircase (p.49), Mystara MC and The Vortex of Madness.
#244

zombiegleemax

Dec 07, 2004 1:20:29
Kodragon
Tiny Dragon (Extraplanar)

HD: 6d12 (39 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: 20 ft., fly 60 ft. (good)
AC: 21 (+2 Size, +5 Dex, +4 Natural), Touch 17, Flat-footed 16
BAB/Grapple: +6/-3
Attack: 1 bite +13 melee (1d6-1)
Full Attack: 1 bite +13 melee (1d6-1) and 2 slams +11 melee (1d3-1)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, immune to sleep and paralysis effects, evasion, uncanny dodge, pouch of holding
Saves: Fort. +5, Ref. +10, Will +7
Abilities: Str 8, Dex 21, Con 11, Int 16, Wis 15, Cha 13
Skills: Bluff +10, Diplomacy +12, Gather Information +10, Hide +22, Knowledge (any one) +12, Listen +11, Perform (any one) +10, Sense Motive +11, Spot +11
Feats: Ability Focus (breath weapon), Multiattack, Improved Initiative, Weapon Finesse (B)
Environment: Astral Plane
Organization: Solitary
CR: 3
Treasure: Double standard
Alignment: Usually neutral good
Advancement: 7-12HD (Tiny); 13-18HD (Small)
LA: -

A tiny furred dragon with bat wings and human-like hands fly in the silver void. It is holding a stylus and a tablet.

Kodragons are artists and thinkers living around the realms of the astral dragons either as wanderers, librarians or emissaries of the astral dragons. They are lovers of knowledge and creativity, often talking with their child-like voices. They speak draconic and planar trade common.

Uncanny Dodge (Ex): A kodragon retains its Dex bonus to AC even when caught flat-footed or struck by invisible attackers.

Evasion (Ex): If a kodragon makes a reflex save which normally inflicts ½ damage, it takes no damage instead.

Breath Weapon (Su): A kodragon can breathe a 15 ft. cone of gas which changes the sizes of its victims, usable once every 1d4 rounds. They caught in the area can make a Con-based DC 15 fortitude save to negate. This effect functions as enlarge person or reduce person spell.

Spell-like Abilities (Sp): At will – greater teleport (self plus 50 lbs only), plane shift. CL=HD.

Pouch of Holding (Su): A kodragon has a pouch like a marsupial to raise its young. (Kodragons do not lay eggs.) This functions as a bag of holding (type I).

POWER COMPONENT: KODRAGON POUCH
A kodragon yields 1 marsupial pouch which can be used to make a bag of holding (any type). Harvest DC 15; Value 20 XP; Market Price 100 gp.

Converted from A Guide to the Astral Plane and Dragonlance MC4 (TSR2105).
#245

zombiegleemax

Dec 07, 2004 1:24:24
Ether Golem
Large Construct (Extraplanar)

Hit Dice: 14d10+30 (107 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft.
AC: 25 (-1 Size, +16 Natural), Touch 9, Flat-footed 25
BAB/Grapple: +10/+22
Attack: 1 slam +17 melee (2d8+8)
Full Attack: 2 slams +17 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Ether cyclone
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, magic immunity, ethereal sight, ethereal jaunt, regeneration 5, DR 5/adamantine
Saves: Fort. +4, Ref. +4, Will +4
Abilities: Str 26, Dex 11, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always true neutral
Advancement: 15-28HD (Large); 29-42HD (Huge)
Level Adjustment: -

This hulking automaton stands half again as tall as a human and seems to be crafted out of greenish stone.

An ether golem is modified from a stone golem using stable proto-matter found in the ethereal plane. Originally created by Aionias, the Sapphire Mage, the secret of construction has since passed onto his disciple, Montgomery. Several wizards have visited the Castle at the Edge of Time and learnt from Montgomery at some unknown costs. If destroyed, an ether golem boils away into quintessential ether.

Ether Cyclone (Su): An ether golem can invoke an ethereal cyclone as a free action once every 2 rounds, affecting all creatures within 20 ft. of itself. Roll 1d% to determine effect.

01-30 1d10 damage (DC 20 fortitude save negates).
31-60 Move 1d10 x 50 ft. away in a random direction.
61-80 Move 2d10 x50 ft. away in a random direction.
81-90 As above, but also takes 3d10 damage (DC 20 fortitude save negates).
91-95 3d10 damage (DC 20 fortitude save negates) and return to prime material plane.
96-00 Fly through an ethereal curtain to a random plane.

Ethereal Sight (Ex): An ether golem can see into the ethereal plane and its vision is less obscured on the ethereal plane, enabling it to see up to 120 ft. instead of 60 ft.

Ethereal Jaunt (Su): An ether golem can shift itself and 50 lbs of objects to the ethereal plane and back at will as a standard action. This otherwise functions like ethereal jaunt spell.

Regeneration (Ex): An ether golem regenerates only while in the ethereal plane and takes normal damage from force effects.

Magic Immunity (Ex): An ether golem is immune to any spell or spell-like ability that allows spell resistance except for force effects.

Construction
Since stable proto-matter cannot be shaped, an ether golem’s body must be created by first shaping quintessential ether and then stabilized into stable proto-matter, usually via magic. To shape quintessential ether, one must make a DC 17 craft (sculpting) check.

CL 14; craft construct, stabilize ether, ethereal jaunt, geas/quest (all spells must be cast at level 14+); Price 105,000 gp; Cost 52,500 gp + 4,200 XP.

Stabilize Ether
Trasmutation
Level: Wiz/Sor 5
Components: V, S, M
Casting Time: 1 full round per 10 cu. ft.
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level
Duration: Permanent
Saving Throw: None (object)
Spell Resistance: None (object)

This spell transforms quintessential ether, which normally lasts only 1d% hours, into permanent stable proto-matter (treat as normal steel). This spell can also be used to make chamber spell permanent (see MOTP). This spell is generally of little use outside the ethereal plane.
Material Component: A small piece of stable proto-matter.

Converted from A Guide to the Ethereal Plane, p.80.
#246

weenie

Dec 07, 2004 2:38:46
gee, thanks for the respect, and the vote of confidence.
to be fair, i really didn't know what to do with that power. i wish i had done more.

All right, I may have been a tiniest bit overly critical, but you did leave it at "it does things to your perception." But you do have my "vote of confidence", of course.

@ Seraph of Babel:

- All right, the Wyrm now "induces delirium" by draining your Wisdom.
- The Arcadian pony can still be larger than a normal pony, but smaller than a horse. Do we really want a 10-ft. space for a pony, escpecially a type that is supposed to draw a cab through the streets of Sigil in pairs?

IMAGE(http://members.fortunecity.com/iceageco/pics/arcpony.jpg)

This looks Medium-size to me...
#247

weenie

Dec 07, 2004 7:50:04
Tales from the Infinite Staircase:
- Giant crayfish is in Dragon #321, page 60.

- Leucrotta is in Monsters of Faerûn, page 63.

Comments:
- Kodragon's breath weapon: If it's a gas, then the save should be Fort, not Ref. See gold dragon in MM1. Also, the DC should be 13, not 15, unless there's a racial bonus or something.

- Stabilize Ether target entry: Up to 10 cu. ft./level; see text (as fabricate)

- Spectral Hound Astral Shift: "... save or be plane shift to the astral plane in 4d6 hours." Unclear. Automatically returns in 4d6 hours, or is transported 4d6 hours after failing the save? If it's the former, does he return to the same place? If it's the latter, how does this ability aid the spectral hound in combat?

- Spectral Hound speed; Wouldn't it be pathetically slow in the Silver Void compared to other creatures? How does it keep up with the Int 10 githyanki in those hunting parties? Either add a fly speed of 60 ft. or so (Astral ony), or say that it's Int is treated as double for the purpose of Astral movement.
#248

BOZ

Dec 07, 2004 9:00:12
It seems to me that the Creature Catalogue at http://www.enworld.org/cc/converted/ has not been updated much. Where do your newly converted monsters go?

well, the thing is, i had been super busy, in fact right around the time you started this project. i had basically not worked on the CC for months, and i felt kinda bad about that. this changed as of a few weeks ago - i'm going to finish two more conversions, and then i'll be updating the site a little bit. i don't intend on letting it go like that again.
#249

weenie

Dec 07, 2004 18:02:30
Darklore:

- It has Improved Critical, but doesn't meet the BAB +8 requirement. Give it Great Fortitude instead.
- It has a Dex score of -1. What's up with that? Change it to 1?
- Rename the "steal/feed evil lore" ability somehow. Maybe just "evil lore"? Or "distribute evil lore"? Either way, add it to the Attack/Full Attack lines.

--------

Garmorm:

- Drop the swallow whole ability. The 2E creature was not able to swallow foes physically, it only absorbed their minds (which in turn effectively disintegrates the body). For the sake of simplicity, also drop the garmorm's ability to use the absorbed creature's equipment. See below for my take on absorption.
- Simplify the description of the independent casting ability by saying that the garmorm effectively quickens its spells by giving up a secondary bite attack. Some other aspects are also defined more precisely below.
- Redefine the astral strike ability to match the similar ability of the dharculus (PLH).

Something like this:

Absorption (Su): A garmorm can try to absorb the mind of a grabbed creature by making a successful grapple check. Every time a creature grappled by the garmorm loses a grapple check, it must make a Will save (DC 20) or become absorbed. The body of an absorbed creature is drawn into the garmorm and dissolved within one minute (treat as disintegrated). The mind of an absorbed creature becomes part of the garmorm’s collective consciousness, also within one minute.
If the garmorm is killed within one minute of absorbing a creature, the absorbed creature reconstitutes, mind intact, within the garmorm’s belly. It is unconscious and stable at zero hit points.
If the absorbed creature is not rescued within a minute, it cannot be returned to life by any means short of a miracle or wish spell. After finishing the absorption process, the garmorm gains one additional secondary bite attack, and also all the spellcasting abilities of the absorbed creature, if any (see below).

Dual-Planar (Ex): The bulk of a garmorm’s body resides on the Astral Plane, but the creature possesses the ability to partially manifest itself onto either the Prime Material Plane or any Outer Plane as a standard action. When manifested onto another plane, the garmorm has a +4 cover bonus to AC and a +2 cover bonus on Reflex saves (not included in the stat block above) against attacks originating on that plane, but not against attacks made on the Astral. A garmorm can take a standard action to fully withdraw back onto the Astral, effectively retreating completely from the other plane.

Improved Grab (Ex): To use this ability, a garmorm must hit an opponent of up to size Medium with a 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 try to absorb the foe the following round (see above).

Spells (Ex): A garmorm that has fully absorbed an arcane or divine spellcaster (or a psionic manifester) has full access to this creature's spellcasting abilities. The garmorm is even able to cast spells that require material components or focus items - if the absorbed spellcaster had these in his gear when absorbed. The garmorm uses its own ability scores in place of the absorbed spellcaster's ability to set the save DCs. Metamagic feats previously applied on prepared spells remain in effect, but these feats cannot be applied on spontaneously cast spells or psionic powers.
A garmorm can effectively quicken a spell by giving up one of its secondary bite attacks for the round, and focusing that jaw on spellcasting. This does not allow the garmorm to cast multiple spells in a single round.
A garmorm cannot replenish expended spells slots (or power points). Even if the spells are not spent, the absorbed spellcasting ability fades away within a few weeks.
There is a 50% chance that a randomly encountered garmorm has a spellcaster (or psionic manifester) absorbed. Assume that the caster level is 2d6+3, and that 1/3 of the daily spell slots (or power points) is already spent.
#250

weenie

Dec 07, 2004 18:06:58
Bzastra:
The DCs of its spell-like abilities should be 11 +spell level, not 16 +spell-level. (you don't add 1/2 the creatures HD to DCs of spell-like abilities).

Delphon:
Its racial skills entry says that a buraq has +8 on Move Silently, and it's supposed to say that a delphon has +8 on Swim.
#251

zombiegleemax

Dec 09, 2004 2:58:42
Arcadian Pony: Good point about the space a large creature'd take up in the streets. Leave it as medium then.

Kodragon: Changed to fort save as suggested. DC is 15 because of ability focus (DC+2) feat.

Spectral Hound: Astral shift transports the victim to the astral plane, no return ticket. It doesn't exactly aid in combat, just move it to a plane advantageous to it and the githyanki for tracking. That's how it works anyway. Added astral movement to x2 its speed in astral plane.

Garmorm: Replaced with dual-planar and automatic quicken spell.

The body of an absorbed creature is drawn into the garmorm and dissolved within one minute (treat as disintegrated). The mind of an absorbed creature becomes part of the garmorm’s collective consciousness, also within one minute.

I don't know, this sounds pretty much like swallow whole to me.
There is a 50% chance that a randomly encountered garmorm has a spellcaster (or psionic manifester) absorbed. Assume that the caster level is 2d6+3, and that 1/3 of the daily spell slots (or power points) is already spent.

I'd say a standardized spellcaster with a standardized level is better for determining CR. A garmorm with no spellcasting and another with a wiz15 spellcasting is simply not the same challenge.

Others: Edited as suggested.

Now to finish up the last creatures for Ethereal Guide and PSMC3... I've updated the index, along with more creatures from Hellbound.
#252

zombiegleemax

Dec 09, 2004 3:02:26
Ether Horse
Large Magical Beast (Extraplanar, Aquatic)

HD: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: Swim 40 ft.
AC: 25 (-1 Size, +3 Dex, +9 Natural, +4 Scale mail), Touch 12, Flat-footed 22
BAB/Grapple: +4/+13
Attack: 1 bite +8 melee (1d8+7)
Full Attack: 1 bite +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, combative mount, darkvision 60 ft., DR 5/magic, acid/cold resistance 5, ethereal sight 90 ft., ethereal track, ethereal nutriment, sense cyclone, SR 11
Saves: Fort. +9, Ref. +7, Will +4
Abilities: Str 21, Dex 16, Con 18, Int 3, Wis 14, Cha 3
Skills: Hide +1, Listen +9, Spot +10
Feats: Alertness, Skill Focus (hide), Improved Natural Armor
Environment: Ethereal Plane
Organization: Solitary or herd (2d4)
CR: 3
Treasure: None
Alignment: Usually true neutral
Advancement: 7-12HD (Large); 13-18HD (Huge)
LA: -

An ether horse is a giant sea horse which adapted to the ethereal plane. Although some wild herds exist, ether horses are generally domesticated as war mounts by those living on the plane, such as the Etherfarer Society. The above uses a warbeast giant sea horse as a base creature.

Combative Mount (Ex): Its rider gains +2 circumstance bonus on ride checks. It is further proficient with all armors.

Ethereal Sight (Ex): An ether creature can see up to 90 ft. in ether instead of the normal vision limit of 60 ft.

Ethereal Nutriment (Ex): An ether creature can draw bland sustenance from the ether, allowing it to go without food and water.

Ethereal Track (Ex): An ether creature gains +4 racial bonus to survival checks on the ethereal plane.

Sense Cyclone (Ex): An ether creature can detect an ethereal cyclone 2d10 rounds in advance instead of the normal 1d10 rounds.

Racial Skills: An ether horse has +4 racial bonus on hide checks.

Carrying Capacity: An ether horse can carry up to 153 lbs as a light load, 154-306 lbs as a medium load and 307-460 lbs as a heavy load.


CREATING AN ETHER CREATURE
An ether creature is an inherited template which can be applied to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin.

Size & Type: Size does not change. Creature type remains unchanged, except for animals which become magical beasts. Add extraplanar subtype when encountered anywhere other than the ethereal plane. Do not recalculate HD, BAB, saves and skill points.

Special Qualities: An ether creature has the following qualities.

• Darkvision 60 ft.
• Damage reduction: 5/magic (HD 4-11), 10/magic (HD 12+).
• Acid & Cold Resistance: 5 (HD 1-7), 10 (HD 8+).
• Spell resistance = HD +5 (max. 25)
• Ethereal Sight (Ex): An ether creature can see up to 90 ft. in ether instead of the normal vision limit of 60 ft.
• Ethereal Nutriment (Ex): An ether creature can draw bland sustenance from the ether, allowing it to go without food and water.
• Ethereal Track (Ex): An ether creature gains +4 racial bonus to survival checks on the ethereal plane.
• Sense Cyclone (Ex): An ether creature can detect an ethereal cyclone 2d10 rounds in advance instead of the normal 1d10 rounds.

Abilities: As base creature, except Int is at least 3 and Dex +2.
Environment: Ethereal Plane.
CR: As base creature +0 (HD 3 or less), +1 (HD 4-7) or +2 (HD8+).
Alignment: As base creature.
LA: As base creature +2.

Converted from A Guide to the Ethereal Plane.


Sea Horse, Giant
Large Animal (Aquatic)

HD: 5d8+10 (32 hp)
Initiative: +2 (+2 Dex)
Speed: Swim 30 ft.
AC: 19 (-1 Size, +2 Dex, +8 Natural), Touch 11, Flat-footed 17
BAB/Grapple: +3/+11
Attack: 1 bite +1 melee (1d8+2)
Full Attack: 1 bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, non-combatant
Saves: Fort. +6, Ref. +6, Will +2
Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 12, Cha 3
Skills: Hide +5, Listen +7, Spot +8
Feats: Alertness, Skill Focus (hide)
Environment: Warm Aquatic
Organization: Solitary or herd (2d4)
CR: 1
Treasure: None
Alignment: Usually true neutral
Advancement: 6-10HD (Large)
LA: -

Non-Combatant (Ex): A giant sea horse’s attack is considered a secondary attack due to its non-combatant nature.

Racial Skills: A giant sea horse has +4 racial bonus on hide checks.

Carrying Capacity: A giant sea horse can carry up to 100 lbs as a light load, 101-200 lbs as a medium load and 201-300 lbs as a heavy load.

:whatsthis Note: Giant owls and giant eagles are magical beasts probably because they have Int 10. The giant sea horse has animal intelligence, thus it is an animal instead.


War Sea Horse, Giant
Large Animal (Aquatic)

HD: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: Swim 40 ft.
AC: 24 (-1 Size, +2 Dex, +9 Natural, +4 Scale mail), Touch 11, Flat-footed 22
BAB/Grapple: +4/+13
Attack: 1 bite +8 melee (1d8+7)
Full Attack: 1 bite +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, combative mount
Saves: Fort. +9, Ref. +7, Will +4
Abilities: Str 21, Dex 14, Con 18, Int 2, Wis 14, Cha 3
Skills: Hide +1, Listen +9, Spot +10
Feats: Alertness, Skill Focus (hide), Improved Natural Armor
Environment: Warm Aquatic
Organization: Solitary or herd (2d4)
CR: 3
Treasure: None
Alignment: Usually true neutral
Advancement: 7-12HD (Large); 13-18HD (Huge)
LA: -

Combative Mount (Ex): Its rider gains +2 circumstance bonus on ride checks. It is further proficient with all armors.

Racial Skills: A giant sea horse has +4 racial bonus on hide checks.

Carrying Capacity: A giant war sea horse can carry up to 153 lbs as a light load, 154-306 lbs as a medium load and 307-460 lbs as a heavy load.
#253

zombiegleemax

Dec 09, 2004 3:14:17
Dharum Suhn
Huge Elemental (Extraplanar, Earth)

Hit Dice: 50d8+600 (1000 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 20 ft., burrow 40 ft.
AC: 56 (-2 Size, +3 Dex, +35 Natural, +10 Insight), Touch 21, Flat-footed 53
BAB/Grapple: +37/+65
Attack: 1 slam +58 melee (4d6+20/19-20)
Full Attack: 2 slams +58 melee (4d6+20/19-20) and 1 secondary slam* +53 melee (4d6+20/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, summon elemental
Special Qualities: Darkvision 60 ft., tremorsense 120 ft., anti-earth magic, immunity, non-detection, true sight, spell stones, freeze, quasi-deity, fire/cold resistance 20, telepathy 1000 ft., regeneration 20, fasting healing 15, DR 5/-, DR 15/epic and slashing or epic and piercing, SR 50
Saves: Fort. +39, Ref. +21, Will +26
Abilities: Str 51, Dex 16, Con 35, Int 20, Wis 26, Cha 29
Skills: Climb +40, Concentration +42, Diplomacy +41, Heal +38, Intimidate +39, Knowledge (nature) +45, Listen +58, Move Silently +43, Sense Motive +58, Spot +59
Feats: 13 Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam), Rapid Strike (slam)*, Large And In Charge*
Epic Feats: 4 Devastating Critical (slam), Epic Weapon Focus (slam), Overwhelming Critical (slam), Penetrate Damage Reduction (adamantine)
Environment: Plane of Earth
Organization: Solitary
CR: 36
Treasure: Standard
Alignment: Always true neutral or lawful neutral
Advancement: 51-100HD (Huge); 101-150HD (Gargantuan)
LA: -

A portion of the cliff suddenly moves. Azure blue eyes open in the rock face and you see a majestic mass of rock in a vaguely humanoid form, betraying great wisdom and patience.

Known as Lords of Stone, Rockfathers, Old Men of the Mountains and even Hearts of Steadfast Stone, the dharum suhn are spirits inhabiting the element of earth, embodying concepts of stability, strength, endurance, wisdom, contemplation and immovability. Said to be on the verge of being demi-deities, they fall beyond the purviews of the earth archomentals, Sunnis and Ogremoch, and are not involved in their conflicts. The dharum suhn are masters of knowledge, often contemplating, watching and waiting. Many earth-revering supplicants go on pilgrimages to seek their wisdom. However, it is indeed an epic accomplishment in itself to convince them that an action is worth taking and disrupting their contemplation for.

A rumor claims that the dharum suhn actually begot the earth elementals and thus, is the first true earth elemental. Sages consider it to be related to the galeb duhr (see MM2), but possibly only in the same way the lowliest apes mock the forms of the human archmages. A dharum suhn speaks Terran.

COMBAT
A dharum suhn usually does not resort to violence. If it does, it usually opens combat with spell-like abilities, before moving into melee. If need be, it may summon elementals as a last resort or to deal with attackers from another front.

Spell-like Abilities (Sp): At will – animate objects (stone only), bull’s strength, contact other plane (elemental plane only), cure critical wounds, disintegrate, divine favor, divine power, hold monster, meld into stone, move earth, passwall, plane shift, soften earth and stone, spike stones, statue, stone shape, stoneskin, stone tell, transmute rock to mud, transmute mud to rock, wall of stone; 3/day – earthquake, elemental swarm (earth only), flesh to stone, freedom, heal, implosion, imprisonment, iron body, stone to flesh, time stop. CL 30, Cha-based DC 19 + spell level.

Spell Stones (Su): As a standard action, a dharum suhn can imbue any one of the following spell-like abilities into a stone, which can be used as a standard action to unleash the stored spell-like effect: bull’s strength, cure critical wounds, meld into stone, passwall, statue, stoneskin, stone tell and stone to flesh. Each spell stone can store only 1 spell-like ability. A dharum suhn can imbue up to 10 spell stones per day.

Anti-Earth Magic (Ex): A dharum suhn is surrounded by an aura up to 100 ft. radius which suppresses magic which affects earth including disintegration effects and earth-descriptor spells. This functions as an anti-magic field which the dharum suhn can suppress at will as a free action.

Immunity (Ex): A dharum suhn is immune to disintegration effects and spells which affect stone or earth, such as transmute rock to mud spell. It is also immune to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting effects and acid.

Summon Elemental (Sp): A dharum suhn can summon 1d4 elder earth elemental 3/day for 1 hour of service.

Quasi-Deity: A dharum suhn has divine rank 0; 100 ft. land speed; deflection bonus to AC = Cha modifier; immortality; max. hit points per HD.

Freeze (Ex): A dharum suhn can hold itself so still that it appears to be a boulder. An observer must make a DC 30 spot check to notice that it is alive.

Regeneration (Ex): A dharum suhn regenerates as long as it is in contact with the earth. It takes normal damage from electrical attacks.

Non-Detection (Su): A dharum suhn is constantly under the effects of a nondetection spell, CL = HD.

True Sight (Su): A dharum suhn is constantly under the effects of a true seeing spell.

Note (*): These feats can be found in Draconomicon, pp.71-3. Rapid strike feat allows the creature to make 1 extra attack with its paired attack forms (2 slams, 2 wings, etc.) at -5 penalty. Large and in charge feat is also found in Savage Species.

:whatsthis I give it a preliminary CR36. I think it stands somewhere between a primal earth elemental (CR35) and a xixecal (CR36).

Converted from PSMC3.
#254

zombiegleemax

Dec 09, 2004 3:21:30
The following archomental template is created by Kain Darkwind, reposted here as the "Exit Wizards" page would mess up with any link.
http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=330&sid=4426b66dc9c05d71e387d1b8ed0e7dd5

Sunnis, Princess of Earth, The Lode Mother
Huge Elemental, Cleric 30 (Earth, Good, Extraplanar)

HD: 50d8+30d8+800 (1440 hp)
Init: +0
Speed: 150’, Burrow 150’, Swim 75’
AC: 61 (-2 size, +45 natural, +8 deflection) Touch 16, Flatfooted 61
Base Attack/Grapple: +52/+72
Attack: Slam +62 melee (2d10+12)
Full Attack: 2 slams +62 melee (2d10+12)
Face: 15/15ft
Special Attacks: Spell like abilities, spells, summon Elemental, turn Elemental, turn Undead, Wrath of the Inner Planes
Special Qualities: Archomental Qualities, DR 25/epic and electricity or DR 10/-, dark vision 60’, Earth Incarnate, Earth Prime, fast healing 10, acid absorption, electricity vulnerability, fire and cold resistance 20, SR 54
Saves: 54/42/54
Abilities Str 34, Dex 11, Con 31, Int 20, Wis 35, Cha 26
Skills: Appraise +58, Concentration +93, Diplomacy +97, Gather Information +61, Heal +95, Intimidate +61, Knowledge (Religion, The Planes) +73, Listen +65, Perform (Chant, Dance) +61, Sense Motive +72 Spellcraft +88, Spot +65, Swim +20
Feats: Awesome Blow, Empower Spell, Endurance, Energy Substituion (b), Extend spell, Great Fortitude, Heighten Spell, Improved Bullrush, Maximize Spell, Power Attack, Quicken Spell, Quicken Spell like Ability
Epic Feats: Automatic Quicken Spell x3, Multispell x4, Improved Heighten Spell, Improved Metamagic x2, Improved Spell capacity x6, Penatrate Damage Reduction: (Adamantine, Cold Iron, Silver)
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary (unique)
Challenge Rating: 42
Treasure: Quadruple standard
Alignment: Neutral Good
Advancement: By character class

Sunnis, Princess of Elemental Earth, daughter of Grumbar the Earth Father, is the Inner Planes most precious jewel. A radiant beauty, everywhere Sunnis goes is left a brighter, more joyous place. No one is too small or unimportant for Sunnis to pay attention. Even the most insignificant mephit is treated to her dazzling smile and a kind word. Her passion is legendary, for those of the Earth tend toward more mellow outlooks.

However, Sunnis’ tale is one of tragedy and long suffering. Born of a mother long forgotten, bright Sunnis never received the love she desired from her father. Dour Grumbar had many pressing concerns, and not enough time to dote upon a daughter. His neglect spurred Sunnis’ desire to seek love elsewhere, and she found it within her world of earth. Countless creatures were befriended by her, but as is the norm for the Inner Planes, few could offer her true companionship. Until she found Ogremosh.

In his younger days, Ogremosh was quite handsome, and something of a charmer. In him, Sunnis found companionship, someone whom she could talk with and ease the passage of the eons. However, as she learned more of her new friend, she found he possessed a cruel streak she found disturbing. He was very arrogant, and quite aware of his power and position. He demanded immediate respect from those he considered less than he. Eventually Sunnis decided that he wasn’t the friend she’d first imagined, and attempted to have nothing more to do with him. However, Ogremosh, once he realized Sunnis was avoiding him, was wroth. He raged over the plane, laying waste to all before him until Sunnis appeared to beg him to stop. Enraged beyond reason, Ogremosh threw her down and raped her savagely. Her cries for mercy went ignored, and when he had finished with her, he left, disgusted by her weakness.

Pregnant with the seed of her now hated companion, Sunnis withdrew into herself. All her love and warmth faded from the world, as she sunk into a deep depression. Finally, after harsh years of pregnancy, she gave birth to twins. One she named Galeb Duhr, and the other Giaus. Eventually these sons of hers fathered races of their own, for from Giaus sprung forth the stone giants, and Galeb Duhr sired a race named after himself. But their stories are a different tale.

Now free of Ogremosh’s cruel gift, Sunnis began to realize the plight of the people of Elemental Earth. Her father was uncarring about the individuals within the plane, his was a longer reaching view. Ogremosh had free rein to destroy and torment however he wished. Sunnis determined then and there that she would stop his reign of terror. She would create a safe haven where the goodly peoples of Elemental Earth could rest their heads and sleep safe. She would fight if she must; no longer could she afford to be weak or scarred. She began gathering to her creatures of like mind to aid her. From Chthon, the High Courts of Earth, she drew the good Gnomides to her cause. Upon forming her self titled court of Sunnaris, she was crowned Princess of Earth universally by the Gnomides, with the exception of the Dharum Suhn, who wished to remain neutral. Saddened by their refusal to join, Sunnis nonetheless extended them an offer of protection and an open invitation to join should they change their minds.

Ogremosh had similarly united an army under his command, and now he focused his strength against the Courts of Chthon. Expecting to crush his former companion’s forces with ease, Ogremosh was instead handed a humiliating defeat. Sunnis herself faced him in combat, and to his eternal horror, Ogremosh was forced to kneel before the Lode Mother. She granted him both mercy and exile, and he slunk off to his own designs. Many times throughout time would he again rear his head to challenge her sovereignty, but to this date he has not succeeded.

In her true form, Sunnis appears as a strikingly beautiful woman crafted from earth and mineral. Her eyes are brilliant emeralds, and the earth that composes her body ranges from deep black to soft loam. Her hair is formed from gold and platinum, and it’s soft flowing waves cascade all the way to the middle of her back. She rarely bothers to clothe herself, although when visiting more conservative cultures, she covers her body in a brilliant robe of gems.

Combat
Sunnis rarely enters combat, but when she is forced to, her wrath is terrible indeed. She can launch a veritable battery of spells at opponents, and does so. Should the opponent be a powerful evil, such as a high lieutenant of Ogremosh or an Archdevil, she will summon the largest primal earth elemental she is capable of, and send it into the fray. After that she counters with Wasted Earth if there are more than 5 individual threats. If a large number of enemies has her surrounded, she uses Mountain’s Rage or Earth’s Embrace at once. Flying enemies are immediately countered with a Gravity Well. If she has time, Sunnis will summon a large amount of allies into the battle and use her Warmth if they begin to lag. Since she can cast 5 quickened spells a round, she can heal and protect her allies further without detracting from her own combat power. Most of her spells are metamagicked in someway, and of course, all 1-9th level spells are quickened. She makes frequent use of her Flesh to Stone ability, and will strip creature’s of that petrification protection if she thinks they have such.
Any attempt to keep Sunnis from the ground will be met with dispelling, but if such fails, the perpetrator of the removal will be subject to her most powerful attacks, until she is returned to the ground. If she cannot get back to the ground, she will planeshift away.
In the rare occasion that Sunnis finds herself pressed, she will begin releasing consecutive Wrath of the Inner Planes at the most dangerous opponant until it drops. These are complemented with quickened earthquakes and petrifying spells. Finally, if she is facing imminant defeat, she will use her Elemental Leap ability to retreat, returning to fight another day.

Archomental Qualities: Sunnis possesses the following:
• Damage reduction: Sunnis has DR 25/epic and electricity, as well as DR 10/-. This does not stack, only the best for the situation applies.
• See invisibility at will (40th caster level)
• Detect Magic at will (40th caster level)
• Immunity to poison, sleep effects, and stunning.
• Planeshift (Su): at will to Elemental Plane of Earth only.
• Elemental Leap (Su): If Sunnis is in contact with a piece of earth of at least medium size, she may transfer herself to another piece of earth anywhere on the current plane. This ability otherwise works exactly like greater teleport.
• Acid Absorption: if struck by acid attacks, Sunnis instead heals the damage it would otherwise deal.
• Vulnerability to Electricity. Sunnis takes 50% more damage from effects that deal electrical damage.
• Resistance 20 to fire and cold.
• Not subject to critical hits or flanking.
• Darkvision 60’.
• Fast Healing 10.
• Turn Elementals (Su): Sunnis can turn or destroy air creatures as a good cleric turns undead. She can rebuke, bolster and command earth elementals as an evil cleric rebukes undead. She may do this 11 times per day as a 55th level cleric.
• Regeneration (Ex): While in contact with earth, Sunnis gains regeneration 20. This regeneration may only be countered by removing her from her contact with the earth.
• Spell Resistance 53
• Divine Rank 0: As the Princess of Elemental Earth, Sunnis gains a degree of might unknown to mortals and common elementals. She possesses immunity to polymorphing, petrification, or any other attack that alters her form. She is not subject to energy drain, ability drain, or ability damage. She is immune to mind-affecting effects. She is immortal and cannot die from natural causes. Sunnis does not age, and does not need to eat, sleep, or breathe. The only way for her to die is through special circumstances.
• For the purpose of gate and similar spells, Sunnis is treated as a unique creature.

Summon Elemental (Sp): As a standard action, Sunnis may summon her earth children to aid her. She may summon a total of 240 HD of earth elementals in a given day. She is under no obligation to use all of her limit at once, and may divide it up over the day as she sees fit. Unlike some of the more warlike Archomentals, Sunnis frequently uses this power for other than combat, even going as far as to summon small earth elementals purely for the sake of conversation. If confronted by an unexpected threat though, Sunnis will immediately bring forth one elder and two primal earth elementals. Finally, when dealing with beings powerful enough to bring her harm, Sunnis will bring forth a primal earth elemental of the maximum HD she can manage. This massive creature is usually the size of a small mountain, and nothing in the multiverse will stop it from protecting its beloved mother.

Elemental Splendor (Su): The presence of Sunnis brings with it all the glory of the Plane of Elemental Earth that she represents. The area within 80 feet of her is suffused with the essence of the earth, making it almost solid as earth itself This has the following effects: All speeds are reduced by 20 feet, and all creatures within the aura must make a fortitude save (DC 45) or begin to suffocate. Creatures within the aura who make their saves are immune to the suffocation effect for as long as they remain within the aura. Sunnis may make her followers, allies or Good aligned beings immune to the effect.

Elemental Prime (Ex): Sunnis’ power over elemental earth is unquestioned. Her attacks cut through resistances like a blade. Creatures with nonpermanent resistance or immunities to acid (such as that from spells or magic items) have their protections subjected to a dispel check each they attempt to resist an acid attack from the Princess of Earth, as if she had cast greater dispelling. This check happens automatically. Items that are dispelled in this way remain inactive for 24 hours.
Creatures with innate resistance or immunity to acid are not safe from the Lode Mother’s attacks either. They must make a Fort save (DC 45) every time they are exposed to an attack from her that deals acid damage. Failure indicates their resistance is stripped away completely, and success indicates it has been halved. Creatures with acid immunity who pass their save are treated as having resistance 40. Sunnis is able to strip other earth based abilities away, including special movement through earth (such as that possessed by a xorn), burrow speeds, and immunity to petrification. To strip a creature of it’s earth movement or immunity to petrification, Sunnis must make a ranged touch attack at a creature within 120 feet of her. The creature must then make a fortitude save (DC 45) or lose use of the ability for 24 hours.

Earth’s Embrace (Su): 1/day Sunnis may entomb her enemies within the earth. Giant hands reach up from the ground and drag those who would oppose her into their depths. This acts as an imprisonment spell, but targets all within a 160’ radius of the Princess of Earth. A ref save DC 43 negates the imprisonment effect, but those who do so take 5d10 points of damage as the grasping hands crush them in an attempt to keep their victims within their grip. This can strike affect flying targets if they are within 50’ of the ground. Those imprisoned are only released if a freedom spell is cast by a 31st or higher level caster. Likewise, wish and miracle are useless in revealing the location of the imprisoned unless cast by a 31st or higher level caster.

Gravity Well (Su): Sunnis is not amused by those who would fly about to avoid her power. As such, 4/day she may create a Gravity Well to hamper and drag down such cowards. All flying creatures within 120’ of Sunnis have their speeds reduced in half and their maneuverability reduced by two categories. (this is in addition to any affect they may have from her Splendor) Additionally, any flying creature must make an opposed grapple check against Sunnis every round they are in the effect. Failure indicates they fail to overcome to crushing gravity and plummet to the ground, taking falling damage as normal. Those who wish to become airborne must also win a grapple check against Sunnis to leave the ground. A gravity well lasts for 8 minutes.

Warmth of the Mother (Su): 4/day Sunnis can extend her love and healing to all her children. All allies of Sunnis within a 120’ radius receive her Warmth. This causes the following effects:
First, they are treated as if heal (200 hp healed) has been cast upon them.
Second, they act as if hasted for 8 minutes, as long as they are in contact with the ground. If they break contact with the ground for more than 1 round, this effect ends.
Third, the area which Warmth originally affected increases fast healing by 5 points as long as the allies are touching the ground. This effect lasts for 8 minutes. Any ally leaving the area (either by moving from the area or by being removed from the ground) loses the benefit of fast healing, but he may gain it again by moving again into the affected area.

Sunnis gains none of the benefits of her Warmth.

Wasted Earth (Su): As Sunnis giveth, so may it be taken away. 4/day Sunnis may create a 120’ radius area of Wasted Earth. All within the area who are touching the ground suffer the following effects:
First, a harm spell strikes all within the area. (200 points of damage, Will save 43 for half)
Second, they act as if slowed as per the spell for 8 minutes, as long as they are in contact with the ground. If they break contact with the ground for more than 1 round, this effect ends
Third, all living creatures within the area take 5 points of damage each round. This effect lasts 8 minutes. Anyone leaving the area (either by moving from the area or by being removed from the ground) no longer suffers this damage, but if he moves into the affected area again, the drain continues.

Sunnis is immune to the effects of Wasted Earth if she includes herself within the area. This ability has a range of 400’.

Wrath of the Inner Planes (Sp): 4/day Sunnis may release a blast of elemental earth. From her outstretched hand pours forth a spray of dirt, stones, and gems, tearing apart those in it’s path. This deals 22d12 points of damage. Creatures caught in the blast may make a reflex save (DC 45) for half damage. The blast is a 50’ cone, and it deals ½ acid, ½ divine damage.

Spell-like Abilities: Sunnis has the following spell like abilities: at will- Earthquake, Flesh to Stone, Greater Dispel Magic, Magic Stone, Move Earth, Soften Earth and Stone, Spike Stones, Stone Shape, Stone to Flesh, Stoneskin, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone; 3/day- Elemental Swarm*, Iron Body, Mass Heal, Shapechange; 1/day- Mountain’s Rage Caster level 54th, DC 18+spell level
* As Earth Spell only

Cleric spells per day: 6/9/9/9/9/8/7/7/7/6/2/2/2/1/1/1 Caster Level 30th. Spell DC 22+spell level. Domains: Earth and Protection

Turn Undead: Sunnis turns undead as a 30th level cleric. She may turn undead 11 times a day.

CREATING AN ARCHOMENTAL
"Archomental" is a template that can be added to any elemental lord, elemental, genie, or creature with an elemental subtype with at least 30 HD. (mortals such as fire giants or elemental savants will use the totality of their character class and racial HD in place of HD where HD is used as a basis upon which to determine DCs unless otherwise noted).

The base creature's sub-type changes to Extraplanar, and it retains it’s elemental affiliated subtype. Elemental Lords who ascend to Archomental status replace their powers with those noted here, unless it is stated that their older powers stack with the Archomental’s. An Archomental uses all the base creature's statistics, special abilities, and special qualities except as noted here:

HD: The Archomental receives the maximum hit points per die.

Speed: Their primary movement mode is increased by 120 feet. Archomentals have two secondary movement modes, chosen from their non opposing elemental groups. This speed is equal to half of their primary movement speed. (Fly speeds for Fire or Water Archomentals are good maneuverability) Earth Archomentals using their burrow speed do not actually displace the earth, but move through it like a xorn. Affiliated movement modes are as follows: Earth-Burrow/Land, Air-Fly, Water-Swim, Fire-Land.

AC: Natural armor is increased by +10, and the Archomental receives a deflection bonus equal to it’s cha modifier. Archomentals affiliated with Earth gain an additional bonus of +20 to their natural armor. Archomentals associated with air gain a dodge bonus of +10 to their AC. Archomentals associated with fire and water gain an insight bonus of +10 to their AC.

Archomental Qualities: The Archomental retains the base creature's special qualities. The Archomental also gains the following:

•Damage reduction (su): The Archomentals acquires a DR of 25/epic and opposing element; if the damage reduced number for the base creature was higher, the Lord retains it, although the material(s) necessary to breach the reduction are replaced with the opposing element. Acid is treated as Air’s opposing element and Electricity is treated as Earth’s opposing element. If the Archomental possessed different DR, he retains it as well. Different DR does not stack, only the best one applies.
• See invisibility at will (40th caster level)
• Detect Magic at will (40th caster level)
• Immunity to poison, sleep effects, and stunning.
• Planeshift(Su): at will to their affiliated Elemental Plane only.
• Elemental Leap (Su): Archomentals that are in contact with a piece of their element two or less size categories smaller than they are, may transfer themselves to another piece of that element anywhere on the plane. Except for that limitation, this ability works exactly like greater teleport.
• Absorption of their affiliated energy type. (Fire-fire, Water-cold, Air-Elec, Earth-Acid) For example, if a Fire Archomental was struck by a fireball, he would heal the damage it would otherwise deal.
• Vulnerability to their opposing energy type. The Archomental takes 50% more damage from effects that deal damage of the opposing energy.
• Resistance 20 to nonopposing elements. (For example, an Archomental of Fire gains acid and electricity resistance 20)
• Not subject to critical hits or flanking
• Darkvision 60’
• Fast Healing (Ex): Archomentals all have Fast Healing equal to the Archomental’s Constitution modifier.
• Turn Elementals (Ex): The Archomental can turn and rebuke elementals as if it possessed the cleric’s domain power affiliated with its element. It’s turning level is equal to half its HD. This stacks with any turning it may receive from cleric levels.
• Regeneration (Ex): While in contact with a portion of their affiliated element, Archomentals gain Regeneration 20. (In the case of air Archomentals, which are always “in contact with” a portion of air, bringing them in contact with the earth is considered to remove their regeneration.) This regeneration may only be countered by removing them from the element in question. Effects that the Archomentals create themselves do not cause this regeneration to activate, but indirect effects do. (For instance, a Fire Archomental’s flaming aura would not give him regeneration, but if it set the trees in a forest ablaze, the forest fire would give him the regeneration.)
• Spell Resistance equal to the Archomental’s CR+12.
• Divine Rank 0: As the high Powers of the Inner Planes, the Archomentals gain a degree of might unknown to mortals and common elementals. An Archomental gains immunity to polymorphing, petrification, or any other attack that alters its form. An Archomental is not subject to energy drain, ability drain, or ability damage. An Archomental is immune to mind-affecting effects. An Archomental is immortal and cannot die from natural causes. An Archomental does not age, and it does not need to eat, sleep, or breathe. They only way for an Archomental to die is through special circumstances.
• For the purpose of gate and similar spells, Archomentals are treated as unique creatures.



Summon Elemental (Sp): As a standard action, the Archomental can summon Elementals of his type. The Archomental may summon a total of 240 HD of elementals in a given day. They are under no obligation to use all of their limit at once, and may divide it up over the day as they see fit. Certain Archomentals are capable of summoning other creatures with the proper elemental subtype, such as genies, tritons or xorn. This is treated as separate from their Elemental Summoning abilities, and does not count against their limits for such.

Elemental Adaptation (Su): The Archomental will exhibit special abilities or qualities different from his fellows. For example, a Water Archomental may have the ability to form an enormous tidal wave to sweep away her foes, while a Fire Archomental may have a flaming wake. Each Archomental gains at least one special ability or one special quality related to his element. For every 20 total HD and Levels possessed, the Archomental gains another such quality.

Elemental Splendor (Su): The presence of an Archomental brings with it all the glory of the Inner Planes that it represents. The area within 80 feet of an Archomental is suffused with the essence of the element they embody, which has the following effects:

Fire: The area becomes blisteringly hot. Unprotected flammable materials catch fire immediately, such as paper, cloth and wood. Those with unprotected clothing catch on fire. Magical flammable items, such as wand and scrolls get a save to avoid combustion. All metal in the area is treated as if under the 3rd round effects of a heat metal spell. (Fort save DC 10+½ HD+Con mod negates) Metal and magic items that pass their save must continue to make a save every round it is within the aura. All creatures within the area take 5d6 points of fire damage a round.

Earth: The area becomes oppressing, as if one were entombed. All speeds are reduced by 20 feet, and all creatures within the aura must make a fortitude save (DC 10+½ HD+con mod) or begin to suffocate. Creatures within the aura who make their saves are immune to the suffocation effect for as long as they remain within the aura.

Water: The area becomes damp and humid. All nonmagical fires are extinguished, and magical fire effects are impeded. (Spellcraft DC 10+½ HD+con mod+spell level or spell is lost) All creatures within the area must make a fort save (DC 10+½ HD+con mod) or begin drowning. Creature’s that make their saves are immune to the drowning effect for as long as they remain within the aura.

Air: The area is filled with a raging gale. The area is treated as if a hurricane was within it’s boundaries, but the save DC is based on the Archomental. (See pp 95 of DMG for effects) Spellcasting within the aura requires a concentration check equal to the DC of the gale+ the spell level or the spell is lost. The gale’s DC is 10+½ HD+con modifier.

Archomentals may make their followers, allies, or beings of similar alignments immune to the negative effects of their aura. This immunity lasts until the Archomental dismisses it. (a free action)


Elemental Metamorphosis (Ex): The Archomental may assume a new shape and size based on its own preference. Any adjustments in size and or form may affect the Archomental’s attack methods or size modifiers. The designer should modify attack methods accordingly, but keep basic combat stats the same, with the exception of adjusting physical statistics for size change as according to pp. 291 of the MM.

Elemental Prime (Ex): The might of an Archomental within her element is unquestioned. Her attacks cut through resistances like a blade. Creatures with nonpermanent resistance or immunities (such as that from spells or magic items) have their protections subjected to a dispel check each they attempt to resist an elemental attack from the Archomental, as if the Archomental had cast greater dispelling. This check happens automatically. Items that are dispelled in this way remain inactive for 24 hours.
Creatures with innate resistance or immunity are not safe from the Archomental’s attacks either. They must make a Fort save (DC 10+½ HD+con mod) every time they are exposed to an attack they would resist or ignore. Failure indicates their resistance is stripped away completely, and success indicates it has been halved. Creatures with immunity who pass their save are treated as having resistance 40. The Archomental may be able to strip other elemental based abilities away, such as water breathing, movement through earth, or the ability to fly. The save remains the same, although the use of such abilities should be noted within the individual Archomental description.


Wrath of the Inner Planes (Sp): 4/dsay Archomentals may bring forth an elemental blast. This deals 1d12 points of damage for every 4 HD of the Elemental Lord, plus 1d12 per point of constitution modifier. Creatures caught in the blast may make a reflex save (DC 10+½ Lord’s HD+con modifier) for half damage. The blast is a cone based upon their size as if it were a breath weapon, and the damage type is 1/2 that of their aligned element, and ½ divine. See page 69 of the MM for cone sizes.



Spell-like Abilities or Psionics: An Archomental retains the spell-like abilities and psionic attacks of the base creature. The caster level for spell-like abilities is always the Archomental’s HD + 4. All Archomentals may cast from their affiliated Domains. Additionally, they may gain additional spell like abilities based around their element.
All Lords gain the following spell-like abilities: at will: Affiliated Domain spells + 25 + charisma modifier in spell levels under 7th level. 3/day: Affiliated Domain spells above 7th level +10+cha modifier spell levels 1/day: 1 epic spell with a spellcraft DC of under 40. The save DCs are Charisma-based.


Abilities: The Archomental‘s intelligence, wisdom and charisma raise to 20 if they were lower. The Archomental also gains 16 additional points add where it sees fit. These bonuses stack with those gained by the Elemental Lord template. The Lord may also swap ability scores on a two for one basis; for example, the Lord could exchange 2 points of Dexterity for 1 point of Constitution.

Saves: An Archomental gains all good saves for it’s HD, as if it were an Outsider

Skills: An Archomental gains 8+int mod per racial HD, as if it were an Outsider

Feats: The Archomental may “exchange” its current feats for new ones, provided it meets the prerequisites for the new feats. All Archomentals gain the Energy Substitution feat for free.

Class Levels: Archomentals acquire class levels. The Archomental has at least 16 levels in at least one class suited to their motivations and goals. Thus, Princess Sunnis, Lady of the Earth is a cleric, while the Grand Sultan of All Effreet has levels of sorcerer and rogue. This acquisition assumes that the Archomental attained powers and experience above and beyond his peers prior to its ascension. While level advancement does not provide size increases adjustments, the Archomental gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rules Books, for level acquisition guidelines.

Challenge Rating: +8 + ½ class level
Treasure: quadruple standard base creature's.
Alignment: Any
Advancement: By class progression

Converted from PSMC3.
#255

zombiegleemax

Dec 09, 2004 3:24:38
Imix below is created by Phaedros, using Darkwind's template. Reposted here for convenience.
http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=1350&sid=fc3e800b0b567574069e80787cc91326

Imix, Prince of Elemental Evil, Lord of Fire
Gargantuan Elemental (Extraplanar, Evil, Fire)

Hit Dice: 40d8+26d10+726 (1306 hp)
Initiative: +25 (+17 Dex, +8 Superior Initiative)
Speed: 180 ft. (36 squares), burrow 90 ft., fly 90 ft. (good)
Armor Class: 67 (+17 Dex, +25 natural, +10 insight, +9 deflection, -4 size), touch 42, flat-footed 50
Base Att/Grapple: +38/+52
Attack: Inferno +65 melee (4d8+37 plus 3d6 fire, 3d6 unholy/19-20 plus 6d6 fire, 6d6 unholy); or slam +55 melee (2d10+20/19-20 plus 4d8 fire); or flamestream +55 ranged touch (10d8 fire); or spell +52 melee touch or +55 ranged touch.
Full Attack: Inferno +65/+60/+55 melee (4d8+37 plus 3d6 fire, 3d6 unholy/19-20 plus 6d6 fire, 6d6 unholy); or 2 slams +55 melee (2d10+20/19-20 plus 4d8 fire); or flamestream +55 ranged touch (10d8 fire); or by spell.
Face/Reach: 20 ft./20 ft.
Special Attacks: Burn, continual burn, final flash, flameburst, flamestream, radiant heat, spell combustion, spell-like abilities, summon elemental, turn elemental, wrath of the Inner Planes.
Special Qualities: Acid and electricity resistance 20, archomental qualities, darkvision 60 ft., DR 10/--, DR 25/epic and cold, fast healing 9, fire absorbtion, fire immunity, fire incarnate, fire prime, fire subtype, heat sense, SR 48, vulnerability to cold.
Saves: Fort +42, Ref +58, Will +40
Abilities: Str 38, Dex 44, Con 32, Int 30, Wis 28, Cha 28
Skills: Appraise +53 (+57 weapons), Bluff +52, Concentration +36, Climb +54, Craft (weaponsmithing) +52, Diplomacy +60, Disguise +9 (+13 acting), Hide +5, Intimidate +78, Jump +58, Knowledge (arcana) +30, Knowledge (history) +25, Knowledge (the planes) +53, Knowledge (religion) +20, Listen +54, Sense Motive +49, Spellcraft +32, Spot +54, Survival +52 (+56 planar), Tumble +61.
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Energy Substitution, Great Fortitude, Improved Bull Rush, Improved Combat Expertise, Improved Critical (greatsword), Improved Critical (slam), Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Power Critical (greatsword), Spring Attack, Weapon Finesse (slam), Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (slam), Weapon Specialization (slam), Whirlwind Attack.
Epic Feats: Blinding Speed, Devastating Critical (greatsword), Epic Reflexes, Epic Weapon Focus (greatsword), Epic Weapon Focus (slam), Epic Weapon Specialization (greatsword), Epic Weapon Specialization (slam), Improved Combat Reflexes, Improved Whirlwind Attack, Overwhelming Critical (greatsword), Penetrate Damage Reduction (adamantine), Superior Initiative.
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary (unique)
Challenge Rating: 36
Treasure: Inferno, quadruple standard (no flammables)
Alignment: Chaotic evil
Advancement: By character class

This 50-foot-tall creature is a red, flaming mass, humanoid-shaped but almost featureless except for eyes that burn white-hot. He wields a colossal greatsword studded with rubies.

Combat
Imix is haughty and confident in battle. He relishes combat and sets to hacking apart foes with his sword as quickly as possible, virtually ignoring his spell-like abilities unless he finds his foes more powerful than he expected.

- Archomental Qualities: Imix possesses the following:
• Damage Reduction: Imix has DR 25/epic and cold, as well as DR 10/--. This does not stack; only the best for the situation applies.
• See Invisibility at will (caster level 40th).
• Detect Magic at will (caster level 40th).
• Immunity to poison, sleep effects, and stunning.
• Plane Shift (Su): At will, to the Elemental Plane of Fire only.
• Elemental Leap (Su): If Imix is in contact with a fire of at least large size, he may transfer himself to another such blaze anywhere on the current plane. This ability otherwise works exactly like greater teleport.
• Fire Absorption: If struck by fire attacks, Imix instead heals the damage it would otherwise deal.
• Vulnerability to Cold: Imix takes 50% more damage from effects that deal cold damage.
• Resistance 20 to acid and electricity.
• Not subject to critical hits or flanking.
• Darkvision 60 ft.
• Fast Healing 9.
• Turn Elementals (Su): Imix can turn or destroy water creatures as a good cleric turns undead. He can also rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. He may do this 10 times per day as a 40th level cleric.
• Regeneration (Ex): While in contact with fire, Imix gains regeneration 20. Effects that the Imix creates himself does not cause this regeneration to activate, but indirect effects do. (For instance, his flaming aura would not give him regeneration, but if it set the trees in a forest ablaze, the forest fire would give him regeneration).
• Spell Resistance 48.
• Divine Rank 0: As the Prince of Elemental Fire, Imix gains a degree of might unknown to mortals and common elementals. He possesses immunity to polymorphing, petrification, or any other attack that alters his form. He is not subject to energy drain, ability drain, or ability damage. He is immune to mind-affecting effects. He is immortal and cannot die from natural causes. Imix does not age, and does not need to eat, sleep, or breathe. The only way for him to die is through special circumstances.
• For the purpose of gate and similar spells, Imix is treated as a unique creature.

- Blazing Wake (Ex): Imix leaves a roaring inferno behind him. The path of Imix's movement burns as an intensified wall of fire spell. Both sides of the wall radiate heat, dealing 16 points of damage to those within 10 ft., and 8 points of fire damage to those within 20 ft. Those passing through the wall take 64 points of fire damage. This effect fades after 4 rounds.

Imix can also remain in one place, causing the inferno to arise around him. If Imix does not move in the round, a 15 ft. radius flaming circle centered on him is formed, with all the same properties of the blazing wake.

- Burn (Ex): Imix's slam attack deals bludgeoning damage plus fire damage from his flaming body. Those hit by Imix's slam attack must succeed on a Reflex save (DC 54) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Creatures hitting Imix with natural weapons or unarmed attacks take fire damage as though hit by his slam attack, and also catch on fire unless they succeed at a Reflex save.

- Continual Burn: Those who are dealt fire damage from any of Imix’s fire attacks take half that damage the following round for the next 5 rounds. For example, a creature taking 20 points of fire damage from one of the Imix's slam attacks will take 10 points of fire damage the following 5 rounds.

- Elemental Metamorphosis (Ex): Imix may assume a new shape and size based on his own preference. Any adjustments in size and or form may affect Imix's attack methods or size modifiers (including ability score changes, natural armor bonuses, and so on). Imix rarely uses this ability; he is haughty and confident in his ability to destroy foes in simple melee.

- Elemental Prime (Ex): The might of Imix within his element is unquestioned. His attacks cut through fire resistances like a blade. Creatures with nonpermanent resistance or immunities (such as that from spells or magic items) have their protections subjected to a dispel check each they attempt to resist an elemental attack from Imix, as if he had cast greater dispelling. This check happens automatically. Items that are dispelled in this way remain inactive for 24 hours.

Creatures with innate resistance or immunity are not safe from Imix’s attacks either. They must make a Fort save (DC 54) every time they are exposed to an attack they would resist or ignore. Failure indicates their resistance is stripped away completely, and success indicates it has been halved. Creatures with immunity who pass their save are treated as having resistance 40. Imix may be able to strip other fire-based abilities away (also a DC 54 save, as appropriate). Imix cannot remove the fire resistance or immunity of creatures with divine rank or virtual divine rank greater than his own.

- Elemental Splendor (Su): The presence of Imix brings with it all the glory of the Elemental Plane of Fire. The area within 80 ft. of Imix is suffused with the essence of fire, which has the following effects:

The area becomes blisteringly hot. Unprotected flammable materials catch fire immediately, such as paper, cloth and wood. Those with unprotected clothing catch on fire. Magical flammable items, such as wand and scrolls get a save to avoid combustion. (Fort save DC 54). All metal in the area is treated as if under the 3rd round effects of a heat metal spell if it fails the Fort save; success indicates that they are affected as if in the 2nd round of the spell instead. All items that fail their saves also take fire damage each round equal to 1d8 minus their hardness points. Metal and magic items that pass their save must continue to make a save every round they are within the aura. All creatures within the area take 5d6 points of fire damage a round.

Imix may make his followers, allies, or beings of similar alignment immune to the negative effects of his aura. This immunity lasts until Imix dismisses it (a free action).

- Final Flash (Su): If Imix is destroyed, he explodes in a spectacular shockwave of light and heat. Everything in 400 ft. must make a Reflex save (DC 54) for half damage, or take 200 points of divine damage and 200 points of fire damage. Anyone within 200 ft. must also make a Fortitude save (DC 54) or be knocked prone by the force of the blow. Anyone within 1000 ft. who witnesses the terrible explosion must make a Fortitude save (DC 54) or be struck blind.

- Flameburst (Su): 3/day, as a full round action, Imix can release a blast of flame striking everyone in the area. All creatures within 30 ft. of Imix take 20d8 points of fire damage (Reflex save DC 54 for half) as an inferno bursts forth from the archomental’s inner self.

- Flamestream (Su): As a standard action, Imix can release a jet of white hot flames at his foes. This is a ranged touch attack, which deals 10d8 points of fire damage. The max range on a flamestream is 60 ft., with no range increments.

- Heat Sense (Su): Imix can detect the location and power of all heat sources within 400 ft. Within 100 ft., he may pinpoint the location of any creature that gives off heat, regardless of cover, concealment, darkness, etc.

- Radiant Heat (Ex): Imix's body burns with the heat of a thousand suns. Any being within 10 ft. of Imix takes 2d8 points of fire damage per round.

- Spell-Like Abilities: Caster level 84, save DC 17 + spell level.
At will - burning hands, combust, explosive cascade, fireball, fire brand, fire seeds, fire shield, fire stride, flame arrow, flame dagger, flaming sphere, flame strike, heat metal, produce flame, resist energy (resist cold or fire only), wall of fire.
3/day - delayed blast fireball, elemental swarm (as fire spell only), fire storm, incendiary cloud, meteor swarm.
1/day - rain of fire.

- Spell Combustion: As a full round action, Imix can trigger the release of fire spells within a spellcaster's repetoire. If the spellcaster he focuses on fails a Will save (DC 54), any spells with the fire descriptor they currently have memorized instantly activate upon the spellcaster's person, as though he instantly cast them all with himself as the target.

- Summon Elemental (Sp): As a standard action, Imix can summon fire elementals. Imix may summon a total of 50 HD of small to elder fire elementals in a given day. 1/week, Imix may summon a primal fire elemental of up to 50 HD. Imix is under no obligation to use all of his limit at once, and may divide it up over the day as he sees fit. Imix prefers to meet worthy foes in single combat, and often summons other fire elementals only to order them off and burn down villages, attack unprotected civilians, and so on. He will summon a primal fire elemental only if he finds himself overmatched.

1/day each, Imix may also summon 1d3 efreet, 1d6 salamanders, or 3d6 fire mephits. This is separate from his elemental summoning ability, and does not count towards that limit.

- Wrath of the Inner Planes (Sp): 4/day, Imix may bring forth a blast of elemental fire. From his outstretched hand pours forth a roaring blast of white-hot flames, burning and melting everything in it's path. This attack deals 29d12 points of damage. Creatures caught in the blast may make a reflex save (DC 54) for half damage. The blast is a 60 ft. cone, and the damage type is ½ fire and ½ divine.

- Possessions: Imix wields Inferno, a colossal +10 fiery blast unholy power greatsword. Anyone holding it is sheathed in a constant warm fire shield effect, and the wielder takes 3d6 points of fire damage per round from the intense heat (whether the fiery blast power is active or not). It is studded with rubies, increasing its material value by another 10,000 gp at least. (Caster Level: 50th; Weight: 128 lbs.)

Converted from PSMC3.
#256

weenie

Dec 09, 2004 4:36:25
I don't know, this sounds pretty much like swallow whole to me.

I don't think so, swallow whole is pretty strictly defined in the MM. The garmorm doesn't damage the absorbed creature round by round, and it can't "cut its way out" (which is a rather silly option in most cases BTW). Besides, isn't it easier to define the body "swallowing" and mind "absorption" in a single entry, rather then splitting it?

If you're going to go with swallow whole, I suggest you specify how much damage the victims takes per round, and state that once it's killed, the garmorm absorbs its mind, followed by "see below" (or above, whatever). This replaces that 1 minute onset then.

I'd say a standardized spellcaster with a standardized level is better for determining CR. A garmorm with no spellcasting and another with a wiz15 spellcasting is simply not the same challenge.

I understand, I just thought that there should be a chance for encountering a garmorm that didn't happen to absorb a spellslinger lately, since the spells last only a few weeks, and mages on the planes aren't as prolific as on say Faerun. But it is the Astral plane, so I guess it's OK. I'd replace wizard with psion, though, it's much easier to handle (wizard prepares spells, needs spellbook, has V/S/M/F components, etc.), and there's all that 'yanki presence. Just a personal preference, this.
#257

weenie

Dec 09, 2004 4:46:31
Oh, and by the way, it turns out I do have Vortex of Madness, so I can tackle those critters (gigantes, mnemosyne, themis, leoni's automata, vita, tasked genie) if you're not working on them already?
#258

Cyriss

Dec 09, 2004 13:13:36
This might be a stretch, but you guys are doing monster conversion even for the modules so I thought I'd point this one out. In the Fires of Dis module, the Pit Fiend named Zaggutch has separate monster entries for becoming a "spirit". His spirit takes over the body of a paladin.

Maybe a fiend spirit can qualify as a monster entry? It's stats are on page 60 of Fires of Dis.
#259

weenie

Dec 09, 2004 20:40:02
Astral Creature template

A minor point: since they're native to the Astral, not giving them darkvision may be appropriate. There's no dark in the Silver Void, adn they already have low-light vision.

-----------

Bloodworm

"Organization:Solitary or can"?!

How big of a can of bloodworms are we talking about here?

----------

Soul-Gem Golem

Constructs can't have regeneration, as they are immune to non-lethal damage. Change to fast healing 5.

----------

Facet

Desiccate: Are you sure that it's Constitution drain? Not damage? 1d4 permanent Con drain, Fort DC 15 negates, that seems a little harsh for a CR 3 creature. I'd change it to ability damage.

Split: The PSMC3 said "Most facets can split just once in their entire lives... 1 in 5 is able to reproduce twice ... 1 in 20 can reproduce 3 ttimes". Your version has the mall reproducing just once. How does the race survive then? Immortal or not, they would've died out eventually. Drop the line saying they can only split once, or add a blurb explaining that some can do it multiple times.

Also, if they are mindless husks controlled by asome hive mind (the text seems to suggest this strongly), add the following:

Hive Mind (Ex): All facets within 500 feet from each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No facet in a group is considered flanked unless all of them are.

Personally, I'd also add an immunity to mind-affecting effects (or at least to enchantments & fear), since the facets seem to be individual entities even less than the formians.
#260

wyvern76

Dec 09, 2004 23:28:51
I don't like seeing magical beasts with 3/4 BAB. Yes, it's easier to leave their stats as they are, but then there's little point in making them magical beasts, except to mechanically justify giving them the (Su) abilities.

It also makes them immune to spells that target animals.

Wyvern
#261

weenie

Dec 10, 2004 7:05:10
It also makes them immune to spells that target animals.

Wyvern

Yes, but I wasn't suggesting that they should be left as animals, I was just saying that, IMHO, there's no real reason for leaving animal BAB/saves/skills if they are magical beasts with increased Intelligence.
#262

wyvern76

Dec 10, 2004 20:29:11
Yes, but I wasn't suggesting that they should be left as animals, I was just saying that, IMHO, there's no real reason for leaving animal BAB/saves/skills if they are magical beasts with increased Intelligence.

I can think of a reason -- because that's how the fiendish, celestial, etc. templates are done. Whether you agree with that decision or not, it seems reasonable to me that an astral creature template should conform to the standard set by those templates for the sake of consistency.

Wyvern
#263

weenie

Dec 11, 2004 4:08:15
I can think of a reason -- because that's how the fiendish, celestial, etc. templates are done.

:embarrass

My bad, sorry.


#264

zombiegleemax

Dec 11, 2004 5:27:03
Astral Creature: Removed darkvision from template, but astral whale still has darkvision since it is now a magical beast.

Bloodworm: I'd say a colossal can would hold up to 2d4 worms? :D Seriously, I was thinking of a term, like a pack of wolves... then a ___ of worms... It has to be "can".

Garmorm: I think I'd stick with swallow whole. It has to properly swallow before it can use the victim's magic items anyway.

Facet, Soul-Gem Golem: Edited.

Vortex of Madness: Ok, I'd leave them to you. Note that the elemental of chaos is on p.9 of the book; I overlooked it earlier. I can't remember exactly, but the last part on the city of glass may have noble genies as well. I'm looking at Tales from the Infinite Staircase now.

In the Fires of Dis module, the Pit Fiend named Zaggutch has separate monster entries for becoming a "spirit". His spirit takes over the body of a paladin. Maybe a fiend spirit can qualify as a monster entry? It's stats are on page 60 of Fires of Dis.

Ok, thanks for the reference. By the way, there is a mazzikim (sp?) in Guide to Hell, which is essentially a disembodied devil... Maybe can do the two together, if they are not too different.
#265

zombiegleemax

Dec 11, 2004 5:29:03
Tri-Flower Frond
Medium Plant

Hit Dice: 6d8+12 (39 hp)
Initiative: +2 (+2 Dex)
Speed: 0 ft. (cannot move)
AC: 14 (+2 Dex, +2 Natural), Touch 12, Flat-footed 12
BAB/Grapple: +4/+4
Attack: 1 tendril +6 melee (1d4 plus poison)
Full Attack: 4 tendrils +6 melee (1d4 plus poison)
Space/Reach: 5 ft./10 ft. (tendrils)
Special Attacks: Poison, improved grab, drain fluid
Special Qualities: Tremorsense 30 ft., plant traits
Saves: Fort. +7, Ref. +4, Will +2
Abilities: Str 10, Dex 15, Con 14, Int -, Wis 10, Cha 9
Skills: -
Feats: Weapon Finesse (B)
Environment: Any land
Organization: Solitary or garden (2d4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12HD (Medium); 13-18HD (Large)
Level Adjustment: -

The sweet-smelling plant features 3 beautiful yellow flowers. As you approach for a closer look, tendrils strike at you.

The tri-flower frond is a carnivorous plant which uses its bright flowers to attract prey. They are often used as wards traps for unsuspecting victims.

Combat
The frond attacks usually by surprise when anything moves within 10 ft. It seeks to poison the creature into a coma and drains it of its body fluid.

Poison (Ex): A tri-flower frond’s tendrils are poisonous, initial damage paralysis for 1d4 rounds, secondary damage 1d4 Dex. Con-based DC 15 fortitude save negates.

Improved Grab (Ex): A tri-flower frond can grapple any creature up to its own size hit by its tendrils as a free action without provoking an attack of opportunity. If it gets a grab, it can drain fluid on its next turn

Drain Fluid (Ex): A tri-flower frond drains fluid from any grappled creature, dealing 1d4 Con damage per round. Creatures with water subtype take 1d6 Con damage per round instead. A creature with no fluid (e.g. air elemental) is immune to this ability.

Converted from Dead Gods, p.162.
#266

zombiegleemax

Dec 11, 2004 5:33:12
Biological Construct
Large Construct (Living Construct)

Hit Dice: 10d10+20 (75 hp)
Initiative: +0 (+0 Dex)
Speed: 30 ft.
AC: 16 (-1 Size, +7 Natural), Touch 9, Flat-footed 16
BAB/Grapple: +7/+16
Attack: 1 slam +12 melee (1d8+5)
Full Attack: 2 slams +12 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Living construct traits, mind link, cold & fire resistance 5
Saves*: Fort. +7, Ref. +3, Will +3
Abilities*: Str 20, Dex 11, Con 14, Int 10*, Wis 10*, Cha 4*
Skills*: Spot +10, Listen +10
Feats: Great Fortitude, Improved Natural Attack (slam), Improved Natural Armor, Weapon Focus (slam)
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment*: Any
Advancement: 11-20HD (Large); 21-30HD (Colossal)
Level Adjustment: -

A large figure pulls itself out of the egg-like casing, covered in organic ichor. Its skin is gray and its features human-like but poorly-shaped – like a statue created by a sculptor with little skill.

A life-shaped construct is a product of an ancient craft called life-shaping. Life-shaping is believed to have been developed by ancient halflings from the prime world of Athas. These halflings, called the rhulisti, believed in using living tools instead of crafting stone and metal. Orcus, during his time as the undead Tenebrous, sought to use such method to mimic avatar manifestation, but failed to manage this.

Combat
A life-shaped construct attacks according to the will of its creator, commonly moves into melee and slams its enemies to bits.

Mind Link (Ex): A life-shaped avatar’s mind is linked to its controller. Any mind-affecting effect which affects one will also affect the other. Thus, if the controller sleeps, the avatar will also sleep. If the avatar is separated from its controller by more than 10 ft., the controller must make a DC 20 will save every round or both will fall unconscious.

If one of the bodies (either original or avatar) dies, the character continues living in the other body, but falls into a coma for 2d4 weeks (DC 20 will save for 1d4 weeks instead). Furthermore, the experience is maddening for a normal creature. He must make a DC 15 will save on the first week. If he fails, he must either destroy any one of the bodies or be driven insane permanently. Every week thereafter, he must make another save with the save DC increasing by +2 per week. Treat insanity as the effect of a confusion spell.

Each body can operate independently of each other, effectively allowing the controller to have 2 full round actions per round (one for each body). A spellcaster can cast spells through either body, assuming both bodies have the necessary material/somatic components. However, the mental demands of spellcasting cost the other body to lose the same casting time. For example, a controller can make 2 full attacks per round (one for each body), but he can move both bodies and then use a standard action to cast a spell from either body.

Since there is in reality only one mind, the avatar also benefits from non-physical class features which affect the mind (e.g. indomitable will, bardic music, still mind, etc.). The avatar cannot gain class levels.

Living Construct: A living construct is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and energy drain. It cannot heal damage naturally and is affected by spells which affect constructs. Normal healing spells work at half effectiveness. It does not need to eat and breathe. When reduced to 0 hp, it is disabled. When reduced to -10 hp, it becomes inert, i.e. unconscious and helpless, but not dying.

Note (*): These stats are dependent on the controller. A life-shaped avatar uses its controller’s intelligence and wisdom scores. Its charisma score is equals to its controller’s charisma score -6. Will save bonus must be adjusted for controller’s wisdom score. The avatar has skill points equal to 2 + its controller’s intelligence modifier (min. 1) per HD. Its alignment is the same as the controller. The above sample creature assumes the controller has 10 in all 3 scores.

LIFE-SHAPING DEVICE
An avatar device looks like a small semi-circular wall made of dry chitinous flesh, which is connected to a large, egg-like pod. An arm-like extension projects from the top of the wall with a cup-like end. A user must place his head into the cup end to use the device. Using the avatar device reduces all ability scores by 1 permanently. Furthermore, he gains 1 negative level automatically (despite any immunity) which cannot be removed until the avatar is destroyed. An unwilling creature can make a DC 20 will save to negate the mind copy, ability drain and negative level. An avatar device generally contains only 1 life-shaped avatar. The device does not work for undead.

Converted from Dead Gods, p.162.
#267

zombiegleemax

Dec 11, 2004 5:34:45
MOB SUBTYPE
A mob is a collection of creatures with a single pool of hit dice, similar to a swarm. A mob can be composed of 40 small, 40 medium or 15 large creatures. A mob attacks by moving into an opponent’s area, provoking an attack of opportunity. A mob can move through an opening large enough for its component creatures. Larger mobs are represented by multiples of single mobs.

Traits: A mob has no discernable anatomy, front and back, thus it is immune to critical hits and flanking. Reducing a mob to 0 hit points causes it to break up. A mob cannot be tripped, grappled and bull-rushed. It cannot grapple unless otherwise stated.

Unlike swarms, a mob can be affected by single-target spells or effects. Each specific creature slain, disabled or incapacitated inflicts 2 negative levels on the mob. A mob whose negative levels equal to its Hit Dice breaks up. Negative levels gained in this manner are not negative energy-based, thus it can neither result in permanent level loss nor be affected by magical effects (e.g. death ward, restoration). A mob takes +50% more damage from effects that affect an area.

A mob attacks like a swarm, doing automatic mob damage equals to 1d6 per 5 HD (max. 5d6) plus strength modifier. A mob’s attacks are non-magical, unless otherwise stated. Mobs do not threaten creatures in their square and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Space/Reach: 20 ft./0 ft.

Skills & Feats: A mob’s skill points and feats are as a single component creature, i.e. it does not increase due to a mob’s higher HD. However, a mob gains improved overrun and improved bull rush as bonus feats.

Distraction (Ex): Any living creature vulnerable to a mob’s damage that begins its turn with a mob in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 mob’s HD + mob’s Con modifier) 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.

Some mobs have common abilities as below:

Expert Grappler (Ex): Some mobs can maintain a grapple without the usual -20 penalty and still make attacks normally against other targets.

Infectious Frenzy (Ex): Some mobs draw bystanders (if any) into its mass, providing it with fast healing 5. Furthermore, the negative levels due to incapacitated or dead components creatures reduce by 1 per round.

See Dragon #113, pp.83-4.
#268

zombiegleemax

Dec 11, 2004 5:37:25
Ingress
Small Outsider (Extraplanar)

Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., burrow 60 ft.
AC: 16 (+1 Size, +2 Dex, +3 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +1/-2
Attack: 1 claw +3 melee (1d4+1)
Full Attack: 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grapple
Special Qualities: Darvision 60 ft., improved earth glide, scent, immune to mind-affecting effects
Saves: Fort. +3, Ref. +4, Will +2
Abilities: Str 13, Dex 15, Con 12, Int 5, Wis 10, Cha 9
Skills: Listen +6, Move Silently +6, Search +1, Sense Motive +4, Spot +6
Feats: Alertness
Environment: Pandemonium (Phlegethon)
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 2-3HD (Small)
Level Adjustment: -

A great beast, bloated and grotesque, rests its bulk here. Pinkish gray skin covers the hairless creature. A single atrophied limb lifts the folds of flesh to reveal dozens of squirming small humanoids like the creature, except they are gaunt instead of obese.

Agathion, the deepest layer of Pandemonium, is one of the most inaccessible places in the planes. One of the known ways to access the place is with the help of the ingress. The ingress desires little except to feed the ingress mother. Once the ingresses consume all the food and rations available (they can smell every crumb of food), they can transport the food-givers to a specific location in Agathion. They do not speak, but can understand Infernal.

Improved Grapple (Ex): An ingress can grapple any creature hit by its claws as a free action without provoking an attack of opportunity. If it gets a hold, it can improved earth glide on its next turn.

Improved Earth Glide (Ex): An ingress can “swim” through natural rock and stone. Its burrowing leaves no tunnel, ripple or hole. Furthermore, it can bring any 1 grappled creature along with it. An unwilling creature can make a Con-based DC 11 will save to negate the effect. A move earth spell cast on an area containing an earth-gliding creature flings it back 30 ft., stunning it for 1 round unless it succeeds on a DC 15 fortitude save.

:pile:

Ingress Mob
Small Outsider (Extraplanar, Mob)

Hit Dice: 40d8+80 (260 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., burrow 360 ft.
AC: 16 (+1 Size, +2 Dex, +3 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +40/+41
Attack: Mob (5d6+5)
Full Attack: Mob (5d6+5)
Space/Reach: 20 ft./0 ft.
Special Attacks: Expert grappler
Special Qualities: Darvision 60 ft., improved earth glide, scent, immune to mind-affecting effects
Saves: Fort. +24, Ref. +24, Will +22
Abilities: Str 20, Dex 15, Con 15, Int 5, Wis 10, Cha 9
Skills: Listen +6, Move Silently +6, Search +1, Sense Motive +4, Spot +6
Feats: Alertness, Improved Overrun (B), Improved Bull Rush (B)
Environment: Pandemonium (Phlegethon)
Organization: Solitary or mobs (1d4+1)
Challenge Rating: 10
Treasure: None
Alignment: Usually chaotic neutral
Advancement: -
Level Adjustment: -

An ingress mob comprises of 40 such creatures and is known for its ability to transport whole parties to Agathion.

Expert Grappler (Ex): An ingress mob can maintain a grapple without the usual -20 penalty and still make attacks normally against other targets.

Improved Earth Glide (Ex): An ingress mob can “swim” through natural rock and stone. Its burrowing leaves no tunnel, ripple or hole. Furthermore, it can bring any number of creatures along with it at the same accelerated movement as long as their occupied areas are completely covered by the mob(s). An unwilling creature can make a Con-based DC 32 will save to negate the effect. A move earth spell cast on an area containing an earth-gliding creature flings it back 30 ft., stunning it for 1 round unless it succeeds on a DC 15 fortitude save.

:pile:

Ingress Mother
Gargantuan Outsider (Extraplanar)

Hit Dice: 20d8+160 (250 hp)
Initiative: -2 (-2 Dex)
Speed: 5 ft., burrow 10 ft.
AC: 24 (-4 Size, -2 Dex, +20 Natural), Touch 4, Flat-footed 24
BAB/Grapple: +20/+46
Attack: 1 claw +30 melee (2d8+21)
Full Attack: 1 claw +30 melee (2d8+21)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab, swallow whole, spawn ingress
Special Qualities: Darvision 60 ft., improved earth glide, scent, immune to mind-affecting effects
Saves: Fort. +20, Ref. +10, Will +18
Abilities: Str 39, Dex 6, Con 27, Int 8, Wis 19, Cha 10
Skills: Hide +9, Intimidate +23, Listen +29, Search +22, Sense Motive +27, Spot +29, Survival +27
Feats: Alertness, Awesome Blow, Blind-Fight, Improved Bull Rush, Improved Natural Armor, Iron Will, Power Attack
Environment: Pandemonium (Phlegethon)
Organization: Solitary or hive (with 1d4 ingress mobs)
Challenge Rating: 15
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 21-40HD (Gargantuan); 41-60HD (Colossal)
Level Adjustment: -

Improved Grab (Ex): An ingress mother can grapple any creature hit by its slam attack as a free action without provoking an attack of opportunity. If it gets a hold, it can swallow whole or improved earth glide on its next turn.

Swallow Whole (Ex): An ingress mother can swallow any grappled creature smaller than itself with another grapple check. A swallowed creature takes 2d8+14 crushing damage plus 8 acid damage per round. Its gizzard has AC 20 and 30 hit points.

Improved Earth Glide (Ex): An ingress mother can “swim” through natural rock and stone. Its burrowing leaves no tunnel, ripple or hole. Furthermore, it can bring any grappled creature along with it. An unwilling creature can make a Con-based DC 28 will save to negate the effect. A move earth spell cast on an area containing an earth-gliding creature flings it back 30 ft., stunning it for 1 round unless it succeeds on a DC 15 fortitude save.

Spawn Ingress (Ex): An ingress mother can spawn an ingress mob once every 2d4 rounds as a full round action.

Converted from Dead Gods, p.166.
#269

zombiegleemax

Dec 12, 2004 22:59:02
Not to degrade your work or anything, but aren't most 3rd edition monster descriptions just stat blocks with a brief appearence entry?

They lack the finess and depth of the 2nd edition entries, and aren't as fun to read
#270

weenie

Dec 13, 2004 3:08:59
Not to degrade your work or anything, but aren't most 3rd edition monster descriptions just stat blocks with a brief appearence entry?

They lack the finess and depth of the 2nd edition entries, and aren't as fun to read

You may not have noticed, but these are all 2E monsters. The flavor text with "finesse & depth" is still in 2E PS books and doesn't have to be converted, we're converting just the stat blocks so that those 2E monsters could be used in 3E games.
#271

zombiegleemax

Dec 13, 2004 4:56:54
Not to degrade your work or anything, but aren't most 3rd edition monster descriptions just stat blocks with a brief appearence entry?

What Weenie said. These are conversions. There is nothing wrong with the habitat/society and ecology entries in the old books that require conversion to D&D v3.5.

That said, some monsters - esp those taken out of a stat block in adventure modules - don't have much in terms of sociological/ecological information... Hmm...
#272

zombiegleemax

Dec 13, 2004 4:58:38
Half-Modron (Human Wiz 12)
Medium Outsider (Native)

Hit Dice: 12d4+36 (66 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 30 ft.
AC: 20 (+2 Dex, +4 Armor, +2 Defection, +2 Natural), Touch 14, Flat-footed 18
BAB/Grapple: +6/+6
Attack: +2 cold iron dagger +8 melee (1d4+2/19-20)
Full Attack: +2 cold iron dagger +8/+3 melee (1d4+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., modron traits, acid/cold/fire resistance 5, spell-like abilities, SR 23
Saves: Fort. +10, Ref. +11, Will +12
Abilities: Str 10, Dex 14, Con 16, Int 17, Wis 12, Cha 10
Skills: Concentration +16, Decipher Script +9, Knowledge (arcana) +16, Listen +10, Spellcraft +20, Spot +10
Feats: Improved Initiative, Lightning Reflexes, Great Fortitude, Spell Penetration, Dodge, Scribe Scroll (B), Empower Spell (B), Still Spell (B), Alertness (B)
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +2

This human mage seems to have experimented on himself, grafting metallic, organic limbs and other body parts on himself.

A half-modron is a fusion of a creature with modron parts. A Sensate mage named Valran Stonefist first created the half-modron during the Great Modron March in order to experience the world through a modron’s eyes. He has a disciple named Yissa Nyclar, who left to join a group called the Tacharim. Arcane research has advanced to the point of being able to salvage the parts of a decaton. Efforts to create a half-modron from higher modrons have thus far met with failure. The sample half-modron above uses a level 12 human wizard as a base creature.

Wizard Spells (4/5/5/5/3/3/2): 0. detect magic, light, ray of frost, ghost sound; 1. magic missile, shield, charm person, mage armor (already cast), burning hands; 2. see invisibility, blur, scorching ray, mirror image, cat’s grace; 3. fireball (x2), dispel magic, summon monster III, empowered magic missile; 4. stoneskin, lesser globe of invulnerability, ice storm; 5. empowered fireball, cone of cold, feeblemind; 6. chain lightning, disintegrate. CL 12, DC = 13 + spell level.

Modron Traits (Ex): Immune to mind-affecting effects, not subjected to subdual damage, critical hits, ability damage, ability drain or energy drain.

Spell-like Abilities (Sp): 3/day – remove disease, remove paralysis, mass cure light wounds; 1/day – dimension door. CL 10; save DC is Cha-based.

Possessions: +2 cold iron dagger, 3 potions of cure moderate wounds, cloak of resistance +3, ring of protection +2, wand of invisibility (45 charges), dust of illusion, 1396 gp.


CREATING A HALF-MODRON
A half-modron is an acquired template which can be applied to any aberration, animal, giant, humanoid, magical beast or monstrous humanoid. Unless otherwise stated below, other features of the base creature do not change.

Size & Type: Size remains unchanged. Creature type changes to outsider (native). Do not recalculate skill points, BAB, saves, etc.

AC: A half-modron increases its natural armor bonus by +2.

SQ: A half-modron has darkvision 60 ft., modron traits, energy resistance and any 2 other abilities below.

Modron Traits (Ex): Immune to mind-affecting effects, not subjected to subdual damage, critical hits, ability damage, ability drain or energy drain.

Energy Resistance (Ex): Acid, cold and fire resistance 5.

Modron Wings (Ex): This half-modron has wings, fly 20 ft. (poor).

Breath Weapon (Ex): This half-modron (pentadrone) can breathe a 40 ft. cone of gas 3/day. DC 14 fortitude save or paralyzed 2d4 rounds. Furthermore, it can use its breath weapon to levitate up to 20 ft. per round as a move action for up to 1 hour.

All-Around Vision (Ex): This half-modron has eyes in all directions, gaining +4 racial bonus on spot and search checks. It also cannot be flanked.

Improved Energy Resistance (Ex): This half-modron is more resistant to energy, having acid, cold and fire resistance 10.

Telepathy (Ex): This half-modron has telepathy up to 100 ft. Furthermore, it can use clairaudience/clairvoyance as a spell-like ability 3/day.

Fast Movement (Ex): This half-modron increases its base land speed by 10 ft.

Damage Reduction (Ex): This half-modron has damage reduction 5/magic.

Extra Limb (Ex): This half-modron has an extra limb which can be used to make secondary attacks doing 1d4 + Str modifier points of damage. This can be slam (pentadrone), tentacle (decaton) or claw (others). The limb can be used to wield weapons, but suffer -5 penalty to these attack rolls due to the unnatural attachment of limbs.

Spell-like Abilities (Sp): 3/day – remove disease, remove paralysis, mass cure light wounds; 1/day – dimension door. CL 10; save DC is Cha-based.

Spell Resistance (Ex): This half-modron has spell resistance equals to 10 + HD (max. 25).

Lawful Subtype (Ex): This half-modron gains the lawful subtype. Its alignment changes to become lawful.

Abilities: Str +2, Con +2.
CR: As base creature +1.
Alignment: Any.
LA: As base creature +2.

Converted from The Great Modron March, p.109 (“Modronoid”).
#273

zombiegleemax

Dec 13, 2004 5:05:26
Ring-Worm
Fine Vermin

Hit Dice: 1d8 (4 hp)
Initiative: +3 (+3 Dex)
Speed: 5 ft., climb 5 ft.
AC: 23 (+8 Size, +3 Dex, +2 Natural), Touch 21, Flat-footed 20
BAB/Grapple: +0/-21
Attack: 1 bite +3 melee (1)
Full Attack: 1 bite +3 melee (1)
Space/Reach: 0.5 ft./0 ft.
Special Attacks: Magic drain
Special Qualities: Darkvision 60 ft., vermin traits, false ring, vulnerability
Saves: Fort. +2, Ref. +3, Will +1
Abilities: Str 1, Dex 16, Con 10, Int -, Wis 12, Cha 11
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: 2-3HD (Fine)
Level Adjustment: -

The duergar merchant presents a gold ring, claiming it to have defensive magical powers.

A ring-worm appears exactly like a ring. It is a parasitic vermin which feeds on magic latent in or on its wearer. It is not known how this creature evolves into this state. Some claims that it is the result of a magical experiment specifically designed to harm rival wizards.

Combat
A ring-worm does not usually fight. It waits passively for others to wear it and then feed on the magic of the wearer. If necessary, it can deliver a small bite.

False Ring (Su): A ring-worm can pretend to be a magic ring, commonly ring of protection. It radiates magic when examined with a detect magic spell and an identify spell has only 1% chance per caster level of realizing its “cursed” nature. An analyze dweomer spell reveals it is not really a magic ring at all.

Magic Drain (Su): Every day, a ring-worm can drain its wearer of spells or charges from magic items. On the first day of wearing, it drains 1 spell level from the wearer. If no spells are available for draining, it may instead drain 1 charge from every charged magic item. Everyday thereafter, it drains 1 more spell level/charge than the day before. A DC 15 will save halves the number of spell levels/charges drained.

Vulnerability (Ex): A successful dispel magic cast on the wearer removes the ring-worm (CL8) from his finger. Specifically targeting the ring-worm with magical fire requires it to make a DC 15 will save or be removed. The wearer however also takes half the fire damage.

Skills: A ring-worm has +20 racial bonus on disguise checks when pretending to be a ring.

Converted from MC11 and For Duty & Deity (p.47).
#274

zombiegleemax

Dec 13, 2004 7:48:03
Dimensional Warper
Medium Outsider (Extraplanar)

Hit Dice: 10d8+20 (65 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 30 ft.
AC: 21 (+4 Dex, +5 Natural, +2 Insight), Touch 16, Flat-footed 17
BAB/Grapple: +10/+13
Attack: 1 claw +14 melee (1d4+3)
Full Attack: 2 claws +14 melee (1d4+3) and 1 tail +12 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., alter size
Saves: Fort. +9, Ref. +11, Will +10
Abilities: Str 16, Dex 19, Con 14, Int 20, Wis 16, Cha 15
Skills: Bluff +15, Concentration +15, Decipher Script +18, Diplomacy +17, Escape Artist +17, Gather Information +15, Hide +17, Knowledge (planes) +18, Knowledge (any other) +18, Listen +16, Move Silently +17, Sense Motive +16, Spot +16
Feats: Dodge, Improved Initiative, Multiattack, Weapon Finesse
Environment: Unknown, possibly Temporal Energy Plane or Far Realm
Organization: Solitary or watch (1d4+1)
Challenge Rating: 6
Treasure: None
Alignment: Always true neutral
Advancement: 11-20HD (Medium); 21-30HD (Large)
Level Adjustment: -

This serpentine creature stands on two long thin legs. Its wing-like membrane stretches between the arms and legs, ending at claws and feet respectively. It fixes its round eyes on you with cat-like pupils.

Dimensional warpers are curious, knowledge-seeking beings. They spend most of their time observing beings without being seen. The wing-like membrane is non-functional, thus the warpers cannot fly. They have never been encountered on the prime material plane. Advanced dimensional warpers are called masters, having symbols tattooed around their heads and down their backs. Due to their vast knowledge, they speak many languages, including common.

Combat
Dimensional warpers prefer to observe than to fight. They may sometimes attack someone to learn about his fighting skills, but not to kill him. They usually use time stop to flee a losing fight.

Alter Size (Sp): A dimensional warper can alter its own size to 1 category larger or smaller. This is otherwise similar to enlarge person and reduce person spells. CL=HD.

Spell-like Abilities (Sp): 3/day – dimension door, haste, invisibility, slow, dimensional anchor; 1/day – dimensional lock, time stop. CL=HD. Cha-based DC 12 + spell level.

Converted from For Duty & Deity (p.38) and Forgotten Realms MC11 (TSR2125).
#275

weenie

Dec 14, 2004 20:41:40
That said, some monsters - esp those taken out of a stat block in adventure modules - don't have much in terms of sociological/ecological information... Hmm...

Now that you mention it, I would appreciate if you could expand the flavor text of earlier conversions a bit. Especially those from Planes of Conflict/Law (since I don't have these books).
I'm particularly interested in the gautiere.
#276

weenie

Dec 14, 2004 21:02:14
LEONIS AUTOMATON, FLYER
Small Construct (Extraplanar)
Hit Dice: 4d10+10 (32 hp)
Initiative: +5
Speed: 10 ft., fly 40 ft. (average)
Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
BAB/Grapple: +3/+1
Attack: Talons +6 melee (1d4+2)
Full Attack: Talons +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Construct traits, damage reduction 10/adamantite, darkvision 60 ft.
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con – , Int 6, Wis 10, Cha 3
Skills: Listen +5, Spot +6
Feats: Alertness, Improved Initiative
Environment: Demiplane of Inventions
Organization: Solitary, pair, or flock (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-6 HD (Small); 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: –

LEONIS AUTOMATON, JUGGERNAUT
Gargantuan Construct (Extraplanar)
Hit Dice: 15d10+40 (122 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 24 (-4 size, -4 Dex, +22 natural), touch 2, flat-footed 24
BAB/Grapple: +11/+35
Attack: Blades +19 melee (2d10+12)
Full Attack: 6 blades +19 melee (2d10+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, trample 2d10+18
Special Qualities: All-around vision, construct traits, damage reduction 20/adamantine, darkvision 60 ft., fast healing 10, half damage from piercing or slashing
Saves: Fort +7, Ref +1, Will +6
Abilities: Str 35, Dex 3, Con – , Int 6, Wis 13, Cha 6
Skills: Listen +11, Search +0, Spot +15
Feats: Ability Focus (trample), Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (blades), Weapon Focus (blades)
Environment: Demiplane of Inventions
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral
Advancement: 16-30 HD (Gargantuan)
Level Adjustment: –

LEONIS AUTOMATON, ORGAN GUN
Large Construct (Extraplanar)
Hit Dice: 8d10+30 (74 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
BAB/Grapple: +6/+15
Attack: Cannon +6 ranged (2d8 fire)
Full Attack: 5 cannons +6 ranged (2d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cannons
Special Qualities: Construct traits, damage reduction 20/adamantine, darkvision 60 ft., immunity to fire
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 20, Dex 10, Con – , Int 6, Wis 11, Cha 3
Skills: Listen +7, Search +0, Spot +12
Feats: Alertness, Improved Initiative, Weapon Focus (cannon)
Environment: Demiplane of Inventions
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 9-12 HD (Large)
Level Adjustment: –

LEONIS AUTOMATON, VITA
Medium Construct (Extraplanar)
Hit Dice:
8d10+20 (64 hp)
Initiative: +2
Speed: 10 ft.
Armor Class: 22 (-2 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (1d6+5 plus 1d6 electricity)
Full Attack: 2 slams +11 melee (1d6+5 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning bolt
Special Qualities: Construct traits, darkvision 60 ft., protection from arrows, ruby heart
Saves: Fort +2, Ref +0, Will +1
Abilities: Str 21, Dex 6, Con – , Int 16, Wis 8, Cha 8
Skills: Climb +11, Diplomacy +4, Knowledge (arcana +9, local +9), Listen +11, Sense Motive +5, Spot +11, Survival +4
Feats: Ability Focus (lightning bolt), Alertness, Improved Initiative
Environment: Demiplane of Inventions
Organization: Solitary (unique)
Challenge Rating: 7
Treasure: No coins; no items; standard gems (see text)
Alignment: Neutral
Advancement: By character class
Level Adjustment: –

The odd-looking mechanism is moving through the junkyard in an unusual, jerky step. The creature seems to be constructed of different types of materials, or even salvaged parts of different machines put together. There is a spark of intelligence in its eyes, but its face is without an expression and its voice is monotonous.

The automata are artificial creatures created by the mad mechalich Leonis, master of the Demiplane of Inventions. They come in many shapes and sizes; the three types presented here are merely samples.
Automata are unable to exist on any plane other than their native demiplane.
Although not mindless, Leonis automata are unquestionably loyal to their creator. An exception to this rule does exist, however...
Leonis automata speak Planar Trade.

FLYER
Leonis had a particular fascination with flying, and even his dwelling on the Demiplane of Inventions is a flying tower held aloft by mechanical engines. Not surprisingly, the most numerous of his construct servants are of the flyer class. They are built for a variety of purposes, from menial tasks to combat to transportation. Their shapes and sizes vary accordingly, ranging from 3-ft. string-and-canvas avian predators to ungainly flying coffins with hinged metal batwings.
A flyer automaton’s flight speed is of a supernatural quality, since the construction does not enable them to propel themselves through the air through standard, physical means – most are just too heavy and odd-shaped.

JUGGERNAUT
Only two of these engines of destruction have ever been created. One is built in the shape of a charging bull and the other a rhinoceros. Both are metallic, wheeled, and festooned with wicked blades that rotate as the juggernaut moves. Both have cargo compartments that can hold soldiers, perhaps a dozen or so, but neither juggernaut has ever been used as a transport.
The tinker gnomes of the Demiplane of Inventions refer to the rhino-shaped juggernaut as AJ-1 and the bull-shaped as AJ-2.

All-Around Vision (Ex): A juggernaut automaton can see in all direction at once. Because of this, it has a +4 racial bonus to Spot and Search checks, and it cannot be flanked.

Improved Grab (Ex): To use this ability, a juggernaut automaton 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 thrust the opponent under itself on its next turn (if it wins another grapple check), automatically inflicting trample damage (no save).

Trample (Ex): Reflex half DC 31. The save DC is Strength-based.

ORGAN GUN
This creature is basically a many-wheeled self-propelled metal carriage with five small cannons on rotating turrets. Although it resembles a complex war machine, or perhaps a strange musical instrument, it is indeed a sentient, thinking being like the rest of the Leonis automata.
The baatezu have shown an interest in acquiring an organ gun for themselves, but have been unable to make one work (or even survive) away from the Demiplane of Inventions.

All-Around Vision (Ex): An organ gun automaton can see in all direction at once. Because of this, it has a +4 racial bonus to Spot and Search checks, and it cannot be flanked.

Cannons (Ex): An organ gun automaton’s cannons release missiles of alchemically produced fire up to a range of 100 feet (no range increment). These missiles are treated as grenade-like weapons, with a burst radius of 10 ft. The organ gun has the option to delay the explosion of one or more of its missiles by up to 5 rounds, similar to the delayed blast fireball spell. This choice is made prior to making the attack rolls.
An organ gun automaton has enough alchemical fuel and other materials to fire 50 missiles of flame before it needs to refuel. This process requires ten minutes at a special facility.

VITA
Self-aware but not self-sufficient, Vita is a hollow and directionless being. Vita’s form is generally humanoid, with a hairless head and dark, eyeless sockets. A hinged maw moves up and down as it speaks.
It was meant to be the greatest work of Leonis, but for some reason, the mechalich was disappointed and rejected it. Now apparently autonomous, Vita wanders the Demiplane of Inventions without purpose. Thoughts of leaving to elsewhere occur every now and then, but Vita suspects that the strange combination of magic and technology that sustains it would probably fail on another plane. Regardless, Vita may choose to risk it after a century or two of pointless wandering, unless of course something utterly unexpected happens, like Leonis miraculously returning from his cryogenic fugue and choosing to accept Vita back.

Lightning Bolt (Sp): Every 2d4 rounds, Vita can use lightning bolt as a spell-like ability, projecting the line of electricity from its mouth. Reflex save (DC 14) halves the damage. Caster level 8th. The save DC is Charisma-based.

Protection from arrows (Su): Vita has a continuous protection from arrows effect active. This provides DR 10/magic against ranged attacks.

Ruby Heart (Ex): The only valuable item in Vita's possession is its heart - a radiant ruby gem roughly the size of two fists put together, buried deep within a complex series of gears, cranks, and cables that Vitas' interior is made of. The gem pulsates with power and feels soft and smooth, almost fleshy. If removed from the Demiplane of Invention, it explodes into thousands of fiery shards, dealing 6d8 points of damage to everything within 10 ft. Half of this is fire damage, and half is piercing. A Reflex save (DC 19) is allowed for half damage. The save DC is Strength-based.

Converted from Vortex of Madness.

Note: Once I finish my write-up of the Leonis demiplane, I'll add a link here.
#277

zombiegleemax

Dec 15, 2004 3:11:07
Well, thats true..

Its just that I don't like reducing monsters to cannon fodder with just stat blocks and a brief appearence entry. As a former DM myself, I've found that the Ecology/Habitat entrys were more useful than the combat entrys in many accasions. For example, one session my players ran into a Were-Spider. If I didn't know the creature's method of creating more of its kind...I would have never had a great many fun moments...hehe
#278

zombiegleemax

Dec 15, 2004 23:07:35
Now that you mention it, I would appreciate if you could expand the flavor text of earlier conversions a bit.

Well, I suppose we could do that... It just takes some time to type out those paragraphs... I have updated the observer (p.1) and gautiere (p.2) with habitat/society & ecology paragraphs.

I have edited the nupperibo v3.5 update on page 1 to give them regeneration. They are not supposed to die so easily. Truman explains the name...

Apparently, Nupperibo means 'new echo' in Latin, interesting, since most Nupperibo are recently formed (otherwise they'd've been transformed into Lemures already), but they are an 'echo' of a long-dead race.

http://oracle.wizards.com/scripts/wa.exe?A2=ind9912a&L=planescape-l&F=&S=&P=45494

#279

zombiegleemax

Dec 15, 2004 23:13:58
Shadow, True
Large Undead (Incorporeal)

Hit Dice: 14d12+56 (147 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Fly 40 ft. (good)
AC: 17 (-1 Size, +4 Dex, +4 Deflection), Touch 17, Flat-footed 13
BAB/Grapple: +7/+11
Attack: 1 incorporeal touch +11 melee (1d8 and 1d8 Str)
Full Attack: 2 incorporeal touch +11 melee (1d8 and 1d8 Str)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., +4 turn resistance, corrupting touch, unholy toughness, shadow blur, cold resistance 10, SR 20
Saves: Fort. +4, Ref. +10, Will +12
Abilities: Str -, Dex 19, Con -, Int 14, Wis 17, Cha 18
Skills: Hide +17, Listen +20, Search +19, Sense Motive +20, Spot +20, Survival +20
Feats: Dodge, Improved Initiative, Mobility, Lightning Reflexes, Weapon Focus (Claw)
Environment: Any
Organization: Solitary or pack (2d4)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 15-28HD (Large)
Level Adjustment: -

A large shadowy figure, armed with brutal claws, rises from the ground below.

True shadows are extremely rare, arising from extreme concentrations of wrong and injustice. As such, they are often dedicated to vengeance, tracking down their enemies and other relations. Sometimes, greater shadows may drain enough strength to evolve into a true shadow.

Combat
True shadows tend to hunt in packs. Confident in their superiority, they generally do not utilize the hit-and-run tactics of other shadows, unless truly necessary to overcome a foe.

Corrupting Touch (Su): Although a true shadow is incorporeal, its claws deal 1d8 points of damage per hit.

Create Spawn (Su): Any humanoid reduced to strength 0 by a true shadow becomes a shadow under its control within 1d4 rounds.

Shadow Blur (Su): A true shadow is constantly under the effects of a blur spell, providing 20% miss chance.

Strength Damage (Su): The touch of a true shadow deals 1d8 points of strength damage to a living foe.

Unholy Toughness (Su): A true shadow adds its Cha bonus per HD to its total hit points.

Racial Skills: A true shadow has +2 racial bonus on hide checks in shadowy areas and -4 penalty in brightly lit areas.

Habitat/Society
True shadows can roam anywhere, although they tend to gravitate towards forgotten ruins and deep dungeons. The Fortress of Regret in the negative energy plane was said to be the lair of an abnormally large number of true shadows. Since they often grow out of some wrong or injustice, they sometimes serve the powerful enemies of their enemies. Those who sacrifice countless innocent victims to prolong their own existence are often said to be the target of true shadows. Shadows and greater shadows generally defer to them when true shadows are around.

Ecology
Like most other undead, true shadows do not truly contribute to the ecological system.

Converted from Planescape: Torment (CRPG).

IMAGE(http://torment.db-forge.com/armory/monsters/TrueShadow.jpg)
#280

zombiegleemax

Dec 15, 2004 23:25:19
Limbo Dissolver
Large Outsider (Extraplanar, Chaotic)

Hit Dice: 12d8+60 (114 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 18 (-1 Size, +2 Dex, +7 Natural), Touch 11, Flat-footed 16
BAB/Grapple: +12/+23
Attack: 1 claw +19 melee (1d6+7/19-20 and disrupt essence)
Full Attack: 4 claws +19 melee (1d6+7/19-20 and disrupt essence)
Space/Reach: 10 ft./10 ft.
Special Attacks: Disrupt essence
Special Qualities: Darkvision 60 ft., blindsight 60 ft., fast healing 5, immune to fire and acid, electric/cold resistance 5, DR 5/lawful
Saves: Fort. +13, Ref. +10, Will +10
Abilities: Str 25, Dex 14, Con 20, Int 9, Wis 14, Cha 11
Skills: Climb +22, Concentration +20, Hide +13, Listen +17, Move Silently +17, Search +14, Spot +17
Feats: Ability Focus (Disrupt Essence), Dodge, Improved Critical (Claw), Power Attack, Weapon Focus (Claw)
Environment: Limbo
Organization: Solitary or pack (2d4)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic neutral
Advancement: 13-24HD (Large); 25-36HD (Huge)
Level Adjustment: -

A green squarish creature swims through the chaos stuff, extending a clawed pseudopod from one of its corners. Purplish pulsing veins run through its entire form.

A limbo dissolver is rare creature, a freak mutation in the chaos of Limbo. Its existence is so obscured that planar adventurers who encountered it simply dubbed it as “Nameless Limbo Thing”. It survives by absorbing limbo stuffs and disrupting stabilized forms into the essence of Limbo.

Combat
A limbo dissolver attacks by striking enemies with its clawed pseudopods, using its disruption ability to break them down. It seldom fights to the death however, fleeing whenever is necessary.

Disrupt Essence (Su): A limbo dissolver can disrupt the essence of any creature or object hit by its clawed pseudopods. The creature or object takes 3d6 damage (Con-based DC 23 fortitude save for ½ damage) as its essence is broken down into its basic elements of air, earth, water or fire. Damage reduction and hardness does not apply to this damage.

Habitat/Society
A limbo dissolver is usually a solitary creature, consuming broken down elements on its own. However, large concentrations of stabilized Limbo matter can draw a crowd of limbo dissolvers. Mated pairs are known to gather and attack such an area (often a town) in order to provide sustenance for their newly born young.

Ecology
A limbo dissolver seeks constantly to break things down into their base elements. It consumes anything, from a slaad to a building. A large gathering of limbo dissolvers can even reduce an entire town to raw chaos stuff in weeks. As such, they are not tolerated in the civilized lands of Limbo. Some githzerai cities are said to have captured limbo dissolvers to dispose of their city wastes.

Converted from Tales from the Infinite Staircase, p.64 (“Nameless Limbo Thing”).
#281

zombiegleemax

Dec 15, 2004 23:35:29
Decempampinus (Matured Nupperibo)
Medium Outsider (Extraplanar, Evil, Lawful)

Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (+6 Natural), Touch 10, Flat-footed 16
BAB/Grapple: +6/+7
Attack: 1 tendrils +7 melee (1 Con damage)
Full Attack: 10 tendrils +7 melee (1 Con damage) and 2 slams +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (slams) or 10 ft. (tendrils)
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., immunity, acid resistance 10, DR 5/good or silver, regeneration 2, fast healing 2, SR 14
Saves: Fort. +6, Ref. +5, Will +5
Abilities: Str 13, Dex 10, Con 12, Int 7, Wis 11, Cha 10
Skills: Climb +10, Hide +9, Intimidate +9, Listen +9, Move Silently +9, Spot +9
Feats: Blind-Fight, Multiattack, Power Attack
Environment: Nine Hells
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always lawful evil
Advancement: 7-12HD (Medium); 13-18HD (Large)
Level Adjustment: -

A misshapen humanoid form mewls in pain and frustration, looking directly at you. Realizing that this is no ordinary nupperibo, which are all blind and mute, you are still surprised when its belly erupts into tendrils.

Nupperibos are the base forms of the ancient baatorians. When left unhindered, nupperibos mature into decempampini after centuries of evolution. To prevent the growth of the ancient baatorians, the baatezu devils take great efforts to corrupt nupperibos into lemures. However, nupperibos captured by yugoloths are sometimes allowed to evolve to serve their own infernal schemes.

Combat
A decempampinus usually tries to kill by grabbing him with its tendrils and reducing his constitution. It is not exceptionally courageous and seldom fights to death.

Improved Grab (Ex): A decempampinus can automatically grapple any creature hit by its tendril attacks without provoking an attack of opportunity.

Immunity (Ex): A decempampinus is immune to poison, cold, fire and electricity.

Regeneration (Ex): A decempampinus takes normal damage from holy or good-aligned weapons and spells.

Habitat/Society
Because of the controlled evolution practiced by the devils, decempampini are virtually unknown to most of the planes. The first recorded sighting was a yugoloth gift to a kyton high-up in the city of Jangling Hiter. Presumably, the Lords of the Nine and the baernaloths, possibly the Dark Eight and some ultroloths, know about the evolved form of the nupperibo. The techniques of reducing a nupperibo to a lemure has never been tested on a decempampinus, but it is unlikely to work.

Being so rare, there is no known society of the decempampini. In any case, their low intelligence makes them unlikely to serve important roles in the ancient baatorian society, assuming said society still exists today. The tunnels beneath Maladomini may also house some of these ancient baatorians.

Ecology
As a nearly extinct race, the decempampini do not contribute much to the ecological system. Perhaps, they are sometimes mistaken by the greater devils as nupperibos and consumed as food.

Converted from Tales from the Infinite Staircase, p.127 (“Maturing Baatorian”).

:whatsthis Note: Taking a cue from the Book of Bad Latin, I came up with a bastardized Latin name ("ten tendrils", I think) for this creature. I'm however open to suggestions for a cooler name.
#282

weenie

Dec 17, 2004 16:38:38
Shadow, True

Converted from Planescape: Torment (CRPG).

So anyway, why did you remove the PS:T creatures from the index?
#283

zombiegleemax

Dec 20, 2004 4:36:51
So anyway, why did you remove the PS:T creatures from the index?

Hmm. Must have missed it during the cut-and-paste process to expand the index. Fixed.

Next: The creatures of the demiplane of Maelost.
#284

zombiegleemax

Dec 20, 2004 4:39:26
Valgoss Swarm
Diminutive Aberration (Extraplanar, Aquatic, Swarm)

Hit Dice: 10d8 (45 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 10 ft., swim 20 ft.
AC: 18 (+4 Size, +4 Dex), Touch 18, Flat-footed 14
BAB/Grapple: +7/-
Attack: Swarm (2d6 plus 1d4 Con damage)
Full Attack: Swarm (2d6 plus 1d4 Con damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., blindsense 60 ft., telepathy 100 ft., immune to weapon damage, swarm traits
Saves: Fort. +5, Ref. +9, Will +7
Abilities: Str 2, Dex 19, Con 11, Int 10, Wis 11, Cha 9
Skills: Listen +12, Spot +13, Swim +13
Feats: Blind-Fight, Great Fortitude, Lightning Reflexes, Improved Initiative, Weapon Finesse (B)
Environment: Demiplane of Maelost
Organization: Solitary or cluster (2d4 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always true neutral
Advancement: -
Level Adjustment: -

Small pinkish white worms, with powerful jaws at both ends of their bodies, twist in the dark waters. Each maw is surrounded by tiny tentacles.

For unknown reasons, the valgoss (and their hosts) are recognized and respected by the slaiyiths. The natives of Maelost thus developed a ritual called Worm-Bonding to become hosts to the valgoss (see below).

Combat
Valgoss feed on algae and slimes, thus a valgoss swarm is unlikely to attack adventurers, preferring to flee in most cases.

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 Con-based DC 15 Fortitude save 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.

Racial Skills: A valgoss gains +8 racial bonus on swim checks. It may use Dexterity as a key ability to make swim checks instead of Strength.

WORM-BONDING
The people of Maelost often become hosts for the valgoss. An outsider may follow suit, gaining social acceptance among the Hanim. To become a host, a character must be at full health and must not be suffering from diseases or poisons. He is then lowered into the river while others perform a ritual involving drum-beating to ward off the Taker of Life. One valgoss then burrows into his body, dealing 1 Con damage, which cannot be restored while the valgoss remains on his body. The host also suffers -1 penalty on all Cha-based skill checks except when dealing with the Hanim (human natives of Maelost).

A host must eat twice as much as normal since the valgoss feeds off the host’s nutrients. A valgoss abandons its host if the host becomes diseased, is reduced to less than 0 hp or suffers more than 50 points of damage in 1 round. A valgoss dies if its host dies. The slaiyiths and the Taker of Life would not attack a host unless they are attacked by the host first. Furthermore, slaadi react strangely to the host, improving or reducing (50% each) initial NPC attitude by 1 step.

The host may then travel to the Obelisk to gain further powers from master slaiyiths. The Obelisk is a 70 ft. tall reddish stone covered with serpentine runes. About half of it can be seen above the black waters. A host gains water breathing ability while touching the Obelisk. He must then go underwater to petition the 5 master slaiyiths, who would telepathically ask unnerving questions. The host must make a DC 18 will save to become unconscious for 1d4 hours without taking any damage. Failure results in 1 Wis damage. The host must keep making the saves until he saves and becomes unconscious.

When he regains consciousness, the host would be floating face-up in the black waters. Although he cannot remember the impartation, he still acquires the desired power from the master slaiyiths. Each valgoss may hold any one of the following powers. The powers are lost if the valgoss dies or abandons the host.
  • +1 enhancement bonus to Strength, Dexterity or Constitution.
  • Base land speed increases by +10 ft.
  • Bonus feat: empower spell, enlarge spell, extend spell or maximize spell.
  • Spell resistance = 10 + HD (max. 20).

The Hanim (native humans) usually request for a unique ability – the ability to transfer his personality to any willing bodies holding another mind with the same power. This ability is never granted to a non-Hanim. A character may be a host to up to 10 valgoss. (The Con damage and skill check penalty are cumulative.) Each valgoss requires a separate trip to the Obelisk at least 1 month after the previous trip.

Converted from Tales from the Infinite Staircase, p.48.
#285

zombiegleemax

Dec 20, 2004 4:41:44
Slaiyith
Gargantuan Aberration (Extraplanar, Aquatic)

Hit Dice: 20d8+120 (210 hp)
Initiative: +5 (+1 Dex, +4 improved initiative)
Speed: 20 ft., swim 30 ft.
AC: 22 (-4 Size, +1 Dex, +15 Natural), Touch 7, Flat-footed 21
BAB/Grapple: +15/+40
Attack: 1 bite +25 melee (2d6+13/19-20)
Full Attack: 4 bites +25 melee (2d6+13/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, drain blood, spell-like abilities, spells
Special Qualities: Darkvision 60 ft., telepathy 100 ft., detect thoughts, automatic quicken spell, fast healing 10, immune to fire, cold and acid, DR 10/magic, SR 24
Saves: Fort. +12, Ref. +9, Will +16
Abilities: Str 36, Dex 12, Con 23, Int 20, Wis 18, Cha 19
Skills: Bluff +24, Concentration +26, Diplomacy +26, Intimidate +21, Listen +27, Move Silently +16, Sense Motive +27, Spot +27, Swim +23
Feats: Blind-Fight, Lightning Reflexes, Improved Critical (Bite), Improved Initiative, Power Attack, Snatch, Weapon Focus (Bite)
Environment: Demiplane of Maelost
Organization: Solitary or cabal (1d4+1)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually true neutral
Advancement: 21-40HD (Gargantuan); 41-60HD (Colossal)
Level Adjustment: -

A round, bulbous body extends 4 pseudopods out of the black water. Six reddish eyes dot its gray body, spaced equidistant around the globelike mass. Each pseudopod ends with a fanged maw.

The slaiyiths are the masters of the rivers in the demiplane of Maelost. For unknown reasons, they respect the worm-like valgoss and are willing to bestow powers on their hosts. The Taker of Life is said to fear the slaiyiths as they know the secrets of the river.

Combat
Slaiyiths feed on aquatic grubs and insects and usually ignore adventurers unless provoked or extreme hunger sets in.

Improved Grab (Ex): A slaiyith can automatically grapple anyone up to its size or smaller hit by its bite attack as a free action without provoking an attack of opportunity. If it gets a hold it may drain blood on its next turn.

Drain Blood (Ex): A slaiyith can automatically drain the blood of any creature grappled by at least 1 pseudopod, dealing an extra 2d4 damage per round per grappling pseudopod.

Detect Thoughts (Sp): A slaiyith may use detect thoughts spell as a free action at will. CL=HD.

Automatic Quicken Spell (Su): A slaiyith can automatically quicken a spell without increase in spell level when it casts a spell or when it makes a single attack. It cannot use this ability when it makes a full attack.

Spells: A slaiyith casts spells as a sorcerer whose level is equals to ½ HD (i.e. 10). A slaiyith typically knows the spells listed below and can cast 6/777/63 spells per day. Cha-based DC 14 + spell level.
0. resistance, detect magic, detect poison, acid splash, light, message, read magic, ray of frost, light.
1. shield, magic missile, true strike, shocking grasp, charm person.
2. see invisibility, blur, invisibility, acid arrow.
3. dispel magic, haste, vampiric touch.
4. black tentacles, summon monster IV.
5. cone of cold.

Racial Skills: A slaiyith gains +8 racial bonus on swim checks.

Converted from Tales from the Infinite Staircase, p.48.
#286

zombiegleemax

Dec 20, 2004 4:43:01
Taker of Life
Medium Elemental (Extraplanar, Evil, Water)

Hit Dice: 12d8+36 (90 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 20 ft., swim 90 ft.
AC: 21 (+3 Dex, +8 Natural), Touch 13, Flat-footed 18
BAB/Grapple: +9/+14
Attack: 1 slam +15 melee (2d6+5/19-20)
Full Attack: 2 slams +15 melee (2d6+5/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, absorb soul, improved grab
Special Qualities: Darkvision 60 ft., alternate form, vulnerability, underwater concealment, immune to fire, DR 5/good, SR 18
Saves: Fort. +11, Ref. +7, Will +6
Abilities: Str 20, Dex 17, Con 16, Int 18, Wis 14, Cha 11
Skills: Concentration +18, Hide +14, Knowledge (local) +12, Listen +17, Move Silently +18, Spellcraft +15, Spot +17
Feats: Improved Critical (Slam), Improved Natural Attack (Slam), Improved Initiative, Power Attack, Weapon Focus (Slam)
Environment: Demiplane of Maelost
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24HD (Medium); 25-36HD (Large)
Level Adjustment: -

The black brackish water of this river bubbles unsteadily. Then suddenly, a huge wave rises into a giant grasping hand.

The Taker of Life is also known by the natives of Maelost as Death-Below-From-Above. It is in reality the river which spans the demiplane. The river somehow became sentient and evil, causing the black waters to form huge grasping arms or humanoid torsos. These forms are believed to be extensions of the river. The Dark Dweller seems to believe the Taker of Life to be the result of an evil contamination in Maelost. The Taker of Life does not usually venture more than 30 ft. out of the river.

Combat
The Taker of Life never attacks the valgoss and their hosts, presumably due to fear of the slaiyiths. Besides the slaiyiths, everything else in the river is fair game. It usually uses obscuring mist spell to hide its presence, then grapples a creature and drags it underwater in order to drown it. If the Taker of Life is destroyed, the river takes another 3d6+10 minutes to reform it.

Improved Grab (Ex): The Taker of Life can automatically grapple anyone up to its own size hit by its slam attacks without provoking an attack of opportunity.

Alternate Form (Su): The Taker of Life can change between a humanoid torso form and a grasping hand form as a move action at will. The hand form has only 1 slam attack, but gains +4 competence bonus on grapple checks.

Absorb Soul (Su): The soul and body of any creature which dies in the waters of the river are absorbed by the Taker of Life. It cannot be resurrected unless a wish or miracle is used to reconstitute the soul.

Spells: The taker of life can cast divine spells as a level 6 cleric (level = ½ HD) with access to evil and water domains (marked by *). It typically prepares the following spells - 0. create water, cure minor wounds, guidance, resistance, virtue; 1. curse water, divine favor, doom, shield of faith, obscuring mist*; 2. bull’s strength, cure moderate wounds, enthrall, silence, fog cloud*; 3. contagion, bestow curse, magic circle against good*.

Vulnerability (Ex): The taker of life suffers 1d8 damage per spell level (fortitude save for ½ damage) from lower water, transmute water to dust, part water and similar spells.

Underwater Concealment (Ex): The Taker of Life has 20% concealment underwater due to the black brackish waters which obscure vision and its own composition of the same water.

Racial Skills: The Taker of Life gains +10 racial bonus on knowledge (local) checks involving its river and the surrounding regions.

Converted from Tales from the Infinite Staircase, p.49.
#287

zombiegleemax

Dec 20, 2004 4:44:05
Dark Dweller
Gargantuan Outsider (Extraplanar, Good)

Hit Dice: 16d8+144 (216 hp)
Initiative: +5 (+1 Dex, +4 improved initiative)
Speed: 90 ft.
AC: 28 (-4 Size, +1 Dex, +17 Natural, +4 Insight), Touch 11, Flat-footed 27
BAB/Grapple: +16/+44
Attack: 1 tendril +29 melee (2d6+16/19-20)
Full Attack: 6 tendrils +29 melee (2d6+16/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab, constrict 2d8+16, spell-like abilities
Special Qualities: Darkvision 60 ft., blindsight 60 ft., superior tremorsense, immune to fire, the scouring, DR 10/magic and evil, SR 25
Saves: Fort. +19, Ref. +13, Will +15
Abilities: Str 42, Dex 13, Con 28, Int 19, Wis 21, Cha 18
Skills: Bluff +23, Concentration +28, Diplomacy +25, Intimidate +25, Knowledge (dungeon) +23, Knowledge (local) +23, Listen +24, Move Silently +20, Search +23, Sense Motive +24, Spot +24, Survival +24
Feats: Cleave, Lightning Reflexes, Improved Critical (Tendril), Improved Initiative, Power Attack, Weapon Focus (Tendril)
Environment: Demiplane of Maelost
Organization: Solitary or cluster (2d4)
CR: 15
Treasure: None
Alignment: Always neutral good
Advancement: 17-32HD (Gargantuan); 33-48HD (Colossal)
LA: -

A giant tendril erupts from one of the sinkholes in the ground. Six smaller tendrils extend from attempting to grab at you.

Besides the Taker of Life, another entity spans the entire demiplane of Maelost, which is about 120 miles across. The Dark Dweller is in reality a creature of good, seeking to rid creatures of inherent evil which they themselves may or may not realize through a cleansing ritual called the Scouring (see below). It fears the contamination of evil in Maelost, suspecting the Taker of Life to be such a result.

The ridges of Maelost are riddled with dark sinkholes which lead all the way into the core of the demiplane. The Dark Dweller extends a portion of itself through such sinkholes to interact with life. It is a unique entity and the statistics above is only for a portion of the demiplane-spanning creature.

Combat
The Dark Dweller usually does not attack unprovoked. Instead, it typically uses its tendrils to grapple (without dealing damage) a creature into its deep cavern where it will perform the Scouring ritual. It uses its spell-like abilities to hinder other creatures from following its “kidnapped” target.

Improved Grab (Ex): The Dark Dweller can automatically grapple any creature it hits as a free action without provoking an attack of opportunity. If it gets a hold, it may constrict on its next turn.

Superior Tremorsense (Ex): Since the Dark Dweller spans the entire demiplane, its tremorsense is not limited by distance.

Spell-like Abilities (Sp): At will – confusion, detect thoughts, detect good/evil, dispel magic, fear, slow, wall of stone. CL=HD, Cha-based DC 14 + spell level.

The Scouring (Su): Once a grappled creature reaches its deep cavern occupied by countless tendrils and slime-covered organs, the Dark Dweller telepathically explains the cleansing ritual. If the subject agrees to it, the Dark Dweller unleashes a blinding light which sears all hairs (which never grows back) and clothes. The subject receives effects identical to atonement, cure disease and remove curse spells (CL=HD). If the subject refuses, it is returned to the surface and asked to leave the demiplane. If the subject is evil and persists in staying, the Dark Dweller would attempt to kill the trespasser.

Converted from Tales from the Infinite Staircase, pp.49-50.
#288

zombiegleemax

Dec 20, 2004 11:50:35
Decempampinus (Matured Nupperibo)
Medium Outsider (Extraplanar, Evil, Lawful)

Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (+6 Natural), Touch 10, Flat-footed 16
BAB/Grapple: +6/+7
Attack: 1 tendrils +7 melee (1 Con damage)
Full Attack: 10 tendrils +7 melee (1 Con damage) and 2 slams +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (slams) or 10 ft. (tendrils)
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., immunity, acid resistance 10, DR 5/good or silver, regeneration 2, fast healing 2, SR 14
Saves: Fort. +6, Ref. +5, Will +5
Abilities: Str 13, Dex 10, Con 12, Int 7, Wis 11, Cha 10
Skills: Climb +10, Hide +9, Intimidate +9, Listen +9, Move Silently +9, Spot +9
Feats: Blind-Fight, Multiattack, Power Attack
Environment: Nine Hells
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always lawful evil
Advancement: 7-12HD (Medium); 13-18HD (Large)
Level Adjustment: -

A misshapen humanoid form mewls in pain and frustration, looking directly at you. Realizing that this is no ordinary nupperibo, which are all blind and mute, you are still surprised when its belly erupts into tendrils.

Nupperibos are the base forms of the ancient baatorians. When left unhindered, nupperibos mature into decempampini after centuries of evolution. To prevent the growth of the ancient baatorians, the baatezu devils take great efforts to corrupt nupperibos into lemures. However, nupperibos captured by yugoloths are sometimes allowed to evolve to serve their own infernal schemes.

Combat
A decempampinus usually tries to kill by grabbing him with its tendrils and reducing his constitution. It is not exceptionally courageous and seldom fights to death.

Improved Grab (Ex): A decempampinus can automatically grapple any creature hit by its tendril attacks without provoking an attack of opportunity.

Immunity (Ex): A decempampinus is immune to poison, cold, fire and electricity.

Regeneration (Ex): A decempampinus takes normal damage from holy or good-aligned weapons and spells.

Habitat/Society
Because of the controlled evolution practiced by the devils, decempampini are virtually unknown to most of the planes. The first recorded sighting was a yugoloth gift to a kyton high-up in the city of Jangling Hiter. Presumably, the Lords of the Nine and the baernaloths, possibly the Dark Eight and some ultroloths, know about the evolved form of the nupperibo. The techniques of reducing a nupperibo to a lemure has never been tested on a decempampinus, but it is unlikely to work.

Being so rare, there is no known society of the decempampini. In any case, their low intelligence makes them unlikely to serve important roles in the ancient baatorian society, assuming said society still exists today. The tunnels beneath Maladomini may also house some of these ancient baatorians.

Ecology
As a nearly extinct race, the decempampini do not contribute much to the ecological system. Perhaps, they are sometimes mistaken by the greater devils as nupperibos and consumed as food.

Converted from Tales from the Infinite Staircase, p.127 (“Maturing Baatorian”).

:whatsthis Note: Taking a cue from the Book of Bad Latin, I came up with a bastardized Latin name ("ten tendrils", I think) for this creature. I'm however open to suggestions for a cooler name.

How intelligent are these? Probably less than Human intelligence right?

How powerful would a fully mature Ancient Baatorian be?
#289

zombiegleemax

Dec 22, 2004 1:18:41
How intelligent are these? Probably less than Human intelligence right? How powerful would a fully mature Ancient Baatorian be?

The matured nupperibo has low intelligence (7), according to the book. Fully matured? Gee, I don't know. The only other matured baatorian there is in planescape, AFAIK, is in Hellbound's Squaring the Circle module. It's a light-sucking thing without stats.
#290

weenie

Dec 22, 2004 7:14:57
TITAN, ELDER

The twelve children (six sons and six daughters) of Gaia and Uranus, the elder titans were god-like giants, proto-deities who were considered to be the personifications of the forces of nature. They were challenged by a younger generation of powers led by Zeus, the son of the titan high-up, Cronus. All elder titans but one and most of their progeny fought the Olympians and were defeated. They were eternally banished to Carceri, possibly due to the fact that the Olympians could not destroy them without bringing harm upon their own worshippers, and indirectly themselves. Most titans still dwell on Mount Orthrys, on the first layer of Carceri, as bitter and resentful as any other resident of the Red Prison.
The twelve elder titans are: Cronus and Rhea, Iapetus and Themis, Oceanus and Tethys, Hyperion and Theia, Crius and Mnemosyne, and Coeus and Phoebe. Some of their offspring are imprisoned with them, nut many still walk the planes. These “lesser” titans include Atlas, Ceto, Epimetheus, Prometheus, and others. A “typical” lesser titan is represented by the titan entry in the Monster Manual.

COMBAT
All elder titans share the following special qualities:

- Quasi-Deity Traits: Elder titans are immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; they are immortal (cannot die of natural causes).
- Titanic Resilience: Elder titans add their Charisma modifier as a deflection bonus to their Armor Class and as a resistance bonus to their saving throws.

Sample elder titan:

MNEMOSYNE (Divine Rank 0)
Gargantuan Outsider (Extraplanar)
Hit Dice:
42d8+658 (860 hp)
Initiative: +8
Speed: 50 ft.
Armor Class: 42 (-4 size, +8 Dex, +18 natural, +10 deflection), touch 24, flat-footed 34
BAB/Grapple: +42/+74
Attack: +3 dagger of frost +54 melee (2d6+19/19-20/x2 1d6 cold)
Full Attack: +3 dagger of frost +54/+49/+44/+39 melee (2d6+19/19-20/x2 plus 1d6 cold)
Space/Reach: 20 ft./20 ft.
Special Attacks: Memory flux, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic, darkvision 60 ft, quasi-deity traits, spell resistance 36, titanic resilience
Saves: Fort +49, Ref +41, Will +52
Abilities: Str 43, Dex 26, Con 42, Int 40, Wis 36, Cha 30
Skills: Appraise +60, Balance +53, Bluff +55, Concentration +61, Craft (gemcutting) +60, Decipher Script +60, Diplomacy +55, Gather Information +55, Heal +58, Hide +41, Knowledge (arcana +60, history +60, nobility and royalty +60, religion +60, the planes +60), Listen +60, Move Silently +53, Perform (oratory +55), Search +60, Sense Motive +61, Spellcraft +60, Spot +60, Survival +58
Feats: Ability Focus (memory flux), Alertness, Improved Initiative, Iron Will, Quicken Spell, Silent Spell, Skill Focus (Sense Motive), Still Spell,
Epic Feats: Automatic Silent Spell (x3), Epic Will, Fast Healing, Spell Stowaway (time stop)
Environment: Tarterian Depths of Carceri
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Double standard
Alignment: Always neutral
Advancement: None
Level Adjustment: –

This female humanoid could be described as “delicately built” were it not for the fact that she stands over thirty feet tall. Her eyes are wide, her hair is the color of honey, and her voice is mellifluous.

Mnemosyne is memory incarnate, the mother of Muses. She is sometimes remembered as Moneta, the ancient goddess of finance. She gave Zeus her love and bore fine children who still serve him well, inspiring creative beings everywhere, yet she was rewarded with imprisonment. She remembers, always. Every promise, every utterance of love, every treachery – they eternally reside in Mnemosyne’s vault of Memory; on the decaying walls of her vast chambers in Mount Orthrys, every brick is inscribed with a glyph representing a stored memory. Mnemosyne is indeed a vengeful being, living only for retribution.
Lately, Mnemosyne has been trying to establish an alliance with her sister Thetys, another titan cheated by Zeus. Each of the twelve elder titans desire freedom and revenge, but the thirst for vengeance of these two has a special, personal tone.
Mnemosyne is 35 feet tall and weighs 25,000 pounds.
Mnemosyne speaks Abyssal, Celestial, Draconic, Giant, and Planar Trade, as well as a vast array of forgotten or nearly-forgotten languages.

COMBAT
Mnemosyne avoids personal combat, being of fragile constitution for a titan. She relies on her spells and spell-like abilities to dispose of enemies, but prefers to let her memory flux drain empty the minds and souls of more formidable enemies, so that she can store their memories.
Her natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Memory Flux (Su): At will, as a free action, Mnemosyne can influence the memories of any creature within 100 ft. of her. She can alter existing memories, duplicating the effect of a modify memory spell except the affected period is 5 days instead of 5 minutes. Alternatively, she can drain the target’s memories and experience, inflicting 4 negative levels (Will save DC 43 negates); each of these negative levels can be removed separately after 24 hours with a successful Fortitude save (DC 43).

Quasi-Deity Traits: Immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; immortal (cannot die of natural causes).

Spell-Like Abilities: At will – charm monster (DC 24), cure serious wounds (DC 23), darkness, fox's cunning, greater dispel magic, hold monster (DC 25), mind fog (DC 25), mirage arcana (DC 25), owl’s wisdom, persistent image (DC 24), polymorph, protection from energy, read magic, see invisibility, time hop (DC 23; as the psionic power); 3/day – etherealness, freedom of movement, greater invisibility, greater teleport, summon monster IX, time stop; 1/day – gate, imprisonment (DC 29), plane shift, timeless body (as psionic power). Caster level 25th. The save DCs are Charisma-based.

Spells: Mnemosyne can cast arcane spells as an 18th-level wizard and divine spells as an 18th-level cleric, with access to the following domains: Mentalism, Time, and Retribution (see Forgotten Realms Campaign Setting). Note that all of her spells are considered automatically silenced due to her epic feats.

Typical cleric spells prepared (6/10/9/9/9/8/7/6/5/4 per day; save DC 23 + spell level): 0 – create water, detect magic (x2), guidance, mending, virtue; 1 – bane, cause fear, comprehend languages, deathwatch, divine favor, remove fear, sanctuary (x2), shield of faith, true strike*; 2 – align weapon, detect thoughts*, eagle’s splendor (x2), gentle repose, bear’s endurance, silence, spiritual weapon, zone of truth; 3 – bestow curse, clairaudience/clairvoyance*, deeper darkness, glyph of warding (x3), helping hand, locate object, speak with dead; 4 – cure critical wounds, death ward, dimensional anchor, divination, dismissal, freedom of movement, fire shield*, sending, spell immunity, tongues; 5 – greater command (x2), mark of justice, mind fog*, raise dead, righteous might, slay living, true seeing; 6 – banishment (x2), contingency*, detect thoughts [quickened], summon monster VI, symbol of persuasion, word of recall; 7 – destruction, greater scrying, moment of prescience*, resurrection, symbol of stunning, symbol of weakness; 8 – discern location, foresight*, greater planar ally, mass cure critical wounds (x2); 9 – astral projection, miracle, time stop*, storm of vengeance.
* Domain spells. The save DCs are Wisdom-based.

Typical wizard spells prepared (4/8/8/8/7/7/7/6/4/3 per day; save DC 25 + spell level): 0 – dancing lights, detect magic, mage hand, message; 1 – chill touch, enlarge person, feather fall, silent image (x2), sleep, unseen servant (x2); 2 – eagle’s splendor, invisibility, levitate, magic mouth, scorching ray (x2), touch of idiocy (x2); 3 – arcane sight, explosive runes, fly, gaseous form, greater magic circle against evil, magic weapon, major image, sepia snake sigil; 4 – bestow curse, black tentacles, detect scrying, fear, lesser geas, mass reduce person, remove curse; 5 – contact other plane, dream, mage’s private sanctum, sending (x2), telekinesis, waves of fatigue; 6 – analyze dweomer, antimagic field, flesh to stone, geas/quest, mislead, stone to flesh, symbol of fear; 7 – forcecage, limited wish, power word blind, project image, sequester, simulacrum, spell turning; 8 – greater shout, scintillating pattern, symbol of death, trap the soul; 9 – shades, shapechange, teleport [quickened].
The save DCs are Intelligence-based.

IMAGE(http://members.fortunecity.com/iceageco/pics/Mnemosyne.jpg)

Converted from Vortex of Madness.

Notes:
The flavor text is adapted from sciborg2's excellent "remeber the titans" thread found >here<.
The stats are more-less in accord with the CC titan write-ups, although I gave mine the two shared special qualities.
When I finish Tethys , I'll add her to this post so that I don't have to duplicate the intro text.
#291

weenie

Dec 22, 2004 19:27:39
This is my 3.5 conversion of the 3.0 astral dragons posted by ripvanwormer some 5 pages ago:

ASTRAL DRAGON, ADULT
Gargantuan Dragon (Extraplanar)
Hit Dice:
40d12+540 (800 hp)
Initiative: +5
Speed: 40 ft., fly 120 ft. (average)
Armor Class: 47 (-4 size, +1 Dex, +30 natural), touch 7, flat-footed 46
BAB/Grapple: +40/+71
Attack: Claw +55 melee (2d12+19) or tail sweep +55 melee (2d6+19)
Full Attack: 2 claws +55 melee (2d12+19) and bite +50 melee (4d6+9) and 2 wings +50 melee (2d6+9) and tail slap +50 melee (2d8+9)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Frightful presence, spells
Special Qualities: Blindsight 300 ft., damage reduction 20/epic, darkvision 120 ft., heal, immortality, immunities, keen senses, spell resistance 46
Saves: Fort +36, Ref +25, Will +35
Abilities: Str 49, Dex 12, Con 35, Int 35, Wis 32, Cha 35
Skills: Balance +44, Climb +62, Concentration +55, Craft (alchemy) +55, Decipher Script +55, Diplomacy +55, Intimidate +55, Jump +62, Knowledge (religion +55, the planes +55), Listen +54, Move Silently +44, Search +55, Sense Motive +54, Spellcraft +55, Spot +54, Survival +54, Use Magic Device +55
Feats: Empower Spell, Enlarge Spell, Heighten Spell, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell (B), Silent Spell, Snatch, Still Spell
Epic Feats: Epic Toughness (x2), Improved Metamagic, Improved Spell Capacity, Multispell
Environment: Astral Plane
Organization: Pair
Challenge Rating: 32
Treasure: None
Alignment: Always neutral
Advancement: 41-60 HD (Gargantuan)
Level Adjustment: –

ASTRAL DRAGON, HATCHLING
Medium Dragon (Extraplanar)
Hit Dice:
2d12+4 (17 hp)
Initiative: +1
Speed: 20 ft., fly 50 ft. (average)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
BAB/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite +2 melee (2d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Blindsight 30 ft., darkvision 120 ft., heal, immortality, immunities, keen senses
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 14, Dex 12, Con 15, Int 17, Wis 18, Cha 18
Skills: Diplomacy +13, Knowledge (religion +8, the planes +7), Listen +13, Sense Motive +13, Spot +13
Feats: Multiattack
Environment Astral Plane
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium)
Level Adjustment: –

In the Void ahead you see what appears to be a large, dark gemstone. At first you are unable to ascertain its size and distance, but as you keep moving and it remains far away, you realize that it is actually an entire citadel made of something resembling black ice, delicate and beautiful. No less beautiful and delicate is the creature emerging from it – a draconic being, with a long, graceful neck, a powerful pale-scaled body surrounded by a gold-lavender glow, and huge thin wings.

The immortal astral dragons are a race of ancient beings to whom all the dragons of the Prime Material Plane can trace a common ancestry. They are the personification of neutrality.
Astral dragons dwell in immense otherworldly keeps of black crystal built for them by the gods, living lives of seclusion. They never voluntarily leave their plane, and have no interest in treasure or the affairs of primes.
Astral dragons speak Abyssal, Celestial, Draconic, Infernal, Rilmani, Yugoloth, and Planar Trade.

COMBAT
Mature astral dragons attack as a unit. Though capable of performing great physical feats, they prefer to use magic to frighten away enemies and ensure their privacy. They are essentially immortal, although powerful death magic might possibly be able to destroy them.
An astral dragon’s natural attacks are treated as epic weapons for the purpose of bypassing damage reduction.

Blindsense (Ex): Astral dragons can pinpoint creatures within the indicated range. Opponents the astral dragon can’t actually see still have total concealment against the dragon.

Heal (Su): As a free action, an astral dragon can target itself with a heal effect, as the spell. This immediately ends all of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 150 hit points of damage.

Immortality (Ex): Astral dragons are naturally immortal and cannot die from natural causes. They do not age, and they do not need to eat, sleep, or breathe. The only way for an astral dragon to die is through special circumstances, usually by being slain in combat, which is exceedingly difficult due to the dragon’s ability to heal all damage at will.

Immunities: An astral dragon is immune to ability damage, ability drain, energy drain, paralysis, and sleep.

Keen Senses (Ex): An astral 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.

ADULT ASTRAL DRAGON
Adult astral dragons appear similar to ancient gold wyrms, fifty feet in length and enveloped in a permanent aura of golden light. They exist in bonded pairs, connected with a 100-ft. golden chain forged by the gods of neutrality to link them for all eternity. If this chain were to be sundered, the astral dragons would revert to an immature state; however, only the power of a god or a wish could accomplish this.

Frightful Presence (Ex): A pair of astral dragons can unsettle foes with their mere presence. The ability takes effect automatically whenever the dragons attack, charge, or fly overhead. Creatures within a radius of 500 feet are subject to the effect if they have fewer HD than either of the dragons. A potentially affected creature that succeeds on a Will save (DC 42) remains immune to that dragons’ 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. Dragons ignore the frightful presence of other dragons.

Spells: Adult astral dragons cast divine spells as 28th-level clerics, with access to the domains of Knowledge, Magic, and Protection. Note that due to the enhanced magic property of the Astral Plane, all spells are automatically quickened, and the astral dragon’s Multispell feat allows it to cast two quickened spells per round.
Typical Cleric Spells Prepared (6/10/10/8/8/8/7/7/7/6; DC 21 + spell level): 0 – create water, detect magic (x2), mending, read magic, virtue; 1st – comprehend languages, detect secret doors*, hide from undead, magic weapon, protection from chaos, protection from evil, sanctuary (x2), shield of faith (x2); 2nd – align weapon, detect thoughts* (x2), resist energy, shield other (x2), silence (x2), status, zone of truth; 3rd – clairaudience/clairvoyance*, dispel magic* (x2), glyph of warding, obscure object, prayer, remove disease, searing light; 4th – death ward, dimensional anchor, dismissal, divination*, greater magic weapon, imbue with spell ability*, sending (x2); 5th – break enchantment, discern lies, plane shift, raise dead, sanctuary [heightened], searing light [maximized], true seeing* (x2); 6th – antimagic field*, banishment, dispel magic [silent, still], find the path*, forbiddance, geas/quest, greater dispel magic (x2); 7th – control weather, flame strike [maximized], greater scrying, legend lore*, refuge, spell turning, symbol of stunning; 8th – blade barrier [maximized] (x2), dimensional lock, discern location*, greater planar ally, greater spell immunity (x2); 9th – gate, foresight*, implosion, mage’s disjunction, mass heal, miracle.
* Domain spell. Domains: Knowledge and Magic.
The save DCs are Wisdom-based.

HATCHLING
A mated pair of astral dragons sometimes petitions the gods for permission to give birth, thus gradually increasing the population of these powerful beings. Hatchling astral dragons do not possess anything like the power of an adult pair, and remain in their parents’ crystal keep until the relative age of five (the crystal keeps negate the timeless trait of the Astral Plane for the sole purpose of raising offspring).
An hatchling astral dragon is dull yellow in color and about five feet long with human-like hands that boast long, slim fingers. It has huge black eyes, and its scales are covered with fine blond fur. Hatchling astral dragons grow slowly, and do not increase significantly in power until they find a mate.
_________
#292

wyvern76

Dec 23, 2004 3:43:35
All elder titans but one and most of their progeny fought the Olympians and were defeated.

All but one? Which one didn't fight them, then?

The flavor text is adapted from sciborg2's excellent "remeber the titans" thread

"Remember the titans." Cute. Good movie, too.

Wyvern
#293

zombiegleemax

Dec 23, 2004 4:03:46
Elder Titan
Did you refer to the epic elder titan? It is only CR30 and seems stronger than your Mnemosyne.

Astral Dragon
Its SR should be higher than normal since it has MR 95%. Maybe give it night hag's SR=CR+16 or maybe just CR+14.

I'm inclined to give the adult dragon treasure although the 2E stats say nil. I mean, they live in black crystal keeps... there got to be something there...

The spellcasting level is a bit low for a CR32 guy. Considering it does not have a breath weapon and can't cast arcane spells, it ought to be a better spellcaster. A CR32 advanced gold dragon should be casting spells at around level 22, I think. I suggest maybe raise it to CL28 instead.
All but one? Which one didn't fight them, then?

Rhea, I'd figure. But the exact number of non-participants varies. In some versions, Oceanus and Themis did not participate as well.
#294

weenie

Dec 23, 2004 20:08:26
Elder Titan
Did you refer to the epic elder titan?

I wasn't aware of that. I'll change the name to ... I don't know. True? Greater? Maybe just capitalize "titan"? I'm open for suggestions...

Regarding the power discrepancy - the Carceri titans are husks of their former selves. They used to be powers, now they're high-HD giants with powers. Lots of people are ahead of them, including their descendants (Atlas, Prometheus, the lot), I assume those epic titans stats represent these. Tough for Cronus and his posse, but that's the way it is. Hey, at least they got to be immortal!
And the epic CR is pretty much guesswork... I used CC titans as base.

Astral Dragon
Its SR should be higher than normal since it has MR 95%.

Will do.

I'm inclined to give the adult dragon treasure although the 2E stats say nil. I mean, they live in black crystal keeps... there got to be something there...

Hm. Well, I'm not sure, I think a dragon without a treasure hoard would be a nice change... Let me get back to you on this.

The spellcasting level is a bit low for a CR32 guy. Considering it does not have a breath weapon and can't cast arcane spells, it ought to be a better spellcaster. A CR32 advanced gold dragon should be casting spells at around level 22, I think. I suggest maybe raise it to CL28 instead.

Good point. But let's not forget the fact that theastral dragon has effective fast healing 150. I mean, defensive capabilities somewhat compensate for the lack of offensive ones, no?

Rhea, I'd figure. But the exact number of non-participants varies. In some versions, Oceanus and Themis did not participate as well.

*shrugs* Actually, I had Themis in mind. Enclopedia Mythica had this to say:
"The Titanomachy was a war between Zeus and the Titans. This war lasted for 10 years. Zeus had the Cyclopes, Hecatonchires, Themis, Prometheus, and the Olympian pantheon on his side. The Titans were defeated and placed in Tartarus. There to be guarded for eternity by the Hecatonchires."

Of course, Prometheus doesn't count... but I seem to recall hearing Oceanus stayed out of it too .. and that Hera used to visit him regularly later ...

Anyway, the way I imagined it, Zeus tried like hell to get Themis on his side, so that he would later be able to claim the Olympians had the "Right" (as he did), Themis being the personification of the order of things, divine right, etc. After he used her and some others for PR, it was Carceri for the lot of them. Suckers. And all those ranks in Sense Motive...

"Remember the titans." Cute. Good movie, too.

So I've heard, didn't see it, the name is psiborg2's.
#295

zombiegleemax

Dec 24, 2004 2:18:25
I wasn't aware of that. I'll change the name to ... I don't know. True? Greater? Maybe just capitalize "titan"? I'm open for suggestions... Regarding the power discrepancy - the Carceri titans are husks of their former selves.

Yes, but even then, they are still more powerful than the other titans. OHG stated Cronus and Rhea are greater powers. Also, Vortex of Madness maintained that the 2 babes are intermediate deities. I think they should be built up from elder titans instead.

True titans or progenitor titans would do nicely, I think.

Hm. Well, I'm not sure, I think a dragon without a treasure hoard would be a nice change... Let me get back to you on this. [...] Good point. But let's not forget the fact that the astral dragon has effective fast healing 150. I mean, defensive capabilities somewhat compensate for the lack of offensive ones, no?

Well, the treasure hoard is not much of a problem. We can always just stick to the original and leave it as none. Yes, I recognized the heal aspect. But even with the heal ability, I still think its CL should be 28 or so. I generally dislike monsters with CL less than 6 or its CR.

I have updated the index and added some Dark Sun planar creatures. By the way, PS: Torment is still missing the constructs.

*shrugs* Actually, I had Themis in mind.

Ok, as I said, the sources don't agree exactly. Anyway, as far as planescape is concerned, only Rhea is free in Arborea. All the other 11 titans are in Carceri. (OHG, pp.128-9)
#296

zombiegleemax

Dec 24, 2004 2:20:09
Hgaun
Medium Magical Beast (Extraplanar, Air)

Hit Dice: 2d10+4 (15 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 15 (+3 Dex, +2 Natural), Touch 13, Flat-footed 12
BAB/Grapple: +2/+3
Attack: 1 bite +3 melee (1d4+1)
Full Attack: 1 bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, immunity, scent
Saves: Fort. +5, Ref. +6, Will +0
Abilities: Str 12, Dex 16, Con 14, Int 3, Wis 11, Cha 6
Skills: Hide +3.1, Listen +3, Move Silently +3.1, Spot +4, Survival +2
Feats: Alertness, Track (B)
Environment: Plane of Air
Organization: Solitary or pack (2d4)
Challenge Rating: 1
Treasure: None
Alignment: Always true neutral
Advancement: 3-4HD (Medium); 5-6HD (Large)
Level Adjustment: -

A dog-like creature approaches and barks loudly. Its bird-like head features multi-faceted eyes. Spreading its feathered wings, it swoops towards you.

A hgaun is the result of arcane experiments on the elemental plane of air. It is often domesticated to serve as a hunting dog among residents of the plane. It barks in a high-pitched squawking sound.

Combat
Wild hgaun hunts in packs, like wild dogs. Domesticated hgaun usually hunts with their masters.

Immunity (Ex): A hgaun is immune to illusions, gaze attacks and other vision-related attacks.

Racial Skills: A hgaun gains +4 racial bonus on survival checks when tracking by scent.

Converted from Tales from the Infinite Staircase, p.75.
#297

zombiegleemax

Dec 24, 2004 2:24:19
Kamerel
Small Outsider (Extraplanar), War 1

Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft.
AC: 18 (+1 Size, +2 Dex, +4 Chain shirt, +1 Light shield), Touch 13, Flat-footed 16
BAB/Grapple: +1/-3
Attack: 1 short sword +2 melee (1d4/19-20) or 1 hand crossbow +3 ranged (1d3/19-20)
Full Attack: 1 short sword +2 melee (1d4/19-20) or 1 hand crossbow +3 ranged (1d3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity, mirror walk
Saves: Fort. +3, Ref. +2, Will +0
Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 11, Cha 8
Skills: Hide +4, Listen +4, Spot +2
Feats: Alertness
Environment: Plane of Mirrors (or Outlands)
Organization: Solitary or band (1d4+2)
CR: 1
Treasure: Standard
Alignment: Usually true neutral
Advancement: By character class
LA: +1

A short, white-skinned humanoid appears out of the mirror. He swings his shocks of wild hair woven with greenery and flowers, showing his elf-like pointy ears.

Ages ago, the karemel retreated from the advancing rilmani and passed into reflection. Hiding in the plane of mirrors for centuries has driven many of them mad with xenophobia. The withdrawal of the rilmani in certain areas of the Outlands have triggered their return in small numbers, bent on securing a stronghold and then revenge on the rilmani for their exile. The kamerel are led by high-level wizards and fighters called drivers. They speak their own language, but a few (10%) have learnt reluctantly to speak Planar Trade Common.

Combat
In a band, the kamerel fights using common party tactics. The fighters defend the wizards who stay out of melee.

Mirror Walk (Su): A kamerel can transport itself to and from the plane of mirrors 3/day via any reflective surface large enough for it to pass through.

Immunity (Ex): A kamerel is immune to electricity, blinding, deafening and petrification.

Kamerel As Characters
A kamerel usually has levels in fighter, wizard or rogue. The sample kamerel above is a level 1 warrior with the following ability scores before apply racial modifiers: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8. It has the following racial traits:

• +2 Dexterity, +2 Wisdom.
• Small size: +1 AC, +1 attack roll, +4 hide, -4 grapple, lift/carry ¾ of medium creatures.
• Base land speed 20 ft.
• Automatic Languages: Kemerel. Bonus Languages: None.
• SQ: mirror walk, immunity. (see above)
• Favored Class: Rogue.
• LA: +1.

Converted from Tales from the Infinite Staircase (p.110).
#298

weenie

Dec 24, 2004 9:30:49
On second thought, why do I have the Titans as epic monsters anyway? Because Creature Catalogue has them? In 2E Planescape, they were if not deities, then some sort of transcendent beings. I mean, what's the point of making my Mnemosyne conversion a 42 HD outsider, when her proxy is a titan Ftr 16/Sor 20/Clr 20 !?

I'll try and write them up as near-deities, and see how that works out.

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

Introduction: Cosmic Entities

"Many myths and legends passed down through numerous mortal generations relate the battles gods faced as they rose to power. Quite a few of these legends tell of divine conflicts between the gods, but just as many tell of how the gods overthrew older creatures who, while not divine, wielded tremendous power capable of threatening the gods. Whether called “Titans” or appearing as eternal “dragons,” these beings served as great foes to the gods. In almost all crystal spheres in which mortals exist, the gods overcame these adversaries and cast them beyond the world, allowing the gods to rule in peace. Although these tales are somewhat fanciful, they hold a bit of truth. There are indeed beings in the Cosmos that can challenge gods although they are not gods. These are cosmic entities.
"Cosmic entities are immortal entities that represent Ideals. They are constant, singular beings that exist because a concept or thought exists. Cosmic entities are generally older than the gods, having existed before anything else. (...)
"Cosmic entities do not require the veneration or worship of mortals to exist.
So long as anything, god or mortal, believes, promotes, or supports (and in some cases, opposes) an Ideal, cosmic entities will exist."
-- Dicefreaks, Gates of Hell, Chapter I

The Titans

"Never trust a Titan."
-- A petitioner of the Red Prison

The twelve children (six sons and six daughters) of Gaia and Uranus, the Titans were god-like giants, personifications of the forces of nature. They were challenged by a younger generation of powers led by Zeus, the son of the titan high-up, Cronus. Most Titans and their progeny fought the Olympians and were defeated. They were eternally banished to Carceri, either because Zeus thought that drifting in the Silver Void was more than they deserved (and not safe enough)., or simply because he didn't have what it takes to destroy them entirely.
Most Titans still dwell on Mount Orthrys, on the first layer of Carceri, as bitter and resentful as any other resident of the Red Prison.
The twelve true Titans are: Cronus and Rhea, Iapetus and Themis, Oceanus and Tethys, Hyperion and Theia, Crius and Mnemosyne, and Coeus and Phoebe. Some of their offspring are imprisoned with them, nut many still walk the planes. These “lesser” titans include Atlas, Ceto, Epimetheus, Prometheus, and others. A typical "lesser" titan is represented by the titan entry in the Monster Manual.

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

C R O N U S
The Crow, The Patricide, The King of Nothing
Greater Power
Symbol: Bloody sickle
Home Plane: Carceri
Alignment: Chaotic Evil
Portfolio: Ambition, rulership, vengeance, harvest
Domains: -
Favored weapon: Sickle

From his throne atop Mount Othrys in Carceri, Cronus oversees his crumbling domain. Once he ruled the titans and laid claim to all of the lands watered by the River Oceanus, from Elysium to Arborea. He even conquered the Pelasgian pantheon, led by the goddess Eurynome, and seized her realms and worshippers for himself.
Those days are gone. He was betrayed by his own wife, Rhea, and their children, the Olympian gods. Even some of the titans rose up against him, and old betrayals of his own came back to haunt him. The hecatoncheires, who he had once promised to free from Tartarus, helped banish him to that plane. His youngest son led them to victory against him, as Cronus himself, youngest son of his own father, the sky god Uranus, had once led his siblings to victory in castrating the sky. Now he rules only the bowels of Carceri, his plans for escape crumbling beneath him like the walls of his own marble palace.
Cronus holds dominion over the rest of the Titans, but only by force, not by consent. Some of his elder siblings would like to depose him, but they fear the possibility of denying themselves the only chance of escape by laying low their mighty younger brother.
Apparently, Cronus has an ally in Loki of the Norse, another imprisoned power. Whether they can help each other gain freedom and vengeance or not remains unknown as of yet.
There are several Prime Material cults revering Cronus. The Romans call him Saturn and see him as a wild deity of harvest and fertility. Cronus remains mostly indifferent, as he doesn't need their worship and knows they can't do much to help him.

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

C O E U S
The Old Horror, The Unknown Beast
Intermediate Power
Symbol: A smiling mouth with crooked teeth
Home Plane: Carceri
Alignment: Chaotic Evil
Portfolio: Fear, madness, hunger, secrets
Domains: -
Favored weapon: Flail

Coeus is the embodiment of fear, and takes a great pleasure in frightening beings quite literally to death. Many also consider him the patron of intelligence, though he normally shares his knowledge only at a heavy price. Coeus always travels under the cover of night, using shadows as his cover to strike fear into his enemies.
Coeus is the only Titan who actually enjoys being imprisoned on Carceri. From a lightless cave, the Titan feeds on the fears of all the travelers and petitioners. None have seen the predecessor of Deimos emerge from its lair on Minethys for millennia. A few greater tanar'ri have been seen entering, yet they always come from the Titan's lair shaken. Some fall dead from fright immediately at the cave's mouth, even more never return. Its thought that Coeus can take any form, usually appearing as (or even becoming) the thing most feared by any enemy. This terror often comes as a surprise phobia, a most undesirable self revelation.
Every so often, the terrifying pseudo-gods of nightmare known as dream larvae are seen entering the cave. Of course, only in dreams do prophets and shamans see this happen, though at least one Prime nation all had the same dream of this event two-hundred years ago. What such an alliance portends is unknown, though one must wonder how strong Coeus has become during his epoch-spanning imprisonment. In Arborea, voices are being raised asking why Zeus didn't know better in the first place.

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

C R I U S
The Ram
Lesser Power
Symbol: Three mountain peaks
Home Plane: Carceri
Alignment: Chaotic Neutral
Portfolio: Mountains, wind, stars
Domains: -
Favored weapon: Warhammer

Possibly the strangest of the Titans, Crius is the master of gravity, weight, and density in physical matter. It is whispered on Olympus that Zeus had stolen some vital dark from Crius prior to attempting the coup, something that empowered him with the mastery of forces for which he is known today, and left Crius somehow lessened. Crius doesn't speak of this, ever. While some of Crius' numerous offspring are on decent terms with the Olympian pantheon as a whole, none of them will willingly face a follower of Zeus himself.
Crius dwells on an orb in Othrys with constantly changing and shifting gravity tides. Objects and beings can quickly grow as light as a single hair to as heavy as a mountain; the gravity tides can pull them toward Crius' orb or push them away.

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

I A P E T U S
The Shard
Lesser Power
Symbol: A broken spear piercing a shield
Home Plane: Carceri
Alignment: Chaotic Evil
Portfolio: Rage, war, personal combat
Domains: -
Favored weapon: Spear

This furious titan was once an epitome of personal prowess and strength, but all that remains today is unthinking anger. Sharing Ares’ pugnacious nature, Iapetus surrounds himself with the bones of victims. A wall of bones surround his fortress, pinpoints of light faintly glimmering from eye-sockets, studying any who wish to enter. There is no true gate, only an ooze like parting of the bones to offer passage. Iapetus's fortress was once a bastion of shining steel, but now his demesne is caked in the red dust of the plane.
Due to his imprisonment, Iapetus cannot spare his servants to engage in the
Blood War, or any major conflict for that matter. This has frustrated the
Titan to no end, though he has adapted over the millennia. The ancient warlord has turned to offering spies, assassins, and consultation to the tanar'ri. Thus it is not rare to see one or two mariliths, or even a balor, visiting the imprisoned being to offer the secrets of the Abyss in return for aid against the baatezu.
Iapetus is the father of two among the most prominent lesser titans, Atlas and Prometheus.

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

M N E M O S Y N E
The Bitter Crystal
Lesser Power
Symbol: Three concentric circles over a cross
Home Plane: Carceri
Alignment: Neutral
Portfolio: Memory, thought, promises, revenge
Domains: -
Favored weapon: Dagger

Mnemosyne is memory incarnate, the mother of the Muses. She gave Zeus her love and bore fine these children who still serve him well, inspiring creative beings everywhere, yet after the Titans were overthrown, she was rewarded with imprisonment. She remembers, always. Every promise, every utterance of love, every treachery – they eternally reside in Mnemosyne’s vault of Memory; on the decaying walls of her vast chambers in Mount Orthrys, every brick is inscribed with a glyph representing a stored memory. Mnemosyne is indeed a vengeful being, living only for retribution.
Some primes revere Mnemosyne as an aspect of Moneta, the ancient goddess of finance.
Lately, Mnemosyne has been trying to establish an alliance with her sister Themis, another Titan cheated by Zeus. Each of the twelve Titans desire freedom and revenge, but the thirst for vengeance of these two has a special, personal tone.

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

O C E A N U S
The Wide-Reaching, The Old Wave
Intermediate Power
Symbol: A circular body of water
Home Plane: Carceri
Alignment: Neutral
Portfolio: Seas, cycles, change
Domains: -
Favored weapon: Unarmed strike

One of the eldest of titans, Oceanus was the personification of the celestial river that bears his name. He was cast into Tartarus after the Titanomachy despite (or possibly because of) the fact that he refused to side with either the Olympians or the Titans. Now he stews in the freezing seas of Porphatys, endlessly plotting his revenge. Due to the nature of Carceri, his schemes always betray themselves in a terrible circle, like Oceanus' own circular flow.
The fact that this Titan bears the name of the Upper Planar pathway is no
accident; legends tell that once Oceanus and the Styx were a single body of
water. However, after the titan was cast down from Arborea, his bitterness and rage poisoned the river. Fearing the taint would affect the heavens, the
guardinals, eladrin, and archons aided the aasimon in breaking the planar
connection with the Lower Planes. Thus the Styx was born, and the remaining waters in the neutral planes were taken by the Rilmani to create the Ma'at. Oceanus has a definite connection to all three rivers. He has predicted the movements of the baatezu on the Styx for the tanar'ri, is worshipped by several delphons and balaena who dwell in his namesake, and his visage has been seen in the Ma'at. In the Hinterlands, he is worshipped as a power beyond Good and Evil, instead seen as the spirit of the river that encircles the multiverse.
The palace of Oceanus is formed from a strange substance known as blue ice, with massive canals controlling the flow of water. Some property of the palace's columns allows them to act together to form a planar nexus, drawing the marraenoloth skiffs to their doom.

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

R H E A
Mother of The Gods
Intermediate Power
Symbol: Female face
Home Plane: Arborea
Alignment: Neutral Good
Portfolio: Fertility, life
Domains: Good, Family, Planning
Favored weapon: Unarmed strike

Rhea is the mother of the Olympian pantheon (at least the senior members), and it was because of her that they even survived. She tricked her brother-husband Cronus into leaving her youngest child, Zeus, alive, and the son eventually deposed the father. Rhea is the only Titan to which Zeus has shown mercy. She is respected and admired by the Olympians, who frequently seek her out for advice.
Rhea dwells on Mount Olympus, without taking part in any of the activities of the pantheon. She advises, watches, listens, and refuses to share her opinion regarding the treatment of the other Titans.
Rhea is venerated on the Prime as the power of fertility, seasons, and motherhood.

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

T E T H Y S
The Bending Flow
Lesser Power
Symbol: Three arrows pointing from right to left
Home Plane: Carceri
Alignment: Neutral Evil
Portfolio: Rivers, endurance
Domains: -
Favored weapon: Unarmed strike

As the consort of the terrible Oceanus and the "mother" of the river Styx, Tethys commands a tremendous amount of respect in Carceri and the lower planes in general. Hydroloths, marraenoloths, wastriliths and other fiends view her with a reverence that approaches worship.
Tethys is the foster-mother of Hera, the mother of the oceanids, and the grandmother of the nereids. Some believe that it was her and Oceanus' mutual resentment of one another that poisoned the original World River and caused a portion to split and become the River Styx, but this is unconfirmed.
Hera, of the Olympians, views her as more of a mother than her real mother, Rhea. She seldom visits, but she sometimes uses a visit with Tethys as an excuse to leave Olympus and get away from Zeus for a time.

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

T H E M I S
The Mad Judge, The Betrayed Law
Lesser Power
Symbol: Scales
Home Plane: Carceri
Alignment: Chaotic Neutral
Portfolio: Divine right, order, time
Domains: -
Favored weapon: Longsword

Once the personification of perfect justice, Themis is possibly the Titan that suffered most damage to its divine nature from the imprisonment. She was briefly married to Iapetus, and after he left her for Clymene (their daughter), Themis was seduced by Zeus. This was all prior to the Titanomachy, and Zeus did his best to get Themis on his side before clashing with the rest of Titans, not because she would be of much help in the upcoming struggle, but because his coup would have greater public support is the personification of justice herself stood by him. He finally won her over, and she proclaimed the Olympians to be in the right. However, when the Titans were defeated, Zeus decided to throw Themis into Tartarus with the rest, possibly so that he could get his hands on that fine sister of his, Hera.
All the titans rage at their exile, but Themis is one of the few that feels deeply betrayed on a personal level. She is aware of the fact that it was a huge mistake in supporting the treacherous new generation, and this is slowly driving her insane. However, she is unable to admit this mistake - she publicly stands by her choice, claiming that the Olympians had the divine right to supplant their elders. Needless to say, her relations with the other Titans are strained to say the least.
Themis dwells on the Pluton layer, in a temple of dark violet marble, with sixteen pillars guarding its entrance, each a caryatid column of immense size. The imposing structure functions as a court, where thousands have begun lining up to speak their grievances.
Her proxies are Aeacus, Rhadamanthys, and Minos, judges of the dead.

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

HYPERION, PHOEBE, & THEIA: coming soon.

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

Disclaimer: Again, the above text is compiled from various threads on WotC, Pits of Evil, Bone-Box Rattler, and Planewalker boards.

So, what do you think?
#299

weenie

Dec 24, 2004 9:43:59
But even with the heal ability, I still think its CL should be 28 or so. I generally dislike monsters with CL less than 6 or its CR.

Ok, I'll up it to 28 or so ... But what does that do, anyway? Improve some spell effects and dispel checks, and that's it. No bonus spell, no nothing. I wanted to give him the Epic Spellcasting feat, but I couldn't be bothered writing specific epic spells.

I have updated the index and added some Dark Sun planar creatures. By the way, PS: Torment is still missing the constructs.

Yey DS! But PS:Ts "low-threat", "medium-threat" and "high-threat" constructs are cannon fodder. They're just metal things that stand about and then try to hit you. I'd stat them as animated objects, if at all.

Ok, as I said, the sources don't agree exactly. Anyway, as far as planescape is concerned, only Rhea is free in Arborea. All the other 11 titans are in Carceri. (OHG, pp.128-9)

Yeah, Rhea is free and the rest are inCarcerited, but OHG doesn't really say who fought on which side. I think I'll leave it inconclusive, or maybe add some contradictory rumors... I mean, it's been a long, long time, hasn't it? And I don't think the Titans talk about it much.
Anyway, I reworked the Titans. They're "cosmic entities" now, de facto deities that don't need nor benefit from worshipers. Kinda like most of the Lords of the Nine (all sans Bel & Fierna IMC).
#300

zombiegleemax

Dec 28, 2004 20:35:40
Cronus: LE. (OHG, L&L)
Mnemosyne & Themis: LN intermediate powers (VOM).

I think the titans should still have domains, which as deities, they can use at will as per DDG. I was wondering if the black colossus (VOM, p.33), the manifestation of the greater god, should be stat'ed.

Next: Finishing up Tales from the Infinite Staircase.
#301

zombiegleemax

Dec 28, 2004 20:39:55
Shard
Medium Outsider (Extraplanar, Chaotic, Good)

Hit Dice: 5d8+10 (32 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 18 (+3 Dex, +3 Natural, +2 Deflection), Touch 15, Flat-footed 15
BAB/Grapple: +5/+8
Attack: 1 slam +9 melee (1d6+3)
Full Attack: 2 slams +9 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, immune to fire
Saves: Fort. +6, Ref. +7, Will +7
Abilities: Str 16, Dex 17, Con 14, Int 12, Wis 16, Cha 15
Skills: Bluff +10, Concentration +10, Diplomacy +12, Knowledge (planes) +9, Listen +11, Perform (any one) +10, Search +9, Sense Motive +11, Spot +11
Feats: Dodge, Weapon Focus (slam)
Environment: Ysgard (Gates of the Moon)
Organization: Solitary or group (1d6+1)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic good
Advancement: 6-10HD (Medium); 11-15HD (Large)
Level Adjustment: -

A female human stands before you, composed of moonlight and flame. Light shines from her eyes, hair and fingertips.

Shards have unpredictable temperaments, changing from friendly gestures to anger in an instance. Anything pertaining to Selûne, her realm, the moon or the shards themselves might enrage them if phrased as anything other than a compliment. The shards and the lillendi tolerate each other, but they are not truly allies. The shards do not venture into those areas under the jurisdiction of the lillendi, and vice versa. Sages have speculated that the shards may be petitioners of Selûne and that some shards have even evolved to become planetars (see Faiths & Avatars, p.135).

Combat
Shards are generally not offensive, unless insulted. They usually attack by spell-like abilities, fighting in melee only if necessary.

Spell-like Abilities (Sp): 3/day – light, darkness, burning hands, faerie fire, dancing lights, moonbeam (FRCS); 1/day – moon blade (FRCS), moon path (FRCS). CL=HD, Cha-based DC 12 + spell level.

Converted from Tales from the Infinite Staircase (p.15).
#302

zombiegleemax

Dec 28, 2004 20:43:46
Silver Golem
Large Construct

Hit Dice: 12d10+30 (96 hp)
Initiative: +13 (+5 Dex, +4 improved initiative, +4 quicksilver speed)
Speed: 60 ft.
AC: 23 (-1 Size, +5 Dex, +8 Natural, +1 Dodge), Touch 15, Flat-footed 17
BAB/Grapple: +9/+20
Attack: 1 slam +17 melee (2d8+7)
Full Attack: 4 slams +17 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cone of quicksilver
Special Qualities: Darkvision 60 ft., low-light vision, quicksilver speed, magic immunity, DR 10/adamantite
Saves: Fort. +4, Ref. +10, Will +6
Abilities: Str 25, Dex 20, Con -, Int 4, Wis 14, Cha 11
Skills: Listen +10, Spot +9
Feats: Ability Focus (Cone of Quicksilver), Dodge, Improved Initiative, Power Attack, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: Double coins (sp only, see below)
Alignment: Always true neutral
Advancement: 13-24HD (Large); 25-36HD (Huge)
Level Adjustment: -

This golem has a humanoid body made of silver. Its silver skin has such flexibility that it appears almost liquid in nature. Its eyes are quicksilver and liquid.

A silver golem’s outer body is made of silver. Its internal body is filled with quicksilver (mercury) to grant the golem its great speed. Unlike most golems, a silver golem is extremely agile and fast. It stands at about 8 ft. tall and speaks a language taught to it by its creator.

Combat
A silver golem’s slam attacks are considered silvered, allowing it to bypass damage reduction #/silver.

Cone of Quicksilver (Su): A silver golem blasts a 25 ft. cone of silvery light from its eyes as a free action once every 1d4+1 rounds. This induces silver poisoning, initial damage 1d4 Con, secondary damage 1d4 Con, Con-based fortitude DC 18 negates. Furthermore, the light forces a second fortitude save or be blinded for 1d4+2 rounds.

Magic Immunity (Ex): A silver golem is immune to magic which allows spell resistance, except for magical cold which slows it for 5 rounds (no save) and magical fire which breaks any slow effect and heals 1 point of damage for each 2 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 silver golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Quicksilver Speed (Su): A silver golem is extremely fast due to the mercury in its body. This ability allows it to make 4 attacks per round (instead of 2) and grants it +1 attack bonus, +1 dodge bonus to AC, +1 dodge bonus to reflex save and +4 to initiative.

Habitat/Society
Silver golems are mildly intelligent and are therefore more capable of performing complex instructions of their creators. The first silver golems were constructed in a prime world called Mystara. The secrets spread to the planes in due time. An exceptionally intelligent silver golem resides in Ysgard, guarding the realm of the moon goddess Selûne. It guards the entry to the palace of Argentil, turning away all except those seeking audiences with the goddess (or her minions) or those seeking the Infinite Staircase. This golem carries a silver scythe +3 and has an intelligence of 12.

Ecology
Like other golems, a silver golem is not part of the natural ecosystem. A destroyed silver golem yields silver, which can be used as raw materials. There is enough silver to smelt into a amount of silver coins equals to double coins treasure roll.

Construction
An silver golem’s body is sculpted from silver, smelted with rare tinctures and admixtures, then filled with 100 lbs of quicksilver (mercury). All these raw materials cost a total of 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check and a DC 20 Craft (alchemy) check.

CL 14th; Craft Construct, haste, daylight, geas/quest, limited wish, major creation, caster must be at least 14th level; Price 180,000 gp; Cost 100,000 gp + 6,200 XP.

Converted from Tales from the Infinite Staircase (p.15) and Mystara MC Appendix.

:whatsthis Note: I have added the cone of quicksilver ability. See Silver Poisoning and Properties of Silver.
#303

zombiegleemax

Dec 28, 2004 20:46:05
Bone Golem
Medium Construct

Hit Dice: 14d10+20 (97 hp)
Initiative: +0 (+0 Dex)
Speed: 30 ft.
AC: 20 (+10 Natural), Touch 10, Flat-footed 20
BAB/Grapple: +10/+16
Attack: 1 slam +16 melee (2d8+6)
Full Attack: 2 slams +16 melee (2d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hideous laugh
Special Qualities: Darkvision 60 ft., low-light vision, magic immunity, DR 5/adamantite and bludgeoning
Saves: Fort. +4, Ref. +4, Will +4
Abilities: Str 22, Dex 11, Con -, Int -, Wis 11, Cha 11
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (1d4+1)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 15-28HD (Medium); 29-42HD (Large)
Level Adjustment: -

A vaguely humanoid figure emerges, composing of multiple skeletal remains fused together in an unholy amalgam.

A bone golem is built from the previously animated bones of skeletal undead. It typically stands 6 ft. tall and weighs 50-60 lbs.

Combat
A bone golem is seldom armored and easily mistaken for undead, much to the dismay of those who made this error.

Hideous Laugh (Su): A bone golem can throw its head back and issue a hideous laugh once every 3 rounds as a free action, causing all within 60 ft. to make a Cha-based DC 17 will save or be paralyzed for 1d6+2 rounds. A successful save still renders a victim shaken for 1d6+2 rounds. This is a fear-based mind-affecting effect.

Magic Immunity (Ex): A bone golem is immune to magic as if it has unbeatable spell resistance. It has special vulnerabilities to the following spells. A shatter spell suppresses its damage reduction for 1d6 rounds unless it makes a fortitude save. A successful dispel magic spell against the caster level of its creator would render it helpless for 1d6 rounds.

Habitat/Society
A bone golem is said to have originated from the demiplane of dread, first developed by the lich Azalin who was then researching for the vampire lord Strahd von Zarovich. When the lich became the lord of Darkon, he unleashed the bone golems into the world. Slowly, the secret of creation issued out of Ravenloft into the planes. Bone golems soon became a favorite among the necromantically-inclined fiends as well as the shady characters in Sigil.

Ecology
A bone golem, like other golems, does not contribute to the ecosystem. It is however often created from the recycled remains of skeletons destroyed in combat.

Construction
The bones of a bone golem must come from the remains of skeletal undead. Normal bones untainted by necromancy would not do. A skeleton destroyed in combat usually yields only a workable 10% of its original mass. Special bindings worth 1,000 gp are also required. Assembling the body requires a DC 15 heal check.

CL 14; Craft Construct, animate dead, symbol of fear, binding, wish, caster must be at least 14th level; Price 50,000 gp; Cost 26,000 gp + 2,000 XP.

Converted from Uncaged: Faces of Sigil (p.89) and Ravenloft MC 10.
#304

weenie

Dec 29, 2004 7:58:56
Cronus: LE. (OHG, L&L)
Mnemosyne & Themis: LN intermediate powers (VOM).

I took some creative liberties. I wanted to stress the fact that the titans are diminished. Hence, the reduced divine ranks, and some AL changes (Themis used to be a essence of order, but her failings and later imprisonment turned her into the mad CN thing that she is today).

You're OK with the "cosmic entity" approach then? Instead of the "buffed-up MM titan" approach?

I think the titans should still have domains, which as deities, they can use at will as per DDG.

Hmm... I left out domains to show that they are no longer deities, meaning they can't (don't need to) be worshiped by clerics. I could add them, but I'd need some other way of stating this clearly.

Re: Bone Golem.

The bone golem in Uncaged: FoS is not the Ravenloft bone golem. IIRC, the night hag had them spontaneously animate from a bunch of portal/spell/power keys, and bones were used as an example only. It had very little to do with necromancy.
Maybe you could make a quasi-swarm golem instead, like you did with the Ungulosin (sp?) a few pages back? Call it a "golem, key swarm" or some such?
#305

zombiegleemax

Jan 01, 2005 4:31:26
For the titans, you can just state in the intro that they do not require worship to survive or that there is no known clerics of the titans.

The bone golem in Uncaged is the same as the Ravenloft bone golem. I have double-checked the stats with each other.
#306

zombiegleemax

Jan 01, 2005 4:42:15
Mediator
Medium Outsider (Extraplanar, Lawful)

Hit Dice: 16d8+64 (136 hp)
Initiative: +10 (+6 Dex, +4 improved initiative)
Speed: Fly 20 ft. (perfect)
AC: 28 (+6 Dex, +6 Natural, +6 Insight), Touch 22, Flat-footed 22
BAB/Grapple: +16/+19
Attack: 1 light ray +22 ranged touch (2d12)
Full Attack: 2 light rays +22 ranged touch (2d12)
Space/Reach: 5 ft./5 ft.
Special Attacks: Light ray, balance in all things
Special Qualities: Darkvision 60 ft., blindsight 60 ft., appeal of balance, DR 10/chaotic, SR 29
Saves: Fort. +14, Ref. +16, Will +18
Abilities: Str 16, Dex 23, Con 18, Int 28, Wis 26, Cha 20
Skills: Balance +27, Concentration +23, Decipher Script +28, Diplomacy +26, Gather Information +24, Heal +27, Hide +25, Intimidate +24, Knowledge (arcana) +28, Knowledge (planes) +28, Listen +27, Move Silently +25, Search +28, Sense Motive +27, Spellcraft +30, Spot +27, Tumble +25
Feats: Great Fortitude, Flyby Attack, Improved Flyby Attack, Dodge, Mobility, Improved Initiative
Environment: Mechanus
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement: 17-32HD (Medium)
Level Adjustment: -

A cluster of geometric shapes made of a strange green crystal flies across the gear-work plane. It is roughly spherical in shape, pricking with protuberances: squares, triangles, trapezoids and spheres of all sizes stick out in all directions.

A mediator is the ultimate balancing force in Mechanus. It ensures all things maintain their perfect balance and harmony. A mediator is pure neutrality unfettered by emotion, making it a perfectly objective judge and incapable of bias. Some have thus considered it to be evil and uncaring. It communicates through empathy with most creatures, except undead and deathless.

Combat
A mediator rarely enters combat unless it is to balance an existing battle.

Light Ray (Ex): A mediator can fire green rays of light, with no range modifiers. It can fire on any target within line of sight. This attack overcomes damage reduction of any type.

Balance In All Things (Su): A mediator can manifest an effect similar to a wish or miracle spell as a standard action at will. This ability is used only to maintain balance. For example, a mediator may use it to transform liquid to solid when the amount of liquid begins to have an unbalancing effect. A mediator may also use it to even out two groups of combatants. It may also use this ability to save itself since its destruction is considered a threat to balance. Cha-based save DC 23.

Appeal of Balance (Su): Any creature attacking a mediator or targeting it with spells must make a Cha-based DC 23 will save or undergo an alignment shift to true neutral and thereby loses its action that round. The alignment shift lasts for 3d6 rounds. Certain characters, such as priests or paladins, may require an atonement to regain class abilities. This is a mind-affecting effect.

Habitat/Society
A mediator’s role is to maintain balance between all things, including good and evil, light and darkness, elements, etc. It ignores everything except this symmetry of existence. There are only 3 known mediators in existence and they have gained a god-like reputation in Mechanus.

Ecology
Mediators serve to balance the local ecology. They are said to have been created by ancient primal entities. According to legends, the powers divided their creation when the outer planes were first formed. The Outlands, known as Concordant Opposition then, was the home of neutral powers. But the neutral powers struggled among themselves over the organization of the plane. When the elder powers of creation saw the struggle, they cast the neutral powers out of the Outlands and imposed the planar rings to suppress divinity and other powers in the plane. Mechanus was then created and became the new home of the neutral powers, although the chaotic ones moved to Limbo instead. In order that the neutral powers do not unbalance Mechanus, the mediators were created, one each for the mysterious Lights of Balance which shone from the center of the Outlands.

Converted from Outer Planes Appendix MC8.
#307

zombiegleemax

Jan 01, 2005 5:06:33
Maeldur Et Kavurik
Gargantuan Outsider (Extraplanar)

Hit Dice: 30d8+240 plus 45 (420 hp)
Initiative: -1 (-1 Dex)
Speed: 0 ft. (can't move)
AC: 24 (-4 Size, -1 Dex, +19 Natural), Touch 5, Flat-footed 24
BAB/Grapple: +30/+55
Attack: -
Full Attack: -
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., blindsense 60 ft., immunity, regeneration 10, dark speech, DR 20/epic and adamantite, SR 35
Saves: Fort. +25, Ref. +16, Will +19
Abilities: Str 9, Dex 9, Con 26, Int 6, Wis 14, Cha 14
Skills: Concentration +41, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (planes) +34, Listen +35, Spot +35
Feats: Diehard, Endurance, Evil Brand*, Great Fortitude, Improved Toughness*, Toughness (x5), Skill Focus (knowledge [planes])
Environment: Lower Planes (originally Gehenna)
Organization: Solitary
Challenge Rating: - (No threat)
Treasure: None
Alignment: Always true neutral
Advancement: -
Level Adjustment: -

The wet flesh squeaks like slippery rubber. Pseudopods, eyes and useless limbs and organs hang limply around. At the center of its “back”, a male humanoid face surrounded – almost suffocated – by folds of fatty skin. The face has a noble bearing, despite its grotesque nature.

Maeldur Et Kavurik was once an angel (possibly a planetar) who soared the celestial skies, but was captured and corrupted by Daru Ib Shamiq, a baernaloth. After hearing vile things which no being of purity should know, it became a tool of the yugoloths, serving as a teleport matrix for the fiends. Maeldur can only understand Dark Speech, a language used by the baernaloths.

Combat
Maeldur is not a combatant, since its purpose is to function as a teleport matrix and nothing more. It is unable to deal any damage as even its pseudopods are too atrophied to be used as natural weapons.

Teleport Matrix (Su): Maeldur serves as a teleport matrix for anyone who gives it his true name. The said creature can then use greater teleport (self + 50 lbs only) as a spell-like ability at will. Maeldur automatically carves planar pathways in the mind of the teleporter (who may not even be conscious of Maeldur) – it cannot refuse to do so. Maeldur may use this ability on itself if it knows its own true name (“Maeldur Et Kavurik”).

Immunity (Ex): Maeldur is immune to fire, cold, acid, electricity, poison, ability damage, ability drain and death effects.

Regeneration (Ex): Maeldur regenerates from wounds, taking them as subdual damage, unless they are dealt by a weapon tempered in the blood of a good deity or a celestial of at least 20 HD.

Dark Speech (Ex): Maeldur understands only Dark Speech, the language of primeval evil. This makes communication impossible unless the other party has the Dark Speech feat. See Book of Vile Darkness, pp.32-3, for details.

Habitat/Society
Maeldur was once a native of Mount Celestia, but after his corruption, he was held captive in Gehenna, overseen by the arcanaloths for eons. Then a pit fiend general, Lydzin, stormed the citadel and transported it back to Baator on a mobile fortress called the Relentless. It was then rumored to have teleported itself into the River Styx in Oinos of the Gray Waste. The creature is incredibly sad and lonely, having no social company beyond that of the fiends who held it captive.

Ecology
Maeldur do not contribute to the ecosystem beyond producing the new species of Darklores. The latter was produced when its essence was merged with the potent waters of the River Styx.

Vuulge [Wondrous Item]
This green gem is linked to a specific creature. Anyone who activates it knows where the creature is and can automatically scry the creature. The gem is considered a “body part”, thereby granting -10 penalty to will save. Furthermore, the gem can translate any word spoken into it to a specific language that the crafter knows.

CL 12; Craft Wondrous Item, locate creature, scrying, tongues, a body part from the target creature; Price 60,000 gp; Weight 6 lbs.

Note (*): Improved Toughness feat is from Complete Warrior and Evil Brand feat is from Book of Vile Darkness.

Converted from Hellbound: The Blood War (p.90).
#308

weenie

Jan 01, 2005 9:31:05
The bone golem in Uncaged is the same as the Ravenloft bone golem. I have double-checked the stats with each other.

Well, it's your call, but as I said, the bone golem was just an example for the "Animated Portal Keys Monster".

And now for something completely different:

Should something be done about the rast? PSMC3 says it's a native of Quasielemental Ash, and PSCS says Quasielemental Ash deals cold damage each round. However, 3E MM1 says the rast has the fire subtype, meaning it has vulnerability to cold.

Should we
1) Do an "alternate" conversion from 2E to remove the fire subtype and add cold and fire resistance 10, or
2) Add a note saying the rast is immune to the cold effects of its native plane.

?
#309

zombiegleemax

Jan 02, 2005 20:30:37
I'm not sure if cold resistance or immunity would help...
If a body ain't magically protected from the cold, he suffers 2d6 points of damage per turn. All living things, even those that're normally immune to cold, are affected.

The book also mentions a subrace of xorns that are immune to the heat-draining effect. So, I think maybe just give something like:

Planar Adaptation (Ex): A rast is immune to the harmful traits of the plane of ash as if affected by an avoid planar effects spell.
#310

weenie

Jan 03, 2005 5:05:25
I'm not sure if cold resistance or immunity would help...

Well, that sounds a lot like 2Es nonsencial distinction between "normal" fire/cold/whatever and "magical" fire/cold/whatever. An ice paraelemental taking cold damage is just silly. I dropped that in my description of the Inner planes.

Planar Adaptation (Ex): A rast is immune to the harmful traits of the plane of ash as if affected by an avoid planar effects spell.

Works for me. Maybe the extraplanar subtype description should've said something like that. For example, "unless otherwise noted, an extraplanar creature is immune to the harmful effects of its native plane resulting from its element or energy traits"..
#311

weenie

Jan 08, 2005 20:01:41


I've archived most the thread up to page 10 or so. Here's the >link<.

I'm finishing the Inner Planes document, it should be up soon.

Note that I've edited some of Seraph's conversions slightly, after all, those files are supposed to be used IMG...

Feel free to send in comments and corrections.
#312

zombiegleemax

Jan 09, 2005 17:39:17
Thanks for the great work, both of you . You've already taken many hours of work off my shoulders.

However, weenie, the 2nd link doesn't seem to work.
#313

zombiegleemax

Jan 10, 2005 4:11:45
Guardian Yugoloth
Guardian yugoloths are yugoloth creations. As they are not true yugoloths, they do not share the common yugoloth traits. As the name implies, guardian yugoloths are commonly summoned to guard treasure hoards.

Habitat/Society
When called to guard an object, a guardian yugoloth must constantly remain within 120 ft. of the object. On the Lower Planes, the greater yugoloths usually assign them to guard secret passages, portals or gates. A guardian yugoloth may be called via planar ally spells. It would only accept a task to guard a designated object.

Ecology
Guardian yugoloths do not eat and seldom contribute anything to the ecosystem. In the Lower Planes, a guardian yugoloth who blunders in its duty may become food for the greater yugoloths.

:88E:

Guardian Yugoloth, Least
Small Outsider (Extraplanar, Evil, Aquatic)

Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., swim 20 ft.
AC: 17 (+1 Size, +4 Dex, +2 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +6/+4
Attack: 1 claw +12 melee (1d8+2)
Full Attack: 2 claws +12 melee (1d8+2) and 1 bite +9 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon 3d6
Special Qualities: Darkvision 60 ft., immunity, energy resistance 10, tongues, amphibious
Saves: Fort. +7, Ref. +9, Will +6
Abilities: Str 14, Dex 19, Con 15, Int 8, Wis 12, Cha 9
Skills: Bluff +8, Concentration +11, Diplomacy +10, Hide +17, Listen +10, Sense Motive +10, Spot +10
Feats: Dodge, Multiattack, Weapon Focus (Claw), Weapon Finesse (B)
Environment: Gehenna
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12HD (Small)
Level Adjustment: -

A small frog-like creature sprouts horns on its head. It croaks menacingly, showing its fangs.

Combat
A guardian yugoloth attacks any creature which comes within 120 ft. of the object it is guarding. If the agreement was not worded properly, it may even attack its summoner when he approaches.

Breath Weapon (Su): 30 ft. cone of fire, damage 3d6, Con-based DC 15 reflex save half.

Immunity (Ex): A guardian yugoloth is immune to polymorph, paralysis, fear and mind-affecting effects.

Tongues (Su): A guardian yugoloth can speak any language, as if always affected by a tongues spell.

Energy Resistance (Ex): A least guardian yugoloth has resistance 10 to any 1 energy type. Roll 1d4 – (1) fire, (2) cold, (3) acid or (4) electricity.

Amphibious (Ex): A least guardian yugoloth can breathe both air and water.

:88E:

Guardian Yugoloth, Lesser
Medium Outsider (Extraplanar, Evil)

Hit Dice: 9d8+36 (76 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft.
AC: 19 (+3 Dex, +6 Natural), Touch 13, Flat-footed 16
BAB/Grapple: +9/+13
Attack: 1 claw +14 melee (2d6+4)
Full Attack: 2 claws +14 melee (2d6+4) and 1 bite +11 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon 5d6
Special Qualities: Darkvision 60 ft., immunity, bonus defense, DR 5/good
Saves: Fort. +10, Ref. +9, Will +7
Abilities: Str 19, Dex 16, Con 18, Int 11, Wis 13, Cha 11
Skills: Bluff +12, Concentration +16, Diplomacy +14, Hide +15, Intimidate +14, Listen +13, Sense Motive +13, Spot +13
Feats: Dodge, Multiattack, Power Attack, Weapon Focus (Claw)
Environment: Gehenna
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 10-18HD (Medium)
Level Adjustment: -

A fat vaguely-humanoid form reveals a strange fusion of ape-like and boar-like features with multiple horns.

Breath Weapon (Su): 30 ft. cone of fire, damage 5d6, Con-based DC 18 reflex save half.

Immunity (Ex): A guardian yugoloth is immune to polymorph, paralysis, fear and mind-affecting effects.

Tongues (Su): A guardian yugoloth can speak any language, as if always affected by a tongues spell.

Bonus Defense (Ex): A lesser guardian yugoloth has an additional defense. Roll 1d4 on the following table:
1. Immune to energy drain, ability damage and ability drain
2. Immune to any 1 energy type (fire, cold, acid, electricity or sonic)
3. Resistance 10 to any 2 energy types
4. Damage reduction (any 1): 5/slashing, 5/bludgeoning or 5/magic

:88E:

Guardian Yugoloth, Greater
Large Outsider (Extraplanar, Evil)

Hit Dice: 12d8+72 (126 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., fly 20 ft. (good)
AC: 21 (-1 Size, +3 Dex, +9 Natural), Touch 12, Flat-footed 18
BAB/Grapple: +12/+23
Attack: 1 claw +19 melee (1d8+7)
Full Attack: 2 claws +19 melee (1d8+7) and 1 bite +16 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, suggestion, improved grab
Special Qualities: Darkvision 60 ft., immunity, bonus defense, DR 10/good, SR 16
Saves: Fort. +14, Ref. +11, Will +10
Abilities: Str 24, Dex 16, Con 22, Int 14, Wis 15, Cha 14
Skills: Bluff +17, Climb +22, Concentration +21, Diplomacy +19, Hide +14, Intimidate +19, Listen +17, Move Silently +18, Sense Motive +17, Spot +17
Feats: Ability Focus (Breath Weapon), Dodge, Multiattack, Power Attack, Weapon Focus (Claw)
Environment: Gehenna
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24HD (Large)
Level Adjustment: -

A winged bear with ram horns and sharp talons stood upright over the treasure chest.

Breath Weapon (Su): 30 ft. cone of fire, damage 7d6, Con-based DC 24 reflex save half.

Immunity (Ex): A guardian yugoloth is immune to polymorph, paralysis, fear and mind-affecting effects.

Tongues (Su): A guardian yugoloth can speak any language, as if always affected by a tongues spell.

Bonus Defense (Ex): A greater guardian yugoloth has 2 bonus defenses. See above.

Suggestion (Sp): A greater guardian yugoloth may use suggestion spell at will. CL12, Cha-based DC 15 will save negates.

Improved Grab (Ex): A greater guardian yugoloth may automatically grapple anyone hit by its claw attacks without provoking an attack of opportunity.

IMAGE(http://www.planetadnd.com/interactive_books/yugoloth.gif)

Converted from Hellbound (p.49) and Monstrous Manual.
#314

zombiegleemax

Jan 10, 2005 7:21:50
Pseudo-Elemental
On all planes other than the prime material plane, spells with summoning descriptor may summon only creatures native to the current plane or any coexistent or coterminous plane. Thus, elementals cannot be summoned normally on the Outer Planes.

However, a divine spellcaster, or an arcane spellcaster who makes a spellcraft check against DC 15 + spell level, may summon a pseudo-elemental, a spirit of that plane which takes form from a base element.

Creating A Pseudo-Elemental
A pseudo-elemental is an inherited template which can be applied to any elemental. A pseudo-elemental does not exist naturally. Its form is created by the summon spell. Once the summon ends, a pseudo-elemental’s spirit departs and the elemental body breaks down. It is similar to its base creature except as noted below.

Size & Type: No change to creature type and size. A pseudo-elemental has alignment subtypes based on the alignment traits of its resident plane. For example, Pandemonium is mildly chaos-aligned and a pseudo-elemental of Pandemonium has chaotic subtype. Mount Celestia is mildly good- and law-aligned, thus a pseudo-elemental of Celestia has both good and lawful subtypes.

CR: As base creature.

Alignment: Always same as its resident Outer Plane, i.e. chaotic evil for Abyss, neutral good for Elysium, etc.

Expanded from Planewalker’s Handbook, p.104.
#315

weenie

Jan 10, 2005 11:57:53
Pseudo-Elemental
On all planes other than the prime material plane, spells with summoning descriptor may summon only creatures native to the current plane or any coexistent or coterminous plane. Thus, elementals cannot be summoned normally on the Outer Planes.

This calls for some house rules on planar magic alterations. I prefer to handle this through spell keys and just let them summon elementals and whatnot if they previously said they took the time to stock up on the necessary components/foci.
Still, I like the template.

IMAGE(http://www.planetadnd.com/interactive_books/yugoloth.gif)

:heehee

2E MM illustrations...
#316

weenie

Jan 14, 2005 19:08:32
1) Quickened Spells: It seems we both forgot that on the Astral, all spellcasters have their spells automatically quickened, which makes the garmorm's ability useless. I suggest giving it the ability to cast multiple quickened spells per round (up to the number of its secondary mouths). This shouldn't be to overpowering, if you take into account point 2.

2) Unreplenishable spellcasting: Since the garmorm is unable to replenish spells, giving it a 10th-level wizard's full supply of spells is a bit unrealistic. I suggest giving it 2-3 spells on each level, and assuming the rest were previously expended. This would also leave room for a garmorm that didn't happen to swallow a 10th-level wizard this week... I'd give the creature a CR of 15 (with spells) and 14 (without spells). See the satyr with/without pipes, and the pixie with/without irresistable dance ability.

3) Size and Swallow: A garmorm should be size Huge. Since its primary source of sustenance are size M creatures, and it can swallow/absorb up to 10 of them, size Large is too small.

Here's how I would make these changes:

Quick Casting (Ex): As a result of the enhanced magic trait of the Astral Plane, a garmorm’s spells (if any) are automatically quickened, as if under the effect of the Quicken Spell metamagic feat. However, unlike other spellcasters on the Astral, a garmorm is also able to transcend the limit of one quickened spell per round. By taking a full round action, it can simultaneously cast up to five spells. (If a garmorm has more than 5 secondary bite attacks, it can cast that many quickened spells in a round.) All the spells come into effect at the same time.

Spells: When a garmorm absorbs the mind of a spellcaster (or psionic manifester), it gains the ability to use any of the victim’s remaining spells (powers) at the victim’s casting (manifester) level. It uses its own key ability instead of its victims’ with respect to save DC. This gained spellcasting fades over 4d4 weeks. A garmorm cannot replenish expended spells (or power points).
The chance of a randomly encountered garmorm having spellcasting abilities is about 50%. The typical spellcasting abilities possessed are assumed to be those of a 10th-level wizard, with the following prepared spells remaining:
0 – acid splash, daze, mage hand, ray of frost; 1st – magic missile, shield, true strike; 2nd – acid arrow, mirror image, scorching ray; 3rd – displacement, fireball, lightning bolt; 4th – fire shield, stoneskin; 5th – cone of cold, feeblemind. The save DC is 14 + spell level.

Swallow Whole (Ex): A garmorm can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+4 points of bludgeoning damage and 4 points of acid damage per round. 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 Huge garmorm’s interior can hold 10 Medium, 20 Small, or 40 Tiny or smaller opponents.
#317

zombiegleemax

Jan 15, 2005 7:23:16
Yes, we overlooked that. Now I'm thinking that perhaps we don't need that ability at all. Its ability to cast spells while fighting is merely a planar trait of the astral plane.

I agree with the size and spells part. I lowered its CR to 14 (13, without spells). The garnorm is on page 7, btw.

I'm looking at planar creatures from Mystara (diverse critters) and Al-Qadim (genies)...
#318

zombiegleemax

Jan 15, 2005 7:26:20
Elemental of Chaos
The elementals of chaos are intelligent creatures native to one of the four elemental planes. Each of these elementals pursues its own interests vigorously with little, if any, care for order on either its home plane or the Prime Material Plane. There are 4 types of elemental of chaos – eolian (air), erdeen (earth), pyrophor (fire) and undine (water).

Eolians appear as shifting wind-beings that look like heat shimmers, although they are actually cool and solid. Erdeens are lumpy rock beings with long veins of metal and ore running throughout their bodies.

Their eerily shifting features make pyrophors appear as flickering coals, with fingers of flame that periodically flare out. They move very quickly and, in the air, resemble small meteors. Undines normally look like featureless, transparent snakes. They can change shape easily, sometimes adopting a form with many tentacles to handle objects.

Huge Air Elemental of Chaos (Huge Eolian)
Huge Elemental (Air, Extraplanar, Chaotic)
Hit Dice: 16d8+64 (136 hp)
Initiative: +13
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (–2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
BAB/Grapple: +12/+24
Attack: Slam +19 melee (2d8+4)
Full Attack: 2 slams +19 melee (2d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind, smite law, spell-like abilities
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, magic immunity, see invisible, SR 18
Saves: Fort +9, Ref +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 12, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always any chaotic
Advancement: 17–20 HD (Huge)
LA: —

This sample elemental of chaos uses a huge air elemental as base creature.

Smite Law (Su): An elemental of chaos can make a normal attack to deal extra +16 damage against a lawful opponent 1/day.

Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, stinking cloud; 1/day – control winds, chaos hammer, cloud kill. CL = 8, save DC = 10 + spell level.

Magic Immunity (Ex): An air elemental of chaos is immune to spells of level 0-2 as if it has unbeatable spell resistance. It is also immune to spells with air descriptor.

See Invisible (Su): An elemental of chaos has an innate ability to see invisible creatures and objects.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 8 rounds. In this form, the elemental can move through the air or along a surface at its fly speed. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental 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 moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take 2d8 damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Str-based DC 22 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.

Creatures trapped in the whirlwind cannot move except to go where the elemental 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 elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental 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 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.

CREATING AN ELEMENTAL OF CHAOS
An elemental of chaos is an inherited template which can be added to any elemental with air, earth, water or fire subtypes of large size or larger.

Size & Type: The base creature gains chaotic subtype. Size and type do not change.

SA: An elemental of chaos has smite law and spell-like abilities based on its element. Spell-like abilities which are usable 1/day are only available to elementals of at least 16 HD. An air elemental of chaos also has suffocate ability. A water elemental of chaos has improved grab and constrict abilities.

Smite Law (Su): An elemental of chaos can make a normal attack to deal extra damage equal to its HD (max. +20) against a lawful opponent 1/day.

Air Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, stinking cloud; 1/day – control winds, chaos hammer, cloud kill. CL = ½ HD, save DC is Cha-based.

Earth Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, magic stone, transmute rock to mud; 1/day – chaos hammer, earthquake, stone shape. CL = ½ HD, save DC is Cha-based.

Fire Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, burning hands, flaming sphere; 1/day – chaos hammer, fire storm. CL = ½ HD, save DC is Cha-based.

Water Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, obscuring mist; 1/day – control water, cone of cold, chaos hammer. CL = ½ HD, save DC is Cha-based.

Suffocate (Ex): An air elemental of chaos (eolian) can attempt to plunge part of its wavering body into the lungs of a foe as a standard action. This requires a grapple check which does not provoke an attack of opportunity. If successful, the victim must make a constitution check against DC 10 +1 per previous consecutive round of suffocation. If the check fails, he becomes unconscious (0 hp). He starts dying (-1 hp) on the next round and is dead on the round after.

Improved Grab (Ex): A water elemental of chaos (undine) can automatically grapple a creature hit by its slam attack without provoking an attack of opportunity. The water elemental does this by coiling itself around the victim. If it gets a hold, it can constrict.

Constrict (Ex): On a successful grapple check, a water elemental of chaos (undine) can constrict to deal bludgeoning damage equals to its normal slam damage.

SD: An elemental of chaos has magic immunity, see invisible and spell resistance. A water elemental of chaos also has regeneration.

Magic Immunity (Ex): An elemental of chaos is immune to spells of level 0-2 as if it has unbeatable spell resistance. It is also immune to spells with its elemental descriptor. For example, an earth elemental of chaos is immune to spells with the earth descriptor.

See Invisible (Su): An elemental of chaos has an innate ability to see invisible creatures and objects.

Spell Resistance (Su): An elemental of chaos has spell resistance equals to its HD +2 (max. 30).

Regeneration (Ex): A water elemental of chaos (undine) regenerates 5 hp/round and takes normal damage from fire. It stops regenerating when it is out of water.

Abilities: Int +6.
Skills: Recalculate skill points due to increased intelligence.
CR: As base creature +2
Treasure: Double gems (earth); none (others).
Alignment: Always any chaotic (air), chaotic neutral (earth), chaotic evil (fire) or chaotic good (water).
LA: -

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

Habitat/Society
Eolians are combative creatures, seeing battles as the ultimate form of chaos. The vain eolians consider themselves chaos personified. They reflect the nature of their alignment so well that they even change it at least once a day, from chaotic good to chaotic neutral to chaotic evil. The homes of these creatures are vast, swirling maelstorms that catch up their belongings, constantly tossing them aloft.

Characters rarely encounter the solitary erdeens outside their home plane. When in the prime material plane, the creatures spend much of their energy rearranging earth and rock into bizarre and unstable configurations. The homes of these elementals constantly shift, topple, and become vacant, as the erdeens move on to new sites. Fascinated by the chaotic instability of earth, these elementals feel amazed that so many creatures view it as a stable element. Erdeens have been known to trap adventurers underground and engage them in bizarre discussions about the nature of reality. Those who please the quixotic elementals may go free, though what will please an erdeen can be difficult to deduce.

Every pyrophor loves to cause fires on the Prime Material Plane. Pyrophors, perhaps the most evil of the elementals, revel in the destructive powers of fire. They often use their abilities in malicious play, bathing parts of the Prime Material Plane in "purifying" flame.

Undines rarely visit the prime material plane. The solitary undines possess a philosophy similar to that of djinn: to aid those whom they consider worthy. Little is known of the undines’ social structure or ultimate goals, if they have any at all.

Ecology
Eolians count anemos and krysts as enemies, as well as the highly regimented horde. They occasionally help adventurers, when the mood strikes them, although they later may get the urge to betray or even harm their "friends."

The body of an erdeen yields precious ores and metals. These creatures consider the stodgy galeb duhr and hydrax enemies, hate hordes, and all air-based creatures and air-based attacks in general.

Bothering the lawful helions always sounds like a lot of fun to a pyrophor. They fear water-type creatures and water attacks, and particularly hate the hydrax and undines.

Undines count helions and hordes as enemies, and fear all fire-based beings and flame attacks.

Converted from The Vortex of Madness (p.9) and Mystara MC Appendix.
#319

zombiegleemax

Jan 15, 2005 7:28:50
Elemental of Law
The elementals of law are intelligent creatures native to one of the four elemental planes. Each dedicates itself to maintaining the forces of law on both its home plane and the Prime Material Plane, yet they differ wildly in their methods of achieving this goal. There are 4 types of elementals of law – anemo (air), kryst (earth), hellion (fire) and hydrax (water).

An anemo is a cottony-looking creature consisting of a complex and ordered network of off-white fibers. Their extremely light bodies enable them to perform unbelievably dexterous aerial maneuvers.

A kryst appears as a group of 12 golden, crystalline spikes projecting outward from a central point with a body made of quartz-like rock.

A helion (HEE-lee-on) normally looks like a ring of pulsating flame. However, helions can twist their bodies in an extraordinary range of motion; they can shrink down to a mere 1 foot across or expand their diameters in order to constrict.

A hydrax appears as a crab-like creature of deep blue ice and water, with 6 legs and 2 claws.

Greater Fire Elemental of Law (Greater Helion)
Huge Elemental (Fire, Extraplanar, Lawful)

Hit Dice: 21d8+84 (178 hp)
Initiative: +12
Speed: 60 ft. (12 squares)
Armor Class: 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
Base Attack/Grapple: +15/+28
Attack: Slam +22 melee (2d8+5 plus 2d8 fire)
Full Attack: 2 slams +22 melee (2d8+5 plus 2d8 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, smite chaos, spell-like abilities, improved grab, constrict
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, magic immunity, see invisible, SR 23
Saves: Fort +11, Ref +20, Will +9
Abilities: Str 20, Dex 27, Con 18, Int 12, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always lawful good
Advancement: 22–23 HD (Huge)
Level Adjustment: —

This sample elemental of law uses a greater fire elemental as base creature.

Smite Chaos (Su): An elemental of law can make a normal attack to deal extra +20 damage against a chaotic opponent 1/day.

Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, wall of fire, cure disease; 1/day – order’s wrath, fire shield (warm only), produce flame. CL = 10, save DC is 10 + spell level.

Improved Grab (Ex): A fire elemental of law can automatically grapple a creature hit by its slam attack without provoking an attack of opportunity. The fire elemental does this by forming a ring around the victim. If it gets a hold, it can constrict.

Constrict (Ex): On a successful grapple check, a fire elemental of law can shrink its ring body to deal bludgeoning damage equals to its normal slam damage and fire damage. Its burn ability is also effective, requiring a reflex save (adjusted for being grappled) or catch fire.

Magic Immunity (Ex): An elemental of law is immune to spells of level 0-2 as if it has unbeatable spell resistance. It is also immune to spells with fire descriptor.

See Invisible (Su): An elemental of law has an innate ability to see invisible creatures and objects.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Con-based DC 24 Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see the table below). A burning creature can take a move action to put out the flame. Creatures hitting a fire elemental 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.


CREATING AN ELEMENTAL OF LAW
An elemental of law is an inherited template which can be added to any elemental with air, earth, water or fire subtypes of medium size or larger.

Size & Type: The base creature gains lawful subtype. Size and type do not change.

Full Attack: An elemental of law, except for fire elemental, gains an additional slam attack. Thus, a large earth elemental of law can make 3 slam attacks as its full attack.

SA: An elemental of law has smite chaos and spell-like abilities based on its element. Spell-like abilities which are usable 1/day are only available to elementals of at least 16 HD. A fire elemental of law also has improved grab and constrict ability.

Smite Chaos (Su): An elemental of law can make a normal attack to deal extra damage equal to its HD (max. +20) against a chaotic opponent 1/day.

Air Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, obscuring mist, solid fog, wind wall; 1/day – control winds, order’s wrath, summon monster IV (1d3 small air elemental only). CL = ½ HD, save DC is Cha-based.

Earth Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, wall of stone, transmute rock to mud; 1/day – order’s wrath, stone tell, spike stones. CL = ½ HD, save DC is Cha-based.

Fire Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, wall of fire, cure disease; 1/day – order’s wrath, fire shield (warm only), produce flame. CL = ½ HD, save DC is Cha-based.

Water Spell-like Abilities (Sp): 3/day – detect magic, dispel magic, wall of ice; 1/day – control water, ice storm, order’s wrath, scrying. CL = ½ HD, save DC is Cha-based.

Improved Grab (Ex): A fire elemental of law can automatically grapple a creature hit by its slam attack without provoking an attack of opportunity. The fire elemental does this by forming a ring around the victim. If it gets a hold, it can constrict.

Constrict (Ex): On a successful grapple check, a fire elemental of law can shrink its ring body to deal bludgeoning damage equals to its normal slam damage and fire damage. Its burn ability is also effective, requiring a reflex save (adjusted for being grappled) or catch fire.

SD: An elemental of law has magic immunity, see invisible and spell resistance.

Magic Immunity (Ex): An elemental of law is immune to spells of level 0-2 as if it has unbeatable spell resistance. It is also immune to spells with its elemental descriptor. For example, an earth elemental of law is immune to spells with the earth descriptor.

See Invisible (Su): An elemental of law has an innate ability to see invisible creatures and objects.

Spell Resistance (Su): An elemental of law has spell resistance equals to its HD +2 (max. 30).

Abilities: Int +6.
Skills: Recalculate skill points due to increased intelligence.
CR: As base creature +2
Alignment: Always lawful neutral (air & water), lawful good (earth & fire) or lawful evil (water).
LA: -

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

Habitat/Society
Each anemo works closely with others of its kind, forever attempting to catalogue and order all of existence. These creatures are the most likely of all elementals of law to be found outside their home plane.

Krysts have a widespread and complex society in their own realms, peacefully living with and helping earth elementals. They welcome visitors, and eagerly seek new knowledge of all types.

Helions form tight family groups known as rings. Each ring has 1d4+1 members. Rings of helions move methodically about the Elemental Plane of Fire, meeting to discuss and debate philosophical matters of all kinds. They are rarely encountered outside the plane of fire. These extremely good creatures shun violence of all sorts. Helions loathe combat and, even in the midst of battle, constantly search for a more peaceful resolution to conflict.

Hydraxes are solitary creatures who, though lawful in behavior, tend to align with the forces of evil. They spend much of their time creating complex cities and devices of great beauty with tools made of ice. They seldom work together on such efforts, however. Each hydrax instead waits its turn to add to their strange group efforts. They are most likely of all elementals of law to venture beyond their home plane.

Ecology
Anemos hate all creatures of chaos, particularly the elementals of chaos, and especially pyrophors; they dislike invisible stalkers as well. They fear earth-based creatures and earth-based attacks.

A kryst normally speaks via telepathy (120-foot range). If mental contact causes a poor reaction, it accommodates others by switching to written communication. (It etches messages with one of its spikes.)

Krysts fear and hate the hordes, with whom they wage a never-ending war. They are also enemies of the hydrax, though they rarely encounter them. All krysts fear air-based creatures and air-based attacks, although they view no group of these beings as their particular enemies.

The helions are famed philosophers and negotiators. In times of great crisis, brave adventurers journey to the Elemental Plane of Fire to find aid for their people. The main foes of helions include the efreet and the elementals of chaos.

The most common enemies of the hydraxes are the undines and the erdeens; the crab-like elementals fear earth-type creatures and earth attacks, particularly those of the erdeens.

Converted from Mystara MC Appendix.
#320

weenie

Jan 15, 2005 19:53:55
Damn, and I just finished my version of the Chaos Elementals...

Oh well, here's the gigante then:

ABOMINATION, GIGANTE
Gargantuan Outsider (Chaotic, Earth, Evil, Extraplanar)
Hit Dice:
60d8+780 (1,260 hp)
Initiative: +13
Speed: 90 ft.
AC: 51 (-4 size, +5 Dex, +40 natural), touch 46, flat-footed 11
Base Attack/Grapple: +60/+105
Attack: Slam +82 melee (2d10+23/19-20/x2), or tentacle +74 melee (2d6+11), or rock +61 ranged (3d8+23)
Full Attack: 2 slams +82 melee (2d10+23/19-20/x2) and 8 tentacles +74 melee (2d6+11), or rock +61 ranged (3d8+23)
Space/Reach: 30 ft./20 ft. (60 with tentacles)
Special Attacks: Fear aura, improved grab, rock throwing, sap strength, summon elemental
Special Qualities: Abomination traits, blindsight 500 ft., damage reduction 20/cold iron and epic and good, earth mastery, fast healing 30, immunities (acid, fire), nondetection, regeneration 50, resistance to cold 20, spell resistance 42, telepathy 1,000 ft., true seeing
Saves: Fort +51, Ref +37, Will +42
Abilities: Str 56, Dex 21, Con 37, Int 15, Wis 22, Cha 23
Skills: Craft (any two) +62, Escape Artist +35, Intimidate +66, Jump +53, Knowledge (any two) +62, Listen +68, Search +32, Sense Motive +66, Spot +68, Survival +66
Feats: Ability Focus (sap strength), Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Unarmed Strike (B), Power Attack, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Fortitude, Epic Toughness, Epic Weapon Focus (slam), Epic Will, Improved Darkvision, Legendary Wrestler, Overwhelming Critical (slam), Penetrate Damage Reduction (cold iron, silver), Perfect Health, Superior nitiative
Environment: Tarterian Depths of Carceri
Organization: Solitary or pair
Challenge Rating: 37
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 61-100 HD (Gargantuan)

This immense creature has a powerful human torso, and a mass of writhing serpent-shaped tentacles as its lower half.

In addition to creating the Titans and the Cyclopes, the union of Gaea and Uranus brought forth the Gigantes, or elder giants. Embodiments of volcanic power, these ancient beings hate the Olympian deities and never pass up a chance to hurt them or their minions.
In the old days, when the Titans were imprisoned on Carceri, the Gigantes were born to avenge or free their kin. They fought the Olympians to a stalemate, and a prophecy claimed that they would never be defeated unless a mortal man aided the gods. Zeus then enlisted the help of his half-mortal son Hercules, and eventually managed to defeat the Gigantes, slaying some and banishing the rest into Carceri. Some time later, Gaea gave birth to another son, the mightiest of the Gigantes, in a final attempt to pull down the Olympians. The creature was called Typhon, and he wrestled with Zeus for the freedom of his race. He lost.
Some Hinterland tribes of primitive humans and thokola believe that a mortal warrior that gains possession of a piece of a Gigante’s tentacle, either by strength, speed, or guile, is destined to ascend to godhood.
Gigantes speak Common, Giant, Infernal, and Planar Trade, but can also communicate telepathically.

COMBAT
A Gigante’s preferred mode of combat is wrestling. It grapples either a single opponent of a size approximately equal to its own, or as many lesser creatures as it can manage, and saps strength. A Gigante using manufactured weapons in combat is an extremely rare sight.
When a Gigante scores a successful critical hit with its slam attack, the target must make a Fortitude save (DC 63) or die instantly. Creatures immune to critical hits can’t be affected.
A Gigante’s natural weapons, as well as any weapon it wields, are treated as epic for the purpose of overcoming damage reduction.

Abomination Traits: Immune to ability damage, ability drain, energy drain, mind-affecting effects, petrification, polymorph. Not subject to death from massive damage. Has maximum hit points per Hit Die.

Blindsight (Ex): A Gigante can use its keen hearing to ascertain all foes within 500 feet as a sighted creature would.

Earth Mastery (Ex): A Gigante gains a +3 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 -9 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Fear Aura (Su): Gigantes radiate a powerful area of fear and horror that can overwhelm most creatures. Anyone who sees a Gigante within 60 ft. must make a Will save (DC 46) or become frightened for 2d4 rounds. A successful saving throw renders a creature immune to the fear aura of that Gigante for 24 hours. This is a fear, mind-affecting effect. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the Gigante must hit a foe of Huge or smaller size with at least two tentacle 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 pins the foe and saps Strength (see below).

Nondetection (Su): A Gigante has a continuous nondetection ability, as the spell (caster level 20th)

Regeneration (Su): A Gigante takes lethal damage from electricity. Its regeneration is suspended when it is not touching the ground.

Rock Throwing (Ex): The Gigantes break off the bones of their mother Earth and throw them at their enemies. They receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 140 feet, and the Gigante can hurl rocks weighing 90 to 120 pounds each (Large objects) up to five range increments.

Sap Strength (Su): A Gigante can sap the Strength of a pinned creature by making a successful grapple check. Each round it deals 2d6 points of permanent Strength drain to a pinned creature. A DC 63 Fortitude saving throw halves this damage. The save DC is Strength-based.

Summon Elemental (Sp): Five times per day a Gigante can summon 2d4 corrupted elder earth elementals (see Book of Vile Darkness) with maximum hit points. The creatures instantly assume form by combining the earth and stone of Carceri with the Gigante’s anger and hatred.

Spell-Like Abilities: At will – phantasmal killer (DC 20), spell turning, stone shape, symbol of weakness (DC 23); 3/day – earthquake (DC 24), symbol of death (DC 24). Caster level 20th. Save DCs are Charisma-based.

Telepathy (Su): A Gigante can communicate telepathically with any creature within 1,000 feet that has a language.

True Seeing (Su): A Gigante has a continuous true seeing ability, as the spell (caster level 20th)

Converted from Vortex of Madness.

Notes: As some of you may have noticed, my Epic-CR-assigning skills leave a lot to be desired. I tried to compare the gigante to the few non-spellcasting monsters in the ELH, but the only conclusion I came up with is that those CRs were assigned by randomly selecting two numbers between 2 and 9 and putting them next to each other. I'm open for CR suggestions.
#321

banshee

Jan 19, 2005 23:08:22
Weenie and Seraph (and any other contributors)..

I brought up this thread with several of the members over at www.planewalker.com through the Planescape mailing list. They're the official fansite for Planescape, and are finishing off a conversion of Planescape to 3E.

One of the things that not as much progress has been made on is the monster conversions. I mentioned this thread, and they'd be very interested in adding your conversions (including credits) to the database over at Planewalker.com.

Would you be interested in allowing them to do so?

Banshee
#322

zombiegleemax

Jan 20, 2005 1:42:23
Banshee: Definitely. I'd be pleased if they are used. In fact, I posted the observer to planewalker's creature codex a month ago. It was still in processing... I guess, the team is really busy with other stuffs.

Weenie: Some points on the gigante...

1. Earth mastery suggests that it should have the earth subtype. Add chaotic and evil subtypes as well...
2. Since it is a "brother" to the hecantochieres, it should also be an abomination with the respective traits.
3. Each gigante has a unique power. You can use a sample gigante like Antaeus or Enceladus.
4. DR should have epic and good (and cold iron, if you want to play on the ties with the hecantochieres).
5. Alignment should be "always" not "usually".
6. I think it should have some forms of spell-like abilities and maybe range attacks (boulders?).

You can refer to the 2E Legends & Lore for the gigantes here. Btw, I thought Typhon was not a gigante, but a unique creature on its own?

Also, the vacuum elemental's (p.5) natural invisibility should be (Ex), not (Su).
#323

zombiegleemax

Jan 20, 2005 1:57:17
Firetail, Lesser
Small Elemental (Extraplanar, Fire)

Hit Dice: 6d8+6 (33 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Fly 40 ft. (good)
AC: 18 (+1 Size, +4 Dex, +3 Natural), Touch 15, Flat-footed 14
BAB/Grapple: +4/+1
Attack: 1 slam +10 melee (1d4+1 plus 1d4 fire)
Full Attack: 2 slams +10 melee (1d4+1 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (1d4), blaze (1d6)
Special Qualities: Darkvision 60 ft., elemental traits, fire immunity, cold vulnerability, plane shift, SR 15
Saves: Fort. +3, Ref. +9, Will +2
Abilities: Str 12, Dex 19, Con 13, Int 8, Wis 10, Cha 11
Skills: Listen +4, Spot +5
Feats: Dodge, Mobility, Improved Initiative (B), Weapon Finesse (B), Weapon Focus (Slam)
Environment: Plane of Fire
Organization: Solitary or group (1d4+1)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic neutral
Advancement: 7-12HD (Small)
Level Adjustment: -

A frolicsome creature of living flame loops and darts in the air.

A firetail is a creature of elemental fire with a reputation for chaotic behavior and unreliability. A more evolved form of firetail, called tshala, has certain arcane powers. The 2 species are outwardly identical. Experienced adventurers distinguish them by their sizes and speeds.

Combat
Firetails tend to take sides in conflicts, sometimes for good, other times for evil. They hate salamanders and attack on sight. Fire elementals are usually ignored.

Plane Shift (Sp): Lesser firetails may band together in a group of 3 or more in order to plane shift 1/day, CL=HD.

Burn (Ex): Those hit by its slam attack must make a Con-based DC 14 reflex save or catch fire for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a firetail with natural weapons or unarmed attacks take fire damage as though hit by the attack, and also catch on fire unless they succeed on a reflex save.

Blaze (Ex): A firetail may blaze once every 1d4 rounds as a free action. This causes all within 5 ft. to take 1d6 fire damage, allowing a Con-based DC 14 reflex save for ½ damage. Furthermore, all its melee attacks during that round deals an additional 1d6 fire damage (no save).



Firetail, Greater (Tshala)
Medium Elemental (Extraplanar, Fire)

Hit Dice: 13d8+26 (84 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: Fly 50 ft. (good)
AC: 22 (+5 Dex, +7 Natural), Touch 15, Flat-footed 17
BAB/Grapple: +9/+12
Attack: 1 slam +15 melee (1d8+3 plus 1d6 fire)
Full Attack: 4 slams +15 melee (1d8+3 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn (1d6), blaze (2d6), spell-like abilities
Special Qualities: Darkvision 60 ft., elemental traits, fire immunity, cold vulnerability, SR 21
Saves: Fort. +6, Ref. +13, Will +7
Abilities: Str 16, Dex 21, Con 15, Int 17, Wis 16, Cha 13
Skills: Hide +21, Listen +19, Sense Motive +19, Spot +19, Tumble +21
Feats: Empower Spell-like Ability (Fireball), Dodge, Mobility, Iron Will, Improved Initiative (B), Weapon Finesse (B), Weapon Focus (Slam)
Environment: Plane of Fire
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic neutral
Advancement: 14-26HD (Medium); 27-39HD (Medium)
Level Adjustment: -

Spell-like Abilities (Sp): At will – plane shift, remove curse, heal, feeblemind, maze; 3/day – fireball; 1/day – fire trap. CL=HD, Cha-based DC 11 + spell level.

Burn (Ex): DC 18 reflex save.

Blaze (Ex): 2d6 fire damage, DC 18 reflex save.

Habitat/Society
Firetails are usually independent and solitary. When lesser firetails form bands to planar travel, the group often disperses upon reaching the destination, leaving each firetail stranded on the foreign plane. Very rarely, they may take a companion, such as other firetails, pegasi, sylphs, elves and even humans. Although they never forget friends, they are creatures of whims, suddenly disappearing and ignoring them with no good reason. Likewise, they never forget their enemies, often making sure they go down in flames.

Ecology
Only 10% of firetails are born as tshala. When a lesser firetail reaches 200 years old, it secludes itself to a place of extreme heat, such as a lava pool. It then drains the place of fire completely, often taking over a week. Thereafter, it transforms into a greater firetail.

Firetails reproduce via phoenix combustion. When a firetails reaches 400 years old, it accumulates 1d4 piles of flammable materials in a cave. It then bursts into flames as a fireball (1d6 fire damage per HD), setting the piles on fire. After an hour, each pile generates 1 firetail, 10% of which may be a tshala.

Converted from Forgotten Realms MC11 (TSR2125).
#324

zombiegleemax

Jan 20, 2005 2:01:06
Mara
Huge Outsider (Extraplanar, Chaotic, Evil, Earth)

Hit Dice: 10d8+60 (105 hp)
Initiative: -2 (-2 Dex)
Speed: 20 ft.
AC: 18 (-2 Size, -2 Dex, +12 Natural), Touch 6, Flat-footed 18
BAB/Grapple: +10/+27
Attack: 1 slam +18 melee (2d8+9)
Full Attack: 2 slams +18 melee (2d8+9) and 1 bite +15 melee (1d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Beak strike
Special Qualities: Darkvision 60 ft., vulnerability, immunity, sense demon, scent, SR 17
Saves: Fort. +13, Ref. +5, Will +8
Abilities: Str 28, Dex 7, Con 23, Int 4, Wis 12, Cha 13
Skills: Climb +22, Listen +14, Search +10, Spot +14, Survival +14
Feats: Awesome Blow, Multi-attack, Power Attack, Improved Bull Rush, Weapon Focus (Slam)
Environment: Abyss or Pandemonium
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20HD (Huge); 21-30HD (Gargantuan)
Level Adjustment: -

A huge hulking humanoid shape looks like a gray-green weathered stone. A hooked beak is framed by 2 red eyes.

Mara are chaotic evil spirits that inhabit great bodies of stone. They walk in the night, destroying everything in their paths. By day, they vanish, leaving behind a trail of destruction. Their eyes glow red when stalking preys. Mara communicate with bird-like cries. Anyone who understands Infernal can make a DC 15 intelligence check to understand it.

Combat
A mara is very slow and fearless. It tracks with its keen scent and destroys everything in its path.

Beak Strike (Ex): If both its slam attacks hit, its bite attack gains +2 circumstance bonus to the attack roll and the bite is automatically considered a natural 20, i.e. it is a threat – roll again to confirm the critical hit.

Vulnerability (Ex): Direct sunlight renders the stone body unfit for the spirit. This forces it to make a will save every round of exposure or be banished to its home plane as if affected by a banishment spell. Natural sunlight has a DC of 20. A holy word spell displaces the spirit, but if the body is not exposed to sunlight, the spirit may inhabit the body as a full-round action. A disembodied spirit has incorporeal subtype.

Immunity (Ex): A mara is immune to all mind-affecting effects and cold.

Sense Demon (Su): A mara can detect the presence and general location of chaotic evil outsiders within 20 miles.

Habitat/Society
Mara are attracted to cold and dark regions. They sometimes roam during the day as well when it is foggy or when the sky is extremely overcast. Their destructive passage across the country side has earned them the name “Great Walkers”. Mara are subservient to demons and other powerful chaotic evil planar creatures. They often seek them out using their natural senses and join or aid them as soon as possible. They then obey the most powerful demon around, who often uses them as guards, trackers, explorers and slayers.

Ecology
Little is known about their ecological function. The way it occupies the body and the method the spirit projects from the Outer Planes are entirely unknown.

Converted from Forgotten Realms MC11 (TSR2125).
#325

zombiegleemax

Jan 20, 2005 4:17:45
Sandman
Subtypes: Add extraplanar.
SQ: Add telepathy 100 ft.
Feats: Add ability focus (sleep).
Sleep (Su): Cha-based DC 14 will save (instead of DC13).

A sandman does not speak at all, communicating among themselves via telepathy. They are often slaves of the dao, allowed to win their freedom by bringing replacement slaves which they get by using their sleep ability.

Updated from Creature Catalogue (v3.0).
Converted from Monstrous Compendium Annual #1.
#326

weenie

Jan 20, 2005 4:19:16
Weenie and Seraph (and any other contributors)..

I brought up this thread with several of the members over at www.planewalker.com through the Planescape mailing list. They're the official fansite for Planescape, and are finishing off a conversion of Planescape to 3E.

One of the things that not as much progress has been made on is the monster conversions. I mentioned this thread, and they'd be very interested in adding your conversions (including credits) to the database over at Planewalker.com.

Would you be interested in allowing them to do so?

Banshee

PW.com knows.

As mentioned earlier, I contacted the planewalker.com people, and the Creature Codex section manager was very interested. However, it's still on hold because he is busy in RL, and says he'll mail me when he's able to move the conversions to PW.com.

Seraph: Points taken. I'll see what I can do. Thanks for pointing out L&L, I had that but didn't remmber to look up the gigante.
#327

weenie

Jan 20, 2005 6:06:22
There, I made the gigante an abomination, as I should’ve done in the first place. I upped the CR, and I added rock throwing and spell-like abilities as requested. The subtypes are now chaotic and evil…
Speaking of which, I don’t see why every enemy of the Olympians banished to Carceri has to be chaotic evil. Still, if the Hecatoncheires were done that way, I suppose the Gigantes must be. I’m not making all the Titans CE though.

Each gigante has a unique power. You can use a sample gigante like Antaeus or Enceladus.

Hmm. I don’t know, the abominations in general seem customized enough as they are. And I don’t think I’m up to the challenge of creating several unique epic abilities relatively equal in power. I think I’ll leave it at this, and let those that want to use unique gigantes just tweak them a little and add a unique power or two.

Btw, I thought Typhon was not a gigante, but a unique creature on its own?

Well, Typhon was also born by Gaea to fight Zeus, also had snakes/tentacles for legs, and also got banished to Carceri. He’s just a little younger than the other gigantes, and seems quite a bit tougher. In some versions he has several snake heads instead of snake-like legs, but who cares… I just liked the image of a tragic hero fighting that bastard Zeus for the freedom of his fellow mosters and losing.

Any ideas on CR? The Hecatoncheires has an insane 57, and less HD then the Gigantes. I went with CR 35 for the Gigante, but that's just guessing.
#328

weenie

Jan 20, 2005 6:12:29
On the Archomental template:

Nothing in their regeneration entry specifies what penetrates the regeneration. I'd drop that and increase the fast healing. It's pointless to have fast healing X and (universal) regeneration Y, isn't it?
#329

zombiegleemax

Jan 20, 2005 10:38:58
The gigante is looking much better now... I think it’s a bit more powerful than the xixecal (CR36). I’d make the following changes and give it CR37 or 38.

Summon: Fiendish template cannot be used on elementals… Corrupted creature template (BOVD) can be used instead.

Sap Strength: Ability damage is always temporary; ability drain is always permanent. 3d6 is a lot. I’d suggest lower it, say 2d4 or 1d6+2. If it drains, it probably would get 5 temp hp per point of ability drain.

Rocks: Maybe 2 rocks per round as full attack?

DR #/epic and cold iron and good

Regeneration 50 is too much. I’d reduce it to 30.

Epic Feats: Extended life span (x2)… Whatever for? As an abomination, it is a quasi-deity immortal. Replace with something else, like overwhelming critical (slam) and devastating critical (slam).

On the Archomental template: Nothing in their regeneration entry specifies what penetrates the regeneration.

Yes it does. Regeneration is valid only when in contact with associated element.

I have updated the index on page 1... and I'm still wondering how to do the ship of chaos...
#330

weenie

Jan 20, 2005 19:17:49
Sap Strength: Ability damage is always temporary; ability drain is always permanent. 3d6 is a lot. I’d suggest lower it, say 2d4 or 1d6+2. If it drains, it probably would get 5 temp hp per point of ability drain.

"Damage" is a typo, it's supposed to be "drain". 3d6 is a lot? For a CR 38 creature? I mean, the DC is 63! Frankly, I have no idea what "a lot" means for such creatures. I'll lower it to 2d6 or something, but I don't think 5 temporary hit points would make a difference, what with the regeneration adn the fast healing...

Regeneration 50 is too much. I’d reduce it to 30.

See above. Does it make a difference? I'll lower it.

Rocks: Maybe 2 rocks per round as full attack?

Giants can't do this.

Epic Feats: Extended life span (x2)… Whatever for? As an abomination, it is a quasi-deity immortal.

Yeah well, it used to not be an abomination and I couldn't be bothered to pick two more epic feats :embarrass I don't think it meets the requirements for devastating/overwhelming, but I'll tjeck.

Edit: Actually, it does. Fixed.

Yes it does. Regeneration is valid only when in contact with associated element.

AFAIK, regeneration is supposed to convert some damage types into nonlethal, which it cures by a set amount per round. It's not suposed to be circumstantially limited because it becomes limited fast healing then. It's an academic issue, but still.

I'm still wondering how to do the ship of chaos...

I lost my copy of that Into the Abyss module (or whatever it's called) so I can't help you there. A vehicle maybe, by the Wossname Book of Equipment & Stuff rules?
#331

weenie

Jan 20, 2005 19:36:10
All right, enough with the mythological Zeus wannabes for now.

Since we're pretty much done with the Lower Planes, I thought I'd make a preliminary encounter list for one of them. Here's the Abyss, for example.

Here's the page. Bottom link.

I didn't use creatures from MM 3 because I don't have the book, nor creatures from Armies of the Abyss because it's not WotC. I mostly stuck to 2E Planescape critters, in their 3.5 incarnations of course, with some newbies from FF, MM 2, BoVD, etc..

Whatcha think?
#332

Cyriss

Jan 21, 2005 1:54:34
Awsome encounter chart Weenie.

One thing that always seems to lack in PS encounter charts though is the fact that they always only have PS specific monsters in the chart. What about our traditional D&D monsters that also inhabit the planes? For example, Drow in the Abyss, or Kobolds in Baator, and Trolls/giants/orcs/ect on the planes? With these monsters inhabiting various realms on the planes, I always thought they should also be included on the encounter charts.
#333

zombiegleemax

Jan 21, 2005 10:15:45
I'll lower it to 2d6 or something, but I don't think 5 temporary hit points would make a difference, what with the regeneration adn the fast healing...

The 5 temp hp is more for consistency's sake, since xixecal gets it with its Con drain.
AFAIK, regeneration is supposed to convert some damage types into nonlethal, which it cures by a set amount per round. It's not suposed to be circumstantially limited because it becomes limited fast healing then. It's an academic issue, but still.

I guess DF just make all damage nonlethal when in contact with the element. A significant difference is that a critter with regen can "come back to life" when it's supposed to be dead (due to nonlethal damage), but fast healing doesn't help once the critter goes to the point of no return. It's not too much of an issue, I think.
I lost my copy of that Into the Abyss module (or whatever it's called) so I can't help you there. A vehicle maybe, by the Wossname Book of Equipment & Stuff rules?

My problem with it is that it is presented as a multi-part creature. There is one stat block for the engine, another for the deck or something.

Encounter Table: Why not use Excel for this? You can then randomly "roll" for encounter in Excel. For Cyriss' point, I think you can add an small entry like... "Roll on Prime Material Plane (or Upper Planes, or whatever) encounter table".

Edit: I just came across another gross typo in MOTP... Dao = large outsider (air, evil). Air?! This closes in on Guide to Hell's "pit friend". :D
#334

zombiegleemax

Jan 21, 2005 10:21:54
Tasked Genie, General
Tasked genies may once have been the standard genies of the 4 elemental planes. However, centuries of devotion to 1 type of labor have altered their forms to better suit the nature of their work. Their profession defines them. A tasked genie deprived of his work grows weak and sickly, sometimes even insane to the point of metamorphosis.

Habitat/Society
Unlike other genies, tasked genies are not uneasy or hostile among humans and can thus be found in cities. Their pride is derived from their accomplishments, not from birthright and caste. Tasked genies band together in nomadic tribes based on meritocracy instead of caste and nobility of standard genies. Their nomadic “camps” are more like mansions, which disappears like mirages when the genies move on.

Ecology
Tasked genies do not render a service to a non-genie unless they are paid or enslaved. A tasked genie can be bound by a sha’ir for powers. Guardian genies can live up to 1,001 years. Other tasked genies usually live about 200 years. Occasionally, genies take mortal lovers, but such loves are often stormy. Rarely, genasi may result from such unions.
#335

zombiegleemax

Jan 21, 2005 10:23:18
Tasked Genie, Architect
Medium Outsider (Extraplanar, Earth)

Hit Dice: 9d8+18 (58 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.
AC: 17 (+3 Dex, +4 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +9/+12
Attack: 1 slam +12 melee (1d6+3)
Full Attack: 2 slams +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, exploit structural weakness, collapse building
Special Qualities: Darkvision 60 ft., work devotion
Saves: Fort. +10, Ref. +9, Will +8
Abilities: Str 17, Dex 16, Con 14, Int 17, Wis 14, Cha 11
Skills: Appraise +15, Concentration +14, Craft (any one) +15, Diplomacy +12, Disable Device +15, Knowledge (architecture) +22, Listen +14, Open Lock +15, Profession (any) +17, Search +15, Spot +14
Feats: Endurance, Great Fortitude, Skill Focus (Profession [Architect]), Skill Focus (Knowledge [Architecture])
Environment: Plane of Earth
Organization: Solitary or group (2d4)
Challenge Rating: 6
Treasure: None
Alignment: Usually any neutral
Advancement: By character class
Level Adjustment: -

A bald, muscular humanoid surveys the site with compass and set squares. A rune of ownership is marked on his head.

An architect genie, also called builder genie, is a dao who has been reshaped by a life of constant construction. Their powers are responsible for tales of cities springing up overnight at the command of genies. They speak Terran.

Combat
Unless commanded, an architect genie usually avoids combat, preferring to do repair work after the fight. Like the dao, they prefer to let others do the fighting for them. If need be, an architect genie would lead his foes into secret passages filled with traps. Architect genies often advance in the expert class, which is their favored class.

Spell-like Abilities (Sp): 3/day – make whole, minor creation, wood shape; 1/day – passwall, stone shape, stone tell. CL=HD, Cha-based DC 14 + spell level.

Exploit Structural Weakness (Ex): An architect genie can exploit structural weakness to deal more damage. He can deal critical damage even to objects, constructs, corporeal undead and corporeal deathless.

Collapse Building (Su): An architect genie can shake a building’s foundation as a full round action and cause it to collapse. This functions as an earthquake spell. The building must have been familiar to the genie, requiring at least an hour of study of the entire site.

Work Devotion (Su): An architect genie is immune to all mind-affecting effects which demand it to fight outdoors or to fight in buildings not of its own making.

Racial Skills: An architect genie has +4 racial bonus on knowledge (architecture) checks.

Habitat/Society
Architect genies are common in the Great Dismal Delve, but are also sometimes bound by sha’ir to serve mortal princes. Some are even given as gifts from noble dao. Architect genies live for their work, wanting to be remembered for their construction instead of their personal traits. Thus, they are merciless on themselves and others when their work is concerned. They do not care what they are building, only that whatever they build is of great standard. All sites built by architect genies cost 4 times as much. They are extremely durable, having twice as much hit points as normal. They can imitate any style they have seen. Architect genies can be very literal or subversive in obeying commands, depending on the effects on their constructions.

Ecology
Architect genies are slaves to the dao. They resent their slavery but are unable to overthrow the might of the earth genies. They are on good terms with xorns, earth elementals and pechs. They judge other races based on their architectural and building achievements.

Converted from Al-Qadim MC13.
#336

zombiegleemax

Jan 21, 2005 10:26:58
Tasked Genie, Artist
Medium Outsider (Extraplanar)

Hit Dice: 7d8+7 (38 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 17 (+3 Dex, +4 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +7/+8
Attack: 1 masterwork dagger +9 melee (1d4+1/19-20)
Full Attack: 1 masterwork dagger +9/+4 melee (1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., shackled spirit
Saves: Fort. +6, Ref. +8, Will +7
Abilities: Str 12, Dex 17, Con 13, Int 18, Wis 14, Cha 21
Skills: Concentration +11, Craft (any 2) +18, Diplomacy +17, Disable Device +9, Gather Information +10, Listen +14, Move Silently +8, Perform (any 2) +22, Search +14, Sense Motive +12, Spot +14, Use Rope +8
Feats: Alertness, Skill Focus (Perform [any 2])*
Environment: Any Elemental Plane
Organization: Solitary or group (2d4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: By character class
Level Adjustment: -

:whatsthis Note (*): Some artist genies may use skill focus on craft instead of perform.

A flamboyant humanoid dressed in colorful trappings sits on a flying carpet, playing a musical instrument.

Artist genies are poets, composers, musicians and sculptors. Some others are also craftsmen, such as potters, goldsmiths and seamstresses. They speak Common and at least one of the elemental language, such as Auran.

Combat
Artist genies are not warriors. They use their spell-like powers for artistic creations. Their favored class is bard.

Spell-like Abilities (Sp): 3/day – displacement, mirror image, persistent image, polymorph (self only), stone shape. CL=HD, Cha-based DC 15 + spell level.

Shackled Spirit (Ex): An artist genie who is mistreated, enslaved or charmed do not produce superior work. They suffer -4 to -10 penalty (depending on circumstance) on all craft and perform skill checks under such conditions.

Racial Skills: An artist genie has +4 racial bonus on craft and perform checks.

Habitat/Society
Artist genies are adaptable, taking on the custom of the group. They are fierce rivals with each other since few others can match their skills. They have only scorn for the unskilled or untalented who cannot appreciate their master pieces. Artist genies push the boundaries of the latest fashion and are often hedonistic, requiring odd food or such routines or contemplation before their work can reach the highest level. Slighting their work demands retribution, from vicious gossip and social ridicule to outright violence.

Ecology
Artist genies depend on refined patrons and high levels of cultural achievements. They often neglect their material needs in order to get rare working materials. An artist genie forced into idleness for prolonged period either dies or goes mad.

Converted from Al-Qadim MC13.
#337

weenie

Jan 21, 2005 11:54:30
Cyriss: Unfortunately, it's impossible to accurately present the variety of creatures you could run into on the planes. The planars have priority AFAIC, especially on the inhospitable planes such as the Abyss. I don't think many kobolds and goblins can survive there. Still, the fiendish and half-fiend templates are there, so "tainted" prime creatures are still an option.

Seraph: Good point about Excel, I'll use that if I make more charts. Still, I never actually roll on the encounter charts. The numbers are there only to indicate the general probability of encountering a creature.

Edit: I just came across another gross typo in MOTP... Dao = large outsider (air, evil). Air?!

:D Yes, the infamous Air Dao typo...
#338

Cyriss

Jan 21, 2005 12:59:04
especially on the inhospitable planes such as the Abyss. I don't think many kobolds and goblins can survive there. Still, the fiendish and half-fiend templates are there, so "tainted" prime creatures are still an option.

I don't mean just randomly place any prime creatures on any of the planes. I mean include "typically known" prime (they wouldn't actually be prime now) creatures on their respected plane. Usually these creature exists on that plane due to them being followers of a power in his/her realm. Drow exist in the Abyss where they worship Lolth. Drow, Illithid, gnomes, dwarves, and giants exist in Ysgard. Dwarves also exist in Arcadia. Kobolds live on Baator where they worship Kurtulmak. Gnomes live in Bytopia. Ect ect. Encountering these would be as common as any planar specific monster.

I've been wanting to make a "Complete" encounter list per plane that even includes Humans on the list. It's supposed to be a random encounter afterall...leaving races out doesn't make it completely random I just haven't had the time to do it myself yet.
#339

sildatorak

Jan 21, 2005 14:50:46
As you guys are writing up genies you might consider telling WotC that it is ridiculous for all creatures of one element to have a common langauge by including Jannti as a language spoken by genies. It's just the Al-Qadim fan in me speaking, I guess.
#340

weenie

Jan 21, 2005 19:38:17
I don't mean just randomly place any prime creatures on any of the planes. I mean include "typically known" prime (they wouldn't actually be prime now) creatures on their respected plane. Usually these creature exists on that plane due to them being followers of a power in his/her realm. Drow exist in the Abyss where they worship Lolth. Drow, Illithid, gnomes, .

Yes, of course, but the thing is you can't really properly approximate an infinite plane, especially if it's the Abyss where a layer can be nothing like the next one. The only "constant" in the Abyss is the presence of the fiends and various "fiend-touched" thingies, and even that's a stretch.

I've been wanting to make a "Complete" encounter list per plane that even includes Humans on the list. It's supposed to be a random encounter afterall...leaving races out doesn't make it completely random I just haven't had the time to do it myself yet.

Good luck. You might want to planeshift onto the Silver Void before you start... it'll take you a couple of centuries to finish that, so that timeless trait would come in handy...
#341

Cyriss

Jan 21, 2005 21:24:34
Good luck. You might want to planeshift onto the Silver Void before you start... it'll take you a couple of centuries to finish that, so that timeless trait would come in handy...

Thanks for the tip, you'll be the first to get a copy once it's finished.
#342

zombiegleemax

Jan 23, 2005 1:17:41
Tasked Genie, Guardian
Large Outsider (Extraplanar, Fire)

Hit Dice: 14d8+42 (105 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: 40 ft.
AC: 24 (-1 Size, +5 Dex, +10 Natural), Touch 14, Flat-footed 19
BAB/Grapple: +14/+24
Attack: 1 claw +19 melee (1d8+6) or 1 primary large scimitar +19 melee (1d8+6/18-20)
Full Attack: 4 claws +19 melee (1d8+6) or 1 primary large scimitar +19/+14/+9 melee (1d8+6/18-20) and 3 secondary large scimitar +19 melee (1d8+6/18-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, breath weapon, multi-weapon style
Special Qualities: Darkvision 60 ft., telepathy 100 ft., immunity, all-around vision, SR 18
Saves: Fort. +12, Ref. +14, Will +10
Abilities: Str 23, Dex 21, Con 17, Int 14, Wis 13, Cha 12
Skills: Concentration +20, Diplomacy +20, Hide +18, Intimidate +18, Listen +26, Move Silently +22, Search +23, Sense Motive +18, Spot +22, Tumble +22
Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack, Multi-Weapon Fighting
Environment: Plane of Fire
Organization: Solitary or group (1d4+1)
Challenge Rating: 10
Treasure: Standard
Alignment: Always any lawful
Advancement: By character class
Level Adjustment: -

A large humanoid with dark red hide and four powerful arms stood before the portal. His horned head features two vigilant faces, one in front, another behind.

Guardian genies are powerful spirits sworn to defend specific items and sites tirelessly. They were once efreet, but have been reshaped to be loyal to the exact wording of their oaths. They speak Ignan.

Combat
Guardian genies move with inhuman speed despite their bulks. They usually target spellcasters before all others. Although they are competent fighters, they generally have no love of violence, preferring to threaten and warn first. They are proficient with all martial weapons. Their favored class is fighter.

Spell-like Abilities (Sp): 3/day –alarm, glyph of warding, shout, silence, see invisibility, guards and wards, sepia snake sigil; 1/day – blade barrier. CL=HD, Cha-based DC 11 + spell level. Some guardian genies (30% chance) have alternative guardian-related powers, such as hold portal, dimension door, etc.

Immunity (Ex): A guardian genie is immune to all mind-affecting effects.

Breath Weapon (Su): A guardian genie can breathe a cloud of green fire, occupying a 15 ft. radius space adjacent to the genie. The cloud deals 14d6 fire damage, Con-based DC 20 reflex save for half damage. This ability can be used 1/day.

Multi-Weapon Style (Ex): A guardian genie is extremely skilled in fighting with multiple weapons, allowing it to further lessen the penalty by 2 for both primary hand and off hands. With Multi-Weapon Fighting feat, this effectively reduces the penalty to zero.

All-Around Vision (Ex): Since a guardian genie has a second face on the back of his head, he gains +4 racial bonus on search and spot checks and he cannot be flanked.

Racial Skills: A guardian genie has +8 racial bonus on listen checks and +4 on search and spot checks.

Habitat/Society
Guardian genies dislike social interaction and are usually solitary. They speak in clipped sentences as if annoyed. They are humorless creatures, following their procedures with methodical precisions. They are willing to describe what they are guarding, but not what they can do to prevent its theft. Guardian genies guard only objects and sites, not creatures. They consider bribe an insult and usually attack the briber. Their guardian contracts usually last for 101 or 1,001 years, after which it must be renegotiated.

Ecology
Since they cannot do anything to hasten the completion of their tasks, guardian genies are often frustrated creatures. No genie would touch a treasure guarded by a guardian genie, but they may advise others how the treasure may be taken.

Converted from Al-Qadim MC13.
#343

zombiegleemax

Jan 23, 2005 1:19:38
Tasked Genie, Slayer
Large Outsider (Extraplanar)

Hit Dice: 12d8+36 (90 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 40 ft., fly 60 ft. (good)
AC: 21 (-1 Size, +4 Dex, +8 Natural), Touch 13, Flat-footed 17
BAB/Grapple: +12/+24
Attack: 1 scimitar +20 melee (1d8+8/18-20)
Full Attack: 1 primary large scimitar +20/+15/+10 melee (1d8+8/18-20) and 1 secondary large scimitar +20/+15 (1d8+8/18-20) and 2 claws +17 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, frightful presence, sneak attack +3d6
Special Qualities: Darkvision 60 ft., telepathy 100 ft., SR 18
Saves: Fort. +11, Ref. +12, Will +10
Abilities: Str 27, Dex 19, Con 17, Int 13, Wis 15, Cha 15
Skills: Bluff +17, Disguise +12, Hide +19, Listen +17, Move Silently +23, Search +11, Sense Motive +17, Sleight of Hand +16, Spot +21, Tumble +19
Feats: Multiattack, Improved Initiative, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus (Scimitar)
Environment: Any Elemental Plane
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: -

A massive winged humanoid with dark polished skin, naked to the waist, creeps up behind. Two arms are human-like, holding scimitars. The other two arms end in lion-like claws. A third green eye rests above its two red eyes, between its horns.

The slayer genie’s purpose is to kill as often as possible – by stealth if possible or through rages if discovered. Their intelligences allow them to carry out their purposes with fair discretion.

Combat
Slayer genies prefer to kill their targets quietly. They are proficient with martial weapons and prefer scimitars, axes, morning stars and maces. Their favored class is rogue and often takes levels in assassin prestige class.

Spell-like Abilities (Sp): At will – blindness, silence, darkness, ventriloquism, misdirection; 3/day - improved invisibility, gaseous form, polymorph (self only), dimension door. CL=HD, Cha-based DC 12 + spell level.

Frightful Presence (Ex): A slayer genie can attempt to frighten its foes within 30 ft. for 5d6 rounds by revealing its true form, Cha-based DC 18 will save negates.

Two-Weapon Style (Ex): A guardian genie is extremely skilled in fighting with two weapons, allowing it to further lessen the penalty by 2 for both primary hand and off hands. With Two-Weapon Fighting feat, this effectively reduces the penalty to zero.

Racial Skills: A slayer genie has +4 racial bonus on move silently, hide and spot checks.

Habitat/Society
Slayer genies are rumored to be first created to terrify the enemies of genie lords. They later served as assassins. They are thus usually servants of some genie lords or powerful humanoids. Those who are free usually have very short reigns of terror. An unwatched slayer genie is very dangerous and may begin slaughtering its master’s servants.

Slayer genies enjoy the company of warriors, discussing the nature of various weapons, martial trickery, stealth and tactics. They are strangely fixated to the process of killing for its own sake, remembering the death throes and weapon styles of their enemies. They know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role and boast of it afterwards.

Ecology
When tasked genies (especially guardian genies) are driven mad, they become slayer genies, seeking release in bloodshed. They see other creatures as merely sets of abilities and attributes to overcome, whose purpose is to die at the hands of the slayer. A slayer genie may inform creatures that it is upset that they are denying their own purposes by not dying at its hands. Refusal to admit that one wants to die at its hands upsets it even further. The only exceptions are the undead and the deathless. The genies are puzzled over whether they should bother to kill something that is already dead. Usually, the genies leave them for last and, if there is a chance of being discovered, leave them alone altogether. This often results in the undead creatures being blamed and hunted as perpetrators of the genies’ crimes.

Converted from Al-Qadim MC13.
#344

zombiegleemax

Jan 23, 2005 1:21:24
Tasked Genie, Warmonger
Medium Outsider (Extraplanar)

Hit Dice: 7d8+21 (52 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 22 (+3 Natural, +7 Half-plate, +2 Heavy shield), Touch 10, Flat-footed 22
BAB/Grapple: +7/+12
Attack: 1 scimitar +13 melee (1d6+5/18-20) or 1 slam +12 melee (1d8+5)
Full Attack: 1 scimitar +13/+8 melee (1d6+5/18-20) or 2 slams +12 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., telepathy 100 ft., inspire heroism
Saves: Fort. +8, Ref. +6, Will +6
Abilities: Str 20, Dex 13, Con 16, Int 15, Wis 13, Cha 15
Skills: Craft (weapon) +12, Diplomacy +14, Intimidate +12, Knowledge (geography) +12, Listen +11, Perform (wind) +12, Ride +11, Search +12, Sense Motive +11, Spot +11
Feats: Cleave, Power Attack, Weapon Focus (Scimitar)
Environment: Any Elemental Plane
Organization: Solitary or troop (1d4+1)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: -

A heavily-armored humanoid swings his scimitar expertly, with his swinging hair dripping with blood.

Warmonger genies are strategists and war advisers to generals who fought for genie emirs and caliphs. They are smaller in size than most genies and that fact causes no end of anger and frustration.

Combat
Warmonger genies are inspiring generals and warriors. They usually wear the heaviest armor and arm themselves with scimitars, maces and picks. They are commonly found at the rear of battles, observing from their mounts. They are proficient with all martial weapons, shields and armors. Their favored class is fighter (or marshal, if you have Miniatures Handbook).

Inspire Heroism (Su): A warmonger genie can inspire his troops and allies 1/day as a standard action, granting them +2 morale bonus to attack rolls, saves and skill checks for 1 hour. This is a mind-affecting effect.

Spell-like Abilities (Sp): At will – fear, remove fear; 3/day – magic weapon, suggestion, cloak of bravery*. CL=HD, Cha-based DC 12 + spell level.

:whatsthis Note (*): Cloak of bravery is a spell found in Complete Warrior. If you do not use this book, substitute it with greater heroism spell.

Habitat/Society
Warmonger genies live among their troops and worship their lords. They are completely devoted to war, sometimes even ignoring the cease-fire commands from their lords if they think they can win the war for them. They are sometimes summoned for war-related tasks, like defending a strategic pass or leading assault troops. They usually try to convince their lords to continue fighting. Their logic is simple: fighting now will prevent fighting later. These genies may even play on their lord’s vanity, claiming that bringing more land under his control will benefit others due to his enlightened policies. Furthermore, they are capable of creating an environment of fear and suspicion, which is conducive for turning nations into armed camps. Deep down, they see political figures as foolish and incapable of understanding the glories of soldiering.

Ecology
Warmonger genies plunder the ecosystem they come across for war supply and resources. Repeated marches over the same region often render the land bare and devoid of livestock. Non-combatants starve in their wakes.

Converted from Al-Qadim MC13.
#345

zombiegleemax

Jan 23, 2005 1:55:06
I have shortlisted some planar monsters from 2E MM for conversions. Weenie, could you (or anyone else) take them? I'm looking at Chronomancer now...

Aerial Servant: http://www.planetadnd.com/interactive_books/mm00089.php
Pech & Sandling: http://www.planetadnd.com/interactive_books/mm00090.php
Nereid: http://www.planetadnd.com/interactive_books/mm00092.php
Gloomwing & Tenebrous Worm: http://www.planetadnd.com/interactive_books/mm00133.php

I think Creature Catalogue already has some of them in v3.0. If you think them ok, can just give a v3.5 update instead of a new conversion.

Weenie: If possible, can you include a list of existing published creatures which should have the +/- subtypes (p.5) you made? Just thought that might be useful.
#346

weenie

Jan 23, 2005 20:45:51
I'd already redone the CC versions of the aerial servant, nereid, and pech. Here they are. The rest, including the +/- subtype list, within 24 h.

Also, I'll format these properly tomorrow (and edit, if required), I just gotta get some sleep. Sleeep...


AERIAL SERVANT
Medium Elemental (Air, Extraplanar)
Hit Dice:
16d8+64 (136 hp)
Initiative: +9
Speed: Fly 60 ft. (perfect)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +12/+20
Attack: Slam +21 melee (2d8+12)
Full Attack: 2 slams +21 melee (2d8+12)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d8+12, improved grab, windblast
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, find target, natural invisibility
Saves: Fort +9, Ref +15, Will +5
Abilities: Str 26, Dex 21, Con 18, Int 4, Wis 10, Cha 11
Skills: Listen +9, Move Silently +10, Spot +9
Feats: Alertness, Combat Reflexes, Improved Critical (slam), Initiative, Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Medium); 33-48 HD (Large)
Level Adjustment: –

You face a semi-transparent legless humanoid of sparkling blue smoke, with empty eyes, a slash for a mouth, and long, four-fingered hands.

The creature referred to as “aerial servant” is a form of elemental-kin native to the plane of Elemental Air, but also occasionally found on the Ethereal or Astral. It is often summoned to the Prime Material Plane by spellcasters foolish enough to do so.
Aerial servants are wanderers drawn to areas of extreme weather. It is thought that they reproduce by being blown in two by storm winds.
Aerial servants do not speak, although they understand Auran.

COMBAT
Aerial servants rarely engage in combat, using a shearing blast of intensely focused wind to pummel their opponents when they do so, and using their slam attack if pressed.

Constrict (Ex): An aerial servant deals 2d8+12 points of damage with a successful grapple check.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Find Target (Sp): When attempting to locate a creature or an object, an aerial servant does so unerringly, as though guided by a discern location spell. Either the aerial servant or the caster that commands it must know the designated creature/object.

Improved Grab (Ex): To use this ability, an aerial servant 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 constrict.

Natural Invisibility (Su): This ability is constant, allowing the aerial servant to remain invisible even when attacking. This ability is inherent and is not subject to the invisibility purge spell.

Wind Blast (Su): Once every 1d4 rounds, an aerial servant can produce a wind blast in a line 5 feet wide, 5 feet high, and 80 feet long.. Those caught in the area of effect suffer 4d8 points of damage, and if they are of size Large or smaller, they are knocked down and pushed back 1d4x10 feet. A successful Reflex save (DC 26) halves the damage and negates the knockdown. The save DC is Strength-based.

-----------

NEREID
Medium Fey (Extraplanar, Water)
Hit Dice:
4d6+8 (22 hp)
Initiative: +2
Speed: 30 ft., swim 40 ft.
Armor Class: 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Dagger +3 melee (1d4/19-20), or spit +5 ranged (poison)
Full Attack: Dagger +3 melee (1d4/19-20), or spit +5 ranged (poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drowning kiss, hand of water, poison spit, spell-like abilities
Special Qualities: Low-light vision, shawl dependency, spell resistance 21, water form, water mastery
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 11, Dex 14, Con 14, Int 12, Wis 12, Cha 18
Skills: Bluff +11, Escape Artist +6, Hide +7, Knowledge (any one) +8, Listen +8, Move Silently +7, Sense Motive +8, Spot +8, Swim +8
Feats: Dodge, Great Fortitude
Environment: Elemental Plane of Water
Organization: Solitary, gang (2-4), or troupe (2-6 plus 1 giant squid, 1 giant octopus, or 1 large viper snake per nereid)
Challenge Rating: 6
Treasure: No coins; no goods; standard items
Alignment: Usually chaotic neutral
Advancement: 5-12 HD (Medium)
Level Adjustment: –

Gorgeous and voluptuous, this young female humanoid has long flowing hair, pearly white skin, and sparkling green eyes. Her voice is heavenly and its song is engaging. She carries a white shawl draped over her shoulders, but she is otherwise lightly clad in white and gold.

Many a male planewalker and sailor has thrown his life away for the fleeting embrace of the “honeyed ones”, the beautiful nereids of Elemental Water. Playful and flighty, and as unpredictable as their watery homes, the nereids tempt and trick sailors to their dooms.
If confronted by only females, a nereid appears in a male guise, but its powers are not as effective on women.

COMBAT
Nereids have poor physical attacks, but if forced into combat, they will attack using their poison spittle and mastery of water.

Drowning Kiss (Su): A nereid that lures a mortal into some act of passion, or simply plants a kiss on its lips, is able to drown it by filling its lungs with water. A target unable to breathe water must make a Constitution check (DC 15, +1 for every round after the first) or be instantly killed. If the target is not willing to be kissed, the nereid must start a grapple, which provokes an attack of opportunity, but it usually charms mortals so that they submit willingly.

Hand of Water (Su): As a full-round action, a nereid can form a volume of water into the shape of a huge arm. This functions similar to the clenched fist spell, but the hand can only be created within or directly above a body of water.
The hand of water can interpose itself (+4 cover bonus to AC), push (bull rush, +17 bonus), grapple (+30 grapple bonus), or strike (+29 attack bonus, 1d8+11 damage) one opponent that the nereid selects.
Any creature struck by the hand of water must make a Fortitude save (DC 22) or be stunned for 1 round. Directing the hand of water to a new target is a move action.
The hand is occupies a 10 ft. square, and has a 5-ft. reach. Its AC is 20 (-1 size, +11 natural) and it’s effective Strength score is 33. It never provokes attacks of opportunity.
The save DC is Charisma-based.

Poison Spit (Ex): A nereid can spit her poison up to a distance of 20 feet, with no range increments. A creature struck by the attack must make a DC 14 Fortitude save or become blinded for 2d6 rounds. The save DC is Constitution-based.

Shawl Dependency (Ex): The nereid protects her shawl at all costs, for it contains her essence; if it is destroyed, the nereid dissolves into formless water. Possession of a nereid’s shawl gives one control over the creature, which will accept commands to avoid damage to the shawl.

Spell-Like Abilities: At will – charm person (DC 14), control water (DC 20). Caster level 10th. The save DCs are Charisma-based.

Water Form (Su): A nereid is able to turn her body into normal water at will, and uses this ability to flow away when seriously threatened. In water form she cannot be damaged in any way except by offensive effects that can target a body of water.

Water Mastery (Ex): A nereid gains a +1 attack and damage bonus if both she and her opponent touch water. If either the opponent or the nereid is land bound, the nereid suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block).

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

PECH
Small Fey (Earth, Extraplanar)
Hit Dice:
4d6+4 (18 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Heavy pick +8 melee (1d6+4)
Full Attack: Heavy pick +8 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 120 ft., earth mastery, immunity to petrification, low-light vision, light blindness, spell resistance 10
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 19, Dex 13, Con 13, Int 11, Wis 10, Cha 10
Skills: Climb +10, Craft (stonemasonry) +10, Hide +10, Listen +6, Move Silently +7, Profession (miner) +6, Spot +6
Feats: Dodge, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary, gang (2-4), pack (5-20), or tribe (21-40 plus 100% noncombatants)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: 5-9 HD (Small); 10-12 HD (Medium)
Level Adjustment: +1

This short humanoid is very thin, with long arms and legs. Its broad hands and feet are excellent for bracing and employing tools to work stone, which the creature seems to be doing. Its skin is pale and yellowish, and its hair red-brown. Its eyes are large and have no pupils.

The pech are creatures of Elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They are content to dwell in dark places and work stone, trading it to satisfy the meager needs of their primitive communities.
Pech tribes are the primary source of manpower for dao mines – resilient, fairly obedient, surprisingly strong, and with a gift for stone shaping, they make almost perfect labor slaves.
A pech stands about 4 feet tall, and weighs some 120 pounds. They speak their own language and Terran, while a rare few also pick up Planar Trade.

COMBAT
A pech relies on its pick in combat. When in groups, they use their spell-like abilities to shape cover for themselves or cut off enemies.

Earth Mastery (Ex): A pech gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the pech suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block).

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds pech for 1 round. In addition, they are dazzled (-1 circumstance penalty to all attack rolls, saves, and checks) while operating in bright light.

Spell-Like Abilities: 4/day – stone shape, stone tell. Caster level 10th. In addition, four pech working together can create a wall of stone effect, while eight pech working together can create a stone to flesh effect. Caster level 16th. This is a full-round action for all pech involved.

Skills: Pech receive a +4 racial bonus on Craft (stonemasonry) checks.


----------

One last comment: I'm getting fed up with all these 2E "almost elemental" creatures. How many versions of the air elemental-like flying thingy or water-elemental-like swimming critter did 2E D&D need, anyway?
#347

weenie

Jan 24, 2005 16:35:57
GLOOMWING

GLOOMWING, MOTH
Large Vermin (Extraplanar)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 5 ft., fly 40 ft. (good)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+10
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2) and 4 claws +1 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Shadow wings
Special Qualities: Darkvision 60 ft., mindless
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 15, Dex 16, Con 13, Int – , Wis 12, Cha 6
Skills: Hide +3
Feats: Flyby Attack (B), Snatch (B)
Environment: Shadow Plane
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: –


TENEBROUS WORM
Medium Vermin (Extraplanar)
Hit Dice: 4d10+8 (30 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 17 (+1 Dex, +6 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (1d6+2 plus poison)
Full Attack: Bite +6 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., mindless
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 13, Con 15, Int – , Wis 12, Cha 6
Skills: Hide +5
Feats: –
Environment: Shadow Plane
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: –

You face a number of oversized insects, something you wouldn’t normally expect to see on the Shadow Plane. Two varieties exist – a 10-ft. long graceful flyer with strangely marked wings and a smaller, thick-shelled walker with large mandibles.

The creature commonly called the gloomwing is the adult stage of the tenebrous worm. These insectoids are native to the Plane of Shadow.
Both gloomwing stadiums use a variety of pheromones to ward off rivals and to find mates. They form groups, but only to attack large prey, and then only when drawn to the fray by the combat pheromone. When two gloomwings of the same sex meet they flee unless there is combat pheromone in the air.

COMBAT
Gloomwings are generally not aggressive, but attack if they are not allowed to flee. As mindless creatures, they fight without any sense of strategy or self-preservation.

Mindless: No Intelligence score - immunity to all mind-affecting effects.

Skills: Gloomwings have a +4 racial bonus on Hide checks.

GLOOMWING MOTH
The bodies and wings of moths are covered with shimmering, geometric patterns of black and silver. They have large, fern-like black antennae tipped with white and eight legs each ending in a pearly claw.
The moths are short-lived (4-9 weeks), solitary hunters. During their time they search for mates and eat voraciously.

Implant (Ex): Egg-laden female moths use corpses of Small or larger creatures as incubators for their eggs. The eggs hatch in 12 days, sprouting 5-10 tenebrous worms of Tiny size that quickly grow to their full length. The infestation can be removed with a cure disease spell, but if the young worms are allowed to emerge, they completely devour the body during the process.

Shadow Wings (Ex): A gloomwing moth’s shimmering markings make it a difficult target. Any creature observing the moth visually suffers a 20% miss chance attacking it, as if it had concealment. In addition, the moth can twiddle the wings in a strangely disturbing manner, as a full round action. Creatures that see this maneuver must make a Will save (DC 12) or become confused for 1d4+2 rounds. A successful save renders the viewer immune to that moth’s confusion for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.

Feats: The gloomwing moth has Snatch feat as a bonus feat even though its size does not meet the requirement. This feat enables the moth to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the moth gets a hold on a creature of Tiny size or smaller, it strikes each round for automatic bite damage.

TENEBROUS WORM
These natives of Shadow resemble giant caterpillars. In combat, they strike with powerful mandibles. The mandibles of this worm are attractive and worth from 1,000 to 3,000 gold pieces per set.

Poison (Ex): The mandibles, head, and upper body of the tenebrous worm are covered with poisonous bristles. Any creature bitten by the worm or attacking the worm with unarmed attacks or natural weapons comes into contact with the venom.
Contact, Fort DC 14; initial damage unconsciousness; secondary damage 2d6 Con. The save DC is Constitution-based.
#348

weenie

Jan 24, 2005 16:54:36
COMPOSITE ELEMENTALS: Skriaxit & Tempest

SKRIAXIT
Large Elemental (Air, Earth, Fire)
Hit Dice:
16d8+84 (154)
Initiative: +6
Speed: Fly 90 ft. (perfect),
Armor Class: 25 (-1 size, +6 Dex, +10 natural), touch 15, flat-footed 19
BAB/Grapple: +12/+20
Attack: Claw +18 melee (2d6+4 plus 1d8 fire)
Full Attack: 4 claws +18 melee (2d6+4 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burn, stormbringer
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, immunities (acid, fire, paralysis, poison, sleep, stunning), spell resistance 25, vulnerability to cold
Saves: Fort +14, Ref +18, Will +6
Abilities: Str 19, Dex 23, Con 18, Int 15, Wis 13, Cha 16
Skills: Bluff +13, Intimidate +22, Listen +20, Sense Motive +10, Spot +20
Feats: Alertness, Blind-Fight, Flyby Attack, Lightning Reflexes, Weapon Finesse, Weapon Focus (claw)
Environment: Any desert (Prime Material Plane)
Organization: Solitary or swarm (2-8)
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral evil
Advancement: 17-24 HD (Large); 25-32 HD (Huge)
Level Adjustment: –

TEMPEST *
Gargantuan Elemental (Air, Earth, Extraplanar, Fire, Water)
Hit Dice: 16d8+114 (184 hp)
Initiative: +10
Speed: Fly 90 ft. (perfect), swim 60 ft.
Armor Class: 22 (-4 size, +6 Dex, +10 natural), touch 12, flat-footed 16
BAB/Grapple: +12/–
Attack: –
Full Attack: –
Space/Reach: 15 ft./15 ft.
Special Attacks: Burning aura, fiery lightning, spell-like abilities, stormbringer, whirlwind
Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, immunities (acid, cold, electricity, fire, paralysis, poison, sleep, stunning)
Saves: Fort +21, Ref +16, Will +8
Abilities: Str 26, Dex 23, Con 28, Int 9, Wis 13, Cha 17
Skills: Listen +12, Spot +13, Swim +16
Feats: Ability Focus (fiery lightning), Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any (Inner Planes/Prime Material Plane)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)
Level Adjustment: –

* This is an alternate version of the tempest. There is an official (3.0) version in Monster Manual II, with more Hit Dice, less special abilities, and challenge rating 16.

A whirlwind of hot air approaches at great speed, arcs of electricity extending from its edges. You feel that it’s somehow being directed toward you.

These elemental beings are creatures of several elements combined in different measure. How they came to be is anyone’s guess, but most assume that at some point some serious inter-breeding and/or magical experimentation took place, probably involving true elementals and genies. Some believe that the first composite elementals were actually jann altered in strange ways.
The two known types, tempest and skriaxit, may be related, although their relationship and possible interactions are completely unknown. Most genies and all true elementals consider both composite elementals enemies and attack them on sight, although the mightiest among djinn and marid genies keep tempests as pets, also training them as guards and to attack.
The composite elementals should not be confused with the paraelementals native to the planes of Ice, Magma, Ooze, and Smoke, which are comparatively well known.

COMBAT
Both composite elementals fight in a similar manner, relying on their stormbringer abilities. When surrounded by the mighty winds, they become very difficult to reach and effectively attack. They generally let the storm do their fighting, and close in for personal combat once they decide that enough damage has been inflicted upon the opponents.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

SKRIAXIT
Skriaxit, also called “living sandstorms”, are the most feared creatures in many Prime Material deserts. Some primes believe that these are spirits of retribution summoned millennia ago by ancient gods, but this is probably screed. Though they were originally summoned from the Inner Planes, they have merged with the sands of the Prime Material Plane, and are no longer considered extraplanar. Skriaxit take the sand and the dust of the desert and whirl it to create their 10-foot-tall conical forms. At rest, a skriaxit appears to be a wind-scattered pile of black dust.
Highly intelligent and extremely evil, these combinations of the elements of air, fire, and earth hate and fear nothing, but simply delight in destruction. It is believed that the sadistic beings actually feed on terror and destruction, and slumber for centuries once they are sated.
The skriaxit speak Auran, Ignan, and Terran, in addition to their own language, a howling, shrieking tongue that frightens most humans who hear it.

Burn (Ex): An attacking skriaxit forms sharp talons of sand that deal slashing damage plus fire damage from the creature’s flaming body. Those hit by a skriaxit also must succeed on a Reflex save (DC 22) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a skriaxit with natural weapons or unarmed attacks take fire damage as though they were hit by the claw attack, and also catch on fire unless they succeed on a Reflex save.

Stormbringer (Su): As a pack the skriaxit can create their greatest terror, generating a fierce windstorm of flaming sands that can render a human fleshless in minutes. Four skriaxit in adjacent squares working together for 10 rounds can create a windstorm that emanates from them in a 200-ft. radius. The standard windstorm effects are listed in the Dungeon Master’s Guide and summarized in the table below (see the tempest entry), but in addition to these, the skriaxit windstorm deals 2d6 points of slashing damage and 3d6 points of fire damage per round (Ref DC 21 halves). Also, every creature and object within the area is exposed to an area dispel magic (caster level 10th) once per minute.
While in the sandstorm, the four skriaxit can fly at a speed of 200 ft. with average maneuverability. They skriaxit can maintain the sandstorm for up to 4 hours, and this requires a move action every round for each skriaxit. They do not have to remain in adjacent squares, but if any of them leaves the windstorm (which is always centered on the approximate midpoint between the four), the effect ends. Any two of the four skriaxit can also choose to dismiss the windstorm at any time. Regardless of how the effect ends, it takes 1d4 minutes for the winds to fully subside.

TEMPEST
The “living storms” known as tempests quite naturally seem to have very stormy dispositions. Their hunger for animal life goes beyond their need for the moisture contained in animal bodies. Some sages speculate that their physical form, or possibly some event in their history, causes them to hate animal life.
Tempests appear as dark storm clouds of relatively small size. Human or bestial features can often be seen in the roiling vapors of the tempest. Whatever their origin, the creatures do breed and reproduce as storms. When living storms of different genders meet, they have a brief, tempestuous affair, causing a great conflagration that may last more than a week.
Tempests have no language that humans may learn. They appear to be able to communicate somehow with genies as well as air and water elementals, presumably through subtle wind buffets. A few have learned to speak a few words of Planar Trade. Their voices are very soft and sibilant, with a hint of malice behind the words.
The silver residue left behind by tempests is often used as a component in making a wand of lightning or casting a weather-related spell

Burning Aura (Ex): Everything within 10 ft. of a tempest suffers 1d10 points of damage per round, divided equally between acid and fire. A DC 21 Reflex saving throw halves the damage. The save DC is Charisma-based.

Fiery Lightning (Su): As a standard action, a tempest can create a 120-ft. long lightning bolt, as the spell except it deals 16d6 points of damage, half of which is electricity and half fire. A Reflex saving throw (DC 23) halves the damage. The save DC is Charisma-based.

Spell-like Abilities: 3/day – control water, control weather, earthquake. Caster level 16th.

Stormbringer (Su): A tempest is not only accompanied by storms, it is a storm. Severe winds continually emanate from the tempest in a 200-ft. radius. As a free action, the tempest can set them to blow in any direction, as with the control winds spell. It can also increase the wind force, as a full-round action: for 8 hours per day, the wind force can be set to equal a windstorm; for 24 hours per month, the wind force can be set to equal a hurricane. These durations can be divided in any way. Nothing can reduce the tempest’s winds below the “severe winds” degree. Each type of storm produces heavy rain, approximately 20 gallons per round.
Full details on wind effects can be found in the Dungeon Masters Guide, but the relevant parts are summarized in the table below.

Table: Wind Effects

[b]Table: Wind Effects[/b]<br /> Ranged Attacks Creature<br /> [b]Wind Force Normal/Siege* Size ** Effect Fort DC[/b]<br /> Severe wind -4/&#8211; Tiny or &lt; Blown away 15<br /> Small Knocked down<br /> Medium Checked<br /> Windstorm Impossible/-4 Small or &lt; Blown away 18<br /> Medium Knocked down<br /> Large Checked<br /> Hurricane Impossible/-8 Medium or &lt; Blown away 20<br /> Large Knocked down<br /> Huge Checked
#349

weenie

Jan 24, 2005 17:20:29
SANDLING
Large Ooze (Extraplanar)
Hit Dice:
4d10+20 (42 hp)
Initiative: -4
Speed: 20 ft., burrow 20 ft.
Armor Class: 5 (-1 size, -4 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +3/+10
Attack: Slam +5 melee (2d6+4)
Full Attack: Slam +5 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict, improved grab
Special Qualities: Blindsight 60 ft., ooze traits, mindless, water vulnerability
Saves: Fort +6, Ref -3, Will -4
Abilities: Str 17, Dex 3, Con 20, Int – , Wis 1, Cha 1
Skills: Hide +7
Feats: –
Environment: Quasielemental Dust/Elemental Earth
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-16 HD (Huge)
Level Adjustment: –

What appeared to be just a pile of oddly-colored sand lunges upward as you attempt to step over it and slashes with a pseudopod.

The descriptively named sandlings are silicate life-forms native to Elemental Earth. They claim territories with boundaries recognizable only by them, and attack all intruders. They live on minerals, but instinctively despise organic matter – they are known to relocate from a place where they have encountered other living beings.
Dwarves of Elemental Earth sometimes seek sandlings in hopes of finding a rich mineral deposit. They are said to be excellent ingredients for mortar, but they and many druids object to this treatment.
A sandling reproduces by budding, creating infants 2-6 inches long. Adult sandlings are about 10 feet in diameter. Like all mindless beings, they are unable to communicate.

COMBAT
Sandlings are not aggressive unless provoked, but guard their territories carefully. If approached, a sandling reflexively attacks using its abrasive pseudopods and attempts to grapple foes.

Constrict (Ex): A sandling deals 2d6+4 points of damage with a successful grapple check.

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

Mindless: No Intelligence score - immunity to all mind-affecting effects.

Water Vulnerability (Ex): A gallon of water poured on a sandling deals 3d6 points of damage to the creature, and reduces the base damage value of its slam attacks to 1d6. The damage value is restored to 2d6 after 8 hours.

Skills: Sandlings can vary color to blend with backgrounds. This gives them a +5 racial bonus on Hide checks, which rises to +15 in deserts and similarly dusty areas.
#350

aquarius_alodar

Jan 25, 2005 12:36:50
Disclaimer: I'm not aware of an existing 3E conversion of the composite elemental-kin, but I can't seem to access the CC at the moment, so I might be wrong.

The 404 you got there should be fixed by the end of this week, FYI.
#351

weenie

Jan 25, 2005 19:39:18
Seraph:
Re: the "Published Creatures Using the Positive/Negative Subtype" list

I can't seem to find any! :embarrass
I mean beside the xeg-yi & xeg-ya, and that's not much of a list... The NEP seems to be just for the undead.

Of course, in the conversions on this thread, there's also the vacuous (?) and the 4 quasielementals... come to think of it, we don't have any genasi here. Weren't they in the Planewalker's Handbook? At least the four basic ones, I don't know if negatai and positai were ever published... Should I post my conversion of the two? They have the +/- subtypes.
#352

zombiegleemax

Jan 27, 2005 1:54:12
What about ravid? At first I was thinking of those some quasi-elemental creatures in MM3, but it seems that they are undead. For the composite elementals, I referenced them as storm elemental or omnimental from MM3, but I'd add your conversion to the index as well (along with MOF/FRCS genasi).

Negatai/positai - where do they come from? Never heard of them.

Stormbringer: How long does the windstorm/tornado/etc. last?

Just to standardize things. For Gloomwing, environment entry should be after feats not after abilities.
#353

zombiegleemax

Jan 27, 2005 1:57:41
Tasked Genie, Herdsman
Medium Outsider (Native)

Hit Dice: 3d8+3 (16 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.
AC: 16 (+3 Dex, +3 Natural), Touch 13, Flat-footed 13
BAB/Grapple: +3/+5
Attack: 1 short sword +5 melee (1d6+3/19-20) or 1 composite short bow +6 range (1d6+3/x3)
Full Attack: 1 short sword +5 melee (1d6+3/19-20) or 1 composite short bow +6 range (1d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, improved mounted archery
Special Qualities: Darkvision 60 ft., telepathy 100 ft., herd endurance
Saves: Fort. +4, Ref. +6, Will +4
Abilities: Str 15, Dex 17, Con 13, Int 12, Wis 13, Cha 10
Skills: Diplomacy +8, Handle Animal +10, Listen +7, Move Silently +9, Ride +15, Search +7, Sense Motive +7, Spot +7, Survival +7
Feats: Mounted Combat (B), Ride-By Attack, Trample
Environment: Any Desert
Organization: Solitary or group (2d4)
Challenge Rating: 1
Treasure: Standard
Alignment: Always any neutral
Advancement: By character class
Level Adjustment: -

A dark-skinned humanoid with black, loose hair seems to have wrinkled from prolonged exposure to the sun. Riding on a camel, he approaches, bringing with him a strong rancid smell of over-ripe milk.

Herdsman genies are dedicated and social creatures who live to provide for their herds. Although they are native outsiders, some have adapted to the planes, particularly the quasi-elemental planes of dust and ash. They may have descended from jann and usually speak Common.

Combat
Herdsman genies fight only in self-defense or in defense of their herds. They favor bows, spears, short swords and sometimes even lassoes. They often ride camels. Their favored class is fighter.

Spell-like Abilities (Sp): 1/day – phantom steed, remove fear, flame arrow, summon monster III (small air elemental only). CL=HD, Cha-based DC 10 + spell level.

Improved Mounted Archery (Ex): A herdsman genie does not suffer the usual -4 (double move) and -8 (running) penalties for using range weapons while mounted.

Herd Endurance (Su): A group of at least 3 herdsman genies can induce endurance in all their herds as if they all possess endurance feat for 1 day. This ability can be used 1/week and is often used to force march the herds across plains.

Racial Skills: A herdsman genie has +4 racial bonus on handle animal and ride checks.

Habitat/Society
Herdsman genies are usually solitary, but sometimes gather in bands when the size of their herds requires it. They are concerned about the welfare of their herds and may disobey their masters if the commands put the herds into danger or unfavorable conditions. They consume the blood of their herd animals, but never enough to kill any single individual. They also use milk to produce fermented drinks and cheese. Herdsman genies are fond of other races, often holding competitions for riding, sprinting and running. When they convert to a religion, they tend to be very zealous in proselytizing.

Ecology
Herdsman genies tend to push out competing non-genie herdsmen and predators. They are nomadic, moving their herds about with little regard for political boundaries. This unwillingness to acknowledge settled groups sometimes leads to conflicts.

Converted from Al-Qadim MC13.
#354

zombiegleemax

Jan 27, 2005 1:59:13
Tasked Genie, Winemaker
Medium Outsider (Extraplanar)

Hit Dice: 3d8+3 (16 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +3 Natural), Touch 11, Flat-footed 13
BAB/Grapple: +3/+5
Attack: 1 slam +5 melee (1d8+2)
Full Attack: 1 slam +5 melee (1d6+2) and 2 claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, improved grab, constrict 1d6+2
Special Qualities: Darkvision 60 ft., telepathy 100 ft., spell-like abilities
Saves: Fort. +4, Ref. +4, Will +4
Abilities: Str 14, Dex 13, Con 13, Int 10, Wis 13, Cha 9
Skills: Craft (alchemy) +6, Diplomacy +9, Gather Information +5, Knowledge (nature) +6, Listen +7, Profession (any) +7, Sense Motive +9, Spot +7
Feats: Negotiator, Skill Focus (Profession)
Environment: Planes of Fire, Air and Earth
Organization: Solitary
Challenge Rating: 1
Treasure: Standard or group (2d4)
Alignment: Always any neutral
Advancement: By character class
Level Adjustment: -

This erect creature has the head of a cat, body of a dog and a long elephant trunk.

Winemaker genies are devoted to nurturing vines and extracting vintages. They are quiet creatures, tending to their fields and supervising their harvests. They do not wear cloth, but drape themselves in leaves during growing season or grape juices during harvest. They speak many languages, including Common, so as to be able to travel widely.

Combat
Winemaker genies are poor fighters, but their frenzy when angered can be frightening. They can use their trunks to wield weapons and other tools. Their favored class is expert.

Spell-like Abilities (Sp): 3/day – create water, detect poison, goodberry, purify food and drink, speak with animals, water walk; 1/day – daylight, plant growth, transport via plants. CL=HD, Cha-based DC 9 + spell level.

Breath Weapon (Su): A winemaker genie can breathe a 20 ft. cone of wine, requiring a Con-based DC 12 fortitude save or be blinded for 1d4 rounds.

Improved Grab (Ex): A winemaker genie can automatically grapple any medium or smaller creature hit by its slam attack without provoking an attack of opportunity.

Constrict (Ex): A winemaker genie can constrict for 1d6+2 bludgeoning damage on a successful grapple check.

Habitat/Society
Winemaker genies are travelers, moving from harvest to harvest, never staying at one vineyard for more than 2 years. Harvest is their only festival, filled with drinks, songs, wits and jokes. Any fermented beverages made by a winemaker genie is considered “masterwork” and can cost up to 4 times its normal price. Unfortunately, their work devotion leads to a slow decay of skills. Older genies are often village drunks and fools. These genies serve their masters only if they are not mistreated, their wines are not watered or adulterated and they have complete latitude in wine-making.

Ecology
Winemaker genies get along well with wine snobs, satyrs, nymphs, centaurs and hill giants. They are friendly with any race who can appreciate wine, regardless of alignment.

Converted from Al-Qadim MC13.
#355

zombiegleemax

Jan 27, 2005 2:08:59
Tasked Genie, Administrator
Medium Outsider (Extraplanar, Air)

Hit Dice: 6d8 (27 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft., fly 40 ft. (good)
AC: 14 (+1 Dex, +3 Natural), Touch 11, Flat-footed 13
BAB/Grapple: +6/+5
Attack: 1 slam +5 melee (1d4-1)
Full Attack: 2 slams +5 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., telepathy 100 ft., unseen servant
Saves: Fort. +5, Ref. +6, Will +6
Abilities: Str 8, Dex 12, Con 11, Int 17, Wis 13, Cha 16
Skills: Appraise +12, Bluff +12, Diplomacy +19, Gather Information +14, Knowledge (local) +12, Listen +10, Profession (any) +10, Search +12, Sense Motive +12, Sleight of Hand +12, Spot +10
Feats: Dodge, Skill Focus (Diplomacy), Negotiator
Environment: Plane of Air or Plane of Water
Organization: Solitary or family (2d6)
Challenge Rating: 2
Treasure: Standard
Alignment: Always any lawful
Advancement: By character class
Level Adjustment: -

This tall, noble humanoid with dark, tan skin is dressed in flowing silks.

Administrator genies serve in bureaucracies for genies and humans, acting as advisors and negotiators. They were once djinn or marids, thus being able to fly or swim accordingly. But these modes of movement are usually saved for emergency, the administrator genies seldom use them for mere transportation.

Combat
Administrator genies prefer not to get into fights, since they are more adept at handling logistics. If forced, they usually have at least 1 magic item which they can use in emergency. Their favored class is expert.

Spell-like Abilities (Sp): 3/day – charm person, tongues, detect thoughts; 1/day – suggestion. CL=HD, Cha-based DC 13 + spell level.

Unseen Servant (Su): An administrator genie is constantly served by an invisible force as an unseen servant spell.

Possession: 1 potion of invisibility.

Habitat/Society
Administrator genies are proud of their work, serving as clerks or even city managers. They are ambitious and try to rise to positions of behind-the-scene power, while staying out of public eye. They are often part of a family which serves together in large organizations. Those who work alone can also call upon their family for favors. Rumors claim that there are only two families, one descended from djinn and the other from marids. Administrator genies are often well paid and when they retire, they often pass the jobs on to other family members. If bound into servitude, they become obstinate and slow to process paper work. Their personal quarters reflect air or water theme, depending on the genies’ origins.

Marid Heritage
As mentioned, there are two types of administrator genies – djinn and marid. The sample administrator genie above was once a djinni. Those administrator genies who were once marids have water subtype instead of air and have swim speed 40 ft. instead of fly 40 ft.

Converted from Monstrous Compendium Annual Vol. 1.
#356

zombiegleemax

Jan 27, 2005 2:11:31
Tasked Genie, Messenger
Small Outsider (Extraplanar, Air)

Hit Dice: 3d8+3 (16 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: 40 ft., fly 80 ft. (perfect)
AC: 16 (+1 Size, +4 Dex, +1 Natural), Touch 15, Flat-footed 12
BAB/Grapple: +3/-1
Attack: 1 small dagger +8 melee (1d3 plus poison) or 1 small dart +8 range (1d3 plus poison)
Full Attack: 1 small dagger +8 melee (1d3 plus poison) or 1 small dart +8 range (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Darkvision 60 ft., call of vengeance, devoted messenger
Saves: Fort. +4, Ref. +7, Will +4
Abilities: Str 11, Dex 19, Con 13, Int 13, Wis 12, Cha 14
Skills: Bluff +8, Diplomacy +10, Escape Artist +10, Hide +14, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, Tumble +10
Feats: Dodge, Improved Initiative, Weapon Finesse (B)
Environment: Any Elemental Plane (originally, Plane of Air)
Organization: Solitary or group (2d4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always true neutral
Advancement: By character class
Level Adjustment: -

This slim, fluid humanoid is in constant motion. It wears close fitting clothes and keeps its hair cropped short under tight turbans. Its lower body trails off into bluish smoke.

Messenger genies were once djinn, but now serve all genies as messengers between nobles of the various realms. They are always moving and can’t stand to be kept waiting. Being tied down or held still is a form of torture, which may induce (10% chance) the genie to pledge a service for freedom. They speak Auran and any language of their masters.

Combat
Messenger genies prefer to flee than to fight, but would rather die than to surrender their documents or message. Their weapons are always coated with cold sleep poison. Their favored class is rogue.

Spell-like Abilities (Sp): 3/day – tongues; 1/day – invisibility, haste, dimension door, leomund’s tiny hut, pass without trace, bull’s strength, shadow walk. CL9, Cha-based DC 12 + spell level.

Poison (Ex): A messenger genie often uses an injected/digested poison called cold sleep (bardan ruqad) to deliver messages to unpredictable recipients. DC 16 fortitude save, initial damage 1d6+2 rounds of paralysis, secondary damage 1d6 hours of compelled sleep. It uses the poison to deliver its message (during the paralysis stage) and then flee during the sleep effect.

Call of Vengeance (Su): A dying messenger genie (-1 to -9 hp) can send its spirit out on the winds, reaching the nearest intelligent creature (not counting its slayers) and asking for vengeance. On the prime material plane, there is a 5% cumulative chance per round of dying that a random genie has heard the call and responded. On the elemental planes, this increases to 10% chance instead.

Devoted Messenger (Ex): A messenger genie has +4 racial bonus to save against any mind-affecting effect which compels it to reveal its message.

Habitat/Society
Messenger genies are loquacious and enjoy helping people they meet on the road. If treated rudely, they may cripple mounts or ruin footwear. They believe that motion represents progress and good will, thus slow creatures must be evil, lazy or corrupt. They are the first to be up in work and last to retire for rest. Messenger genies are usually protected by other genies who value their services. Assaulting a messenger genie can incur a punishment of 100 years of servitude and stealing from one is punishable by death.

Ecology
Unlike most outsiders, messenger genies live only 10-15 years. They can work for 40 days without rest and collapse into a week-long coma in a den of cloudstuff in high places after that.

Converted from Monstrous Compendium Annual Vol. 1.
#357

weenie

Jan 27, 2005 6:41:10
What about ravid? At first I was thinking of those some quasi-elemental creatures in MM3, but it seems that they are undead. For the composite elementals, I referenced them as storm elemental or omnimental from MM3, but I'd add your conversion to the index as well (along with MOF/FRCS genasi).

Still don't have MM3... it sucks when you have to get a monster book only because you're interested in like 2% of the creatures.

Negatai/positai - where do they come from? Never heard of them.

Duh, from the negative/positive energy plane. You haven't heard, clueless? ;)

I'm not sure actually, they may have sprung up on one of the old PS sites, (the roaming genasi tavern?), or they may have been actually published in a TSR book... I just assumed it was the 2nd option because I know a lot of people have been using them/talking about them.

I like them as a concept. Never did like the quasi varieties though; energy and para genasi I can swallow, but vacuum and radiance genasi?

Stormbringer: How long does the windstorm/tornado/etc. last?

Well, until the elemental chooses to end it, I guess. Is the duration an issue?
#358

weenie

Jan 27, 2005 6:48:06
I had no idea there were specialized genies for just about every task!

Can't say I like the idea though... it sounds a bit formianish to me. Wouldn't a janni (or djinni, or dao, whatever) with the right skills and feats suffice? And with a cstomized set of spell-like abilities, if necessary?
#359

ripvanwormer

Jan 27, 2005 14:39:05
I had no idea there were specialized genies for just about every task!

Can't say I like the idea though... it sounds a bit formianish to me. Wouldn't a janni (or djinni, or dao, whatever) with the right skills and feats suffice?

All tasked genies start out as djinn, jann, dao, marids, or efreet. Over thousands of years of performing the same task their form changes. A genie who flits from task to task will never become a tasked genie, but many don't have the option of freedom; remember that genies are often magically bound. Lamps and rings are just the start of it; the genie nobles will often bind their inferiors to tasks to which they excel. While the freedom-loving djinn and marids wouldn't do this to their own kind, they're not above utilizing the skills of tasked former djinn and marids shaped by service to mortals or other races of geniekind. Criminal djinn and marids might be shaped into tasked genies by their own kind as punishment for sacriligious deeds.

In a few cases, they're deliberately made. For example, miner genies are shaped from dao by the yak-headed yikaria people.
#360

weenie

Jan 29, 2005 6:10:14
For the composite elementals, I referenced them as storm elemental or omnimental from MM3, but I'd add your conversion to the index as well (along with MOF/FRCS genasi).

Well actually, the tempest is in the MM2, I seem to have overlooked it somehow. I'll change my entry to a 3.5 update. I guess I''ll leave the skriaxit as it is.

EDIT: On second thought, I think I prefer my take on the tempest. I'll leave it there, just adding a note saying that MM2 has the official verison.
#361

zombiegleemax

Jan 29, 2005 15:33:47
I think the tempest's windstorm duration is impt. Why doesn't it create a tornado 1/year for a duration of 1 year? It ought to be more limited. And the whirlwind form also has no limitation... both the air elemental and djinni have them. Updated index on tempest.

Someone summoned a miner genie? Here it is...
#362

zombiegleemax

Jan 29, 2005 15:39:18
Tasked Genie, Miner
Large Outsider (Extraplanar, Earth)

Hit Dice: 6d8+12 (39 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft., burrow 40 ft.
AC: 17 (-1 Size, +8 Natural), Touch 9, Flat-footed 17
BAB/Grapple: +6/+16
Attack: 1 claw +12 melee (1d8+6/19-20)
Full Attack: 2 claws +12 melee (1d8+6/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, collapse mine shaft
Special Qualities: Darkvision 60 ft., detect metal/mineral, improved stone-cunning, augmented critical, DR 5/adamantine
Saves: Fort. +7, Ref. +5, Will +6
Abilities: Str 23, Dex 10, Con 15, Int 11, Wis 12, Cha 11
Skills: Appraise +9, Balance +9, Climb +15, Hide +5, Knowledge (dungeon) +9, Listen +10, Search +9, Spot +10
Feats: Cleave, Power Attack, Weapon Focus (Claw)
Environment: Plane of Earth
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always true neutral
Advancement: 7-12HD (Large); 13-18HD (Huge)
Level Adjustment: -

This broad-shouldered humanoid has thick, powerful limbs and exaggerated claws. Its head is bullet shaped and it is entirely hairless.

Miner genies are a recent form of tasked genies, employed by the dao, but originally created by evil wizards. They were once dao, but they have been compelled to work in mine shafts for so long that they are now hulking, driven creatures that live only to dig and carry stones. They speak Terran.

Combat
Miner genies have fast-growing claws, which become ingrown and crippled if they stop mining for more than a week. Thus, they cannot use weapons.

Spell-like Abilities (Sp): 1/day – faerie fire, gaseous form (as a cloud of dust), move earth, water breathing. CL=HD, Cha-based DC 10 + spell level.

Detect Metal/Mineral (Su): A miner genie can detect the presence of metal or mineral such as quartz or gemstones within 120 ft.

Collapse Mine Shaft (Su): A miner genie can collapse any mine shaft it has dug with a single blow to the shaft walls. This functions as an earthquake spell. The genie can use it 1/day in each mine which it dug personally.

Improved Stone-Cunning (Ex): A miner genie has +4 racial bonus on search checks to detect unusual stonework, such as sliding walls, stone traps, new construction, shaky stone supports, etc. A miner genie who merely comes within 20 ft. of unusual stonework can make a search check as if he were actively searching and it can use the search skill to find stonework traps as a rogue can. A miner genie can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Augmented Critical (Ex): A miner genie's claws are extremely sharp, threatening a critical hit on an attack roll of 19-20, instead of just 20.

Habitat/Society
Miner genies prefer dim light and dusty mines, where nobody can see the dishonorable state to which they have been reduced. They are always grim and self-pitying, prone to fits of sudden rage. They are solitary and strive to avoid each other. They never mate because they do not want to bring others into their harsh servitude. This made them remarkably kind and gentle around dao children. They are sometimes allowed to be guardians for the illegitimate children of noble dao on this account. A few of these children have become miner genies themselves when left too long in their care.

Although they know the dao are helpless against the powerful archmages who enslaved them, they are irrationally angry that the dao did nothing to save them. The dao might find miner genies amusing if the latter had been formed from some lesser race, but as their blood brothers, many dao feel that miner genies are an abomination which should be done away with as soon as the yoke of the wizard masters is lifted.

Converted from Monstrous Compendium Annual Vol. 1.
#363

zombiegleemax

Jan 29, 2005 15:41:45
Tasked Genie, Harim Servant
Large Outsider (Extraplanar)

Hit Dice: 7d8+28 (59 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 16 (-1 Size, +3 Dex, +4 Natural), Touch 12, Flat-footed 13
BAB/Grapple: +7/+16
Attack: 1 large scimitar +12 melee (1d8+5/18-20)
Full Attack: 1 primary large scimitar +8/+3 melee (1d8+5/18-20) and 1 secondary large scimitar +8 melee (1d8+5/18-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., SR 11
Saves: Fort. +9, Ref. +8, Will +7
Abilities: Str 20, Dex 17, Con 19, Int 13, Wis 15, Cha 12
Skills: Concentration +14, Diplomacy +13, Gather Information +11, Knowledge (history) +11, Listen +12, Perform (act) +11, Search +11, Sense Motive +12, Spot +12
Feats: Dodge, Two-Weapon Fighting, Weapon Focus (Scimitar)
Environment: Any Elemental Plane
Organization: Solitary or group (1d4+1)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: -

This male humanoid stands tall and muscular, but not especially handsome. He is dressed in a fine, simple fabric.

Harim servant genies guard and entertain the women of a harim, performing minor tasks around the harim area. Most of them enjoy working for “lesser beings” than for other genies, since it builds their own importance.

Combat
Harim servant genies use their powers to serve, protect and entertain the women of the harim. They are proficient with all martial weapons and often carry 2 scimitars. Their favored class is fighter.

Spell-like Abilities (Sp): 3/day – prestidigitation, mending, minor creation, major creation; 1/day – alarm, create food and water. CL 9, Cha-based DC 11 + spell level.

Habitat/Society
Harim servants act in a fatherly manner towards the women of the harim, guiding, protecting and helping them. They demand respect and do not hesitate to punish unruliness, although they prefer to resolve matters by offering a caring sense of family. They take care of all the needs of the women, from mending, cooking to storytelling and guarding. Harim servants demand little pay, receiving gratification from their work and adoration of their “daughters”. If bound into service, they often become servants of the women in the harim than servants of the harim masters. Other genies do not approach women of a harim protected by a harim servant, unless the latter allows them access. They can empathize with females of the “lesser races”, often providing advices more suited to a harim girl than to an adventurer or merchant.

Converted from Monstrous Compendium Annual Vol. 1.
#364

weenie

Jan 30, 2005 8:57:49
All right, I edited the stormbringer ability of the composite elementals. Also, the tempest can no longer make physical attacks, it's permanently in whirlwind form.

Any further comments and suggestions are welcome, particularly regarding the CR. The storms and whirwlinds and whatnot make them really difficult to get to...

Re: The Tasked Genies - What's a "sha'ir"?
Edit: Never mind, I just found out at planewalker.com...
#365

weenie

Feb 02, 2005 13:47:12
PSMC III APPENDIX: NON-THREATENING CREATURES

The following creatures are the “lesser” natives of the Inner Planes, and do not pose a significant threat to most planewalkers. However, they are a part of the unique ecology of their respective planes, and thus deserve yo be mentioned here.


PARAELEMENTAL PLANE OF ICE

- Frostmite: This ½-inch parasite is also known as the ice leech, but it looks more like a flea. Frostmites are commonly found in the lairs of frost giants and yetis, and they will attach to any warm-blooded creature they come in contact with.


PARAELEMENTAL PLANE OF MAGMA

- Blazon: Diminutive Aberration (Extraplanar); CR ¼; HD 1d8 (4 hp); Init +2; Spd fly 10 ft. (perfect); AC 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 16; BAB +0; Grap -17; Atk – ; SQ blindsight 40 ft., damage reduction 5/– , keen; S/R 2.5 ft./0 ft.; SV Fort +2, Ref +2, Will +2; AL N; Str 1, Dex 15, Con 10, Int 6, Wis 10, Cha 10.
Skills: Sense Motive +4
Feats: Great Fortitude.
Keen (Su): A blazon that spots an intruder and decides that it has hostile intentions can release a loud, high-pitched sound that can be heard in a 200 ft. radius. Other blazon recognize the signal and scatter, usually passing it on.
Description: These beings are living, sentient, burning rocks, about 6-inches across. They avoid all living beings, and seem to particularly dislike the magmin. The efreet keep blazon as pets or sometimes even as sentries – they can be trained to keen like alarms when an intruder approaches.

- Gelterfish: These thick-skinned black fish, seemingly immune to heat, slowly swim through the magma. Their feeding habits are unknown.


PARAELEMENTAL PLANE OF OOZE

- Others: A vast variety of leeches, insects, eels, maggots, and jellyfish can be found crawling its way through the ooze. Many of them are at least mildly poisonous.


PARAELEMENTAL PLANE OF SMOKE

- Sootbeast: Large Animal (Extraplanar); CR 3; HD 8d8+30 (66 hp); Init -1; Spd 20 ft.; AC 13 (-1 size, -1 Dex, +7 natural, -2 blindness), touch 6, flat-footed 13; BAB +6; Grap +16; Atk +7 melee (1d6+9, bite); Full Atk +7 melee (1d6+9, bite); SQ blind, non-combative herbivore, spell resistance 13; S/R 10 ft./5 ft; SV Fort +11, Ref +1, Will +2; AL N; Str 23, Dex 8, Con 17, Int 2, Wis 11, Cha 3.
Skills: Listen +11.
Feats: Great Fortitude, Toughness (x2).
Blind (Ex): A sootbeast is naturally blind; it has a -2 AC penalty; its attacks always have a 50% miss chance; it suffers a -4 penalty on Search checks and all Str- and Dex- based skill checks.
Description: A sootbeast is a 10-ft. long, whale-like creature with shaggy black hair thick with soot, its grimy toothless mouth belching smoke. Despite the somewhat frightening appearance, the beast is harmless and entirely blind. It’s strictly a filter feeder – it strains miniscule floating creatures by drifting slowly through the Smoke.

- Vapor Rat: Tiny Magical Beast (Extraplanar): CR ½; HD 1d10 (5 hp); Init +2; Spd 15 ft., fly 10 ft (average); AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12; BAB +1; Grap -11; Atk +5 melee (1d3–4, bite); Full Atk +5 melee (1d3–4, bite); S/R 2.5 ft./0 ft.; SQ blindsight 60 ft., gaseous form, low-light vision, scent; SV Fort +2, Ref +4, Will +1; AL N; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.
Skills: Balance +10, Hide +14, Move Silently +10, Survival +3.
Feats: Weapon Finesse.
Gaseous Form (Su): At will, as a standard action, a vapor rat can assume gaseous form, as the spell.
Description: A vapor rat is a variety of the common animal adapted to the Paraelemental Smoke. These scavengers are able to breathe the atmosphere and are skillful in finding scraps of food here and there, just enough to sustain them in small numbers. Smoke mephits keep them as pets.


QUASIELEMENTAL PLANE OF ASH

- Descriat: Medium Magical Beast (Extraplanar); CR 2; HD 3d8+15 (28 hp); Init +3; Spd 20 ft., burrow 20 ft., swim 30 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; BAB +2; Grap +4; Atk +4 melee (1d4+2 plus 1 fire, bite); Full Atk +4 melee (1d4+2 plus 1 fire, bite); S/R 5 ft./5 ft.; SQ darkvision 60 ft., heat, immunities (cold, fire); SV Fort +7, Ref +6, Will +4; AL N; Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10.
Skills: Listen +6, Spot +6
Feats: Alertness, Toughness.
Heat (Ex): Touching or being touched by a descriat automatically deals 1 point of fire damage.
Description: This 5-ft. long creature looks like a duck-billed beaver with thick fur. It swims through the Ash, feeding on cinder and soot. It continually radiates heat, but it is immune to the heat-draining effect of the plane. The descriat feeds on ulish.

- Sootsnake: Stats identical to those of a tiny viper snake, except the sootsnake does not have the poison attack but has immunity to cold.

- Ulish: These “ash fish” gather in schools. They often gather to follow planewalkers, perhaps from curiosity. Not edible, unless you have the digestive tract worthy of a greater tanar’ri.


QUASIELEMENTAL PLANE OF DUST

- Kirth: The kirth are insect-like creatures with several very different stages in life. As larvae, they feed on dust mephit excrement. Later they spin cocoons, and then emerge as small brown bat-like flyers (stats identical to those of a bat). Dust mephits feed on the remains of kirth cocoons.

- Tabbitbug: These 2-ft. long many-legged insects seem continually build and rebuild their complex sand-castle homes. A common insult used by Sinkers is to call someone a tabbitbug, thereby pointing out the uselessness of his efforts. Stats identical to those of a small monstrous centipede, but without the poison attack.

- Verd: A tiny, red-furred rodent that rolls itself into a ball to survive sandstorms. Stats identical to those of a rat, except the verd does not have a climb or swim speed, nor the +8 racial skill bonuses on Climb and Swim checks.


QUASIELEMENTAL PLANE OF LIGHTNING

- Mrebb: Large Magical Beast (Extraplanar); CR 4; HD 7d10+14 (52 hp); Init +1; Spd 0 ft.; AC 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; BAB +7; Grap +16; Atk +11 melee (1d6+5, tentacle); Full Atk +11 melee (1d6+5, tentacle); S/R 10 ft./10 ft.; SA fling, improved grab; SQ darkvision 60 ft.; SV Fort +9, Ref +6, Will +5; AL N; Str 21, Dex 13, Con 15, Int 3, Wis 12, Cha 10.
Skills: Listen +8, Spot +8.
Feats: Alertness, Dodge, Great Fortitude, Iron Will.
Fling: A mrebb can fling a grabbed creature aside by winning another grapple check. A flung creature travels 2d6 x 10 feet, and if it hits an obstacle, it takes 1d6 points of damage per 10 feet traveled. A mrebb usually throws a foe into the nearest storm cloud.
Improved Grab (Ex): To use this ability, a mrebb must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can fling.
Description: A mrebb is a motionless hovering orb, between 8 and 10 feet in diameter. It is never struck by the naturally occurring lightning bolts of the plane, but it doesn’t like when other creatures take advantage of this and use it as shelter: It uses its single tentacle to catch and fling such creatures back into the storms.

- Uun: These minuscule insects “ride” the lightning. They are born, live and die in the time it takes a bolt to streak from one cloud to the next. When a uun dies, it leaves behind tiny eggs that hatch with the blast of another bolt of lightning.


QUASIELEMENTAL PLANE OF MINERAL

- Others: Rumors mention a nameless flowing beast made of mercury that continually flows through the tiny cracks and crevices of Mineral, avoiding all other beings. However, it is far more likely that this is some natural phenomenon and not an actual living creature.


QUASIELEMENTAL PLANE OF RADIANCE

- Varisoh: Tiny Magical Beast (Extraplanar); CR 1/2; HD 1d10 (5 hp); Init +3; Spd 10 ft., fly 60 ft. (average); AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14; BAB +1; Grap -9; Atk +5 melee (1d4-2, talons); Full Atk +5 melee (1d4-2, talons); S/R 2.5 ft./0 ft. SQ blindsight 90 ft.; SV Fort +2, Ref +5, Will +2; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Perform (sing) +2
Feats: Weapon Finesse
Description: These brilliantly colored birds have a wingspan of about 4 feet. The varisoh are entirely blind, eyeless in fact, and they roost in the place called Refuge of Color, a domain of two mighty beings, perhaps even powers.


QUASIELEMENTAL PLANE OF SALT

- Hlach: This diminutive creature is a transparent, nearly invisible parasite that attaches to the natives of Salt (mostly facets and salt quasielementals) and drains nutrients from their bodies. A hlach never bothers creatures not made of salt, which means strangers to the plane have nothing to fear from them.

- Sloggosh: Large Animal (Extraplanar); CR 1; HD 5d8+15 (37 hp); Init +0; Spd 20 ft., swim 20 ft.; AC 15 (-1 size, +6 natural), touch 9, flat-footed 15; BAB +3; Grap +12; Atk +2 melee (1d6+5, bite); Full Atk +2 melee (1d6+5, bite); S/R 10 ft./5 ft.; SQ low-light vision, non-combative herbivore; SV Fort +7, Ref +4, Will +1; AL N; Str 21, Dex 10, Con 16, Int 2, Wis 11, Cha 4.
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Description: A sloggosh looks like a moose with no antlers and a particularly wide mouth. Herds of these rime-encrusted mammals can often be seen wading through the watery areas of the plane, feeding on both salt and fish.


QUASIELEMENTAL PLANE OF STEAM

- Fabere: Huge Aberration (Extraplanar); CR 5; HD 12d8+66 (120 hp); Init -3; Spd Fly 30 ft. (poor); AC 14 (-3 Dex, -2 size, +9 natural), touch 5, flat-footed 14; BAB +8; Grap +20; Atk +5 melee (1d8+2, tentacle); Full Atk +5/+5/+5 melee (1d8+2, tentacles); S/R 15 ft./15 ft.; SQ darkvision 60 ft., non-combative herbivore; SV Fort +11, Ref +1, Will +10; AL N; Str 19, Dex 5, Con 20, Int 3, Wis 14, Cha 9.
Skills: Listen +11, Spot +12
Feats: Alertness, Great Fortitude, Improved Natural Armor, Toughness (x2).
Description: A fabere is a gigantic, hollow, sphere-like being native to Quasielemental Steam. It floats slowly through the mist, sucking it in to filter nutrients, and then expelling it to propel itself. The fabere are the primary food source for the klyndesi.

- Javoose: Small Animal (Extraplanar); CR 1; HD 3d8+3 (16 hp); Init +5; Spd Fly 20 ft. (average); AC 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13; BAB +2; Atk +4 melee (1d4, tentacle); Full Atk +4/+4/+4/+4 melee (1d4, tentacle); S/R 5 ft./5 ft.; SQ low-light vision; SV Fort +4, Ref +4, Will +2; AL N; Str 11, Dex 13, Con 12, Int 2, Wis 12, Cha 6.
Skills: Listen +6, Spot +6.
Feats: Alertness, Improved Initiative, Weapon Finesse (B)
Description: Javoose are flying octopi native to Quasielemental Steam. They feed exclusively on the calden (see below), flailing their numerous tentacles madly when the insects fly within reach.

- Others: The calden are tiny insects with circular, 6-inch long bodies. Also, some Prime Material fish and aquatic mammals have adapted to Steam.


QUASIELEMENTAL PLANE OF VACUUM

No “lesser creatures” are found on Vacuum. The only natives are the animentals, egarus, quasielementals, spectral deaths, vacuous, and the undead. These creatures are described elsewhere.


ELEMENTAL PLANE OF AIR

- Saasin: CR 1; Medium Animal (Extraplanar); HD 3d8+3 (16 hp); Init +3; Spd 20 ft., fly 20 ft. (good); AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; BAB +2; Grap +3; Atk +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); S/R 5 ft./5 ft.; SQ improved grab, constrict 1d6+1, low-light vision; SV Fort +4, Ref +6, Will +4; AL N; Str 13, Dex 17, Con 13, Int 2, Wis 12, Cha 2.
Skills: Hide +5, Listen +5, Spot +5.
Feats: Alertness, Iron Will.
Description: These creatures are 6-ft. long and snake-like, with many wings. It is thought that they are sustained only by their ceaseless motion.

- Others: The windblown are fungi colonies that drift freely in the winds of Air, waiting patiently to be taken to a source of moisture which they need to survive. They look like large grey leaves or sheets of paper. Also, various Prime Material birds have found their place on Elemental Air, usually evolving into a legless form with extended wings.


ELEMENTAL PLANE OF EARTH

- Denzelian: CR 3; Large Ooze (Extraplanar); HD 6d10+30 (63 hp); Init -5; Spd 5 ft., climb 5 ft.; AC 4 (-1 size, -5 Dex), touch 4, flat-footed 4; BAB/Grap +4/+10; Atk +5 melee (1d6+3 plus 1d4 acid, slam); Full Atk +5 melee (1d6+3 plus 1d4 acid, slam); S/R 10 ft./5 ft.; SA acid, improved grab; SQ blindsight 60 ft., ooze traits; SV Fort +7, Ref -3, Will -3; AL N; Str 14, Dex 1, Con 20, Int – , Wis 1, Cha 1
Skills: Climb +10; a denzelian has a +8 racial bonus on Climb checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.
Improved Grab (Ex): To use this ability, a denzelian must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Description: Also known as "rockeaters", these creatures are 10-ft. wide amorphous masses of stonelike material. They spread themselves thin over the rock (some 3 inches thick), slowly devouring it. Sometimes miners seek to buy a denzelian or denzelian egg from planewalking hunters, but this practise isn't particularly common since denzelians eat through only about a foot of stone per week.

- Faribma: Medium Vermin (Extraplanar); CR 1/2; HD 2d8 (9 hp); Init +1; Spd 20 ft., burrow 20 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; BAB +0; Grap -1; Atk -1 melee (1d4-1, bite); Full Atk +1 melee (1d4-1, bite); SQ blindsight 60 ft., mindless; SV Fort +3, Ref +1, Will +0; AL N; Str 9, Dex 12, Con 10, Int - , Wis 10, Cha 3.
Description: The faribma are tunneling, blue-skinned worms up to 5 ft. long, that feed on rich soil.

- Giggag Swarm: Diminutive Vermin (Extraplanar, Swarm); CR 3; HD 9d8+9 (49 hp); Init +4; Spd 20 ft., burrow 20 ft; AC 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 16; BAB +6; Grap - ; Atk swarm (2d6) Full Atk swarm (2d6); S/R 10 ft./0 ft.; SA distraction; SQ darkvision 60 ft., immune to weapon damage, mindless, swarm traits, tremorsense 30 ft.; SV Fort +7, Ref +5, Will +3; AL N; Str 1, Dex 15, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +12, Spot +4; a giggag swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and 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.
Feats: Weapon Finesse (B)
Distraction (Ex): Any living creature that begins its turn with a giggag swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Description: The giggag are hardy, thick-bodied insects that feed mostly on carrion and refuse, but occasionally also on clueless travelers.

- Tosh: This creature is a small, armor-plated, burrowing mammal. It feeds on the giggag, and nests in caverns. Stats identical to those of a badger.


ELEMENTAL PLANE OF FIRE

- Scape: Tiny Animal (Extraplanar); CR 1/4; HD 1d8 (4 hp); Init +2; Spd 20 ft., climb 20 ft.; AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12; BAB/Grap +0/-12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); S/R 2.5 ft./0 ft.; SQ immunity to fire, low-light vision, scent, teleport; SV Fort +2, Ref +4, Will +1; AL N; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5.
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3; scapes have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
Feats: Weapon Finesse
Teleport (Su): At will, as the teleport spell, self only; caster level 9th.
Description: A scape is a diminutive hairless rodent that feeds on carrion and has the ability to to teleport.

- Waiveras: Tiny Animal (Extraplanar); CR 1/2; HD 1d8 (4 hp); Init +2; Spd 20 ft., climb 20 ft.; AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12; BAB +0; Grap -12; Atk +4 melee (1d4-4, bite); Full Atk +4 melee (1d4-4, bite); S/R 2.5 ft./0 ft.; SQ immunity to fire, low-light vision; SV Fort +2, Ref +4, Will +1; AL N; Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3; waiveras have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, and use their Dex modifier for Climb checks.
Feats: Weapon Finesse
Description: A waiveras is a many-legged black lizard that eats insects and fire snake eggs.


ELEMENTAL PLANE OF WATER

- Others: The Plane of Water is home to a vast variety of fish, plankton, and kelp, but few air-breathing mammals such as dolphins and whales.


THE ASTRAL PLANE

- Harriat: Tiny Outsider (Extraplanar, Psionic); CR 1/8; HD 1d8+1 (5 hp); Init +1; Spd 0 ft. (30 ft. on the Astral); AC 13 (+2 size, +1 Dex), touch 13, flat-footed 12; BAB +1; Grap -12; Atk +2 melee (1d3-5, tentacle); Full Atk +2 melee (1d3-5, tentacle); S/R 2.5 ft./0 ft.; SQ blindsight 60 ft., naturally psionic (1 power point); SV Fort +3, Ref +3, Will +4; AL N; Str 1, Dex 13, Con 12, Int 3, Wis 10, Cha 3.
Skills: Sense Motive +4.
Feats: Iron Will.
Description: This creature looks like a human brain with a single pseudopod extending from its base. It seems to have the slightest touch of psionic potential, and feeds on stray thoughts. It is entirely harmless and of no interest to anyone but the most dedicated of planar xenobiologist.


THE ETHEREAL PLANE

- Rabbiun: Small Magical Beast (Extraplanar); CR 1; HD 2d10+2 (13 hp); Init +2; Spd 20 ft., swim 30 ft.; AC 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13; BAB +2; Grap -4; Atk +5 melee (1d4-2 plus poison, bite); Full Atk +5 melee (1d4-2 plus poison, bite); S/R 5 ft./5 ft.; SA poison; SQ darkvision 60 ft., low-light vision; SV Fort +4, Ref +5, Will +1; AL N; Str 6, Dex 15, Con 12, Int 3, Wis 12, Cha 9.
Skills: Hide +9, Listen +3, Move Silently +4, Spot +3.
Feats: Stealthy, Weapon Finesse (B).
Poison (Ex): Bite, Fort DC 12; initial damage 1d3 Str, secondary damage unconsciousness 1d6 minutes; The save DC is Cosntitution-based.
Description: Rabbiuns are reclusive serpentine beings native to the Deep Ethereal. They avoid all creatures larger than thhemselves. It has been established that they possess approximately animal-level inteligence, but little else is known.
#366

wyvern76

Feb 02, 2005 21:55:46
The calden are tiny insects with circular, 6-inch long bodies.

Would these be a good candidate for a swarm creature?

Wyvern
#367

zombiegleemax

Feb 03, 2005 0:20:55
Updating those para-/quasi- elemental templates is a good idea. But remember to make them comparable with each other, i.e. same CR, etc.

I've edited miner genie. What follows are the last of the tasked genies...
#368

zombiegleemax

Feb 03, 2005 0:22:43
Tasked Genie, Oathbinder
Large Outsider (Extraplanar, Fire)

Hit Dice: 12d8+36 (90 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: 20 ft., fly 40 ft. (perfect)
AC: 22 (-1 Size, +5 Dex, +8 Natural), Touch 14, Flat-footed 17
BAB/Grapple: +12/+21
Attack: 1 slam +16 melee (1d8+5) or 3 scorching rays +11 ranged touch (4d6 fire)
Full Attack: 2 slams +16 melee (1d8+5) or 3 scorching rays +11 ranged touch (4d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., bind oath, shield of oath, SR 20
Saves: Fort. +11, Ref. +13, Will +10
Abilities: Str 21, Dex 20, Con 16, Int 12, Wis 14, Cha 15
Skills: Concentration +18, Diplomacy +19, Intimidate +17, Listen +17, Move Silently +20, Search +16, Sense Motive +17, Spot +17, Tumble +20
Feats: Empower Spell-like Ability (Scorching Ray), Dodge, Improved Initiative, Mobility, Weapon Focus (Ray)
Environment: Plane of Fire
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 13-24HD (Large); 25-36HD (Huge)
Level Adjustment: -

This humanoid has black, glossy skin and eyes shining like purple fire. Its lower body trails off into smoke and it is entirely surrounded by a nimbus of white fire.

Oathbinder genies are reshaped efreet devoted to maintaining solemn oaths between their masters and any consenting sentient creature. If these oaths are broken, it punishes the oath-breaker according to the terms of the oaths. They are encountered only when the oaths are made and when the oaths are broken or dispelled. They speak Ignan.

Combat
An oathbinder genie usually attacks with its scorching rays, focusing on the oath-breaker.

Spell-like Abilities (Sp): At will – scorching ray; 3/day – bane, command, bestow curse, hold person, otiluke’s resilient sphere, wall of force. CL=HD, Cha-based DC 12 + spell level.

Bind Oath (Sp): At will, an oathbinder genie can bind an oath made by a consenting creature for any period of time, usually defined in the terms of the oath itself. The binding can be magically dispelled (CL=HD). When an oath is broken or dispelled, the genie is instantly aware and is gated to the offender’s location in 1d4 rounds. It will try to discover if the oath is still valid. If it thinks so, it will attack.

Shield of Oath (Su): An oathbinder genie is highly resistant to attacks from a creature whose oath it oversees. Against attacks from the oath-breaker, the genie gains +4 morale bonus to save, +1 morale bonus to attack rolls, DR 15/- and magic immunity (i.e. unbeatable spell resistance). Furthermore, if the genie kills the oath-breaker, the latter becomes a ghost and is captured for 1 month per level of the victim. During this time, the victim cannot be contacted or resurrected. Only a wish or a miracle can overcome the captivity.

Habitat/Society
Oathbinder genies are all members of an order that governs their conduct. They are experts on all aspects of contracts, vows and oaths. They gladly debate fine points or split hairs with anyone inclined on such issues. They refused to serve marids, whose word can rarely be counted on. Genies never break the word they give to an oathbinder genie, although they may try to subvert the spirit of the deal. Oathbinder genies demand more for their services when the conditions of the oaths are more strict or exacting. All oaths cost at least 1,000 gp to establish and are often 10 or 100 times more expensive.

Converted from Monstrous Compendium Annual Vol. 1.
#369

zombiegleemax

Feb 03, 2005 0:24:17
Tasked Genie, Deceiver
Medium Outsider (Extraplanar, Air)

Hit Dice: 9d8+18 (58 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: 30 ft., fly 60 ft. (perfect)
AC: 18 (+5 Dex, +3 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +9/+12
Attack: 1 claw +13 melee (1d6+3)
Full Attack: 2 claws +13 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, blinding strike
Special Qualities: Darkvision 60 ft., displacement, elusive liar, SR 15
Saves: Fort. +8, Ref. +11, Will +8
Abilities: Str 17, Dex 20, Con 15, Int 13, Wis 15, Cha 16
Skills: Bluff +22, Diplomacy +17, Escape Artist +17, Forgery +13, Hide +17, Listen +14, Move Silently +11, Sense Motive +14, Sleight of Hand +13, Spot +14
Feats: Dodge, Improved Initiative, Skill Focus (Bluff), Weapon Focus (Claw)
Environment: Plane of Air
Organization: Solitary
Challenge Rating: 7
Treasure: 10% coins; double goods (art objects only); standard items
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: -

This tall, gaunt humanoid has long limbs and a lower body which trails off into smoke. His eyes are striking, one is blue, the other brown.

Deceiver genies are servants of noble djinn and sometimes powerful jann. They themselves are djinn perverted to a life of deception. They enjoy sending victims over illusory bridges, tempting them with illusory oases or even sowing strife in parties. They will gladly give up food and treasure in pursuit of a cruel prank. However, they usually dislike taking the form of others and are uncomfortable being near others for more than a few minutes.

Combat
Deceiver genies are cowards shrouded in a shimmers of blurs. Their favored class is rogue.

Displacement (Su): A deceiver genie is constantly affected by a displacement spell.

Spell-like Abilities (Sp): At will – alter self, false vision, tongues, misdirection, whispering wind, nondetection; 3/day – hallucinatory terrain, major image, seeming, shadow evocation; 1/day – mislead, permanent image, programmed image, project image, veil. CL=HD +4, Cha-based DC 13 + spell level.

Blinding Strike (Ex): A deceiver genie permanently blinds anyone hit by its claw attack if it results in a critical hit, using its steel nails to tear out the eyes.

Elusive Liar (Su): A deceiver genie’s lies cannot be detected via magical means. It is also immune to mind-affecting effects which compel it to speak the truth (e.g. zone of truth spell). Even when charmed, they still lie shamelessly to their “best friends”. However, because of this, a deceiver genie suffers -4 to save against spells from illusion school.

Racial Skills: A deceiver genie has +4 racial bonus on bluff checks.

Habitat/Society
Deceiver genies sometimes cooperate among themselves to build a village in remote regions. They are dangerous to their masters when not set to tasks, sowing lies and discord in their masters’ households. They are not interested in wealth, but are fans of the arts, which they consider a formal form of lying. They will never harm a storyteller or a tasked artist genie, though they may still confuse them.

Converted from Monstrous Compendium Annual Vol. 1.
#370

sildatorak

Feb 03, 2005 2:52:24
Shield of Oath (Su): An oathbinder genie is highly resistant to attacks from a creature whose oath it oversees. Against attacks from the oath-breaker, the genie gains +4 morale bonus to save, +1 morale bonus to attack rolls, DR 10/- and +4 to its spell resistance. Furthermore, if the genie kills the oath-breaker, the latter becomes a ghost and is captured for 1 month per level of the victim. During this time, the victim cannot be contacted or resurrected. Only a wish or a miracle can overcome the captivity.

I don't know if this is enough. That is very far from "completely immune to all physical and magical attacks from a creature whose oath it oversees." When the genie is dealing with oath-breakers, I would up it to at least DR 15/- and give it the "immune to magic" trait that golems have.
#371

weenie

Feb 03, 2005 10:50:14
Would these be a good candidate for a swarm creature?

I don't think so, they're quite harmless. It would be like making a swarm of common tropical fish. If you want you could do a swarm that does electrical damage, but there's nothing in Inner Planes/PSMC3 books to indicate that calden are a threat. Besides, most planewalkers on LIghtning will be immune to electricity anyway...

Updating those para-/quasi- elemental templates is a good idea. But remember to make them comparable with each other, i.e. same CR, etc.

Yeah, this is a problem. I think the creatures belonging to the same group (true elements - paras - quasies) will be comparable, but the three groups won't be equal between themselves; the quasielements seem to be getting the short end of the stick, and the paras are on top. Besides, I don't think it's much of an issue if a fire creature is more powerful than a water creature, as long as the CR and LA reflect this.
#372

wyvern76

Feb 03, 2005 22:19:13
I don't think so, they're quite harmless.

Well, so are locusts, unless you're a plant. Although WotC seems to be under the impression that locusts are omnivorous: A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path.

Wyvern
#373

weenie

Feb 04, 2005 20:36:56
All right then, here's the first (sort of first) draft of the Animental templates that we discussed before. A bit long, so bear with me.

A N I M E N T A L

Animental, Earth Ape
Large Elemental (Earth, Extraplanar)
Hit Dice:
4d8+11 (29 hp)
Initiative: +1
Speed: 30 ft., climb 30 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
BAB/Grapple: +3/+14
Attack: Claws +9 melee (1d6+7)
Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., earth glide, earth mastery, elemental traits, low-light vision, scent
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 25, Dex 13, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +16, Listen +6, Spot +6
Feats: Alertness, Toughness
Environment: Elemental Plane of Earth
Organization: Solitary or company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Large)
Level Adjustment: –

This strange creature has the shape of a common arboreal ape, and it even moves and acts like one, but it seems to be made entirely of earth and stone.

Normally, the Inner Planes shape the Prime Material plane, combining to provide the matter and energy required for creation. However, sometimes it works the other way around: for reasons unknown, dying creatures of the Prime Material leave behind them a residue of their life energy which somehow passes onto the Elemental Planes. This life force becomes a new elemental being that takes on many traits of its original form, but has no memory of its past life. These so-called “animentals” are usually formed of animals and magical beasts, and only occasionally of aberrations, humanoids, and other creature types.
Animentals speak the language of their respective planes – usually Auran, Aquan, Ignan, or Terran, but sometimes other languages, such as Ashen on the Quasiplane of Ash.

COMBAT
The sample animental above uses an ape as the base creature.

Earth Glide (Ex): An earth ape 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 ape flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): An earth ape 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 ape takes a -4 penalty on attack and damage rolls. These modifiers are not included in the stat block above.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Skills: Earth apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

--------

CREATING AN ANIMENTAL

“Animental” is an inherited template that can be added to any corporeal living creature that is not of the elemental or outsider type, hereafter referred to as the base creature. There are 16 different animental “sub-templates” depending on the plane on which the animental is formed. An animental has all of the statistics, abilities, qualities, racial traits, and possessions of the base creature except as noted below.

Type: Creature type changes to elemental. Base attack bonus, skill points, and saving throws are recalculated. The animental gains the extraplanar subtype when not on its home plane (which is usually one of the Inner Planes), and also one or more of the following subtypes: air, cold, earth, fire, negative, positive, and/or water. The exact subtype varies by plane; see table below.

Hit Dice: Change all current and future racial Hit Dice to d8.

Speed: Some animentals gain additional movement modes; see table below. A multiplier in the table (x ½ or x2) indicates that the speed of the new movement mode is a portion (or a multiple) of the base creature’s land speed. No multiplier means the speed of the new movement mode is equal to the land speed.
If the base creature has a natural flight speed (using wings) and its animental sub-template is earth, ice, magma, mineral, ooze, salt, or water, its natural flight speed is halved and the maneuverability rating is reduced by one degree.

Armor Class: Some animentals gain an increase in their natural armor bonus to AC; see table below.

Base Attack Bonus: An animental’s base attack bonus is equal to ¾ its Hit Dice.

Special Attacks: An animental retains all the special attacks of the base creature and might gain additional attacks as specified in the table below.

Special Qualities: An animental retains all the special qualities of the base creature and might gain additional qualities as specified in the table below. Additionally, all animentals gain the following special qualities:
- Damage Reduction (Su): none (HD 1-5), DR 5/– (HD 6-11), or DR 10/– (HD 12+)
- Darkvision (Ex): Range 60 ft.
- Elemental Traits: Immune to poison, sleep effects, paralysis, stunning, critical hits, and flanking

Saving Throws: An animental with the air or fire subtype has base saving throws as follows: bad Fortitude and Will (equal to 1/3 Hit Dice), and good Reflex (equal to ½ Hit Dice +2). An animental with the earth or water subtype has base saving throws as follows: bad Reflex and Will (equal to 1/3 Hit Dice), and good Fortitude (equal to ½ Hit Dice +2).
An animental that has two contradicting subtypes (either air and water or fire and earth) can choose to assign either the Fortitude or the Reflex save as his good save progression (HD x ½ +2). The other two save progressions are bad (HD x 1/3)

Abilities: Modify from the base creature as specified in the table below.

Skills: An animental has an amount of skill points equal to (3 + Hit Dice) x (2 + Intelligence modifier).

Feats: An animental that no longer satisfies a requirement for an existing feat can choose a different feat instead.

Environment: One of the Inner Planes, either an elemental, paraelemental, or quasielemental plane, depending on the particular sub-template.

Organization: As the base creature, but the maximum number should be reduced to 8.

Challenge Rating: As base creature +1 (HD 1-4), as base creature +2 (HD 5-10), or as base creature +3 (HD 11+).

Treasure: None

Alignment: Usually neutral.

Level Adjustment: +3

--------

Quasi-Table: Animentals by Element
True:
AIR ANIMENTAL: fly speed x2 (perfect), air mastery, Dex +4
EARTH ANIMENTAL: +3 natural AC, earth glide, earth mastery, Str +4, Dex -2
FIRE ANIMENTAL: burn, immunity to fire, vulnerability to cold, Dex +2
WATER ANIMENTAL: swim speed x1, water mastery, Con +4
Para:
ICE ANIMENTAL: chill, immunity, vulnerability, Dex +2
MAGMA ANIMENTAL: swim speed x ½, +2 natural AC, burn, immunity to fire, vulnerability to cold, Str +2
OOZE ANIMENTAL: swim speed x ½, acid, immunity to acid, Con +2,
SMOKE ANIMENTAL: fly speed x1 (perfect), choke, immunity to fire, vulnerability to cold, Dex +2
Quasi Yin:
ASH ANIMENTAL: drain, immunity to cold, vulnerability to fire, Dex +2
DUST ANIMENTAL: burrow x ½, grit, Str +2
SALT ANIMENTAL: drain, Con +2
VACUUM ANIMENTAL: fly x1 (perfect), void, Dex +2
Quasi Yang:
LIGHTNING ANIMENTAL: fly x1 (perfect), fast healing 2, immunity to electricity, Dex +2
MINERAL ANIMENTAL: burrow x ½, +2 natural AC, fast healing 2, immunity to acid, vulnerability to sonic
RADIANCE ANIMENTAL: fast healing 2, immunity to fire, vulnerability to cold, Dex +2
STEAM ANIMENTAL: fast healing 2, immunity to fire, Con +2

Ability Descriptions:

- Burn (Ex): A fire or magma animental’s natural attack deals normal damage plus fire damage from the animental’s flaming body (1d4 for Small, 1d6 for Medium, 1d8 for Large, etc.) Those hit by a fire animental‘s natural attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is 10 + ½ the animental’s HD + the animental’s Constitution modifier. Creatures hitting a fire or magma animental with natural weapons or unarmed attacks take fire damage as though hit by the animental’s attack, and also catch on fire unless they succeed on a Reflex save.
- Chill (Ex): As burn above, except the damage dealt is cold, and the creature doesn’t catch on fire.
- Acid (Ex): As burn above, except the damage dealt is acid, and the creature doesn’t catch on fire.
- Drench (Ex): The water animental’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 animental’s HD).
- Choke (Ex): A creature grappling an ash animental is unable to breathe, as the ash rises from the animental’s body and actively attempts to cut off all breathing. Regardless of the success of the grapple check, the creature must make a Constitution checks to hold its breath every round. The DC of the check is 10, and it increases by +1 for each previous success. When the creature fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, if the animental chooses to maintain the grapple, the creature drops to -1 hit points and is dying; in the third round, it suffocates.
- Drain (Su): An ash (or salt) animental’s natural attack drains heat (or moisture) from an opponent, dealing 1d4 points of temporary Strength damage on each hit unless the target makes a Fortitude saving throw (DC 10 + ½ the animental’s HD + the animental’s Constitution modifier).
- Grit (Su): As drain above, except the damage dealt is Dexterity.
- Void (Ex): As drain above, except the damage dealt is 1d3 points of Constitution.

- Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
- Earth Mastery (Ex): An earth animental 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 animental takes a -4 penalty on attack and damage rolls.
- Water Mastery (Ex): A water animental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the animental is touching the ground, the animental takes a -4 penalty on attack and damage rolls.
- Earth Glide (Ex): An earth animental 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 animental flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

--------

Notes and Questions:

I tried to make the elements as close as possible, power-wise. Are they? Where to nerf, where to buff? I know there are some differences, but are they big enough to warrant a CR change? I wouldn’t mind assigning different CR values to different sub-templates, but this way is more elegant.

I went by the MotP reasoning – a special attack is worth more than a special quality regarding CR. I also used the standard version of CR scaling by HD… which I’m not too keen on, but I didn’t have a better idea.

I gave the negative quasies a special attack that deals a small amount of ability damage on hit (with a save to negate), and the positive quasies fast healing 2. Does that compare?

Is LA +3 too low? Too high?

Finally, did I miss something obvious? Like, made an animental that can’t survive on its home plane, or something equally stupid?
#374

weenie

Feb 04, 2005 21:09:37
I updated the archives: link.
BTW, the animental template is in the "Exemplars: Elementals" document, and all the different SQs are shown in a table, unlike in the post above, so if anyone's having difficulties comparing them, just download the .rtf.

Well, so are locusts, unless you're a plant.

Yeah but what I meant was even though there were no swarm creatures in 2E, the 2E books usually mention if something small poses some kind of threat in large numbers. And in this case, nothing is said.

I guess I'm just lazy and prefer to write them off as non-threatening bugs.
#375

zombiegleemax

Feb 05, 2005 5:32:46
Actually, an animental template already exists officially. See element creature template in MOTP. What I'm thinking of is expanding those templates (half-elemental & element creature) to include para- and quasi- types... instead of making a new template altogether...

I think it's better to make them equitable CR-wise... just like the elementals. It's a good idea since in 3E elemental summoning spells are no longer differentiated by elemental types.

I don't know if this is enough. That is very far from "completely immune to all physical and magical attacks from a creature whose oath it oversees." When the genie is dealing with oath-breakers, I would up it to at least DR 15/- and give it the "immune to magic" trait that golems have.

Yes, I reduced the shield of oath ability. It just seems a bit overwhelming to make a creature immune to everything a character can dish out... What would be the CR of such a creature? Ok, I'd take your recommendations. Above entry edited.

What The #@$% Is A Sha'ir?
In the last few posts on genies, there are mentions of "sha'ir". For the benefit of those who are unfamiliar with Al-Qadim... A sha'ir is a spellcasting class from Al-Qadim, which casts spells (both arcane and divine) by sending his mini-genie familiar (called a gen) to the elemental planes to "retrieve" the spell. Basically, a sha'ir can cast any spell he wants, provided he is high enough level, willing to wait and his gen finds the spell successfully. IIRC, the class has converted to 3rd ed. in Dragon #315. If you don't have access or don't want to use this class, I suppose a possible substitute would be sorcerers with elemental foci.
#376

zombiegleemax

Feb 05, 2005 5:35:25
Genie, Noble Djinni
Large Outsider (Extraplanar, Air)

Hit Dice: 10d8+30 (75 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (perfect)
AC: 22 (-1 Size, +6 Dex, +5 Natural, +2 Deflection), Touch 17, Flat-footed 16
BAB/Grapple: +10/+20
Attack: 1 slam +15 melee (1d8+6) or 1 large shocking +1 scimitar +16 melee (1d8+6/18-20 plus 1d6 electricity)
Full Attack: 2 slams +15 melee (1d8+6) or 1 large shocking +1 scimitar +16/+11 melee (1d8+6/18-20 plus 1d6 electricity)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity, plane shift, telepathy 100 ft., SR 18
Saves: Fort. +10, Ref. +13, Will +10
Abilities: Str 23, Dex 22, Con 16, Int 17, Wis 16, Cha 17
Skills: Appraise +13, Concentration +13, Craft (Any 1) +13, Diplomacy +18, Escape Artist +19, Knowledge (Any 1) +16, Listen +16, Move Silently +19, Sense Motive +16, Spellcraft +18, Spot +16, Use Rope +15
Feats: Combat Casting, Combat Reflexes, Dodge, Quicken Spell-like Ability (Invisibility), Improved Initiative (B)
Environment: Elemental Plane of Air
Organization: Solitary, company (1d4+1) or procession (4d10 common djinn)
Challenge Rating: 10
Treasure: Double standard
Alignment: Always chaotic good
Advancement: 11-20HD (Large); 21-30HD (Huge)
LA: -

This fair, richly clothed genie hovers over all others, signifying nobility.

Noble djinn are the rulers of all genies in the elemental plane of air. They never forget a service or a slight from another creature. They pride themselves in being the fairest of their kind and wear jewelry to distinguish themselves further from common djinn. They do not allow their feet to touch the ground, sneering at life forms unable to fly and hovering over earthbound nobles to make their point. They speak Auran, Celestial, Common and Ignan.

Combat
Noble djinn seldom allow themselves to be drawn into direct combat, preferring to command common djinn and summoned creatures to fight while casting spells and giving orders. If possible, they use invisibility to avoid combat altogether. A noble djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to 8 other creatures, provided they all link hands with the genie. It is otherwise similar to a plane shift spell, CL13.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

Spell-Like Abilities (Sp): At will - invisibility (self only), gust of wind; 3/day – air walk, wish (to non-genies only); 1/day - create food and water, create wine (as create water), gaseous form (self only, 1 hour), control weather, cloud kill, major creation (vegetable, stone and base metals are permanent), persistent image, wind walk, imprisonment. CL20, Cha-based DC 13 + spell level.

Immunity (Ex): A noble djinn is immune to acid and all air-based or gaseous attacks, including spells with air descriptor.

Whirlwind (Su): A noble djinni can form a whirlwind like common djinn. However, it can maintain the form for up to 10 rounds and the whirlwind is twice as large as a common djinni’s whirlwind.

In this form, it can move through the air or along a surface at its fly speed. The noble djinni’s whirlwind has a 20 ft. wide base, 60 ft. wide top and up to 100 ft. tall (min. 10 ft.). A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the 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 djinni moves into or through the creature’s space.

Creatures smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 24 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 24 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 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 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 djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

The 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 djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Habitat/Society
Only 1% of all djinn are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Most noble djinn are local rulers of 1d6 djinn communities. (See Manual of the Planes, p.69) Noble djinn off-plane usually rules over only 1 community. A smaller group of noble djinn spends time at the courts of the Great Caliph in the Citadel of Ice and Steel, which is constantly surrounded by rushes of winds.

Ecology
Noble djinn hate the efreet and would normally cooperate in any attempt to harm them. Despite their haughtiness, they respect individual achievements. Their retainers are free to leave, but stayed because they considered it an honor to serve.

The Great Caliph of the Djinn
The djinn grand ruler is Husam al-Balil ben Nafhat al-Yugayyim and is known by a long list of titles, such as Commander of the Four Winds, Ruler of All Djinn, Defender of the Heavens, Prince of Birds, Storm of the Righteous, Master of the Clouds, Son of the Breezes and Master of the Air. He is always attended by 4d4+2 noble djinn (half of which are his dancers and consorts), 4d10 x10 jann and 2d10 x5 common djinn. The Great Caliph rarely leaves the Citadel of Ice and Steel, except on occasional hunts. He is a competent ruler, but is fickle and easily bored. He prefers to win by wits than by strength or magic. A gentle breeze constantly surrounds the caliph, stirring his hair and clothes. He is probably a fully advanced noble djinni sorcerer, whose spells are mostly related to elemental air.

The Court chamber itself is at the center of the Citadel of Ice and Steel, with clear shafts running to the outer surfaces in all directions. Creatures who (willingly or unwillingly) gain an audience with the Grand Caliph must hover before him. If they cannot fly under their own power, the whirlwinds of the djinn guards support and buffet them as long as they remain before the Caliph: presenting oneself as an earthbound creature before the Great Caliph can be exhausting. The chamber of the court itself seems to be in perpetual motion, as its many layers of silk streamers constantly flutter in and out. In dealing with creatures not of the Elemental Plane of Air, the Great Caliph is merciful and often ends his recitation and judgment within a few minutes.

:whatsthis Note: The Al-Qadim version of noble djinni is more powerful than the suggested version in MM1, especially its wind tomb ability which closely resembles imprisonment.

Converted from Al-Qadim Appendix MC13.
Additional Info from Al-Qadim: Secrets of the Lamp.
#377

zombiegleemax

Feb 05, 2005 5:38:33
Genie, Noble Efreeti
Large Outsider (Extraplanar, Fire)

Hit Dice: 13d8+52 (110 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 40 ft. (perfect)
AC: 22 (-1 Size, +5 Dex, +8 Natural), Touch 14, Flat-footed 17
BAB/Grapple: +13/+24
Attack: 1 slam +19 melee (1d8+7 plus 1d6 fire) or 1 large flaming +1 scimitar +20 melee (1d8+7 plus 1d6 fire)
Full Attack: 2 slams +19 melee (1d8+7 plus 1d6 fire) or 1 large flaming +1 scimitar +20/+15/+10 melee (1d8+7 plus 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Darkvision 60 ft., fire immunity, cold vulnerability, plane shift, telepathy 100 ft., SR 18
Saves: Fort. +12, Ref. +13, Will +11
Abilities: Str 25, Dex 20, Con 19, Int 15, Wis 16, Cha 16
Skills: Bluff +19, Concentration +16, Craft (Any 1) +18, Diplomacy +21, Disguise +13, Intimidate +21, Listen +19, Move Silently +21, Sense Motive +19, Spellcraft +12, Spot +19
Feats: Combat Casting, Combat Reflexes, Dodge, Power Attack, Quicken Spell-like Ability (Scorching Ray), Improved Initiative (B)
Environment: Elemental Plane of Fire
Organization: Solitary, company (1d4+1) or procession (3d6 common efreet)
Challenge Rating: 11
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 14-26HD (Large); 27-39HD (Huge)
Level Adjustment: -

This genie has basalt skin, brass hair and eyes of flame. It wears baggy pantaloons, a shoulder harness for sword and massive armbands and earrings.

These warlords are the rulers of the fire genies, plotting against each other with a degree of cunning and skill seen only in the infernal planes. They care nothing for mortals and usually try to corrupt those sha’ir powerful enough to command them. Their arrogance and lust for power have won them few friends except for devils. Noble efreet are not as vain as other noble genies as they depend on force and treachery rather than wit and appearance to compel followings. Noble efreet speak Auran, Common, Ignan and Infernal.

Combat
Noble efreet are powerful warriors, trained in magical and physical combat from a very young age. They enjoy the kill, but prefer not to do all the work of wearing down opponents, leaving it to common efreet and hell hounds. Toying with one’s enemies is considered an art form. Like common efreet, they love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.

Change Size (Sp): A noble efreeti can magically change a creature’s size at will. This works just like an enlarge person or reduce person spell, except that this ability can also work on efreet. A Cha-based DC 14 fortitude save negates the effect.

Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee with its natural weapon or in each round it maintains a hold when grappling.

Spell-Like Abilities (Sp): At will – detect magic, produce flame, pyrotechnics, scorching ray (3 rays); 3/day – invisibility, gaseous form, permanent image, polymorph (self only), wall of fire, wish (to non-genies only); 1/day – fire seeds, fire shield, locate creature, delayed blast fireball. CL16, Cha-based DC 13 + spell level.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to 8 other creatures, provided they all link hands with the genie. It is otherwise similar to a plane shift spell, CL13.

Habitat/Society
The noble efreet are the nobility in the City of Brass. The 40 miles wide city itself borders seas of magma and lakes of lava. (See Planar Handbook, pp.138-141 and Manual of the Planes, p.75) Female nobles are kept apart in a state of seclusion from male company, but they have their own hierarchy within households. The females hold no official power in politics, but the scheming nature of the efreet results in many females ruling through figurehead males. Most nobles are responsible for 1d4 military outposts, each of which contains 3d10+10 common efreet and 10d10 prisoners. Noble efreet are patrons of the hunt for slaves and other fire creatures. A hunt normally involves 1d6 noble efreet, 5d6 common efreet and 2d10 fire bats and hell hounds. Each noble uses a bronze chariot pulled by nightmares.

Ecology
Noble efreet see all creatures as either slaves or enemies, acknowledging nobody as their masters except their own efreet rulers. They are thus greatly feared. Salamanders, fire elementals and other denizens would gladly assist anyone to embarrass the efreet. Less evil behaviors are known among noble efreet wooing human maidens. But for them, even the courtship is just another form of the hunt.

The Great Sultan of the Efreet
The master of the City of Brass is Marrake al-Sidan al-Hariq ben Lazan. He is also called the Lord of Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Most Puissant of Hunters, Marshall of the Order of the Fiery Heart, the Smoldering Dictator and the Crimson Firebrand. He rules from the Charcoal Palace at the center of the City of Brass and his holdings include 6 fiery realms on the Prime Material Plane, each of which is governed by a noble efreeti. He is constantly accompanied by 10d6+10 common efreet guards, 1d20 entertainers (of diverse races), 4d10 noble efreet courtiers and sometimes 1d4 devil ambassadors. All of whom are vying for his attention in an almost comical way. The audience hall is a blast furnance of reddish light and smoke, generated by chained fire elementals. Gold and brass ornaments littered the hall.

The sultan is a fully advanced noble efreeti sorcerer, whose spells are mostly fire-related. The sultan sports a tiny goatee, his hands end in extremely long claws and his eyes spark with fire. He commonly wears an armor of white-hot iron and is constantly affected by a fire shield effect. The sultan keeps a harim of 101 courtesans, but he seldom visits them. Instead, he lavishes his affections on two prize nightmares, steeds named Eversmoke and Black Onyx. It is whispered that he even sleeps in their stalls from time to time before important races. The Sultan wagers heavily, and his losses have sometimes beggared the city’s treasury, but he always pays what he owes.

Converted from Al-Qadim Appendix MC13.
Additional Info from Al-Qadim: Secrets of the Lamp.
#378

weenie

Feb 05, 2005 19:46:45
Actually, an animental template already exists officially. See element creature template in MOTP. What I'm thinking of is expanding those templates (half-elemental & element creature) to include para- and quasi- types... instead of making a new template altogether...

Yes, I know. My animental template is an expanded & updated version of the element creature template from RttToEE/MotP. I did make some changes (for example, the air element creature/animental gets +4 Dex instead of +6), but most of it is copy/paste, not counting all the additions. I changed the name so that I could pass this as a 2E conversion instead of a modification of 3.0 material. Besides, "element creature" sounds just... dumb. The term "animental" need not be associated with animals only, almost any living creature goes.

Re: the noble genies

Not really a big deal, but would you please consider giving them a weapon attack? Falchions, scimitars, polearms, whatever? The slam thing is just, I don't know, irritating, especially when it applies to all of them, and I just can't picture punch & kick fights between the djinn and efreet... I could live with both slam and weapon entries.
FWIW and IIRC, the illustrations in the 2E PS books had most genies wielding some sort of weapon.
#379

Cyriss

Feb 09, 2005 23:13:25
I noticed that the Elemental Homunculus breather is priced at 500gp. But the potions of water breathing from the 3.5 DMG are 750gp each. Do you think the Elemental Homunculus should be more expensive since it's unlimited uses & unlimited duration as long as it's alive? The full body suit might be a little cheap also.
#380

sildatorak

Feb 10, 2005 2:02:10
as long as it's alive

That is very key. An intelligent opponent on the Plane of Water is just going to attack your breather and then swim away, leaving you to drown.
#381

Cyriss

Feb 10, 2005 12:22:40
That is very key. An intelligent opponent on the Plane of Water is just going to attack your breather and then swim away, leaving you to drown.

Yeah but with them being cheaper and technically unlimited uses/duration, a player will just stock up on Elemental Homunculus's instead of potions. So an enemy kills it....the PC just pulls out another one just the same as if his potion ran out and he drank another potion.

I'm not trying to argue or anything, I can just see ahead of time what my own players would do (cause I'd do the same thing). Buy a few Elemental Homunculus's and maybe 1 potion of water breathing just in case because it would save LOTS of money. Then risk the chance of an enemy actually attacking the Elemental Homunculus instead of me. If he's busy attacking my "mouth piece", while the party is attacking him, & assumes the person doesn't have a "reserve tank", then the enemy is not very intelligent. An adventurer going underwater without a reserve is about as foolish as a modern day diver going underwater without his emergency tank...my players aren't that foolish. As a licensed diver, I know you never go underwater without an emergency backup. I wouldn't base the price off of one scenario: "the enemy leaving you to drown cause it killed the Homunculus".

The Elemental Homunculus has benefits and drawbacks, but in the long run, I think it's benefits would make it more expensive than a potion. Probably not much more expensive, but definately not cheap enough to stock up on instead of potions. The skin might be priced right because it provides armor bonuses but still needs to be taken care of with cures.
#382

sildatorak

Feb 10, 2005 15:33:54
If he's busy attacking my "mouth piece", while the party is attacking him, & assumes the person doesn't have a "reserve tank", then the enemy is not very intelligent.

I should have clarified by what I meant by "swim away." Get out of the area your party can hurt it in. Most missile weapons are ineffective underwater, so it will probably be up to the party mage to take out those lurking baddies that refuse to stand and fight. Hit and run tactics will leave you breatherless pretty easily (AC 10+wearer's dex). Most likely they will be able to out swim you what with their swim speeds and all.

I think that your means of breathing being removable by physical damage that is far short of killing you is a very significant restriction. Not to mention you look lame wearing a homunculus breather.
#383

zombiegleemax

Feb 11, 2005 2:54:10
I have given the noble genies magical weapons as requested - scimitars for djinni and efreeti, heavy picks for dao and tridents for marid.

Elemental Homunculus
Ok, point taken. I have revised the entries, esp the skin version, here with proper creature stats.

I have priced the breather at 750 gp, as potion of water breathing. The potion has limited duration and can be dispelled, while the breather has no duration but is much more subjected to damage as a creature (takes damage whenever in a damaging area effect).

The skin version has inflated to abt 64k gp since it now functions as a +1 leather armor of greater energy resistance. The cost breakdown is 750 gp (breather function) + 1,160 gp (+1 leather) + 66k gp (greater energy resistance) - 4k gp (creature more prone to damage than object/armor). But -4k gp may be a bit too little considering this armor is subjected to area effects like fireball...

Comments?
#384

zombiegleemax

Feb 11, 2005 2:55:29
Genie, Noble Dao
Large Outsider (Extraplanar, Earth)

Hit Dice: 12d8+60 (114 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., burrow 40 ft.
AC: 22 (-1 Size, +3 Dex, +10 Natural), Touch 12, Flat-footed 19
BAB/Grapple: +12/+24
Attack: 1 slam +19 melee (2d6+8) or 1 large acidic +1 heavy pick +21 melee (1d8+8/x4 plus 1d6 acid)
Full Attack: 2 slams +19 melee (2d6+8) or 1 large acidic +1 heavy pick +21/+16/+11 melee (1d8+8/x4 plus 1d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earth mastery, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity, plane shift, telepathy 100 ft., SR 18
Saves: Fort. +13, Ref. +11, Will +11
Abilities: Str 26, Dex 16, Con 21, Int 14, Wis 16, Cha 16
Skills: Appraise +17, Bluff +18, Craft (alchemy) +17, Craft (armor) +17, Diplomacy +20, Intimidate +20, Knowledge (planes) +17, Sense Motive +18, Spellcraft +17, Spot +18
Feats: Awesome Blow, Cleave, Power Attack, Improved Sunder, Improved Bull Rush (B), Weapon Focus (Heavy Pick)
Environment: Elemental Plane of Earth
Organization: Solitary, company (1d4+1) or procession (4d6 common dao)
Challenge Rating: 10
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 13-24HD (Large); 25-36HD (Huge)
Level Adjustment: -

This noble creature is bald and squat, wearing earrings, turbans and heavy necklace. It sports beard and pointy moustaches. It has pointed ears and retractable hard claws.

Noble dao are the rulers of earth genies, commanding earth elementals, dao, xorn and other slaves to toil for them searching for gems. Their attitude towards other races is simply callous. Noble dao speak Terran, Aquan and Common.

Combat
Noble dao enjoy combat only when they already know the results. They are fond of spies and briberies, never fighting any battles when someone else can be paid to do so. They rearrange the battlefield to suit them, using their spell-like abilities to divide foes, seals off or creates) escape routes and prevents effective enemy maneuvers.

Spell-like Abilities (Sp): At will – alter self, detect good, detect magic, gaseous form, invisibility, passwall, misdirection, wall of stone, persistent image, obscuring mist (dust instead of mist); 3/day – polymorph (self only), wish (to non-genies only), spectral hand, move earth, transmute rock to mud; 1/day – domination, earthquake, repulsion, stoneskin, whispering wind (dust instead of wind). CL22, Cha-based DC 13 + spell level.

Immunity (Ex): A noble dao is immune to earth-based effects and maze spells.

Earth Mastery (Ex): A dao gains +1 bonus on attack and damage rolls if both it and its foe touch the ground. Against airborne or waterborne foes, a dao suffers -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) The modifier also applies to opposed Strength checks made in bull rush attacks.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to 8 other creatures, provided they all link hands with the genie. It is otherwise similar to a plane shift spell, CL13.

Habitat/Society
Noble dao rule the Great Dismal Delve, also called the Sevenfold Mazework, in the Plane of Earth from their respective estates. (See Manual of the Planes, pp.73-4) Stately processions are common. A dao mazework away from the Great Dismal Delve is usually home to 1d6 noble dao, 3d10+10 common dao and 8d10 slaves of diverse races (including elementals). The miles of convolutions of the Great Dismal Delve is said to confuse even minotaur slaves, but not the noble dao. The mazes are usually dimly-lit, since bright lights are used as warning alarms. A typical noble estate contains 1d6 male noble dao, 2d6 female noble dao, 4d6 common dao, 2d6 minotaurs and 10d10 slaves.

Female nobles are responsible for care and well-being of slaves and the oversight of new excavations. This grants considerable influences, but they are bound by custom to defer to their mates in all things. They are strictly excluded from commerce and economics, which the dao consider too vulgar and dangerous for female nobles.

Ecology
Noble dao extract work from their slaves as much as they can and often pushes mercenaries to see how far they can get by without being betrayed. They see others only in terms of how much profit can be made from them or how much power can be gained over them. Joy in other’s misfortunes is an entrenched part of noble dao culture. They hate djinn and marids, but are on speaking terms with efreet, who trade worked metal for minerals.

The Great Khan of the Dao
Kabril Ali al-Sara al-Zalazil rules the dao with a sure eye and an iron heart. The Great Khan of the Dao is known by a multitude of titles and honorifics, among them: the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain.s Roots, the Stone Sultan, Carver of Destiny, Master of Traders, Caravaneer of the Sevenfold Path, and Balancer of All Earthly Accounts.

Kabril is always planning new engineering projects, and his followers surround him with new ideas for additions to the Mazework, new caravans, financial tricks to turn greater profits on his trade routes, and inventions to increase the efficiency of his slaves. He is constantly accompanied by 1d6 architect tasked genies, 3d10 common dao merchants, 2d10 common dao warriors and 1d10 nobles.

The Great Khan is unusually fat for a dao, with none of the strength of limb that most of his nobles have. However, his eyes are bright with schemes and he has a quick wit. He has a great interest in mechanical improvements in fields such as optics, clockwork systems, alchemical research, metallurgy, and mining advancements such as new pumps, more practical shorings, and new refining techniques.

The audience chamber of the Great Khan is called the Hidden Fulcrum of the Dao. It lies deep within the Sevenfold Mazework, and not even all the noble dao know where it is. Visitors who desire an audience are expected to bribe guards and even noble dao to win entrance to the corridors of power. They often discuss these gifts or bribes quite bluntly: and the amounts vary from 10-80,000 gp. Once they take a bribe, nothing may happen or the fortunate visitor may be informed (within a month) that a few moments of the khan.s time have become available. All visitors are blindfolded and led through the mazework to the court, a process that requires several hours depending on which path is taken to the center. The khan has cunningly seen to it that the Hidden Fulcrum is set with mirrors that reflect his image all around the supplicants who visit him, so that his true location is very difficult to determine. The khan, unlike other genie rulers, prefers to ask constant questions rather than listen to the pleading and presentations of visitors.

Supplicants should strip themselves of wealth before entering the mazework, for the khan prefers that his subjects and his audiences be humble and poor. Those unfortunate souls who arrive resplendent in their best finery and most valuable jewels must make gifts of their riches to the khan.

:whatsthis Note: Common dao are detailed in Manual of the Planes, pp.172-4.

Converted from Al-Qadim Appendix MC13.
Additional Info from Al-Qadim: Secrets of the Lamp.
#385

zombiegleemax

Feb 11, 2005 2:58:31
Genie, Noble Marid
Huge Outsider (Extraplanar, Water)

Hit Dice: 16d8+80 (152 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 40 ft. (good), swim 60 ft.
AC: 25 (-2 Size, +4 Dex, +13 Natural), Touch 12, Flat-footed 21
BAB/Grapple: +16/+32
Attack: 1 slam +22 melee (2d6+8) or 1 huge frost +1 trident +24 melee (3d6+8 plus 1d6 cold)
Full Attack: 2 slams +22 melee (2d6+8) or 1 huge frost +1 trident +24/+19/+14/+9 melee (3d6+8 plus 1d6 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Water mastery, spell-like abilities, drench, vortex
Special Qualities: Darkvision 120 ft., cold resistance 15, immunity, plane shift, alter form, telepathy 100 ft., SR 25
Saves: Fort. +15, Ref. +14, Will +14
Abilities: Str 27, Dex 18, Con 20, Int 19, Wis 18, Cha 21
Skills: Bluff +24, Craft (alchemy) +16, Diplomacy +26, Escape Artist +23, Intimidate +25, Knowledge (arcana) +18, Knowledge (planes) +20, Listen +23, Move Silently +23, Sense Motive +23, Spellcraft +25, Spot +23, Tumble +20
Feats: Cleave, Dodge, Power Attack, Improved Initiative, Quicken Spell-like Ability (Acid Arrow), Weapon Focus (Trident)
Environment: Elemental Plane of Water
Organization: Solitary, company (1d4+1) or procession (4d6 common marids)
Challenge Rating: 15
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: 17-32HD (Huge); 33-48HD (Gargantuan)
Level Adjustment: -

A towering female humanoid graces through the water with blue-black wispy hair. She is clad in slit skirt and clever tunics revealing flashes of her shimmering, pearl-like skin.

Noble marids are masters of the oceans. They are easily the most charismatic of genies. They are attention-grabbing, not given to subtlety. They are fickle creatures with wide-ranging tastes, making them unpredictable. A noble marid usually stands at 22 ft. tall and weighs over 8,000 lbs. They speak Aquan, Common and Terran.

Combat
Noble marids naturally prefer to fight in their favored element – water, making use of the environment to their best advantages.

Water Mastery (Ex): A noble marid gains gains +1 bonus on attack and damage rolls if both it and its foe touch water. If the opponent or the marid is landbound, it suffers -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A marid can easily overturn a ship up to 55 ft. long and stop vessels of up to 110 ft. long. Ships up to 220 ft. long are slowed to half speed.

Drench (Ex): A marid’s touch puts out torches, campfires, lanterns and non-magical fires of up to large size. It can dispel magical fire (as dispel magic spell) as a standard action, CL=HD.

Spell-like Abilities (Sp): At will – acid arrow, control water, obscuring mist, solid fog, water breathing (1 week duration), create water, detect good/evil, detect magic, see invisibility, polymorph (self only), purify food and drink (water only); 3/day – wish (to non-genies only), control weather, cone of cold, horrid wilting, ice storm. CL30, Cha-based DC 15 + spell level.

Alter Form (Sp): A noble marid can alter its form from solid to a gaseous or flowing liquid state. This otherwise functions as gaseous form spell, CL=HD.

Immunity (Ex): A noble marid is immune to water-based effects.

Water Walk (Su): A noble marid is constantly under the effects of a water walk spell.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to 8 other creatures, provided they all link hands with the genie. It is otherwise similar to a plane shift spell, CL13.

Vortex (Ex): A noble marid can transform itself into a whirlpool once every 10 minutes, provided it is underwater and can remain in that form for up to 10 rounds. A marid in vortex form can move through water or along the bottom at its swim speed.

The vortex of a noble marid is twice as large as those produced by a common marid, 10 ft. wide base, 60 ft. wide top and 10-80 ft. tall. Medium and smaller creatures may take damage when caught in the vortex. An affected creature must make a Str-based DC 29 reflex save or take 2d6 damage. (The marid has +3 racial bonus on DC.) Another reflex save prevents it from being picked up and held suspended in the currents, automatically taking damage each round. A creature that can swim is allowed a reflex save each round to escape the vortex. The marid can eject any carried creatures, depositing them wherever the vortex happens to be.

If the vortex’s base touches the bottom, it creates a cloud of debris, centered on the marid and has a diameter of half the vortex’s height. This cloud obscures vision, including darkvision, beyond 5 ft. 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 marid in vortex form cannot make melee attacks and does not threaten the area around it.

Habitat/Society
Although all marids lay some claim to nobility, the truly noble marids are those who serve the padisha and scheme to succeed to the throne upon her death. Thus, the nobles ignore the common marids unless they somewhat affect their standing at the court or succession. A traveling noble household consists of 1d4 noble marids, 2d4 common marids, who comprise cousins, vassals, lovers, courtesans and followers. Sometimes (40%), they also befriended some water creatures, such as dragon turtles, water elementals, tritons, morkoth and killer whales. Marids are champion tale-tellers, though most tales are about their own prowess and belittling of others. They often digress in conversation to tales of might and may be insulted if interrupted. Outsiders should note that it is a capital offence to insult a marid. They are subjected to flattery and favors bards. Hunts and jousts are common and individual valor is prized. Sometimes, they organize a war party against other genies, usually led by a noble marid with 5d10 common marids and 2d10 water creatures.

The loose marid empire is ruled by the padisha in the Citadel of Ten Thousand Pearls. (See Manual of the Planes, p.79) Some citadel passages are extremely narrow, requiring the liquid form of marids to pass through. Shafts of sunlight lit various places of the citadel. The citadel is as abandoned as a ruin during certain seasons known only to court insiders. During these times the court is either at the blooming of the red tides, the swarming of the salmon to their home streams, or visiting the islands of Al-Zira, the Djinni’s Claws. While the court is gone, powerful water creatures controlled by a water mage named Hatim al-Rakal sometimes seize the citadel and begin grandiose plans of conquest, slavery, and plunder. During these interregnums, Hakim hosts sha’irs and others visiting the court and poses as the Padisha. He always attempts to form an elemental brotherhood of water mages capable of withstanding the marid, but these plans are always swept aside like so much seaweed when the marid court returns. Since the Padisha finds him amusing, he is always banished and told not to return

The Great Padisha of the Marids
Kalbari al-Durrat al-Amwaj ibn Jari has hundreds of titles, many of them copied from her followers or adopted by them. She is the Great Padisha of the Marid, the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, Mistress of Rivers, Grand Raj of the Monsoon, General of the Whales, Pasha of Corals, Savior of Fish, Marshall of Nets, and Patron of Waterspouts.

Her courtiers always include a sprinkling of noble marid, several hundred common marid, and dozens of visiting creatures of elemental Water ranging from tritons to hippocampi to giant seahorses. The Great Padisha can detect any spoken lie, which doesn’t seem to stop her from enjoying outrageous flattery. She simply recognizes it for what it is and doesn’t allow it to influence her actions as a ruler. The current Great Padisha’s appearance is subject to dispute. At times it is said she has ebony skin the color
of black pearl, a rounded face, and long tresses of coral red bound about her head like a turban and set with black opals. At other times it is said her skin is lustrous pearly white, with hair dark as barnacles, and lips like conch shells. She prefers slashed robes of gold, silver, or blue that reveal richer cloth beneath.

The marid court meets in the depths of the Citadel of Ten Thousand Pearls. The Pasha prefers to dazzle visitors with an initial display of her command of the seas, including unbalancing tides, schools of colorful fish swimming in dazzling patterns, or displays of bizarre luminescent creatures from the darkest recesses of the ocean’s trenches. The Padisha’s whim determines the type of audience her supplicants receive. Some are richly rewarded for merely reciting her titles and honorifics; others are cast forth from the citadel and told never to return. Those she takes more seriously (generally noble marid, commoners who can boast well, and the occasional egotistical or flattering sha'ir) are given her undivided attention and probed and questioned on every statement they make. She always appreciates unusual gifts, though she feels no sense of obligation to grant favors in exchange for treasures freely given. Gifts need not be material ones; beggars capable of spinning rich tales and richer compliments have won her favor, as have ancient mystics who have little wealth but great understanding.

The Padisha has kept her position by her political acumen, skill at maneuvering in the politics of honor, her competitive generosity, and her knack of making the haughty marid feel like members of the same tribe, rather than bitter rivals. Although the Great Padisha loves display for its own sake, she rarely joins processions beyond the confines of the Citadel of Ten Thousand Pearls because of the political danger of leaving her nobles to scheme. The migrations of the whales and salmon and the blooming of the red tides are state occasions, however, requiring the presence of both the Padisha and her nobles. At these times, and others when she must travel, she relocates her entire court, thus preventing any coup while she is away.

:whatsthis Note: Common marids are detailed in Manual of the Planes, pp.172-4. Reduce SR of common marid (CR9) from 27 to 19.

Converted from Al-Qadim Appendix MC13.
Additional Info from Al-Qadim: Secrets of the Lamp.
#386

zombiegleemax

Feb 14, 2005 1:07:58
Elemental Vermin
These creatures are scavengers and pests of the elemental planes. They do not speak any languages and their low intelligences make telepathic contact unrewarding. They are primarily concerned with feeding.

Habitat/Society
These vermin travel to other planes via natural vortices and portals. They often appear in places frequented by genies and elementals and places of concentrated elements. Their elemental “essence” is too weak to be of any use as power components.

Ecology
These vermin scavenge on different things which appeal to them. Dusters consume scents and flowers. Crawlers consume gems and metals. Flamelings consume any flammable matter. Spitters consume any liquid.



Elemental Vermin, Air (Duster)
Tiny Elemental (Extraplanar, Air)

Hit Dice: 2d8+0 (9 hp)
Initiative: +3 (+3 Dex)
Speed: 15 ft., fly 20 ft. (perfect)
AC: 16 (+2 Size, +3 Dex, +1 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +1/-11
Attack: 1 bite +6 melee (1d4-4)
Full Attack: 1 bite +6 melee (1d4-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., spell-like abilities, dust devil, scent
Saves: Fort. +0, Ref. +6, Will +0
Abilities: Str 3, Dex 17, Con 11, Int 2, Wis 10, Cha 9
Skills: Listen +5, Spot +5
Feats: Dodge, Weapon Finesse (B)
Environment: Plane of Air
Organization: Solitary or plague (2d6)
Challenge Rating: ½
Treasure: None
Alignment: Always true neutral
Advancement: 3-4HD (Tiny); 5-6HD (Small)
Level Adjustment: -

This creature looks like an upright gray armadillo with human hands, long ears and a long proboscis.

Combat
A duster prefers to flee invisibly. It attacks only when cornered.

Spell-like Abilities (Sp): At will - invisibility. CL=HD.

Dust Devil (Ex): When a duster attacks, it creates a small whirlwind which obscures vision, providing it with partial concealment (20% miss chance).



Elemental Vermin, Earth (Crawler)
Tiny Elemental (Extraplanar, Earth)

Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft., burrow 15 ft.
AC: 16 (+2 Size, +2 Dex, +2 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +1/-10
Attack: 1 claw +5 melee (1d3-3)
Full Attack: 2 claws +5 melee (1d3-3) and 1 bite +3 melee (1d3-3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Improved grab, rake (1d3-1)
Special Qualities: Darkvision 60 ft.
Saves: Fort. +4, Ref. +2, Will +0
Abilities: Str 4, Dex 14, Con 12, Int 2, Wis 10, Cha 9
Skills: Listen +3, Spot +2
Feats: Multiattack, Weapon Finesse (B)
Environment: Plane of Earth
Organization: Solitary or plague (2d6)
Challenge Rating: ½
Treasure: 50% coins, 50% gems.
Alignment: Always true neutral
Advancement: 3-4HD (Tiny); 5-6HD (Small)
Level Adjustment: -

This brownish creature has vicious claws and a crested dog-like head with sharp teeth and feelers attached to its snout.

Combat
Crawlers are very temperamental, attacking when disturbed or prevented from eating metals and gems.

Improved Grab (Ex): A crawler may automatically grapple any creature hit by its claw attack without provoking an attack of opportunity. If it gets a hold, it can rake next turn.

Rake (Ex): Attack bonus +5 melee, 1d3-1 damage.

Racial Skills: A crawler has +4 racial bonus on hide checks in earthen environments.



Elemental Vermin, Fire (Flameling)
Tiny Elemental (Extraplanar, Fire)

Hit Dice: 2d8+0 (9 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 15 ft.
AC: 16 (+2 Size, +3 Dex, +1 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +1/-11
Attack: 1 bite +6 melee (1d3-4)
Full Attack: 1 bite +6 melee (1d3-4) and 1 tail +1 melee (1d3-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Fire orbs
Special Qualities: Darkvision 60 ft.
Saves: Fort. +0, Ref. +6, Will +0
Abilities: Str 3, Dex 16, Con 11, Int 2, Wis 10, Cha 11
Skills: Listen +3, Spot +2
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Plane of Fire
Organization: Solitary or plague (2d6)
Challenge Rating: ½
Treasure: Standard
Alignment: Always true neutral
Advancement: 3-4HD (Tiny); 5-6HD (Small)
Level Adjustment: -

This red creature looks like a fiery alligator with bulging eyes and a crest of stiff tentacles which serve as sensory organs.

Combat
Flamelings are even more temperamental than crawlers and likes to set things on fire.

Fire Orbs (Su): A flameling can throw 2 fire orbs at targets up to 10 ft. away as a standard action. This requires a range touch attack (+6). Each orb inflicts 1 fire damage (no save). Furthermore, those hit by the orbs must make a Con-based DC 11 reflex save or catch fire for 1d4 rounds. Putting out the flames is a move action.



Elemental Vermin, Water (Spitter)
Tiny Elemental (Extraplanar, Water)

Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 15 ft., swim 15 ft.
AC: 16 (+2 Size, +2 Dex, +2 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +1/-11
Attack: 1 bite +5 melee (1d4-4)
Full Attack: 1 bite +5 melee (1d4-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Water jet
Special Qualities: Darkvision 60 ft., fast healing 1
Saves: Fort. +4, Ref. +2, Will +0
Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 10, Cha 9
Skills: Listen +3, Spot +2
Feats: Weapon Focus (Ray), Weapon Finesse (B)
Environment: Plane of Water
Organization: Solitary or plague (2d6)
Challenge Rating: ½
Treasure: Standard
Alignment: Always true neutral
Advancement: 3-4HD (Tiny); 5-6HD (Small)
Level Adjustment: -

This greenish creature looks like a frog with a long tail. Its body is covered in ridges.

Combat
A spitter avoids confrontation if possible, but it may attack another creature to consume any liquid, potions or holy water.

Water Jet (Ex): A spitter can spit a ray of water at a single target up to 20 ft. away as a standard action. This requires a range attack (+6) and inflicts 1d4 bludgeoning damage.

Converted from Monstrous Compendium Annual #1.
#387

zombiegleemax

Feb 14, 2005 1:11:12
Nautilus, Giant
Gargantuan Magical Beast (Extraplanar, Aquatic)

Hit Dice: 18d10+126 (225 hp)
Initiative: -1 (-1 Dex)
Speed: Swim 40 ft.
AC: 26 (-4 Size, -1 Dex, +21 Natural), Touch 5, Flat-footed 27
BAB/Grapple: +18/+42
Attack: 1 tentacle +27 melee (1d8+12/19-20)
Full Attack: 20 tentacles +27 melee (1d8+12/19-20) and 1 bite +24 melee (3d6+6)
Space/Reach: 20 ft./15 ft. (tentacles) or 5 ft. (bite)
Special Attacks: Improved grab, swallow whole, spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, telepathy 100 ft., see aura, SR 25
Saves: Fort. +18, Ref. +10, Will +12
Abilities: Str 34, Dex 8, Con 25, Int 17, Wis 18, Cha 15
Skills: Concentration +17, Diplomacy +22, Listen +25, Search +13, Sense Motive +14, Spellcraft +18, Spot +25
Feats: Empower Spell, Multiattack, Improved Critical (Tentacle), Iron Will, Power Attack, Quicken Spell-like Ability (Charm Monster), Weapon Focus (Tentacle)
Environment: Elemental Plane of Water or River Oceanus
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always true neutral
Advancement: 19-36HD (Gargantuan); 37-54HD (Colossal)
Level Adjustment: -

The oversized shell floating in the sea sprouts tentacles and then huge intelligent eyes.

The giant nautilus is often called “druid of the deep” because of its neutral alignment and insistence on maintaining balance in the underwater world. It understands Aquan, but communicates via telepathy.

Combat
The number of attacks a giant nautilus can make against a single opponent depends on the size of the enemy. It can make up to 5 attacks against a medium creature, 10 attacks against a large creature and 20 attacks against a huge or larger creature.

Improved Grab (Ex): A giant nautilus can automatically grapple any creature hit by its tentacles as a free action without provoking an attack of opportunity. If it gets a hold, it can swallow whole on its next turn.

Swallow Whole (Ex): A giant nautilus can swallow any grappled creature up to 2 sizes smaller by making a grapple check. A swallowed creature takes 2d8+6 bludgeoning damage and 8 acid damage. Its interior has AC 16 and 30 hp.

Spell-like Abilities (Sp): At will – charm monster, control water, detect magic, locate creature (aquatic creatures only), summon monster III, wall of stone (corals); 3/day - summon nature’s ally V (large water elemental only). CL=HD, Cha-based DC 12 + spell level.

Spells: A giant nautilus can cast spells as a level 12 druid. It typically prepares the following spells.
0. know direction, light (x2), flare (x2), cure minor wounds.
1. cure light wounds, entangle, faerie fire (x2), obscuring mist, speak with animals.
2. animal messenger, barkskin, bull’s strength, cat’s grace, resist energy.
3. call lightning, cure moderate wounds, greater magic fang, contagion, poison.
4. ice storm (x2), rusting grasp, dispel magic, flame strike.
5. stoneskin, call lightning storm, cure critical wounds.
6. empowered ice storm, empowered flame strike.

See Aura (Su): A giant nautilus is constantly under the effects of detect good/evil and detect law/chaos spells.

Habitat/Society
The giant nautilus is a solitary wanderer of the depths and has no lair. It is on good terms with most aquatic races, such as locathah, mermen, sahuagin and ixitxachitl. In fact, it often serves as an impartial mediator and judge for these races. When there is overfishing or sea pollution, it intervenes via negotiation, warning and sometimes force. It considers a sunken ship a terrible eyesore and would help in the removal of the entire ship (not just its valuable cargo), usually by protecting those removing the ship from aquatic predators.

Ecology
A giant nautilus lives up to 4,000 years. Sages speculate that it travels back to the plane of water for spawning. It eats huge crustacean such as giant crabs and lobsters. It has no natural enemies, but sometimes come into conflict with the kraken. The shell of a giant nautilus has sometimes been converted into a crush-proof submarine.

Converted from MC Annual #1.
#388

weenie

Feb 15, 2005 12:16:24
Genie, Noble

Comments:

1) The common marid in MotP has SR 27, why should the noble have 24? Or was that supposed to be 34?

2) The djinn whirlwind (and possibly the marid vortex) needs to have its DCs re-examined. DC 20 is for the common djinni. The noble should have DC 21 if you choose not to keep the common variety’s +3 racial bonus, or DC 24 if you do (which makes more sense to me). If you keep the +3 racial bonus, the marid's vortex should be DC 29.

3) Some nice flavor text there. And to think I was trying to squeeze some fluff on the genies from the Guide to the Inner Planes...

Edit: Oh, and BTW, I edited the mineral quasielemental - there were some typos, and it had acid vulnerability, which I don't get. I gave it acid immunity + sonic vulnerability instead. I'm going to update the archives again by the end of the week (and it's about time I throw in a "Credits:' paragraph...)
#389

zombiegleemax

Feb 16, 2005 8:43:11
Shimmering Wraith
Medium Construct (Extraplanar, Negative, Incorporeal)

Hit Dice: 4d10+20 (42 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 14 (+4 Dex), Touch 14, Flat-footed 10
BAB/Grapple: +3/+4
Attack: 1 incorporeal touch +7 melee (1d6 electricity)
Full Attack: 1 incorporeal touch +7 melee (1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shadow strike, shadow chill
Special Qualities: Darkvision 60 ft., low-light vision, electric feedback, immunity, shadow walk, mindless
Saves: Fort. +1, Ref. +5, Will +1
Abilities: Str -, Dex 18, Con -, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Negative Energy Plane
Organization: Solitary or band (see below)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 5-8HD (Medium); 9-12HD (Large)
Level Adjustment: -

A shadowy form coalesces and was filled with sparkling points of light.

Shimmering wraiths are non-sentient, non-living energies created by combining the forces of the Negative Energy Plane and the Quasi-Elemental Plane of Lightning. Shimmering wraiths are said to be the result of a curse uttered by an elemental being. As such, they do not exist in any plane until a curse has been uttered. They however can be banished normally. They speak no language and do not communicate.

Combat
Shimmering wraiths are non-sentient, thus they attack in a straight forward manner with melee attacks and shadow castings. Because of their appearances, they are frequently mistaken for an undead. They dissipate when slain.

Electric Feedback (Ex): A shimmering wraith takes the same amount of damage as it inflicts with its electrical touch. Furthermore, anyone striking a shimmering wraith with a melee metallic weapon or melee natural weapon takes 1d4 electric damage per hit.

Shadow Chill (Su): When there is enough light to cast a shadow, a shimmering wraith can cast its shadow over anyone within 5 ft. as a move action. The victim takes 1d4 cold damage. If the victim does not move out of the area he currently occupies, he takes the damage every round automatically.

Shadow Strike (Su): A shimmering wraith can ignore force effects such as shield and mage armor spells with its attacks.

Shadow Walk (Su): A shimmering wraith can use shadow walk spell (self only) as a standard action at will. CL=HD.

Immunity (Ex): A shimmering wraith is immune to electricity and cold.

Racial Skills: A shimmering wraith has +4 racial bonus on hide checks in shadowy conditions.

Habitat/Society
When an elemental creature of the plane of lightning has been bound into service off-plane, it grows resentful. If it breaks free of control while off-plane, it may curse a person for thwarting its plan or for unsuccessfully attempting to bind it. A day after the curse, a single wraith attacks the cursed victim. If destroyed, two wraiths appear on the following day. Every day thereafter, the number of wraiths appearing doubles until the cursed victim is slain. The only known way to break the curse is to bind or destroy the cursing elemental creature.

Converted from MC Annual #1.
#390

zombiegleemax

Feb 16, 2005 8:53:53
Opinicus
Medium Outsider (Extraplanar, Good, Chaotic)

Hit Dice: 12d8+36 (90 hp)
Initiative: +1 (+1 Dex)
Speed: 50 ft., fly 60 ft. (good)
AC: 17 (+1 Dex, +6 Natural), Touch 11, Flat-footed 16
BAB/Grapple: +12/+16
Attack: 1 claw +16 melee (1d4+4)
Full Attack: 2 claws +16 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sun gaze, spell-like abilities, spells, psionics, turn undead, pounce, rake 1d4+2
Special Qualities: Darkvision 60 ft., dream travel, SR 20
Saves: Fort. +11, Ref. +9, Will +12
Abilities: Str 18, Dex 13, Con 17, Int 15, Wis 18, Cha 15
Skills: Concentration +18, Diplomacy +19, Hide +20, Listen +19, Move Silently +20, Perform (comedy) +17, Psicraft +17, Sense Motive +19, Spellcraft +17, Spot +19
Feats: Psionic Meditation, Combat Casting, Dodge, Ghost Attack, Iron Will
Environment: Beastlands (Krigala), Arborea (Mithardir)
Organization: Solitary or herd (2d4)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic good
Advancement: 13-24HD (Medium); 25-36HD (Large)
Level Adjustment: -

This ridiculous creature appears as a blend of several creatures. It looks like a camel with eagle wings, monkey face and clawed hands, and lion mane and tail. Its forepaws have opposable thumbs which can be used to hold objects.

An opinicus is a desert-dwelling creature of good will. Its appearance has prompted some sages to suggest that it is the result of an ancient mad wizard’s experiments which has began to breed true. Others maintain that they were summoned from the Outer Planes to combat evil. They speak Common and Celestial.

Combat
Opinicus seek to avoid combat in most cases, but are adamant opponents of evil. They attack all evil creatures and have a special hatred of undead. They fight sometimes to aid a good cause. Their psionics are usually saved for traveling, playing pranks and self-defense.

Sun Gaze (Su): Blindness, 20 ft., Cha-based DC 18 fortitude save negates. If an opinicus uses its gaze as an attack action, its gaze deals an additional 2d6 holy damage to undead and evil outsiders (save for half damage).

Spell-like Abilities (Sp): At will – ethereal jaunt (self only); 3/day – animate object, plane shift, holy word, heal. CL=HD, Cha-based DC 12 + spell level.

Dream Travel (Sp): An opinicus can use dream travel psionic power 1/day. CL=HD.

Turn Undead (Su): An opinicus can turn undead as a level 7 cleric.

Spells: An opinicus casts spells as a level 7 cleric with access to travel and trickery domains. It typically prepares the following spells. Wis-based DC 14 + spell level.
0. detect magic, detect poison, light, create water (x2), purify food and water
1. bless water, cure light wounds, detect evil, detect undead, divine favor, longstrider
2. bull’s strength, lesser restoration (x2), consecrate, invisibility
3. cure serious wounds, dispel magic, invisibility purge, nondetection
4. restoration, confusion

Psionics: An opinicus can manifest psionics as a level 9 nomad. It has 81 power points. It typically knows the following powers. Int-based DC 12 + spell level.
1. detect psionics, force screen, inertial armor, burst, detect teleportation
2. biofeedback, body equilibrium, dimension swap, psionic levitate
3. astral caravan, telekinetic force, telekinetic thrust, psionic blast
4. psionic dimension door, psionic dimensional anchor, psionic dismissal, trace teleport
5. psionic teleport, teleport trigger

Pounce (Ex): If an opinicus dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +16 melee, damage 1d4+2.

Racial Skills: An opinicus has +4 racial bonus on hide and move silently checks.

Habitat/Society
Opinicus usually live in old ruins found in desert terrains. They are sometimes encountered elsewhere, usually on a mission for a good cause. Despite its penchant for jokes and pranks, it seldom refuses to render aid. Opinicus have little impact on the environment, though they sometimes clean the ruins or create sculptures. They are fiercely opposed to undead and evil outsiders.

Converted from MC Annual #1.
#391

zombiegleemax

Feb 16, 2005 9:04:07
Shadeling
Medium Outsider (Extraplanar, Incorporeal, Evil)

Hit Dice: 4d8+4 (22 hp)
Initiative: +4 (+4 Dex)
Speed: Fly 40 ft. (good)
AC: 16 (+4 Dex, +2 Deflection), Touch 16, Flat-footed 12
BAB/Grapple: +4/+4
Attack: 1 slam +8 melee touch (1d6)
Full Attack: 1 slam +8 melee touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shadow duplicate
Special Qualities: Darkvision 60 ft., vulnerability
Saves: Fort. +5, Ref. +8, Will +5
Abilities: Str -, Dex 19, Con 12, Int 10, Wis 13, Cha 14
Skills: Bluff +9, Hide +11, Listen +8, Move Silently +11, Sense Motive +8, Spot +8, Survival +8, Tumble +11
Feats: Dodge, Ability Focus (Shadow Duplicate)
Environment: Plane of Shadow
Organization: Solitary or pack (2d4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8HD (Medium); 9-12HD (Large)
Level Adjustment: -

A flowing sentient shadow shifts irregularly.

Shadelings are denizens of the shadow plane, often compared to doppelgangers for they seek to mimic and kill others. Shadelings feed on shadows through shadow duplication. They seem to avoid other denizens of shadow. They do not speak, but communicate with each other via shadow play.

Combat
A shadeling usually stalks a potential victim and then sneaks up on him to duplicate his form. It then uses whatever means available to kill him. Because of its appearance, a shadeling is often confused with undead shadows and sometimes with doppelgangers. Clerics often used the wrong combat strategy by attempting to turn them as undead.

Shadow Duplicate (Su): A shadeling can take its victim’s material form by engulfing his shadow as a standard action which provokes an attack of opportunity. If the victim is large or smaller, it must be adjacent to its victim to do so. For every size category increase of the target, the shadeling can be 5 ft. further away. The victim must then make a Cha-based DC 16 will save or the shadeling successfully assumes his form, losing its incorporeal subtype.

The shadeling can duplicate all equipments on its victim as well, but not magical properties. Thus, a silver flaming long sword +3 would be duplicated as a non-magical masterwork silver long sword. Otherwise, this functions as a polymorph spell. It retains the new form for 1d6 hours if the victim is not slain or for 2d10 days if the victim is slain. If killed in material form, the shadeling reverts to its shadow form and loses this ability for a full day. Once the duration ends, all duplicated equipments vaporize in a shadowy mist. A single duplicated item can be identified as such by making a DC 12 appraise check as a standard action which provokes an attack of opportunity (if applicable).

Vulnerability (Ex): A shadeling can be banished by normal banishment effects and by a holy word or shadow walk spell (will save negates). Furthermore, if it is targeted by a spell with light or darkness descriptor, it must make a fortitude save or die.

Habitat/Society
Although sometimes found in groups, shadelings don’t work together to accomplish any goal. They simply attempt to steal the forms of others without any sense of group strategy or hierarchy. Sages speculate that they exist in groups only because they escape the plane of shadow together, probably through vortices.

Power Component: Shadeling Essence
A shadeling can be captured and then used to create a mirror of opposition, reducing its XP cost. This act completely destroys the shadeling.
Harvest DC – (capture alive); Value 5 XP per HD; Cost 25 gp per HD.

Converted from MC Annual #1.
#392

zombiegleemax

Feb 16, 2005 9:07:02
I basically used the basic SR = CR +10 +/- racial modifier guideline. I didn't realize the common marid has SR27... That's SR=CR+18! Isn't it a bit too high? One of the creatures with the highest modifier I know was night hag, with SR=CR+16. I'm not sure if I ought to change the noble marid or to put a note to reduce the common marid's SR... Opinions?

Yes, I overlooked the racial modifier for noble genie's vortex/whirlwind. Edited.

For info on genies, Al-Qadim is a better (more in-depth) source. The Vortex of Madness has a chapter on the City of Glass which was originally ruled by some noble marid, IIRC.

I have problems with the cost reduction of skin elemental homunculus due to creature vulnerability to area effects in my post #383 above. Suggestions, anyone?

The only monster left for me is the time dimensional. After that, I'd have no more planar monsters to convert... All that's left would be posting... Edit: Oh yah, there's still that ship of chaos...
#393

wyvern76

Feb 17, 2005 2:35:48
I basically used the basic SR = CR +10 +/- racial modifier guideline.

Where did you get that from?

Wyvern
#394

weenie

Feb 17, 2005 7:15:21
I basically used the basic SR = CR +10 +/- racial modifier guideline. I didn't realize the common marid has SR27... That's SR=CR+18! Isn't it a bit too high? One of the creatures with the highest modifier I know was night hag, with SR=CR+16. I'm not sure if I ought to change the noble marid or to put a note to reduce the common marid's SR... Opinions?

Yeah, SR 27 is way to high for a CR 9 creature. I say lower it. As Wyvern said, where'd you get that SR formula from? Was it that Skip Williams' Dragon article?

I have problems with the cost reduction of skin elemental homunculus due to creature vulnerability to area effects in my post #383 above. Suggestions, anyone?

Asisgning precise cost values in PS is not really worth the bother IMHO. Basically, the market price varies too much from place to place (plane) for you to lose much sleep over it. I say keep it the way it is.

Oh, and BTW, how did you make that link into a pop-up?

Edit: Oh yah, there's still that ship of chaos...

Well, if you could send me the relevant text I'd be happy to convert it. I used to have In the Abyss but I lost it somehow.
#395

zombiegleemax

Feb 17, 2005 8:26:46
Ok. SR note added to noble marid entry on previous page. The SR formula is from MM1 sidebar, p.300. Standard SR should be CR+11, not CR+10. But if you look through the book, most creatures have SR somewhere between CR+8 to CR+12, so that gives an average/midpoint of about +10.
Oh, and BTW, how did you make that link into a pop-up? Well, if you could send me the relevant text I'd be happy to convert it. I used to have In the Abyss but I lost it somehow.

There is a link at the upper right corner of every post (e.g. "#382"). Copy the URL and link it normally. Well, I'd dig around for it...
#396

zombiegleemax

Feb 19, 2005 7:33:16
Wind Walker
Large Elemental (Extraplanar, Air)

Hit Dice: 6d8+18 (45 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 60 ft. (perfect)
AC: 16 (-1 Size, +5 Dex, +2 Deflection), Touch 16, Flat-footed 11
BAB/Grapple: +4/+11
Attack: -
Full Attack: -
Space/Reach: 10 ft./10 ft.
Special Attacks: Wind force
Special Qualities: Darkvision 60 ft., vulnerability, telepathy 100 ft., boost telepathy, spell-like abilities, faintly visible
Saves: Fort. +5, Ref. +10, Will +3
Abilities: Str 16, Dex 20, Con 17, Int 11, Wis 12, Cha 14
Skills: Listen +10, Spot +10
Feats: Ability Focus (Wind Force), Dodge, Mobility
Environment: Plane of Air
Organization: Solitary or group (1d4+1)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 7-12HD (Large); 13-18HD (Huge)
LA: -

The whistling air signals the arrival of a faintly visible creature, which appears as a mass of coiling, writhing serpents, constantly churning out tendrils of wind.

Wind walkers are creatures of elemental air, who often serve the djinn. Their approach is signaled by whistling, howling or roaring winds, depending on the number coming. They do not communicate by winds, but can understand Auran.

Combat
Wind walkers are somewhat xenophobic and may attack trespassers they cannot avoid. They normally pursue any fleeing foes for 1d4+1 rounds. They attack by moving about and using their wind force ability.

Wind Force (Ex): All creatures within 10 ft. of a wind walker takes 3d6 bludgeoning damage per round, Con-based DC 18 reflex save for half damage. Creatures in gaseous form take 6d6 damage instead. This ability disperses any cloud or gaseous attack in a single round.

Faintly Visible (Ex): A wind walker is only faintly visible. This increases the DC of all spot checks made to spot a wind walker by +8. It gains +1 on attack rolls against sighted opponents and has a 50% chance per round of ignoring Dex bonus to AC (if any). The wind walker also gains partial concealment (20% miss chance).

Boost Telepathy (Su): Three or more wind walkers can work together to boost the range of their telepathic powers up to 500 ft. This requires a move action to maintain.

Vulnerability (Ex): Certain spells have strange effects on a wind walker. A control weather spell kills a wind walker if it fails a fortitude save. An ice storm spell also causes it to be frightened for 1d4+1 rounds if it fails a will save. A slow spell inflicts 1d6 damage per caster level (max. 10d6), allowing it a reflex save for half damage.

Spell-like Abilities (Sp): 3/day – fly. CL12.

Habitat/Society
Wind walkers are kept as cloud sculptors by the djinn. Other creatures used them to herd rain clouds to their lands. They are sometimes forced into servitude by storm giants, cloud giants, djinn and other creatures of the air. They kept to themselves, avoiding all creatures except air elementals. Wind walkers consume only airborne water vapor and particles of dust. They enjoy strong fragrances and aromatic oils, which can be used to lure them into traps or binding circles.

Converted from Monstrous Compendium Annual #1.
#397

zombiegleemax

Feb 19, 2005 7:35:54
Horde
Diminutive Elemental (Extraplanar, Earth, Swarm)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 19 (+4 Size, +4 Dex, +1 Natural), Touch 18, Flat-footed 15
BAB/Grapple: +4/-13
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., swarm traits, immune to weapon damage, hive mind, immunity
Saves: Fort. +8, Ref. +8, Will +4
Abilities: Str 1, Dex 18, Con 16, Int 13, Wis 14, Cha 11
Skills: Concentration +12, Listen +13, Spot +13
Feats: Alertness, Improved Initiative, Lightning Reflexes
Environment: Elemental Plane of Earth
Organization: Solitary or patrol (2d4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: -
Level Adjustment: -

This mantis-shaped creature is composed of a swarm of tiny earthen insects. Its companion however appears in the shape of a black beetle with glowing red antennae.

Hordes are frightening life forms native to the Elemental Plane of Earth. Each single horde entity comprises hundreds of separate, insect-like bodies united by a single mind. The bodies of a particular horde consciousness all took alike, and different hordes often feature their own distinct body types.

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.

Spell-like Abilities (Sp): At will – detect thoughts, telekinesis. CL 6, Cha-based DC 10 + spell level.

Hive Mind (Ex): A horde has a hive mind, which normally renders a swarm susceptible to mind-affecting effects. However, a horde also has immunity to such effects. A single hive mind has been known to control up to 4 swarms.

Immunity (Ex): A horde is immune to mind-affecting effects.

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 Con-based DC 16 fortitude save negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a DC 20 + spell level concentration check. Using skills that involve patience and concentration requires a DC 20 concentration check.

Habitat/Society
Sages speculate that a horde hive mind can control practically limitless numbers of members, perhaps up to 10,000 Hit Dice of bodies. The entity has no controlling body, such as the queen of an insect hive: its mind and life force occupy ail component bodies evenly. However, the horde life force can control bodies only within an area 100 miles across. If one of the horde bodies is taken outside this range, that body becomes a mindless thing and dies in 1d10 days. Each horde has its own name. All the bodies of a single horde will respond to this name, which can cause confusion among those dealing with a horde.

The extremely lawful hordes will sacrifice as many bodies as needed to reach a goal. A horde does not recognize any other form of life as worthy of respect - even another of its own kind. When a horde needs more room, it simply tries to take it, without regard for other creatures. Thus, most consider these creatures evil. Hordes often battle each other for living space.

Ecology
All other intelligent creatures fear and hate hordes. Horrific tales abound of whole realms overrun by a single horde and stripped of all vegetation and native creatures, save for a few "herds" of humanoids raised for food. The hordes' particular enemies include krysts, erdeens and undines. Krysts and erdeens, both from the Elemental Plane of Earth, particularly loathe the hordes that have taken over so much of their home plane.

Converted from Mystara MC Appendix.
#398

zombiegleemax

Feb 22, 2005 14:29:18
Spectral Death
Medium Elemental (Extraplanar, Negative)

Hit Dice: 10d8+20 (65 hp)
Initiative: +8 (+4 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 18 (+4 Dex, +4 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +7/+10
Attack: 1 claw +10 melee (1d8+3 and 1 Wisdom damage)
Full Attack: 2 claws +10 melee (1d8+3 and 1 Wisdom damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eat soul
Special Qualities: Darkvision 60 ft., immunity, vulnerability, DR 5/-
Saves: Fort. +5, Ref. +11, Will +5
Abilities: Str 17, Dex 19, Con 15, Int 8, Wis 14, Cha 11
Skills: Listen +10, Spot +11
Feats: Alertness, Improved Initiative, Flyby Attack, Power Attack
Environment: Quasi-Elemental Plane of Vacuum
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 11-20HD (Medium); 21-30HD (Large)
Level Adjustment: -

This creature is a boiling cloud of blackness with a faint sickly black-green glow. It seems like an ominous storm cloud rolling through the air.

Also called soul eaters, spectral deaths are negative energy beings that look like boiling clouds of blackness. They are the few natives of the (relatively) barren Plane of Vacuum.

Combat
A spectral death can attack in any direction with its invisible claws. It can attack two opponents at once but prefers to concentrate its attacks on a single foe. A spectral death either chooses the victim who seems the least likely to effectively counterattack or an opponent who has already harmed the spectral death. If the victim's allies successfully interpose themselves, the spectral death lashes out at the most vulnerable opponent.

Immunity (Ex): A spectral death is immune to death effects, energy drain, ability drain and ability damage.

Eat Soul (Ex): Anyone slain by a spectral death is spiritually consumed. The victim cannot be resurrected or reincarnated except by a wish or miracle spell.

Vulnerability (Ex): Although it is not an undead, a spectral death is still susceptible to turn (or rebuke) undead. Treat it as if it has a turn resistance of +8.

Habitat/Society
On their home plane, spectral deaths are solitary creatures that have no interactions with each other or with other denizens of the plane as they drift about near the border with the Negative Energy Plane.

Spectral deaths have been known to find their way onto the Prime Material Plane through dimensional rifts caused by enormous arcane energies or cataclysmic events. They are far more likely, however, to be summoned to service by evil priests. Evil deities with air domains might send a spectral death to do a priest's bidding when the character casts a gate spell. Unknown to most spellcasters, a spectral death can also be summoned via a summon monster VI spell. If it is unable to track down its assigned victim, it flies into a rage (+4 Str, +4 Con, +2 morale bonus on will save, -2 AC) and attacks the summoner instead.

Ecology
On their home plane, spectral deaths appear to draw sustenance from the energies created at the boundary where the Negative Energy Plane meets the Plane of Vacuum. Spectral deaths reproduce asexually by budding.

:whatsthis Note: Negative subtype is found on p.5 of this thread.

Converted from Mystara MC Appendix.
#399

zombiegleemax

Feb 22, 2005 14:31:28
Planar Spider
Large Magical Beast (Extraplanar)

Hit Dice: 5d10+15 (42 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison)
Full Attack: Bite +7 melee (1d6+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualitiy: Darkvision 60 ft., ethereal jaunt, low-light vision, tremorsense 60 ft.
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 16, Int 11, Wis 13, Cha 12
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Ability Focus (poison), Improved Initiative
Environment: Ethereal Plane
Organization: Solitary or cluster (1d4+1)
Challenge Rating: 5
Treasure: Standard
Alignment: Any
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: —

This creature is a large black spider with unusual intelligence.

The planar spiders are intelligent, plane traveling arachnids which have a vast, but odd, civilization. Some sages speculate that planar spiders evolved from phase spiders, but there is no definitive proof for this theory. 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. Unlike phase spiders, planar spiders often speak Planar Trade Common and at least one humanoid language.

Combat
In combat, a planar spider flits between planes to confuse foes. Their favorite tactic is to appear behind their opponents, where they gain a +4 modifier for attacking from the rear and negate bonuses from shield and Dexterity. If overmatched, a planar spider flees off plane.

Spell-like Abilities (Sp): At will – plane shift (self + 50 lbs only; astral plane only). CL=HD.

Ethereal Jaunt (Su): A planar spider can shift to the ethereal plane as a free action and shift back again as a move action (or during a move action). This ability is otherwise similar to an ethereal jaunt spell, CL15.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Con-based.

Possession: A planar spider often carries at least 1 magic item which it can use. A favorite item is a ring of minor fire resistance.

Skills: A planar spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Habitat/Society
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. There are many different nations of planar spiders, just as there are many different nations of humans and demi humans. Planar spiders from the nation of Chak are those most often encountered in and around Mystara. Some planar spiders have been known to advance as sorcerers or clerics with diverse domains, but preferably spider domain (see FRCS).

Converted from Mystara MC Appendix.
#400

zombiegleemax

Feb 26, 2005 3:46:28
On Time & Its Planar Mechanics
The 2nd ed. accessory Chronomancer posits a plane (or dimension) of time called Temporal Prime, which overlays and “permeates every plane of existence among the alternate realities” (ibid., p.17). It appears as an infinite expanse of black space with countless lifelines running through it. The book maintains that references to the “demi-plane of time” are uninformed and mistaken. In 3rd ed. terms, this plane would be coexistent with all planes, perhaps with the exception of the timeless Astral Plane.

The 3rd ed. Manual of the Planes provides an optional plane called Temporal Energy Plane in pp.208-210. This is a whirling storm of temporal sands, quite different from the Temporal Prime.

The official planescape position is found in A Guide to the Ethereal Plane, which leaves the Temporal Prime ambiguous and unresolved, but maintains that a demi-plane of time indeed exists in the Deep Ethereal. It appears similar to the Temporal Prime, inhabited by similar creatures. (ibid., p.50)

For this project, it would refer to Temporal Energy Plane as the name for the temporal plane. This is merely nominal and one can use any of the 3 possible temporal planes above without the need to seriously tweak any of the temporal monsters.

Chronomancy & Planescape
Time travel in the Outer and Elemental Planes often attract the unwelcome attention of deities and elemental lords, especially those who oversees history and time. These often send proxies or avatars to investigate and less often, contact the time traveler directly.

In Sigil, the Lady of Pain has blocked access to the plane of time. Time travel is considered impossible in the city of doors unless permitted by the Lady of Pain. Chronomancers who persist usually vanished, presumably cast into the Mazes. The only known case of time travel in Sigil is the escape of Factol Darkwood from the Maze (due to a warped wish spell) and his subsequent banishment when he challenged the Lady directly. (See Faction War for details.)

Nevertheless, time travel is often useful and sometimes necessary for planewalkers. The timereaver and time conduit spells allow archmages to travel the time streams. Alternatively, some time gates are said to exist. Three such ancient gates are known in the prime world of Abeir-Toril and possibly in other planes as well. See Portals In Time online article.

The timereaver spell is available here (.pdf) as a d20 Towers of High Sorcery web preview.

Time Conduit
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 10 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 portal
Duration: 1 round/level
Save: None
SR: No

This spell creates a 10 ft.-wide shimmering, circular, golden portal, leading into a long tunnel of silvery-blue flashes of light. The portal appears randomly within range. The caster decides the destination year and general location during casting. Anyone who steps through the portal travels to the destination year. The portal closes instantly when the caster enters it. The caster must make a knowledge (history) check or the spell fails. The DC is generally 20 or more, depending on the obscurity of the past.

The time travelers arrive at the beginning of the destination year and returns to their own time at the last midnight of the year. Not even wish or anti-magic can prevent the return to their own time. After their return, a month has passed since their departure.

This spell forbids time travelers from having time duplicates. Thus, a character can neither time travel within his own lifetime nor return to a year which he has time traveled to before. Any attempt to do so hurls the time traveler 1d% years from the destination year and into a random place.

The strains of time travel wipe all prepared spells and spell slots from spellcasters. All magical items except for spellbooks and scrolls are removed and stored in the conduit. Items belonging to a technological level which does not exist at the destination year are likewise removed. Spells which do not exist then are blank pages and scrolls. The return trip restores all original items, but strips all items from the past.

Material Components: 1 scale each from 3 ancient dragons of different alignments, dust from a slain time dimensional and soil from the destination land.

XP Cost: 1,000 XP + 100 XP per creature using the portal.

Converted from Netheril: Empire of Magic (.zip, 8.44MB).
#401

zombiegleemax

Feb 26, 2005 3:48:04
Vortex Spider
Large Magical Beast (Extraplanar)

Hit Dice: 8d10+24 (68 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 19 (-1 Size, +3 Dex, +7 Natural), Touch 12, Flat-footed 16
BAB/Grapple: +8/+16
Attack: 1 bite +11 melee (1d8+6 and poison)
Full Attack: 1 bite +11 melee (1d8+6 and poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, slow web
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft., SR 16
Saves: Fort. +9, Ref. +9, Will +4
Abilities: Str 19, Dex 17, Con 16, Int 8, Wis 14, Cha 13
Skills: Listen +7, Spot +8
Feats: Ability Focus (Poison), Ability Focus (Slow Web), Improved Initiative
Environment: Temporal Energy Plane
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always true neutral
Advancement: 9-16HD (Large); 17-24HD (Huge)
Level Adjustment: -

This spider is covered with a thin, waxy, blue-gray chitin.

Vortex spiders evolved from phase spiders which somehow migrated to the temporal plane. Some wizards speculated that the ancestral phase spiders must have been caught in a time storm while phasing.

Combat
A vortex spider spins its web over temporal vortices and hides until a prey has been affected by its slow web. It then moves out to poison it.

Poison (Ex): Con-based DC 19 fortitude save; initial and secondary damage 1d6 Str.

Slow Web (Su): Unlike normal spider web, the vortex spider web is not adhesive, but any creature touching the web is affected by a slow spell. Cha-based DC 17 will save negates. The slow effect lasts for 1 round per HD.

Camouflage (Ex): A vortex spider and its web are almost invisible in the environment of the temporal energy plane. The spider gains +8 racial bonus on hide checks while in its web and the web requires a DC 20 spot check to notice.

Habitat/Society
The vortex spider spins its web over temporal vortices and traps creatures like temporal dogs, small temporal gliders and other time travelers for food. It avoids large beasts such as the tether beast, which would send the spider fleeing. The spider sometimes an interesting-looking item or treasure in its web as a lure. A hidden corner of the web is usually filled with remains of victims.

Converted from Chronomancer.
#402

zombiegleemax

Feb 26, 2005 3:49:20
Temporal Dog
Medium Magical Beast (Extraplanar)

Hit Dice: 4d10+4 (26 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 16 (+3 Dex, +3 Natural), Touch 13, Flat-footed 13
BAB/Grapple: +4/+4
Attack: 1 bite +4 melee (1d6)
Full Attack: 2 bites +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, scent, haste, plane shift, planar dependency, SR 8
Saves: Fort. +5, Ref. +7, Will +4
Abilities: Str 11, Dex 17, Con 12, Int 11, Wis 12, Cha 11
Skills: Hide +5, Listen +4, Sense Motive +4, Spot +4, Survival +4
Feats: Iron Will, Improved Initiative, Track (B)
Environment: Temporal Energy Plane
Organization: Solitary or pack (2d6)
Challenge Rating: 2
Treasure: 50% standard
Alignment: Usually lawful neutral
Advancement: 5-8HD (Medium); 9-12HD (Large)
Level Adjustment: -

A dog with short, yellow-brown hair darts about with great speed.

Temporal dogs are evolved from blink dogs that migrated to the Temporal Energy Plane. It is uncertain whether this is due to experimental breeding by chronomancers or natural evolution. In any case, they are usually friendly towards arcane spellcasters for unknown reasons. They communicate by barking and growling, a language similar to that used by blink dogs. Some friendly mages have taught some dogs other languages like Planar Common (with very limited vocabulary), but even these dogs often feign ignorance so as to not deal too closely with strangers.

Combat
A pack of temporal dogs slip away if they lose 1/3 of their number or fail to bring down a prey in 5 rounds. A solitary dog never attacks a medium creature, preferring to flee unless cornered or it is defending something important.

Haste (Su): A temporal dog is constantly under the effect of a haste spell (already reflected in the statistics block above) while it is in the Temporal Energy Plane.

Plane Shift (Sp): A temporal dog can plane shift itself + 50 lbs to and from the Temporal Energy Plane as a standard action 3/day.

Planar Dependency (Ex): A temporal dog is dependent on the energies of the Temporal Energy Plane. It gains 2 negative levels while it is off-plane.

Habitat/Society
Temporal dogs prefer solitude to packs due to the sparse hunting on the plane of time. They hunt in packs only to take down larger creatures. Some time travelers have taken to feeding the dogs or even giving them treasures so as to gain their company for 1d4 days. They can act as loyal planar guides or guard-dogs during party rests (usually to regain spells). The temporal dust obscures vision, such that nothing beyond 10 ft. is visible (See MOTP p.209). Thus their scent abilities are highly valuable by visitors. They lair in caves formed by event tangles in the lifelines, where they store their treasures and pups.

Ecology
Although the plane of time is timeless, the temporal dogs still need to eat to replenish their haste and plane shift abilities. Temporal dogs thrive on tempsynth, a native temporal vegetable. Sometimes, a pack may hunt a temporal glider or vortex spider. Severe hunger may even drive them to hunt in other planes for a short time.

Converted from Chronomancer and MC Annual #3.
#403

weenie

Feb 26, 2005 8:48:34
1) Can someone please tell me the source for a creature called Shavatar? It's a native of the Shadow Plane, some sort of a replicant - a pseudo-real double copied from a real planewalker. I have its 3.5 conversion (template), and I know I had its 2E version somewhere, but I just can't find it. I thought it was from the PSMC3 appendix, but it's not. Then I thought it must've been the Guide to the Inner Planes, but can't find it there either! I don't want to post a conversion without a source...

2) Re: Harim servant genie. Unless you are a drow elf ranger, scimitars are not light weapons. The genie's penalties for 2WF should be -4/-4, not -2/-2. Of course, you could just give him Medium scimitars which it could treat as light weapons.

3) Seraph, what's the status on that 1 MB pdf you were supposed to mail me?
#404

raymond_luxury_yacht

Feb 27, 2005 1:52:17
2) Re: Harim servant genie. Unless you are a drow elf ranger, scimitars are not light weapons. The genie's penalties for 2WF should be -4/-4, not -2/-2. Of course, you could just give him Medium scimitars which it could treat as light weapons.

And take another -2 penalty to attacks for using improperly sized weaponry. So you lose damage to keep the same attack modifier.
#405

weenie

Feb 27, 2005 7:38:41
And take another -2 penalty to attacks for using improperly sized weaponry. So you lose damage to keep the same attack modifier.

Not if you're using the "weapon equivalency" variant rule (DMG, pg. 27).
#406

zombiegleemax

Mar 02, 2005 2:52:14
1) Can someone please tell me the source for a creature called Shavatar? [...]
2) Re: Harim servant genie. Unless you are a drow elf ranger, scimitars are not light weapons. [...]
3) Seraph, what's the status on that 1 MB pdf you were supposed to mail me?

1. Never heard of Shavatar. I don't think it's from planescape. Try looking in other non-planescape books.

2. Harim Servant: -4/-4, it is then. Post (p.13) edited.

3. I emailed the file to your gmail account a week or so ago... You didn't received it? Did you set up some sort of spam filter? Maybe it was thought to be spam and was filtered off. I'd just send again.
#407

zombiegleemax

Mar 02, 2005 2:59:32
Chronovoid
Large Ooze (Extraplanar)

Hit Dice: 4d10+32 (54 hp)
Initiative: -1 (-5 Dex, +4 Improved Initiative)
Speed: 15 ft.
AC: 6 (-1 Size, -5 Dex, +2 Natural), Touch 4, Flat-footed 6
BAB/Grapple: +3/+7
Attack: 1 slam +3 melee (1d6+1 and 1d6 aging)
Full Attack: 1 slam +3 melee (1d6+1 and 1d6 aging)
Space/Reach: 10 ft./5 ft.
Special Attacks: Engulf, weight of ages
Special Qualities: Blindsight 60 ft., ooze traits, divide form, DR 10/magic, SR 13
Saves: Fort. +9, Ref. -4, Will -4
Abilities: Str 12, Dex 1, Con 26, Int 8, Wis 1, Cha 1
Skills: Move Silently +2
Feats: Ability Focus (Engulf), Improved Initiative
Environment: Temporal Energy Plane
Organization: Solitary or cluster (1d4+1)
Challenge Rating: 3
Treasure: 10% standard
Alignment: Always chaotic neutral
Advancement: 5-8HD (Large); 9-12HD (Huge)
Level Adjustment: -

A blob of gelatinous matter holds a roughly ovoid form, with a seemingly oily surface.

Chronovoids are temporal oozes, which poses one of the most common hazards in the plane of time. As they move along the life-lines, chronovoids do not harm tempsynth, a kind of yellowish-brown temporal mold. Chronovoids have no lair, any treasure they possess are left behind within their bodies by previous victims.

Combat
Chronovoids usually ignore the denizens of time as they drift around the time stream. They attack them only when a creature gets within 10 ft. Non-natives to the plane of time are attacked when they approach within 60 ft. Chronovoids attack typically by engulfing.

Engulf (Ex): A chronovoid can engulf creatures up to its own size by moving over them as a standard action. The opponents can make an attack of opportunity if desired, but they do not get a saving throw if they do so. Str-based DC 15 reflex save negates, pushing the opponents aside or backwards (opponent’s choice). Engulfed creatures are considered grappled and trapped within its body.

Weight of Ages (Su): Any creature hit by its slam attack also takes an extra 1d6 damage due to accelerated aging of the body as flesh decays and material form disintegrates. Gaseous and incorporeal creatures are immune to this effect. If the creature is engulfed, it takes 3d6 damage per round instead.

Divide Form (Ex): As a standard action, a chronovoid can divide itself into 2 separate entities, each having ½ its original HD and is 1 size smaller. Any existing damage is divided between the 2 entities. Thus, a large 4-HD chronovoid can divide into 2 medium 2-HD chronovoids. Multiple chronovoids can reverse this process by assembling themselves into a single chronovoid (max. 12 HD).

Converted from Chronomancer and MC Annual #3.
#408

zombiegleemax

Mar 02, 2005 3:02:01
Temporal Glider
Large Outsider (Extraplanar)

Hit Dice: 10d8+40 (85 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 40 ft. (good)
AC: 20 (-1 Size, +3 Dex, +8 Natural), Touch 12, Flat-footed 17
BAB/Grapple: +10/+20
Attack: 1 slam +16 melee (2d6+9)
Full Attack: 1 slam +16 melee (2d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Temporal shift
Special Qualities: Darkvision 60 ft., DR 10/magic, SR 17
Saves: Fort. +11, Ref. +10, Will +8
Abilities: Str 23, Dex 16, Con 19, Int 8, Wis 12, Cha 9
Skills: Hide +12, Listen +14, Move Silently +16, Search +12, Sense Motive +14, Spot +14, Survival +14
Feats: Dodge, Power Attack, Improved Initiative, Weapon Focus (Slam)
Environment: Temporal Energy Plane
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always true neutral
Advancement: 11-20HD (Large); 21-30HD (Huge)
Level Adjustment: -

A black tail-less manta-ray glides through the temporal sands.

Temporal gliders are natives of the temporal energy plane and are never encountered off-plane, although some sages suspect that they may be able to do so if desired. The tips of their wings flex slightly as they move, but motion appears to be thought-generated. They are possibly distant relatives of the more powerful earth gliders (Underdark, p.84).

Combat
Temporal gliders are indifferent and non-aggressive, ramming into enemies only when provoked and in self-defense. They often shift through time streams to escape.

Temporal Shift (Su): A temporal glider can shift through time as a standard action. This unleashes concussive force, dealing 5d10 force damage to everyone within 20 ft., Con-based DC 19 reflex save for half damage. Anyone grappling it when this ability is used must make another grapple check (DC = damage dealt) to hold on. This ability shifts the temporal glider from the current temporal plane to another temporal plane. (Thus, it can shift from the time streams of the Abyss to the time streams of Elysium directly.) It is otherwise similar to plane shift spell.

:whatsthis Note: The temporal shift ability assumes every plane is coexistent with their own temporal plane, much like the Multiple Ethereals Option in MOTP, p.58. If you do not use this option, treat the shifting effect as greater teleport instead of plane shift.

Habitat/Society
Temporal gliders are nomadic loners. A temporal glider is valued for its temporal shift ability and can be beaten into submission by reducing it to 10 hp with non-lethal damage. The character must successfully prevent it from slipping through time, usually by grappling it and surviving the temporal shifts. Even then, they do not serve willingly, escaping at the first opportunity. Legends have it that there are harnesses which can automatically tame and control a temporal glider as a steed. However, such harnesses have never been found.

Ecology
They never seem to eat and never interact with other creatures by choice. Sages suggested that they feed upon temporal energies like a whale sifts plankton through its mouth.

Converted from Chronomancer and MC Annual #3.
#409

zombiegleemax

Mar 02, 2005 3:06:34
Tether Beast
Huge Magical Beast (Extraplanar)

Hit Dice: 12d10+72 (138 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 15 ft.
AC: 25 (-2 Size, +2 Dex, +15 Natural), Touch 10, Flat-footed 23
BAB/Grapple: +12/+28
Attack: 1 bite +18 melee (2d6+8)
Full Attack: 1 bite +18 melee (2d6+8) and 4 claws +17 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, improved grab, constrict 2d8+8, rake 1d8+4, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision, scent, secured holding, DR 10/magic, SR 21
Saves: Fort. +14, Ref. +10, Will +6
Abilities: Str 27, Dex 14, Con 22, Int 11, Wis 15, Cha 12
Skills: Climb +18, Listen +15, Move Silently +9, Spot +14
Feats: Cleave, Improved Initiative, Power Attack, Multi-Attack, Weapon Focus (Claw)
Environment: Temporal Energy Plane
Organization: Solitary or family (1d4+1)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-24HD (Huge); 25-36HD (Gargantuan)
Level Adjustment: -

This long, serpentine creature has 8 legs, unevenly spaced along its iridescent-scaled body. Its reptilian head has a short snout filled with sharp teeth.

Tether beasts are often called the dragons of time, but they are in fact more related to behirs. They use 4 of their legs to hold on to life-lines as they move about the time streams. A tether beast is possibly the fiercest temporal creature, eating anything from a temporal glider to a chronomancer. When a tether beast gnaws on a life-line, the life-line owner often feels a chilling effect. These creatures are encountered only on the Temporal Energy Plane.

Combat
Tether beasts prefer to attack from ambush. They are very aggressive, attacking even when unprovoked. They often use their breath weapon after the first round of combat and are intelligent enough to use it on relatively short-lived races, such as humans instead of elves.

Secured Holding (Ex): A tether beast uses 4 of its legs to hold on to a life-line. This secured grip grants it a +8 circumstance bonus against being tripped, knocked down, awesome blow attacks and bull rush attacks.

Breath Weapon (Su): 30 ft. line of temporal mist, once every 10 rounds, Con-based DC 22 fortitude save or ages instantly to his maximum life span and dies. A successful save reduces the aging effect to 3d4+10 years. A failed save is extremely lethal, since a creature which dies of old age cannot be resurrected. The aging effect must be somehow reversed or the deceased’s life span extended before any resurrection is possible. See PHB, p.109 for effects of aging.

Improved Grab (Ex): A tether beast can attempt to start a grapple as a free action without provoking an attack of opportunity when it hits with a bite attack. If it wins the grapple check, it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Constrict (Ex): A tether beast deals 2d8+8 points of damage with a successful grapple check. It can make 4 rake attacks against a grappled foe as well.

Rake (Ex): 4 claws, attack bonus +17 melee, damage 1d8+4.

Swallow Whole (Ex): A tether beast can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. If it swallows successfully, it can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the 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). Its gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A tether beast has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Converted from Chronomancer and MC Annual #3.
#410

weenie

Mar 03, 2005 20:44:49
DREAM SPAWN

Dream spawn are creatures native to the Region of Dreams, a little-known and scarsely explored plane that may or may not be closely related to the Ethereal Plane. They combine the physical nature of the waking world with the malleable reality of dreams.
A great variety of dream spawn exists; most are malevolent entities that feed on the dreams of primes, or even possess them, but there are exceptions. However, scholars believe that all dream spawn, no matter their physical shape, are essentially blank templates waiting for the imaginations of dreamers to define their forms. They shift from featureless creatures to a specific form, copying it exactly as it appears in the subconscious memories of a dreamer. Why most Prime dreamers spawn such monstrous spirits is anyone's guess.
Little is known of the society of the dream spawn. It is apparently complex and insular, incorporating at least three different caste systems at the same time. Most of the factions struggle for power by subtly extending their influence on the Prime Material, encouraging the development of specific schools of thought (and consequently, dreams) which best suits their agenda. The more obvious methods involve directly inhabiting prepared human vessels, and dominating entire worlds of primitive Prime dreamers (see "Inspired" in the Eberron Campaign Setting ).
The dream spawn can communicate telepathically, but they speak their own language called Quori. The words are spoken in quiet, soothing tones that make listeners from the waking world very sleepy. Some have described the language as reminiscent of the lullabies they heard as children.
See Eberron Campaign Setting for more details on the Dream Spawn (Quori).
See Manual of the Planes for more details on the Region of Dreams.

Dream Spawn Traits (quori subtype): All dream spawn share the following traits (unless otherwise specified in a creature's entry).
- Energy Resistance (Su): acid 10, cold 10, and fire 10.
- Greater Teleport (Su): Within the Region of Dreams, a dream spawn can use greater teleport at will, except that only itself and up to 50 pounds of objects are transported. This ability does not function on other planes.
- Immunities (Ex): All dreamspawn are immune to charm, fear, and sleep effects.
- Power Resistance (Su): A dream spawn has a PR score equal to 11 + its Hit Dice.
- See In Darkness (Ex): A dream spawn can see perfectly in darkness of any kind, even that creatd by a deeper darkness spell.
- Telepathy (Su): A dream spawn can communicate telepathically with any other creature within 100 ft. that has a language.

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

DREAM SPAWN, ENNUI
Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)
Hit Dice:
8d8+32 (68 hp)
Initiative: +7
Speed: 20 ft., fly 40 ft. (good)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +8/+10
Attack: Claw +11 melee (1d6+2 plus 1d4 Int), or +1 bastard sword +11 melee (1d10+4/19-20)
Full Attack: 4 claws +11 melee (1d6+2 plus 1d4 Int), or +1 bastard sword +11/+6 melee and 2 claws +6 melee (1d6+1 plus 1d4 Int)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, intelligence damage, psi-like abilities, rake
Special Qualities: Damage reduction 5/good, darkvision 60 ft., greater teleport, immunities, power resistance 19, resistances (acid 10, cold 10, fire 10), see in darkness, telepathy 100 ft.
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 15, Dex 17, Con 18, Int 18, Wis 17, Cha 19
Skills: Autohypnosis +14, Bluff +15, Concentration +15, Diplomacy +15, Intimidate +15, Knowledge (psionics +15, the planes +15), Listen +20, Move Silently +14, Psicraft +15, Sense Motive +14, Spot +20
Feats: Alertness, Improved Initiative, Weapon Focus (claw)
Environment: Region of Dreams
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: -

This tall, horned, fiendish-looking humanoid has four arms and batlike wings. Its skin is gray and featureless, seemingly fluid.

Ennui are high-born dream spawn who serve the members of a mysterious group known only as the Nightmare Court, actively controlling events occuring in dreamscapes while their masters are otherwise occupied. Also, their missions often take them across the border and onto the Prime; this requires each ennui to hold a small retinue of mortal husks, available for possession at all times.
Ennui draw sustenance from the dream seeds they oversee, whether on the Prime or in an assigned dreamscape. Most are heavily addicted on fear generated by dreamers, but they are able to survive by feeding on lesser dream spawn instead.
A few "rogue" ennui exist - those that do not owe allegiance to a superior dream spawn. Such beings are unpredictable and should be considered extremely dangerous, since they are usually denied acces to the fear-inducing dreams they crave.
Ennui speak Quori, Prime Common, and sometimes Planar Trade, but usually communicate telepathically. An ennui is about 6 feet tall and weighs over 220 pounds.

COMBAT
An ennui prefers to stay airborne in battle, swooping down and clawing at its foes with all six appendages. It often turns invisible immediately after making a rake attack.
An ennui's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of bypassing damage reduction.

Improved Grab (Ex): To use this ability, an ennui must hit an opponent with at least two 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.

Intelligence Damage (Su): An ennui's claw steals a small portion of the target's mind, dealing 1d4 points of Intelligence damage per hit. This grants partial insight into the target's memories, and the ennui often uses the ability to temporarily confuse and dissuade its foe by addressing it in a familiar voice or assuming the shape of a known creature. The ennui cannot read the target's thoughts this way; the insight is random and mostly nonsential.

Psi-like Abilities: At will - far hand, invisibility; 3/day - charm (any creature, DC 18*), metamorphosis, mind thrust (8d10, DC 18*), mindlink (up to 8 targets, DC 15*). Manifester level 8th. The save DCs are Charisma-based.
* includes augmentations for the dream spawn's manifester level

Rake (Ex): Attack bonus +11 melee, damage 1d6+1.

Skills: An ennui has a +4 racial bonus on Listen and Spot checks.

New Weapon: Dream Slayer Sword
This long, slightly curved blade is a +1 bastard sword. It functrions as a bane weapon (enhancement bonus +3, +2d6 damage) against all creatures that enter the Region of Dreams through dreaming (as opposed to those that physically enter the plane via portal or spell). See the Manual of the Planes for more details on the Region of Dreams.

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

DREAM SPAWN, GRAY MORPH
Small Outsider (Extraplanar, Lawful, Psionic, Quori)
Hit Dice:
3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 13 (+2 Dex, +1 size), touch 13, flat-footed 11
Base Attack/Grapple: +3/-1
Attack: Claw +6 melee (1d4)
Full Attack: 2 claws +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Damage reduction 10/good or magic, darkvision 60 ft., greater teleport, immunities, power resistance 14, resistances (acid 10, cold 10, fire 10), see in darkness, telepathy 100 ft.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 7, Wis 13, Cha 12
Skills: Diplomacy +7, Hide +12, Move Silently +8, Listen +7, Sense Motive +7, Spot +7, Survival +7
Feats: Dodge, Track, Weapon Finesse (B)
Environment: Region of Dreams
Organization: Solitary, pair, or pack (4-24)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil (sometimes lawful neutral)
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: -

DREAM SPAWN, SHADOW MORPH
Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)
Hit Dice:
5d8+10 (32 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Claw +7 melee (1d6+2)
Full Attack: 2 claws +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, sneak attack
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., greater teleport, immunities, power ressistance 14, resistances (acid 10, cold 10, fire 10), see in darkness, telepathy 100 ft.
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 14, Dex 16, Con 14, Int 11, Wis 13, Cha 15
Skills: Diplomacy +10, Hide +13, Intimidate +10, Move Silently +13, Listen +11, Sense Motive +9, Spot +11, Survival +9
Feats: Alertness, Dodge, Stealthy
Environment: Region of Dreams
Organization: Solitary or team (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-8 HD (Medium); 9-14 HD (Large)
Level Adjustment: -

This short, blank, featureless humanoid has long, gangly limbs and pale grey flesh that seems as malleable as water. It approaches in an awkward, sideways step.

Gray morphs are the lowest members of the dream spawn society. They resent any quori lord that proclaims dominance over them, but still follow most of the complex codes of behaviour. Grays roam the border areas between the Region of Dreams and its adjacent planes, looking for stray dreams to feed on; they assume illusionary forms resembling aspects of a creature's dream, and somehow draw sustenance from this role-playing.
Gray morphs speak Quori, and some also learn Prime Common, but usually communicate telepathically. A gray morph weighs some 100 pounds; standing upright it would be about 4 feet tall.

COMBAT
Gray morphs avoid direct conforntations. If forced into combat, they attack in mobs, swarming over larger opponents.
A gray morphs's natural weapons are treated as magical for the purpose of bypassing damage reduction.

Psi-like Abilities: At will - daze (up to 6 HD, DC 12*), disguise self, read thoughts (DC 13). Manifester level 3rd. The save DCs are Charisma-based.
* includes augmentations for the dream spawn's manifester level

----------

SHADOW MORPH
Shadow morphs are slightly advanced versions of gray morphs. These dream spawn specialize in haunting the "stalker-in-darkness" type of dreams that seem to be so prolific these days. They are the implied horrors lurking in the shadow, stepping out just as the dreamer awakens. Like their lesser cousins, most shadow morphs do not have a role in the intricate games of power between the greater dream spawn, but some are occasionally used as spies.
A shadow morph speaks Quori and Prime Common, but usually communicates telepathically. It is about 5 feet tall and weighs 150 pounds.

COMBAT
Not surprisingly, shadow morphs prefer to strike from the shadow. They are cowardly creatures, and if they cannot ambush a foe or otherwise catch it unaware, they usually wait for a better opportunity.
A shadow morphs's natural weapons are treated as magical for the purpose of bypassing damage reduction.

Psi-like Abilities: At will - control light, create sound, disguise self, id insinuation (2 targets, DC 15*), read thoughts (DC 14); 1/day - recall agony (4d6, DC 16*). Manifester level 3rd. The save DCs are Charisma-based.
* includes augmentations for the dream spawn's manifester level

Sneak Attack (Ex): A shadow morph can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied his Dexterity bonus, or when the shadow morph is flanking.

(Converted from Monstrous Compendium Annual #3. Mechanics adapted from Eberron Campaign Setting.)
#411

zombiegleemax

Mar 04, 2005 3:23:51
Temporal Stalker
Medium Undead (Extraplanar), Human Wizard 10

Hit Dice: 10d12 (65 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 20 (+1 Dex, +1 Deflection, +4 Armor, +4 Natural), Touch 12, Flat-footed 19
BAB/Grapple: +5/+5
Attack: 1 slam +5 melee (1d6 and 1 negative level) or 1 +1 dagger +6 melee (1d4+1/19-20)
Full Attack: 1 slam +5 melee (1d6 and 1 negative level) or 1 +1 dagger +6 melee (1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, energy drain, paradox, create spawn
Special Qualities: Darkvision 60 ft., undead traits, summon familiar, turn resistance +2, DR 5/silver, SR 20, planar dependency
Saves: Fort. +5, Ref. +8, Will +9
Abilities: Str 10, Dex 12, Con -, Int 14, Wis 10, Cha 11
Skills: Concentration +10, Listen +6, Knowledge (Planes) +10, Spellcraft +12, Spot +6
Feats: Improved Initiative, Lightning Reflexes, Spell Focus (Evocation), Greater Spell Focus (Evocation), Spell Penetration (B), Scribe Scroll (B), Empower Spell (B), Spell Mastery (B)
Environment: Temporal Energy Plane
Organization: Solitary or cabal (1d4+1)
Challenge Rating: 12
Treasure: See “Possession” entry below.
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: -

A human mage, seemingly composed of condensed mists, floats amidst the temporal vortex His eyes are glowing red and flashes of silver light pulses within his body.

Temporal stalkers are the undead spawning in the plane of time and most of them used to be chronomancers or other time travelers. They hate creatures extra-planar to the plane of time. Sages suggest that this hatred is due to the fact that the stalkers themselves can no longer leave the plane.

Combat
A temporal stalker hates life-forms which are not native to the plane of time, often stalking and hunting them down. This sample temporal stalker uses a human wizard 10 as a base creature.

Spells: The sample temporal stalker typically prepares the following spells. DC 12 + spell level (+2 for evocation).
0. acid splash, flare, ghost sound, message; 1. shield, magic missile, charm person, mage armor (already cast), burning hands; 2. see invisibility, blur, scorching ray, mirror image, ghoul touch; 3. fireball, dispel magic, slow; 4. empowered scorching ray, stoneskin, ice storm; 5. feeblemind, empowered fireball.

Undead Traits (Ex): An undead is immune to mind-affecting effects, poison, disease, sleep effects, stunning, paralysis, death effects, ability damage, ability drain, energy drain, critical hits, non-lethal damage, fatigue and exhaustion.

Energy Drain (Su): Any one hit by a temporal stalker’s slam attack (or any other natural weapon) gains 1 negative level. The temporal stalker gains 5 temporary hp per negative level bestowed.

Paradox (Su): A temporal stalker may forego its energy drain attack and uses paradox instead. This functions like a paradox spell, except that it affects the creature hit by its slam attack (or any other natural weapon). DC 15 Will save negates. This is often used to change an enemy spellcaster’s prepared spells.

Create Spawn (Su): Any creature slain by its energy drain attack becomes a temporal stalker in 1d4 days. Mists began to swarm around the corpse upon death until it is completely hidden. The spawning can be halted by removing the corpse from the Temporal Energy Plane.

Planar Dependency (Ex): A temporal stalker cannot survive out of the Temporal Energy Plane for long. When off-plane, it must make a DC 20 will save every round or be destroyed and reduced to a mist of temporal energies.

Possession: cloak of resistance +2, dagger +1, brooch of shielding, ring of protection +1, 468 gp.

Habitat/Society
Temporal stalkers roam the plane of time in search of linear life-forms intruding in their plane. They are nomadic and keep no lair. Of all extraplanar forms, they hate the Guardians the most, as the latter are a group of powerful chronomancers who pledged to safeguard the time streams. If possible, the stalkers may even organize ambushes to bring down a Guardian. The Guardians however mostly leave the temporal stalkers alone, using them as a system to weed out careless chronomancers. It is possible to exploit their extreme hate of the Guardians to cut some kind of deal with the temporal stalkers.

CREATING A TEMPORAL STALKER
Temporal stalker is an acquired template which can be applied to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin.

Type & Size: Creature type changes to undead. Do not recalculate BAB, saves and skill points. Size remains unchanged. Temporal stalkers have extraplanar subtype when they are not in the Temporal Energy Plane.

HD: Increase all current and future HD to d12. Recalculate existing hit points.

Speed: Increase base land speed by +10 ft.

AC: A temporal stalker has natural AC bonus of +4 (or existing natural AC, if better).

Attack & Damage: A temporal stalker gains a slam attack if it didn’t already have one. The damage depends on size: 1 (fine), 1d2 (diminutive), 1d3 (tiny), 1d4 (small), 1d6 (medium), 1d8 (large), 2d6 (huge), 2d8 (gargantuan) and 4d6 (colossal).

SA: A temporal stalker has energy drain, paradox and create spawn abilities. Save DC = 10 + ½ HD + Cha modifier.

Energy Drain (Su): Any one hit by a temporal stalker’s slam attack (or any other natural weapon) gains 1 negative level. The temporal stalker gains 5 temporary hp per negative level bestowed.

Paradox (Su): A temporal stalker may forego its energy drain attack and uses paradox instead. This functions like a paradox spell, except that it affects the creature hit by its slam attack (or any other natural weapon). Will save negates. This is often used to change an enemy spellcaster’s prepared spells.

Create Spawn (Su): Any creature slain by its energy drain attack becomes a temporal stalker in 1d4 days. Mists began to swarm around the corpse upon death until it is completely hidden. The spawning can be halted by removing the corpse from the Temporal Energy Plane.

SQ: A temporal stalker has damage reduction, planar dependency, turn resistance and spell resistance.

Damage Reduction (Su): A temporal stalker has DR 5/silver.

Spell Resistance (Su): A temporal stalker has SR 10 +HD (max. 25).

Turn Resistance (Ex): A temporal stalker has +2 turn resistance.

Planar Dependency (Ex): A temporal stalker cannot survive out of the Temporal Energy Plane for long. When off-plane, it must make a DC 20 will save every round or be destroyed and reduced to a mist of temporal energies.

CR: As base creature +2.
Alignment: Always neutral evil.
LA: +3.

Paradox
Transmutation
Level: Wiz/Sor 6
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

This spell allows the caster to alter a minor event from his past. Such an event could be preparing one spell instead of another, buying a cask of ale instead of a cask of oil, insulting the best barbarian warrior instead of the barbarian chieftain, etc. The event cannot be more than 3 hours in duration and may be up to 3 months ago. It must be something that was personally done by the caster or something he could have influenced. (Perhaps the rogue insulted the chieftain and the caster uses this spell to explain it away at the expense of the warrior.) In any case, something should always be given up when this spell is used. (In the above scenario, the caster cannot choose not to insult any one or to insult an insignificant beggar.) The DM decides on the actual results and the changes in reality (if any). (The barbarian chieftain may still bear a grudge that his best warrior has been insulted and the warrior may now wish to defend his honor.)

Converted from Chronomancer and MC Annual #3.
#412

zombiegleemax

Mar 04, 2005 3:32:03
Time Dimensional, Lesser
Small Elemental (Extraplanar, Incorporeal)

Hit Dice: 6d8+12 (39 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect)
AC: 18 (+1 Size, +5 Dex, +2 Deflection, +2 Insight), Touch 18, Flat-footed 13
BAB/Grapple: +4/+0
Attack: 1 temporal ray +11 ranged touch (1d6)
Full Attack: 2 temporal rays +11 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Temporal rays, summon future self
Special Qualities: Darkvision 60 ft., elemental traits, plane shift, absorb spells, vulnerability, uncanny dodge, SR 13
Saves: Fort. +7, Ref. +7, Will +4
Abilities: Str -, Dex 20, Con 15, Int 13, Wis 14, Cha 14
Skills: Concentration +11, Listen +11, Spot +11
Feats: Dodge, Improved Initiative, Weapon Focus (Ray)
Environment: Temporal Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always true neutral
Advancement: 7-12HD (Small)
Level Adjustment: -

This creature is a translucent sphere of silver light.

Sometimes called time elementals, time dimensionals are intelligences composed of time. Off-plane, they appear as a cloud of fire, dust and vapor. They are uncomfortable with forward moving time however and are thus seldom encountered away from Temporal Energy Plane. Time dimensionals recognized all languages, but tend to ignore spoken words. They speak by manipulating time and drawing words from a listener’s past. The listener hears fragmented sentences spoken in his own tongue.

Combat
A time dimensional never attack unless provoked. If pressed, they often plane shift back and forth, knowing that the plane shift abilities of most creatures are limited.

Temporal Rays (Su): A time dimensional can fire rays of temporal energies with a range of 30 ft. This overcomes damage reduction of any type.

Summon Future Self (Sp): A time dimensional can summon 1d4 of its future selves 3/day. This is similar to standard summoning except that they all use the same pool of hit points. Thus, damaging one time dimensional will damage all its future selves as well.

Plane Shift (Su): A time dimensional can plane shift itself plus 50 lbs from Temporal Energy Plane to any other coexistent plane at will. It can reverse the process, shifting to the temporal plane as well.

Absorb Spells (Su): A time dimensional can automatically absorb any time-based spells or spell-like abilities, such as haste or time stop, cast within 60 ft. It gains 2 temporary hit points per spell level. It also absorbs any such effects if it is within the affected area. It may however choose not to absorb the spell.

Vulnerability (Ex): In a plane with timeless or erratic time trait (except for Temporal Energy Plane), a time dimensional suffers -4 to its spell resistance.

Uncanny Dodge (Ex): Because of its temporal link to the future, a time dimensional cannot be caught flat-footed and retains its Dex bonus to AC.



Time Dimensional, Greater
Medium Elemental (Extraplanar, Incorporeal)

Hit Dice: 13d8+39 (97 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect)
AC: 20 (+6 Dex, +2 Deflection, +4 Insight), Touch 20, Flat-footed 14
BAB/Grapple: +9/+9
Attack: 1 ray +16 ranged touch (1d8)
Full Attack: 2 rays +16 ranged touch (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Temporal rays, summon future self
Special Qualities: Darkvision 60 ft., elemental traits, plane shift, absorb spells, vulnerability, uncanny dodge, spell-like abilities, control age, SR 20
Saves: Fort. +11, Ref. +10, Will +8
Abilities: Str -, Dex 22, Con 17, Int 17, Wis 14, Cha 15
Skills: Concentration +19, Diplomacy +15, Knowledge (history) +13, Listen +18, Sense Motive +13, Spot +18
Feats: Ability Focus (Control Age), Dodge, Improved Initiative, Weapon Focus (Ray), Iron Will
Environment: Temporal Energy Plane
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always true neutral
Advancement: 14-19HD (Medium)
Level Adjustment: -

Greater time dimensionals, also called noble time dimensionals, are more powerful than the lesser forms.

Plane Shift (Su): As above, except up to 4 other creatures.

Control Age (Su): A noble time dimensional can advance or reduce the age of any touched creature by 2d10 years as a standard action 3/day. Touched objects age by 10d% years instead. Con-based DC 21 fortitude save negates.

Spell-like Abilities (Sp): 3/day – gentle repose, expeditious retreat; 1/day - time stop, paradox (see Temporal Stalker entry). CL13, Cha-based DC 12 + spell level. A greater time dimensional’s spell-like abilities cannot be absorbed by a lesser time dimensional.



Time Dimensional, Elder
Large Elemental (Extraplanar, Incorporeal)

Hit Dice: 20d8+100 (190 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect)
AC: 23 (-1 Size, +8 Dex, +3 Deflection, +6 Insight), Touch 23, Flat-footed 15
BAB/Grapple: +15/+19
Attack: 1 ray +23 ranged touch (2d6)
Full Attack: 2 rays +23 ranged touch (2d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Temporal rays, summon future self, summon time dimensional
Special Qualities: Darkvision 60 ft., elemental traits, plane shift, absorb spells, vulnerability, uncanny dodge, spell-like abilities, control age, SR 27
Saves: Fort. +17, Ref. +16, Will +11
Abilities: Str -, Dex 26, Con 21, Int 19, Wis 17, Cha 16
Skills: Bluff +20, Concentration +28, Diplomacy +23, Knowledge (history) +22, Listen +26, Sense Motive +19, Spot +26
Feats: Ability Focus (Control Age), Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-like Ability (Slow), Weapon Focus (Ray)
Environment: Temporal Energy Plane
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always true neutral
Advancement: 21-40HD (Large)
Level Adjustment: -

Elder time dimensionals, also called royal time dimensionals, are said to rule over the others, but no evidence can be brought forth to support this besides their ability to summon them.

Plane Shift (Su): As above, except up to 4 other creatures.

Control Age (Su): As above, DC 27 fortitude save negates.

Summon Time Dimensional (Sp): An elder time dimensional can summon 1d4 lesser time dimensional or 1d2 greater time dimensional 1/day. This is equivalent of a 6th-level spell.

Spell-like Abilities (Sp): At will – gentle repose, haste, slow; 3/day – paradox (see Temporal Stalker entry), time stop, temporal stasis. CL20, Cha-based DC 13 + spell level. An elder time dimensional’s spell-like abilities cannot be absorbed by a lesser or greater time dimensional.

Habitat/Society
Time dimensionals exist at a level which can only be theorized since they are non-linear creatures which can exist at all times simultaneously. They roam the plane of time, feeding off temporal energies while staying away from other creatures, even other time dimensionals. Turbulence and other time stream disturbances attract them since such events make feeding easier. For this reason, sometimes a time dimensional is attracted to a chronomancer and may even plane shift to find him. They tend to abandon an area when a phane (ELH) moves in, although some have been enslaved by the abomination.

Converted from Chronomancer and MC Annual #3.
#413

zombiegleemax

Mar 04, 2005 3:36:25
Chronolily
Gargantuan Plant

Hit Dice: 6d8+42 (69 hp)
Initiative: +0 (+0 Dex)
Speed: 0 ft. (cannot move)
AC: 15 (-4 Size, +9 Natural), Touch 6, Flat-footed 15
BAB/Grapple: +4/+27
Attack: -
Full Attack: -
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Low-light vision, plant traits, detect evil, death throes, temporal scry
Saves: Fort. +13, Ref. +2, Will +2
Abilities: Str 32, Dex -, Con 24, Int 2, Wis 10, Cha 9
Skills: Sense Motive +9
Feats: Ability Focus (Death Throes), Great Fortitude, Improved Natural Armor
Environment: Ethereal Plane (Deep Ethereal)
Organization: Solitary
Challenge Rating: - (harmless)
Treasure: None
Alignment: Always true neutral
Advancement: -
Level Adjustment: -

This 50 ft. enormous flower has a bowl formed out of its petals. Golden nectar lies within the bowl. A short stalk is at the base and a thick stamen centered in the bowl. Thousands of tiny green leaves surround the perimeter.

Chronolilies are sentient flowers who nectar reveals images of the past (orange petals), present (violet petals) or future (yellow petals). Each chronolily has a specific petal color which affects its temporal scry ability.

Combat
A chronolily is non-aggressive and can take no attack action. It however has a death throes effect which can be harmful.

Detect Evil (Su): A chronolily is constantly under the effects of a detect evil spell. If it detects the presence of an evil creature, its nectar becomes black and unresponsive until the evil creature moves 60 ft. away from the lily. Black nectar cannot be used for scrying or as a power component.

Death Throes (Ex): When reduced to -10 hp, a chronolily decomposes instantly into a poisonous cloud, doing 1d6 primary and secondary Con damage to all within 25 ft., Con-based DC 22 fortitude save negates.

Temporal Scry (Su): Random shimmering images, one fading into the next, appear in the nectar. A typical image lasts for 1d4+1 rounds. No sound accompanies the image. Another creature may attempt to focus the scrying to reveal a desired image. A chronolily can only scry into a temporal period associated with its petal color. (See above.) A creature may attempt to focus 1/day, further attempts automatically fail.

There are 2 ways to focus the scrying into a specific (not general) image. The first requires plucking the leaves in a precise sequence. This obscure pattern requires DC 15 knowledge (planes) and DC 25 knowledge (nature) checks to learn. Plucking the leaves requires 4 consecutive DC 20 concentration checks. Each failed check inflicts 2d6+2 Con damage to the plant. The second method requires the creature to immerse his limb into the nectar and concentrate on the specific event he wishes to observe. This requires a DC 30 concentration check with the following modifiers.

-8 if the event takes place in a plane different from the creature’s home plane
+4 if the creature has participated or will participate in the event
+2 if the creature is well-informed about the event, but did not or will not participate in it
+1 if the creature is slightly informed about the event, but did not or will not participate in it
+2 if the creature has scry on the event in the same chronolily before
+1 per +3 Wisdom modifier of the creature
+1 per 4 spellcasting levels of wizard, sorcerer, druid or cleric with time domain. (max. +5)

Habitat/Society
Chronolilies can grow in any solid material, including rock, so long they are exposed to any type of light. It is believed that they draw sustenance from the ethereal mists when in the Deep Ethereal. They are self-pollinating, generating small seeds like black spheres. Most chronolilies encountered elsewhere are tended by wizards or planar druids in magical gardens.

Power Component: Chronolily Nectar
A chronolily nectar can be harvested to brew a potion of clairvoyance. The harvester and brewer cannot be evil or else the nectar turns into a useless black substance.

Harvest DC 10; Value 20 XP and 150 gp; Cost 250 gp.

Converted from A Guide to the Ethereal Plane (pp.21-22) and MC Annual #2.
#414

weenie

Mar 04, 2005 9:58:21
DREAMWEAVER SWARM
Tiny Outsider (Extraplanar, Swarm)
Hit Dice:
10d8 (45 hp)
Initiative: +3
Speed: 20 ft., climb 10 ft., fly 30 ft. (average)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13;
Base Attack/Grapple: +10/-
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./-
Special Attacks: Distraction, poison
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., half damage from piercing and slashing, light vulnerability, swarm traits, tremorsense
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 3, Dex 16, Con 11, Int 7, Wis 12, Cha 9
Skills: Climb +24, Hide +24, Listen +14, Move Silently +16, Sense Motive +14, Spot +22
Feats: Ability Focus (poison), Alertness, Great Fortitude, Iron Will, Weapon Finesse (B)
Environment: Region of Dreams
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: –
Level Adjustment: –

Spiders swarm in through the cracks in the dreamscape reality. Their sleek 6-inch bodies leave behind a trail of swirling, star-speckled darkness. As they crawl over your feet, a strange drowsiness overcomes you.

Dreamweavers spin the stuff of dreams and nightmares, giving shape and substance to the scenes inside the dreamscapes. These spider-like creatures come in two varieties: light-colored dream spinners, and dark weavers who create tapestries of nightmare. Both types have matching striped legs.
Dreamers and planewalkers rarely see the dreamweavers. These reclusive creatures usually stay behind the scenes, weaving the pattern of dreamscapes just out of view, and subtly drawing their sustenance from dreaming minds in the process.
Though intelligent, dreamweavers are not known to communicate with other races in any obvious way.

COMBAT
Dreamwevers are not malicious or violent in any way. They usually avoid direct contact with other creatures, seemingly interested in nothing but weaving dreams and nightmares from the raw material churning in the minds of dreamers.
When forced to defend themselves, the spiders bite and deliver a sleep-inducing poison.

Distraction (Ex): Any living creature that begins its turn with a dreamweaver swarm in its square must make a DC 15 Fortitude save or be nauseated for 1 round. 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. The save DC is Constitution-based.

Light Vulnerability (Ex): A dreamweaver exposed to direct sunlight (including the effect of a daylight spell) must make a DC 20 Fortitude save each round or be destroyed, fading away like the morning dew - or a fleeting dream.

Poison (Ex): Injury, Fort DC 17; initial damage 1d4 Dex; secondary damage unconsciousness 1d4 hours. The save DC is Constitution-based. Creatures immune to sleep effects (such as elves) are immune to this poison.

Swarm Traits: A dreamweaver swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Dreamweaver swarms never make attacks of opportunity, but they can provoke attacks of opportunity. Unlike other creatures with a 10-foot space, a dreamweaver swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

Tremorsense (Ex): A dreamweaver can detect and pinpoint any creature or object in contact with the creature’s webs. Not that the webs of a dreamwaever swarm are often difficult to recognize, and may encompass a single dreamscape entirely.

Skills: Dreamweavers have a +8 racial bonus on Climb, Hide, and Spot checks. A dreamweaver can always choose to take 10 on Climb checks, even if rushed or threatened. Dreamweavers use either their Strength or Dexterity modifier for Climb checks, whichever is higher.



- Dreamweaver, Single: Tiny Outsider (Extraplanar); CR 1; HD 1d8 (4 hp); Init +3; Spd 20 ft., climb 10 ft., fly 30 ft. (average); AC 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13; BAB +1; Grap -11; Atk +6 melee (1d3–4 plus poison, bite); Full Atk +6 melee (1d3–4 plus poison, bite); S/R 2.5 ft./0 ft.; SA poison; SQ damage reduction 5/magic, darkvision 60 ft., light vulnerability, tremorsense; SV Fort +2, Ref +5, Will +3; AL LN; Str 3, Dex 16, Con 11, Int 7, Wis 12, Cha 6.
Skills: Climb +15, Hide +23, Jump -5, Listen +5, Move Silently +7, Spot +13.
Feats: Ability Focus (poison), Weapon Finesse (B).
Poison: As above, but DC 12.

Converted from Monstrous Compendium Annual #3
#415

ripvanwormer

Mar 04, 2005 12:49:28
Oh, neat. Dreamweavers work well as a swarm.
#416

weenie

Mar 06, 2005 6:04:42
TOME GUARDIAN
Small Elemental (Extraplanar, Fire)
Hit Dice:
4d8 (18 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
BAB/Grapple: +3/–1
Attack: Slam +8 melee (1d4 plus 1d4 fire)
Full Attack: Slam +8 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, fireburst
Special Qualities: Damage reduction 5/- , darkvision 60 ft., elemental traits, fast healing 2, immunities (electricity, fire, mind-affecting effects), vulnerability to cold
Saves: Fort +1, Ref +8, Will +1
Abilities: Str 10, Dex 18, Con 10, Int 4, Wis 11, Cha 11
Skills: Hide +10, Spot +3
Feats: Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Small)
Level Adjustment: —

As you approach the grimoire on its stand, it bursts into fire and releases a ray of white-hot flame at you.

A tome guardian is an elemental spirit of fire summoned and compelled into guarding a small object, usually a spellbook or another magical tome of lore.
The guardian in its natural form resembles a tiny semi-solid fire elemental, but it is rarely seen like this; when summoned, it envelops, and appears to merge with, the object it has been bound to.
For some reason, a tome guardian cannot stand the presence of a xeg-yi, and attacks the energon on sight. Otherwise, the creature is peaceful and content to fulfill its task for as long as necessary.
A tome guardian does not speak, but understands Ignan and (usually) Prime Common.

COMBAT
Tome guardians spend most of their time within the object they are guarding, which normally provides them with concealment. In combat, they attack as instructed by the original summoner, usually when someone touches the object or approaches within a set distance. Their primary attack is fireburst, a dazzliing ray of flame.
A slain tome guardian spontaneously abandons the guarded object and departs for the Elemental Plane of Fire (see planar ally and planar binding spell descriptions).

Burn (Ex): A tome guardian’s slam attack deals bludgeoning damage plus 1d4 points of fire damage from the elemental’s flaming body. Those hit by a tome guardian‘s slam attack also must succeed on a DC 12 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Elemental Traits: Immune to poison, sleep effects, paralysis, stunning, critical hits, and flanking.

Fireburst (Su): A tome guardian can produce a pencil-thin ray of white -hot flame and use it to attack a target within 40 ft., (no range increment). This attack deals 4d6 points of fire damage and dazes the target for 1d4+1 rounds. A DC 12 Reflex save halves the damage and negates the daze effect.

Merge (Su): A tome guardian can merge with its guarded object, gaining concealment (50% miss chance) and sharing its damage reduction and elemental immunities with the object. While merged, it cannot move or attack, but is entirely aware of its surroundings. The merged tome guardian cannot be seen (unless it uses shell form, see below), but the object radiates faint conjuration magic, and true seeing detects the presence of the guardian.
A tome guardian in shell form affected by a targeted dispel magic spell must make a DC 15 Will saving throw or be forced out of its guarded object, appearing in the same 5-ft. square. It is unable to bind with the same object for 1d4 minutes.

Shell Form (Su): A tome guardian merged with its guarded object can gather its form into a rigid shell to ward off blows. Attacks directed toward the object hit the guardian instead. While in shell form, the guardian cannot move or use its slam attack, and it does not benefit from concealment normally provided by the object, but it can use fireburst.
A tome guardian in shell form can also be expelled using dispel magic, as stated above.


BINDING A TOME GUARDIAN

A tome guardian is usually called and compelled using a lesser planar binding spell, but lesser planar ally also works. The object to be guarded (up to 4 cubic feet in volume) must be within the calling diagram (if any) when the spell is cast, but can later be removed. While the two are merged, the object benefits from the guardian's damage reduction and elemental immunities; if the guardian envelops the object using shell form (see above), the object is protected from all damage as long as the guardian lives.
A tome guardian is usually willling to serve as a protector, and requires no payment. Some claim that the guardian finds a degree of satisfaction in the merge.
A tome guardian can understand relatively complex commands and conditions in relation to its task (such as allowing designated creatures to approach or manipulate the object).


POWER COMPONENT: Tome Guardian Ashes
When a tome guardian is killed, it leaves behind a pile of ashes. Each ash pile can be harvested to create a ring of fire resistance or armor of fire resistance.
Harvest DC 10; Value 15 XP; Cost 75 gp.
#417

zombiegleemax

Mar 06, 2005 10:17:42
Hmmm... The tome guardian isn't a construct. It's an elemental bound as a warding spirit to an object. There is the object and then there is the tome guardian. It's not like the object and tome guardian were fused into a single entity. I think it should be an elemental (without construct traits) which can hide within its designated object. Some things which were left out...

Object Shell/Free Form Modes: Object shell probably increases the object's hardness.
Vulnerability to Dispel Magic
They don't communicate with fleshly beings, but they also speak/understand Common.

Would be useful if you can add a section on how to summon & bind a tome guardian... Since you allow size advancement, perhaps it can guard only an object of its own size?

I don't think the tome guardian would run away from its post just because it's low on hp. Not much of a guardian if it flees...

Power Component: Tome Guardian Ashes
When a tome guardian is killed, it leaves behind a pile of ashes. Each ash pile can be harvested to create a ring of fire resistance or armor of fire resistance.

Harvest DC 10; Value 15 XP; Cost 75 gp.
#418

weenie

Mar 06, 2005 20:02:01
I'll take it under consideration, but:

1) If it's a spirit bound inside an object, its type is construct. See "golem". Since the unbound creature isn't statted in 2E, I assumed it's not really a creature in and of itself, ie doesn't exist outside the object. Will reconsider.

2) Vulnerability to dispel magic just plain sucks. It goes against all 3E rules for banishment of extraplanars.

3) Re: summoning/calling, I assumed the default - lesser planar binding works. I'll try to expand it a little.

4) The "run away" part is there to show that the object isn't destroyed when you defeat the tome guardian. The 2E version has it that when the guardian is down, the object is suddenly undamaged, which I found a little... odd.

BTW, re: your mob subtype thing. Maybe you should do an alternate version of the bacchae and make them a mob? I'm not sure I like the subtype, but as long as it's there, why not use it? The bacchae fit perfectly IMO.

EDIT: I rewrote the tome guardian into two entries, bound (to an object) and unbound. I still went with making the bound version a construct, but the unbound is now an incorporeal elemental. Added the dispel vulnerability, the summoning info, clarified what happens to the object when the guardian is damaged/destroyed... Discuss.
#419

zombiegleemax

Mar 08, 2005 11:18:29
1) If it's a spirit bound inside an object, its type is construct. See "golem". Since the unbound creature isn't statted in 2E, I assumed it's not really a creature in and of itself, ie doesn't exist outside the object. Will reconsider.

But it does. The stat is for the creature, not the object. Which is why there is a free form/object shell distinction. (Last 3rd paragraph of the combat section in MCA3.) Unlike an elemental animated golem, the object doesn't move to attack, the elemental moves out of the object to do so. The elemental is bound to the object, either forming a shell to protect it or move out to directly attack. The picture also suggests the same... IIRC, the same creature appears in an older 2E FR book, Secrets of the Magister (or something like that) in the same way.
4) The "run away" part is there to show that the object isn't destroyed when you defeat the tome guardian. The 2E version has it that when the guardian is down, the object is suddenly undamaged, which I found a little... odd.

It is not odd if the elemental and object are distinct 2 separate entities. Damaging the elemental does not damage the object.

I'm not sure if the elemental should be incorporeal. Incorporeal fire sounds weird... All known fire elementals are corporeal anyway.

The mob subtype is taken from a Dungeon magazine. I'd see what I can do about the bacchae...
#420

weenie

Mar 08, 2005 18:57:35
Unlike an elemental animated golem, the object doesn't move to attack, the elemental moves out of the object to do so. The elemental is bound to the object, either forming a shell to protect it or move out to directly attack.



So... you're saying the object is not animated in any way? That it just stays in place while the elemental floats in and out? I must've been not paying attention.

But, what's the point of the merge then? The shell form thing gives a defensive bonus to the object, but then the guardian has to move out to attack? Dunno, that sounds kind of odd to me. Why not just call a standard elemental of any type (or any other creature) and order it to guard the object? And dropping the incorporeality ... so what makes the tome guardian different from a small fire elemental?



IMHO, a tome guardian that merges with the object and animates it is more ... interesting. But if you want, I'll go easy on my creative liberties and make a plain vanilla version. Just tell me what you want me to do with it to differentiate it from a common elemental (that can wrap around an object).
#421

zombiegleemax

Mar 09, 2005 2:31:33
Yes, the object is not animated. But the elemental can "hide" within the object. (Think of the object as some sort of "house".) This is the difference between a tome guardian and other guardians like maelephants. The difference from a small fire elemental would be the shell form, ability to hide within object, fireburst, immune to electricity, etc. It's basically a small fire elemental with a few specialized abilities which helps to make it a better guardian. Nothing too fancy, really.

I'd think of the shell form as increasing the hardness of the object.
#422

zombiegleemax

Mar 09, 2005 2:34:40
Bacchae Mob
Medium Outsider (Extraplanar, Mob)

Hit Dice: 40d8+200 (380 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 16 (+1 Dex, +5 Natural), Touch 11, Flat-footed 15
BAB/Grapple: +40/+46
Attack: Mob (5d6+6)
Full Attack: Mob (5d6+6)
Space/Reach: 20 ft./0 ft.
Special Attacks: Debauch, rage, mob rend 6d4+6
Special Qualities: Darkvision 60 ft., resistance to acid 10 and electricity 10, immune to polymorph, mob traits, SR 25
Saves: Fort. +29, Ref. +23, Will +21
Abilities: Str 23, Dex 13, Con 20, Int 10, Wis 9, Cha 14
Skills: Balance +3, Intimidate +8, Jump +14, Listen +5, Perform (Any 4) +6, Spot +5, Survival +5, Tumble +7
Feats: Great Fortitude, Improved Overrun (B), Improved Bull Rush (B)
Environment: Arborea
Organization: Solitary, party (1d3 mobs plus 2d4 satyrs) or revel (1d6+1 mobs plus 3d4 satyrs and 2d6 centaurs)
Challenge Rating: 15
Treasure: -
Alignment: Always chaotic neutral
Advancement: -
Level Adjustment: -

A mob of frenzied humanoids engaged in dancing, drinking and debauchery descends upon the countryside.

The bacchae are infused with the spirit of Dionysus, roaming the land in mobs and drawing others to join their drink, frenzied dance and revelry. A typical bacchae mob consists of 40 individuals. Larger mobs are represented by multiples of single mobs. Bacchae speak Common and Sylvan.

Combat
A bacchae mob typically tries to induce or charm others into joining the revelry. Otherwise, it attacks by moving into the enemy’s square, provoking an attack of opportunity. If it does so, it attempts to mob rend the creatures.

Mob Rend (Ex): A bacchae mob can use a standard action to rend the flesh of all creatures within its space, doing 6d4+6 (or 6d4+8 if raging) damage.

Debauch (Su): A bacchae mob can draw others into their revel and convert them into bacchae. Anyone who joins the revelry, whether voluntarily or through enchantment, must make a DC20 will save or lose track of time and start partying with them. At the next sunrise, he can make another will save to disengage the debauchery. If he fails, he transform into a standard bacchae. The character can be restored by heal, limited wish, wish or miracle. Each new bacchae “heals” the mob of 2d8 damage.

Rage (Ex): A bacchae mob can rage like a barbarian for 7 rounds once per encounter, gaining Str +4, Con +4, Will save +2 and AC -2. After the rage, the mob is fatigued (Str -2, Dex -2, can’t charge or run) for the rest of the encounter.

Spell-like Abilities (Sp): At will – mass suggestion, enthrall, tasha’s hideous laughter; 3/day – mass charm monster. CL15, Cha-based DC 12 + spell level.

Distraction (Ex): Any living creature vulnerable to a mob’s damage that begins its turn with a mob in its square is nauseated for 1 round; a Con-based DC 35 fortitude save 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.

Mob Traits: A mob attacks by moving into an opponent’s area, provoking an attack of opportunity. A mob can move through an opening large enough for its component creatures. A mob has no discernable anatomy, front and back, thus it is immune to critical hits and flanking. Reducing a mob to 0 hit points causes it to break up. A mob cannot be tripped, grappled and bull-rushed. It cannot grapple unless otherwise stated. Unlike swarms, a mob can be affected by single-target spells or effects. Each specific creature slain, disabled or incapacitated inflicts 2 negative levels on the mob. A mob whose negative levels equal to its Hit Dice breaks up. Negative levels gained in this manner are not negative energy-based, thus it can neither result in permanent level loss nor be affected by magical effects (e.g. death ward, restoration). A mob takes +50% more damage from effects that affect an area.

:whatsthis Note: If desired, you may add chaotic subtype to the bacchae (see Fiend Folio) and the above mob. The mob subtype is found on p.9. I'd give this mob a preliminary CR of 15. Comments?

Modified from Fiend Folio (v3.0).
#423

zombiegleemax

Mar 09, 2005 2:36:52
Bloodsipper
Gargantuan Plant (Extraplanar, Chaotic)

Hit Dice: 20d8+140 (230 hp)
Initiative: -1 (-1 Dex)
Speed: 0 ft. (bloodsipper), 30 ft. (pod denizen)
AC: 22 (-4 Size, -1 Dex, +17 Natural), Touch 5, Flat-footed 22
BAB/Grapple: +15/+40
Attack: 1 bite +24 melee (1d8+13)
Full Attack: 6 bites +24 melee (1d8+13)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab, drain blood, stench, pod denizen
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft., vulnerability, lingering scent, mindless
Saves: Fort. +19, Ref. +5, Will +6
Abilities: Str 37, Dex 9, Con 24, Int -, Wis 11, Cha 9
Skills: -
Feats: -
Environment: Far Realm
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic neutral
Advancement: 21-40HD (Gargantuan); 41-60HD (Colossal)
Level Adjustment: -

This creature is an expansive, tangled growth of thin yellow vines that resemble arteries, slowly pulsing with a languid, blood-like fluid. Fiery red pods with leathery texture sprout like sickly fruits along the vines.

Bloodsippers are said to be normal plants which are subjected to the influences of the Far Realm, usually by growing near a permanent planar gate or by being brought to the plane itself. The mature pods can burst open to reveal a pod denizen, which appears as a tadpole-like appendage with a toothed maw and 4 clawed limbs equidistant around the maw.

Combat
A bloodsipper attacks by using its pod denizens to drain anything it can reach and sense. It usually waits for creatures to step into its occupied space before attacking. Against, attacking creatures beyond its reach, it usually releases pod denizens to deal with them.

Improved Grab (Ex): If a bloodsipper hits with its bite attacks, it can automatically attempt to grapple its victim without provoking an attack of opportunity. If it gets a hold, it can drain blood on its next turn.

Drain Blood (Ex): A bloodsipper deals 1d4 Con damage every round for each bite which has established a grapple hold.

Stench (Ex): As a standard action, a bloodsipper can burst open an immature pod to release a gagging stench to cause all within 40 ft. to become nauseated. Con-based DC 1x fortitude save negates.

Vulnerability (Ex): A bloodsipper is strangely vulnerable to salt. A vial of salt damages it as holy water damages undead (2d4 damage).

Lingering Scent (Ex): A bloodsipper leaves a lingering scent of copper in the air. Creatures with scent ability have their scent range increase by +40 ft. with respect to a bloodsipper.

Pod Denizen (Ex): A bloodsipper can detach a mature pod as a move action. The pod denizen uses the same statistics as the base plant, except that it has 18 hp. A detached pod denizen’s hp is independent of the base plant.

Ecology
Bloodsippers grow from seeds as most plants do, spreading vines in all directions to cover a large area. Unlike most plants, they have no need for sunlight. Instead, they harvest the blood of living creatures for nourishment. They can further propagate by severing the tether of a mature pod, which crawls off as far as it can (usually a few hundred yards) before taking roots.

Converted from MC Annual #4.
#424

zombiegleemax

Mar 09, 2005 2:38:50
Ship of Chaos

Colossal Vehicle; Profession (pilot) +4; Spd fly 90 ft. (good); Overall AC -3; Section hp 120 (hardness 15); Section AC 3; Ram 10d10; Space 300 ft.; Face 300 ft. by 60 ft.; Height 60 ft.; SA breath weapon, entropy field, mounted weapons, ramming prow; SQ immunity to electricity, larvae hull, resistances to acid 15, cold 15 and fire 15, SR 34, space warp, translocational drift, vehicle traits; Crew 10 (plus 480 medium-size soldiers); Cargo 150 tons (Spd fly 75 ft. (good) if 75 tons or more); Cost -.

Entropy Field (Su): The ship generates an entropy field affecting all within 480 yards (1,440 ft.) except those on board. Affected creatures must make a DC 31 will save or be confused for as long as they are in the affected area and 3d4 rounds after. Creatures with chaotic subtype are immune to this effect.

Breath Weapon (Su): 200 ft. cone of force, 20d8 damage, Con-based DC 29 reflex save for half damage. The ship can use its breath weapon simultaneously from its front and back ends as a standard action once every 1d4 rounds.

Ramming Prow (Ex): A ship of chaos takes half damage from ramming attacks it initiates.

Mounted Weapons (Ex): A ship of chaos can be fitted with heavy catapults, light catapults and ballistas. See DMG, p.99 for more information.

Space Warp (Su): The ship can warp itself and everything on board by manipulating space in order to fit through medium-size (5 ft.) portals as a standard action 1/hour. Creatures with chaotic subtype (and their equipment) are not affected by further detrimental effects. Other creatures must make a DC 29 will save or be permanently feebleminded. A successful save renders the creature confused for 2d4 rounds. Regardless of the save results, their equipment and other unattended items are subjected to a disjunctive effect like a Mordenkainen’s disjunction spell (CL20). Creatures with chaotic alignments gain +2 circumstance bonus to save.

Larvae Hull (Su): The hull of the ship is shrouded in illusions. Anyone with trueseeing effect can see the hull as it is - a horrific tapestry of wriggling larvae, raw chaos and tortured spirits. The creature must then make a DC 29 will save or be confused until the trueseeing effect ends. Creatures with evil subtype are immune to this effect.

Translocation Drift (Su): Anyone outside the ship attempting to use translocation effects (e.g. teleport) to board the ship is automatically moved to the prison cells, which normally are shaped like ribcages. This does not affect teleporting off the ship. The prison generates an anti-magic area which affects only transmutation and teleportation effects.

Vehicle Traits: Takes 1/2 damage from ranged weapons smaller than siege weapon category; takes 1/2 damage from acid, electricity, and fire; takes 1/4 damage from cold; immune to all effects that do not work on objects (poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain). Cannot be raised or resurrected, or heal damage, but can be repaired; suffers damage by sections.

Controlling A Ship of Chaos
To control a ship of chaos, the pilot may have to make a profession (pilot) check. A creature with chaotic subtype gains +4 racial bonus on the check to control a ship of chaos. A typical crew includes a babau (captain), a chasme, 8 armanites, 40 dretches/manes and 16 “livestock” (large fiendish monstrous vermin). The final collective profession (pilot) modifier of this trained crew is +17. A control check uses this modifier; it is made to perform the following actions:

- Make a double move (DC 20, part of the move action)
- Move at base speed through a storm (DC 20-30, part of the move action)
- Fire the breath weapons (DC 20, standard action)
- Ram a target (DC 20, full-round action)
- Activate Space Warp ability (DC 25, part of the move action)

See Arms & Equipment Guide (v3.0), p.44 for more information.

Damaging A Ship of Chaos
Attacks directed against the ship target its 10 x 10 ft. sections. A ship of chaos is 300 ft. long and 60 ft. wide, so it has 180 such sections. When a section loses 50% of its hit points, cracks appear and the ship's speed is reduced by 5 ft. (cumulative). When a section loses all of its hit points, it collapses and the ship's speed is cut in half (also cumulative); the adjacent sections take 20 points of collateral damage, potentially spreading the destruction across the ship from round to round (if the other sections were sufficiently damaged). Damaged or destroyed sections can be repaired in time through mundane or magical means, but if all sections are destroyed, the ship itself is destroyed and cannot be repaired.

See Arms & Equipment Guide (v3.0), pp.44-48 for more information.

Tanar’ri-Infused Ship of Chaos
Sometimes, the demonic creators infuse a ship of chaos with the spirit of its demonic pilot. It allows the pilot to control the ship automatically without making control checks. It may still carries a crew that performs minor tasks onboard and operates mounted weapons, but they are not required.

A tanar'ri-fused ship of chaos gains the Intelligence and Wisdom scores of the tanar'ri, as well as its subtypes, alignment, skills, and feats (although it can't use most of the skills and feats). It also gains the ability to communicate telepathically with all creatures within 100 ft.

Option: Planar Sails
Some demons consider the need to find portals a great drawback. Rumors have it that they are seeking the planar sails which allow vehicles to plane shift to another plane. It takes 5 minutes and a DC20 knowledge (planes) check to set up a sail for a particular plane. See Arms & Equipment Guide, p.50 for details.

Habitat/Society
A ship of chaos is usually non-intelligent and thus is found wherever its captain directs. However, some ships are imbued with demonic intelligences, usually due to fusions of the ships with demons. One of the ships created in the abyssal layer of Twelvetrees was rumored to be fused with the spirit of a vrock. This ship reportedly fled from the Doomguard’s Citadel Exhalus, presumably back to the Abyss. Its current location is unknown. Some say that the Dark Eight have commissioned a pit fiend to look into the matter. Another ship was thought to be wrecked in the Underdark of Abeir-Toril. Recent sightings of it in the plane of shadow and the Plains of Infinite Portals concur that 3 drow and a draegloth run the ship. Rumors link the event to a cryptic “Silence of Lolth”.

:whatsthis Note: The ship of chaos is built based on planar sailer (PLH, p.74), warship and longship (AEG, pp.52-54). A ship might even be equipped with animated ballista (Dungeon #92, p.42).

Converted from In The Abyss.
#425

weenie

Mar 10, 2005 9:48:48
Right then, I completely rewrote the tome guardian. Again. Sorry about all the confusion.

Here are the remaining two creatures from the MCA3

ARCANE HEAD
Tiny Undead (Extraplanar)
Hit Dice:
2d12 (13 hp)
Initiative: +2
Speed: Fly 40 ft. (perfect)
Armor Class: 17 (+2 size, +2 Dex, +3 natural)
BAB/Grapple: +1/-6
Attack: Bite +4 melee (1d4+1)
Full Attack: Bite +4 melee (1d4+1)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Stunning attack
Special Qualities: Darkvision 60 ft., fast healing 2, gate, undead traits
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 12, Dex 15, Con - , Int 10, Wis 12, Cha 6
Skills: Hide +10, Knowledge (the planes) +2, Listen +4, Spot +4
Feats: Alertness
Environment: Region of Dreams
Organization: Flock (8-16)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: —

The eyes of the floating human head are empty and white, and a supernatural glow surrounds it. Its teeth seem much sharper than normal, and its neck has been sewn shut where it has been severed from the body. The only sound it makes is a low, pathetic moan and the griding of its teeth. A trail of mystical patterns is left behind the flying abomination.

Arcane heads are made from the severed heads of wanderers whose physical bodies died in the Region of Dreams. They are animated by evil shamans and used as guardians or interplanar travel aides. An arcane head can be animated from a humanoid corpse by using the create undead spell.
A flock of thirteen arcane heads serves Mullonga, the dreaded aboriginal witch of the Nightmare Court. They roam the remote dreamscapes in search of unfortunate wanderers to capture for Mullonga's experiments.
An arcane head does not speak, but understands commands issued by its master.

COMBAT
Arcane heads circle their prey, attacking in flanking pairs, then darting back to heal any damage. If a stunning attack succeeds, all the other heads rush in to bite. If this pack strategy doesn't tire out the opponent, the heads usually lose patience and try to swarm over it.

Gate (Sp): Six or more arcane heads working together for one minute can trace a magical pattern in the air that functions as a gate spell, except that it can be used for planar travel only (not for calling creatures). Caster level 20th.

Stunning Attack (Su): An arcane head that makes a charge attack can bash the target to inflict 2d4+1 points of bludgeoning damage. If the attack damages the target, it must mak a Will save (DC 11) or be stunned for 1d4+1 rounds. The save DC is Charisma-based and inculdes a +2 racial modifier.

- Mullonga, female human (planar) Sorcerer 13; HD 13d4+16 (50 hp); Init +2; Spd 30 ft.; AC 18 (+2 Dex, +4 natural, +2 armor), touch 12, flat-footed 16; BAB +6; Grap +5; Atk +6 melee (1d6-1, staff); Full Atk +6 melee (1d6-1, staff); SV Fort +5, Ref +6, Will +13; AL NE; Str 8, Dex 15, Con 12, Int 17, Wis 17, Cha 18.
Skills: Bluff +15, Concentration +16, Craft (alchemy) +13, Intimidate +9, Knowledge (arcane +16, nature +4), Lucid Dreaming +16, Sense Motive +8, Spellcraft +15.
Feats: Craft Contingent Spell, Endurance, Extend Spell, Heighten Spell, Iron Will, Toughness.
Possessions: amulet of natural armor +4, aroma of dreams* (2 bottles), staff of entrapment*, wand of dispel magic (caster level 7th), leather armor.
* see Complete Arcane
Spells (6/7/7/7/7/6/4 per day, save DC 14 + spell level; 10% arcane spell failure chance): 0 - arcane mark, detect magic, detect poison, ghost sound, mage hand, mending, open/lock, read magic, resistance; 1st - comprehend languages, ray of enfeeblement, shield, sleep, unseen servvant; 2nd - alter self, command undead, detect thoughts, invisibility, touch of idiocy; 3rd - major image, protection from energy, suggestion, slow; 4th - crushing despair, fear, phantasmal killer, shadow conjuration; 5th - dismissal, dream, nightmare; 6th - create undead, mislead.
Description: A hunched, leathery, brown-skinned crone dressed in animal skins and carrying a gnarled staff. Her eyes are clear and deep, peering out from the wrinkled folds of her dark skin.
Personality: She thrives on fear and apprehension. her dreamscapes are sinister, foreboding places, often devoid of all other inhabitants.
The Chant: Mullhonga can be found in the City of Nod within the Region of Dreams, specifically in the section known as the Ghettoes. From there she pulls the strings of her many test subjects, manipulating them so that they face the source of their deepest fears within the dreamscapes. Among her favorite tools are the arcane heads.
________________

HOUND OF ILL-OMEN
Medium Outsider (Extraplanar, Incorporeal)
Hit Dice:
2d8+4 (13 hp)
Initiative: +2
Speed: 60 ft.
Armor Class: 18 (+2 Dex, +4 natural, +2 deflection), touch 14, flat-footed 16
Base Attack/Grapple: +2/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Howling curse
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., focused existence, incorporeal traits, natural invisibility
Saves: Fort +5, Ref +5, Will +4
Abilities: Str — , Dex 15, Con 15, Int 3, Wis 12, Cha 14
Skills: Knowledge (religion) +1, Listen +8, Spot +8, Survival +6 (+14 tracking)
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 6
Advancement: —
Level Adjustment: —

You hear a long, sorrowfull howl that fills you with dread. One of your companions screams and points toward the top of a small mound, but you see nothing there.

The hound of ill-omen is one of the many beasts that the Powers use to punish mortals who have offended them in some way. Its appearance normally portends the death of the viewer, although there have been a few mortals who claimed to have survived such an encounter with their deity’s agent of doom.
Some sages believe that the hound is not an actual creature but rather a manifestation of the will of the deity. There is, unfortunately, small chance of putting the matter to a test.
A hound of ill-omen never appears to punish a mortal for a minor transgression against a Power. Its appearance indicates a major transgression on the part of the subject creature that needs to be addressed by the direct involvement of the deity's servants.
Hounds of ill-omen do not speak.

COMBAT
A hound of ill-omen does not attack its chosen individual directly. Instead, it simply appears within a ghostly haze before the individual and uses its howling curse once. Regardless of whether the target creature is affected or not, the hound turns away and slowly pads off, possibly returning once the curse has been dealt with to repeat the attack.
If a hound of ill-omen is slain, it reforms on its deity’s home plane in 1d4 days. It is rarely assigned to the same task again - the power usually sends a more powerful servant instead (a celestial, fiend, or inevitable of CR equal to the target's level +4)

Focused Existence (Ex): A hound of ill-omen is closely connected to the intended target of its deity's vengeance. This target creature ignores the hound's incorporeal traits entirely, including the miss chance, deflection AC bonuses, and silent movement. Also, the hound's natural invisibility has no effect on the target creature.
All creatures that manage to harm the hound of ill-omen (whether using see invisibility and attacking physically, or by blindly directing area effect spells) become included in the hound's focus - they share the fate of the original intended target, becoming vulnerable to its howling curse and able to see and affect the hound normally.

Howling Curse (Su): Once per day, a hound of ill-omen can deliver the vengeful curse of its divine power through a howl. All creatures within 120 feet can hear the howling, and those who can both see and hear the hound (usually only the intended individual; see Focused Existence above) are subject to its terrible effects. If a creature fails a DC 19 Will saving throw, it falls under a curse that causes the next 1d10 wounds suffered to cause four times their normal damage. Until all 1d10 wounds have been inflicted, no healing magic of any kind functions for the affected creature (but natural healing still works). Intentionally inflicting wounds to quickly "burn out" the curse does not work. The save DC is Charisma-based and includes a +6 racial bonus.
The howling curse is difficult to remove: a break enchantment or remove curse spell reduces the number of wounds by one, and a limited wish, wish, or miracle can remove the curse entirely, but there is a 50% chance that even such powerful magic will fail.

Incorporeal Traits: Cannot be harmed by nonmagical weapons, and has a 50% chance to ignore any damage from any corporeal source (including magical weapons), except for force effects or attacks made with ghost touch weapons. Can pass through solid objects, but not force effects, at will. Its natural attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. Always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

Natural Invisibility (Su): This ability is constant, allowing a hound of ill-omen to remain constantly invisible. This ability is inherent and not subject to the invisibility purge spell. However, the hound's target creature (see Focused Existence above) ignores its natural invisibility and can see the hound normally.

Skills: A hound of ill-omen has a +8 racial bonus on Survival checks made to track a creature.
#426

weenie

Mar 10, 2005 10:06:08
Nice to see you managed to tackle the ship of chaos after all. Just a few comments.

1) Power level. Ships of Chaos are supposed to be major players in the Blood War, there are less than a dozen of them in existence IIRC... So why can a couple of pit fiends take down one of these? I suggest you up the HD, elemental and spell resistances, and add a major destructive effect that would make the time and money invested in the creation pay off.

2) Dex 24 for a 300-ft. wide behemoth? Hmmm...

3) I'm not too sure on how Face/Reach works with large vehicles, but are you sure it takes up a mere 30/ft. square? Maybe a blank ("—") would suffice there?

4) 1,440 ft. range... why not round down to 1,400 or up to 1,500?

5) 4d8 force damage? A pack of vrocks could almost do better with their Dance of Ruin number... see 1)

6) Mounted Weapons: A suggestion (converted from an old Dragon) -

Fist of Graz’zt: This tanar’ri weapon looks like a small silver bombard, usually fixed on a tripod or mount, but sometimes steadied on the shoulder of a sturdy fiend (only creatures of size Huge or larger can carry this weapon around). It fires a large bullet of stone, and each missile fired counts as a chaos-aligned, evil-aligned, silvered weapon the purpose of penetrating damage reduction. The fist of Graz'zt is extremely useful in destroying fortifications – its attacks ignore all hardness of target objects.
The fist can fire three times before reloading is required; reloading the fist is a full-round action.
The size of this weapon makes it hard for most creatures to aim it; thus, a Medium creature takes a -4 penalty on attack rolls with the fist, and a Small creature takes a –6 penalty. It takes a creature smaller than size Large two full-round actions to reload the fist after firing.
A fist of Graz'zt takes up a space 5 ft. across.
Cost 2,000 gp; damage 3d8/19-20 (see above); range increment 120 ft.; Crew: 1.

7) Space Warp: I'd drop the cheesy fits-through-five-ft.-portal thing. If it portals to Sigil, should the Lady flay it or maze it? Let it plane shift a couple of times per day instead, and include the feeblemind effect for non-tanar'ri when it does. Also, I don't like faction save bonuses... why not give +2 to chaotic creatures instead.

8) Did those FR novels really mention drow agents running of with a Ship of Chaos?! I had no idea... I should really try reading FR sometimes.
#427

BOZ

Mar 10, 2005 19:58:38
FYI if you were interested, to give you some updates from the Creature Catalog...

We've finished, but not yet posted, a version of the T'uen-rin, and are about to start on the Balaena. We have added our own version of the following creatures in 3.5 format:
Noctral
Shimmering Wra(i)th

And these older conversions in 3.0 format:
Baku
Celestial (Agathion, Light Aasimon)
Eyewing
Dragon, Adamantite
Lamassu, Celestial
Nic'Epona
Opinicus
Terithran
Tween


Note that Pazrael (aka Pazuzu) was in the latest issue of Dragon magazine.

You've put a hell of a lot of work into this thread, and for that I tip my hat to you.
#428

zombiegleemax

Mar 11, 2005 1:28:32
1. Well, mainly because a ship is usually not empty. There are probably some balors flying around it in a Blood War battlefield. The typical crew is basically the setup for Into the Abyss module. The payoff is really the large area effect for its entropy field. The HD is based off the living astral ship (8d10 + 1d10 per 10 ft. of length). Resistance increased to 15.

2. Yeah, I'd reduce the Dex...

3. Yes, its space (as with living astral ship) is 30 ft. But the reach should be shorter, 10 ft.

4. Just trying to stick to the original text - 480 yds.

5. Hmm.. right, I'd up the BW damage... probably to a wyrm breath weapon.

6. Nice... but one thing. Isn't Graz'zt opposed to the Blood War? If the ship is built for the war, I doubt he'd add his arsenal to it. But of course, you can have some rogue agents of Graz'zt... Which reminds me, didn't that Dragon magazine have a tanar'ri fortress creature?

7. Again, I'm trying to stick to the text if possible. I suppose it won't matter too much if I extend the save bonus to other chaotic creatures instead of just the factions. But the planeshift is something I'm not so sure about. The ship of chaos was specifically stated that it cannot planeshift. It must use portals. I suppose its entry into Sigil might be treated as a Blood War spillover... and its entropy field would almost mean it's not welcomed. The Lady might flay or maze it, I dunno. No ship ever made it into Sigil thus far...

8. Yes, When Lolth went silent, a group of drows from Mezoberranzwhatsthename (the drow city Driz'zt came from) recovered a ship of chaos lost in the Underdark. The captain was a uridezu. They sailed it through the plane of shadows into the Plains of Infinite Portals and then went from there into Demonweb Pits to find it... empty. This is covered over 2 books in the War of the Spider Queen series, I think. Interesting plot.

BOZ - Thanks, I've updated the index on page 1 for the v3.5 creatures.

Edit: I have added the planar tracking feat to the spectral hound on page 9.
#429

zombiegleemax

Mar 11, 2005 1:53:55
Brood Gibberling
Medium Outsider (Extraplanar, Chaotic)

Hit Dice: 6d8+12 (39 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 18 (+3 Dex, +5 Natural), Touch 13, Flat-footed 15
BAB/Grapple: +6/+8
Attack: 1 bite +10 melee (1d4+3 plus gibber slug) or 1 spit +9 range (1d4 plus gibber slug)
Full Attack: 1 bite +10 melee (1d4+3 plus gibber slug) or 1 spit +9 range (1d4 plus gibber slug)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibber slug
Special Qualities: Darkvision 60 ft., control spawn, gate-dependent
Saves: Fort. +7, Ref. +8, Will +6
Abilities: Str 14, Dex 16, Con 15, Int 12, Wis 13, Cha 9
Skills: Escape Artist +12, Hide +12, Intimidate +8, Listen +10, Move Silently +12, Sense Motive +10, Spot +10, Survival +10, Tumble +12
Feats: Improved Initiative, Weapon Focus (Bite), Ability Focus (Gibber Slug), Weapon Finesse (B)
Environment: Far Realm
Organization: Solitary or clan (with 3d6 gibberlings)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 7-12HD (Medium)
Level Adjustment: -

This creature is a grayish, pale, deformed humanoid with slavering maw and manes of filthy black hair. Its skin visibly moves as small creatures skitter beneath its skin.

Brood gibberlings are the progenitors of gibberlings (see Monsters of Faerûn). They spawn by altering humanoids with gibber slugs within their bodies. Brood gibberlings arrived in other planes by incautious exploration of portals. They are suspected to have form mutations back in the Far Realm. Away from their home plane, they sometimes lead clans of gibberlings, which may cooperate, fight or even convert other clans.

Combat
A brood gibberling often attacks by injecting gibber slugs into its victims in order to turn them into gibberlings.

Gibber Slug (Ex): When a bite or spit hits, a humanoid must make a Con-based DC 17 fortitude save or a gibber slug worms its way into his body. A slug can be killed by applying fire to the point of entry (1d4 fire damage) within 1 round. Eating a darkscape mushroom, which grows only in the Far Realm, also kills the slug. Thereafter, the slug bores its way within the body towards the brain, dealing 1d4 Con damage per round. It reaches the brain in 1d6+5 rounds. Once it reaches and digests the brain, the victim falls into a nightmarish sleep in which he gibbers constantly and cannot be roused except by a wish or a miracle spell. In 1d20+4 hours, a full grown gibberling emerges from the husk of skin left behind. It immediately attacks any non-gibberling or flees to seek its own kind if exposed to bright light.

Control Spawn (Su): A brood gibberling can control any gibberling it has personally created as a free action at will.

Gate-Dependent (Ex): When away from their home plane, a brood gibberling must stay within 500 ft. of a planar gate to the Far Realm. Otherwise, it takes 1d8 Con damage per day and dies off eventually.

Converted from MC Annual #4.
#430

zombiegleemax

Mar 11, 2005 1:57:20
Hound of Law
Small Aberration (Air, Shapechanger)

Hit Dice: 9d8+0 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 29 (+1 Size, +9 Dex, +9 Deflection), Touch 29, Flat-footed 20
BAB/Grapple: +6/-3
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite chaos
Special Qualities: Darkvision 60 ft., alternate form, spell-like abilities, spell immunity, natural invisibility, scent, DR 5/chaotic
Saves: Fort. +3, Ref. +12, Will +9
Abilities: Str 1, Dex 28, Con 11, Int 10, Wis 16, Cha 14
Skills: Listen +12, Spot +12, Survival +13
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Track (B), Planar Tracking (B)
Environment: Any land
Organization: Solitary or pack (1d6+1)
Challenge Rating: 7
Treasure: None
Alignment: Usually lawful neutral
Advancement: 10-18HD (Small)
Level Adjustment: -

The faintly luminous sphere buzzes with vibrations, before assuming the form of a trim, muscular hound.

The hounds of law are a form of will-o’-wisps used by the wind dukes (see OA Web Enhancement) as trackers, guardians and messengers. They are found only in the company of the vaati. Lone hounds are almost always performing some mission for their masters, who may be nearby. They are said to come from a breeding program developed by the vaati. The few hounds bred by vaati wanderers (wendeam) are lawful good instead. They speak Vaati and Auran.

Combat
A hound of law has no attack in its true form and must shape form to gain melee attacks. If overmatched, it turns invisible and flees.

Alternate Form (Su): A hound of law can wild shape into a small or medium animal at will with no limit on duration as a free action. The animal cannot have more HD than the hound of law has. Otherwise, this ability is similar to polymorph spell. The most preferred animal is a riding dog, which allows it to go about its mission unobtrusively. As a riding dog, it has the following changes –

Medium animal, AC 21 (+2 Dex, +9 deflection), Atk/Full Atk 1 bite +8 melee (1d6+3), Fort. +5, Ref. +5, Will +9, Str 15, Dex 15, Con 15.

Spell-like Abilities (Sp): At will – greater teleport (self + 50 lbs), plane shift (self + 50 lbs, Astral and Ethereal only). CL9, Cha-based DC 12 + spell level.

Natural Invisibility (Ex): In its non-animal form, a hound of law can extinguish its light, effectively becoming invisible at will.

Smite Chaos (Su): A hound of law may add its Cha bonus (+2) to any 1 attack roll against a chaotic creature which deals extra damage of 1 point per HD (+9) 3/day.

Spell Immunity (Su): A hound of law is immune to all spells and spell-like abilities which allow spell resistance, except for protection from law, magic missile, maze and any spells which wards off lawful creatures.

Racial Skills: A hound of law gains +8 racial bonus on survival checks when tracking.

Planar Tracking [General]
You can follow tracks across planes, including the featureless Astral Plane. In addition, you can determine the destination of a creature using translocation effects.
Prerequisites: Knowledge (planes) 5 ranks, spellcraft 5 ranks, survival 10 ranks, track feat.
Benefit: You can attempt to track a creature even in featureless voids like the Astral Plane (base survival DC 25). Furthermore, when standing at the place of departure from which a creature teleports (or uses like effects), you can determine the destination with a successful DC 30 survival check. If you have your own means of teleportation, you can teleport there as if you had seen the place once.

Converted from MC Annual #4 and The Rod of Seven Parts.
#431

weenie

Mar 12, 2005 7:00:02
More on the Ship of Chaos: If the entry above represents a ship when it is not fused with a tanar'ri spirit (judging for the lack of Int, skills, and feats), then it should have vehicle statistics, since it's incapable of acting on its own.

Space Warp: Does a successful save negate the disjunction effect?

Reach makes no sense for a creature w/out a melee attack form.

According to the vehicle rules in the Arms & Equipment Guide, ram attacks do not require attack rolls, so they cannot score critical hits... I'd drop the x3 multiplier then.
Also, the ship should have hardness instead of DR... Mithral plating grants hardness 15, and adamantine grants hardness 20, so that would effectively overlap with the DR.

Here's a repost of your Ship of Chaos, with incorporated vehicle rules from Arms & Equipment. I hope you don't mind? See if you want to include any changes in your above post, and I'll delete this one in a few days, OK?



Edit: BTW, I finished the post with the "lesser" creatures from the Appendix of PSMC3 a few pages back (pg. 13). They're all in now. Here's the link.
#432

zombiegleemax

Mar 14, 2005 4:21:25
Hmm... ok, I'd make a vehicle then. I'd use the spirit fuse as an integrated pilot instead of turning the whole thing into a construct. One reason is that creatures have no facing in v3.5 and a colossal one occupies only 30 ft. But vehicles still retain their facing apparently (see PLH).

I have clarified space warp. The save is only for feeblemind/confusion effect. The disjunction is a separate one. Will negates as per spell for each item. I also changed some stats from your vehicle by comparing with warship, longship and planar sailer...

URLs to other wizards.com pages are not scrambled. I have updated the index on page 1.
#433

zombiegleemax

Mar 14, 2005 4:24:13
Demon, Spyder-Fiend

The spyder-fiends are a subrace of tanar’ri that serves the Queen of Chaos. They are believed to be the spawn of the Queen and Miska the Wolf-Spider, which serves as the queen’s lover and general. Most spyder-fiends combine the worst attributes of wolves and spiders, having lupine heads with spider bodies. Less intelligent spyder-fiends are bloodthirsty and animalistic.

Habitat/Society
Spyder-fiends are the primary residents of the Steaming Fen, an abyssal layer of salt marshes and turbulent oceans. The layer is studded with rock outcrops, some of which are covered with jungles. The entire layer smells of decay and the air is thick with stinging insects and the ground is filled with crawling vermin. The spyder-fiends pay homage to the Queen of Chaos, who rules this layer. Most spyder-fiends encountered elsewhere are either on some mission sent by the Queen of Chaos or have stumbled through a gate accidentally.

Ecology
Spyder-fiends eat anything they can catch, consuming the prey alive. More powerful spyder-fiends draw sustenance from fear and life-force of their prey as well. Like many demons, the weaker spyder-fiends serve as prey for the more powerful ones. They have little to fear on their home layer, except for occasional hunting parties of yugoloths and balors.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/spyder-fiends.gif)

#434

zombiegleemax

Mar 14, 2005 4:25:00
Spyder-Fiend, Kakkuu
Medium Outsider (Extraplanar, Chaotic, Evil, Tanar'ri)

Hit Dice: 4d8+8 (26 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 19 (+3 Dex, +6 Natural), Touch 13, Flat-footed 16
BAB/Grapple: +4/+7
Attack: 1 bite +8 melee (1d6+4 plus poison)
Full Attack: 1 bite +8 melee (1d6+4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, summon demon
Special Qualities: Darkvision 60 ft., telepathy 100 ft., immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, DR 5/cold iron or good, SR11
Saves: Fort. +6, Ref. +7, Will +5
Abilities: Str 17, Dex 16, Con 15, Int 4, Wis 12, Cha 9
Skills: Climb +11, Hide +14, Intimidate +6, Listen +8, Move Silently +10, Spot +8
Feats: Improved Initiative, Weapon Focus (Bite)
Environment: Abyss (Steaming Fen)
Organization: Solitary or clutch (1d4+1)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8HD (Medium); 9-12HD (Large)
Level Adjustment: -

This creature has a bloated spider body and a mangy, filthy wolf head.

The kakkuu (pronounced Kah-KOO) are the weakest of all spyder-fiends. They serve as the ranks and files of the armies of the Queen of Chaos. They are bloodthirsty and animalistic, communicating by fierce snarls, barks and howls. They do not speak any formal language. Other demons command them via telepathy. Due to their limited intelligence, telepathic contact is usually not very meaningful. A kakkuu weighs about 300 lbs.

Combat
When left on their own, kakkuu behave very much like huge spiders, hiding and lying in wait for prey. Kakkuu seldom harass each other, but they attack anything that isn’t larger than themselves. They avoid other obviously more powerful fiends. If commanded by a more intelligent demon, they might hunt and fight cooperatively, much as do wolves.

Poison (Ex): Bite, initial damage 1d4 Dex, secondary damage 1d4 Dex and unconsciousness for 2d4 hours. Con-based DC 14 fortitude save negates.

Web (Ex): A spyder-fiend can use its web to suspend itself in mid-air and drop on an unsuspecting prey (-4 penalty on spot checks). A silk strand is strong enough to hold the spyder-fiend and a prey of its size. It also uses its silk to bind an unconscious prey as a standard action. If the prey becomes conscious, it can attempt a Con-based DC 14 escape artist check or Con-based DC 18 Strength check to break free. The DC for Strength check has +4 racial bonus. It lays sheets of webbing to ensnare prey, requiring a DC 20 spot check to notice.

A kakkuu does not throw its web like monstrous spiders. Instead, it creates and lowers a sticky globe which it swings like a pendulum. The swing covers a straight line of up to 25 ft. The first creature in the path must make a Con-based DC 14 reflex save or become entangled and reeled in 40 ft. per round (up to 500 lbs) by the kakkuu as a standard action.

Summon Demon (Sp): A kakkuu can summon 1d4 kakkuu 1/day with 35% chance of success. This is equivalent to a 3rd level spell.

Racial Skills: A spyder-fiend has +4 racial bonus on hide checks and +8 on climb checks. It has an additional +4 circumstance bonus on hide checks when hiding in forest and jungle terrains.

Converted from MC Annual #4 (pp.76-80) and The Rod of Seven Parts.

:fight!:


Spyder-Fiend, Spithriku
Medium Outsider (Extraplanar, Chaotic, Evil, Tanar'ri)

Hit Dice: 8d8+32 (68 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 20 (+3 Dex, +7 Natural), Touch 13, Flat-footed 17
BAB/Grapple: +8/+12
Attack: 1 bite +13 melee (1d8+6 plus poison)
Full Attack: 1 bite +13 melee (1d8+6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, summon demon, spell-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., telepathy 100 ft., immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, DR 10/cold iron or good, SR14
Saves: Fort. +10, Ref. +9, Will +7
Abilities: Str 19, Dex 16, Con 18, Int 10, Wis 13, Cha 11
Skills: Climb +13, Concentration +14, Diplomacy +13, Hide +18, Intimidate +11, Listen +12, Move Silently +14, Sense Motive +12, Spot +12
Feats: Ability Focus (Poison), Improved Initiative, Weapon Focus (Bite)
Environment: Abyss (Steaming Fen)
Organization: Solitary or pack (2d4 kakkuu)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16HD (Medium); 17-24HD (Large)
Level Adjustment: -

This creature has a bloated spider body and a mangy, filthy wolf head. A pair of hairy pedipalps (leg-like appendages) extends from the base of its neck.

The spithriku serve as the primary servants and messengers of the Queen of Chaos. They are essentially larger versions of kakkuu, a fact which they resent being reminded of. The pedipalps (leg-like appendages) cannot manipulate objects, but serves to detect vibration. They are just as bloodthirsty as the kakkuu, but are intelligent enough to communicate via telepathy. They do not speak, but can voice all manners of snarls and howls of the kakkuu. A spithriku weighs about 350 lbs.

Combat
The greater intelligence of spithriku allows them to use better tactics than kakkuu. They typically attack with darkness spells. After moving into melee range via teleport, half of them attack from one direction, while the other half use fear or web to engage the prey.

Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage 1d6 Dex and unconsciousness for 2d4 hours. Con-based DC 20 fortitude save negates.

Web (Ex): A spyder-fiend can use its web to suspend itself in mid-air and drop on an unsuspecting prey (-4 penalty on spot checks). A silk strand is strong enough to hold the spyder-fiend and a prey of its size. It also uses its silk to bind an unconscious prey as a standard action. If the prey becomes conscious, it can attempt a Con-based DC 18 escape artist check or Con-based DC 22 Strength check to break free. The DC for Strength check has +4 racial bonus. A spyder-fiend does not throw its web like monstrous spiders. It however lays sheets of webbing to ensnare prey, requiring a DC 20 spot check to notice.

This spyder-fiend can throw a web 8/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 up to one size category larger than the spider. An entangled creature can escape with a successful escape artist check or burst it with a Strength check. (DC as above)

Summon Demon (Sp): A spithriku can summon 1d4 spithriku or 2d4 kakkuu 1/day with 40% chance of success. This is equivalent to a 4th level spell.

Spell-like Abilities (Sp): At will – fear, darkness, greater teleport (self + 50 lbs); 3/day – telekinesis. CL7, Cha-based DC 10 + spell level.

Racial Skills: A spyder-fiend has +4 racial bonus on hide checks and +8 on climb checks. It has an additional +4 circumstance bonus on hide checks when hiding in forest and jungle terrains.

Habitat/Society
Many spithriku prefer to haunt the lairs of more power demons, fawning over their masters and hopping for advancement. As demons, they do not hesitate to turn against their superiors in a moment of weakness. Others roam the abyssal layer, sometimes leading packs of kakkuu to hunt in other abyssal layers and other planes.

Converted from MC Annual #4 (pp.76-80) and The Rod of Seven Parts.
#435

zombiegleemax

Mar 14, 2005 4:26:15
Spyder-Fiend, Phisarazu
Large Outsider (Extraplanar, Chaotic, Evil, Tanar'ri)

Hit Dice: 12d8+72 (126 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 22 (-1 Size, +3 Dex, +10 Natural), Touch 12, Flat-footed 19
BAB/Grapple: +12/+23
Attack: 1 primary +1 morning star +19 melee (2d6+8) or 1 bite +19 melee (1d8+7 plus poison)
Full Attack: 1 primary +1 morning star +15/+10/+5 melee (2d6+8) and 1 secondary +1 morning star +15 melee (2d6+8) and 1 bite +17 melee (1d8+3 plus poison); or 2 claws +18 melee (1d4+7) and 1 bite +17 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web, summon demon, spell-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 40 ft., telepathy 100 ft., immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, DR 10/ good, SR18
Saves: Fort. +14, Ref. +11, Will +10
Abilities: Str 25, Dex 17, Con 22, Int 14, Wis 15, Cha 14
Skills: Bluff +17, Climb +16, Concentration +21, Diplomacy +18, Hide +18, Intimidate +19, Knowledge (Planes) +9, Listen +17, Move Silently +18, Search +10, Sense Motive +17, Spot +17
Feats: Ability Focus (Poison), Improved Initiative, Multiattack, Two-Weapon Fighting, Weapon Focus (Bite)
Environment: Abyss (Steaming Fen)
Organization: Solitary or war-party (2d4)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24HD (Large); 25-36HD (Huge)
Level Adjustment: -

This repulsive creature has a gross spider body covered with stiff, wiry hair and a scruffy wolf head. Two pale humanoid arms sprout from the base of its neck and a craggy line of lumps runs down the back to its abdomen. Its coat is black with greenish or bluish tints.

Phisarazu speak Common and Abyssal, though their conversation is often punctuated by panting and growling. They can also speak the snarling, feral language of kakkuu. A phisarazu weighs about 450 lbs.

Combat
Phisarazu often use weapons, preferring scimitars and morning stars. They typically also carry short bows or crossbows. They are proficient with all simple and martial weapons. They love ambushes, using darkness and invisibility to great effect. They sometimes even use alter self to become kakkuu or spithriku so as to lure their prey into a false sense of security.

Poison (Ex): Bite, initial damage 1d8 Dex, secondary damage 1d8 Dex and unconsciousness for 2d6 hours. Con-based DC 24 fortitude save negates.

Web (Ex): A spyder-fiend can use its web to suspend itself in mid-air and drop on an unsuspecting prey (-4 penalty on spot checks). A silk strand is strong enough to hold the spyder-fiend and a prey of its size. It also uses its silk to bind an unconscious prey as a standard action. If the prey becomes conscious, it can attempt a Con-based DC 22 escape artist check or Con-based DC 26 Strength check to break free. The DC for Strength check has +4 racial bonus. A spyder-fiend does not throw its web like monstrous spiders. It however lays sheets of webbing to ensnare prey, requiring a DC 20 spot check to notice.

This spyder-fiend can throw a web 8/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 up to one size category larger than the spider. An entangled creature can escape with a successful escape artist check or burst it with a Strength check. (DC as above) Its web further affects creatures caught within the area with a glitterdust spell, blinding and revealing invisible creatures. The latter effect is a supernatural ability.

Summon Demon (Sp): A spithriku can summon 1 phisarazu, 1d4 spithriku or 2d6 kakkuu 1/day with 50% chance of success. This is equivalent to a 5th level spell.

Spell-like Abilities (Sp): At will – alter self (arachnid forms only), fear, darkness, greater teleport (self + 50 lbs), invisibility; 3/day – telekinesis, mirror image, unholy blight. CL11, Cha-based DC 12 + spell level.

Racial Skills: A spyder-fiend has +4 racial bonus on hide checks and +8 on climb checks. It has an additional +4 circumstance bonus on hide checks when hiding in forest and jungle terrains.

Habitat/Society
Phisarazu resent anything less loathsome than themselves, which is just about everything and delight in tormenting weaker creatures. Most other creatures are simply enemies or potential victims. They sometimes lead pack of kakkuu when the mission is beyond the capacity of the less intelligent spithriku. The rare contributions of the Queen of Chaos to the Blood War usually consist of lightning raids by mobs of phisarazu. Other demon lords sometimes bargain with the Queen to acquire phisarazu guards, which are valued for their ability to detect invisible foes.

Converted from MC Annual #4 (pp.76-80) and The Rod of Seven Parts.

:fight!:


Spyder-Fiend, Lycosidilith
Large Outsider (Extraplanar, Chaotic, Evil, Tanar'ri)

Hit Dice: 16d8+112 (184 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 26 (-1 Size, +4 Dex, +13 Natural), Touch 13, Flat-footed 22
BAB/Grapple: +16/+28
Attack: 1 primary +1 scimitar +24 melee (1d8+9) or 1 bite +24 melee (1d8+8 plus poison)
Full Attack: 1 primary +1 scimitar +20/+15/+10/+5 melee (1d8+9/18-20) and 1 secondary +1 scimitar +20/+15 melee (1d8+9/18-20) and 1 bite +22 melee (1d8+4 plus poison); or 2 claws +23 melee (1d6+8) and 1 bite +22 melee (1d8+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web, summon demon, spell-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 50 ft., telepathy 100 ft., tongues, immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, DR 10/cold iron and good, SR 22
Saves: Fort. +17, Ref. +14, Will +12
Abilities: Str 27, Dex 18, Con 24, Int 16, Wis 15, Cha 18
Skills: Bluff +22, Climb +17, Concentration +25, Diplomacy +24, Disguise +16, Hide +23, Intimidate +21, Knowledge (planes) +12, Listen +21, Move Silently +23, Search +13, Sense Motive +19, Spot +21, Tumble +19
Feats: Improved Initiative, Multiattack, Power Attack, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus (Bite)
Environment: Abyss (Steaming Fen)
Organization: Solitary or pack (3d4 spithriku or 1d4 hezrou)
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 17-32HD (Large); 33-48HD (Huge)
Level Adjustment: -

This creature has a sleek, hairless spider body covered with chitinous plates. The wolf head is furry and backed by bony plates. It is greenish-blue with yellow, black and orange speckles, spots or rings. Two robust humanoid arms sprout from the base of its neck.

Lycosidiliths are the personal guards and servants of the Queen of Chaos. The queen also uses them as ambassadors and for other missions requiring subtlety and tact. They have pleasant voices that belie their monstrous appearances. They can speak the feral language of kakkuu. A lycosidilith weighs about 400 lbs.

Combat
Lycosidiliths favor using scimitars and morning stars, although some prefer easily concealed weapons like short swords. They are proficient with simple and martial weapons. Their tactics are similar to phisarazu, but since they can polymorph, they may appear as humans or other normal animals instead.

Poison (Ex): Bite, initial damage 1d8 Dex, secondary damage 1d8 Dex, 1d6 Con and unconsciousness for 2d6 hours. Con-based DC 24 fortitude save negates.

Web (Ex): A spyder-fiend can use its web to suspend itself in mid-air and drop on an unsuspecting prey (-4 penalty on spot checks). A silk strand is strong enough to hold the spyder-fiend and a prey of its size. It also uses its silk to bind an unconscious prey as a standard action. If the prey becomes conscious, it can attempt a Con-based DC 24 escape artist check or Con-based DC 28 Strength check to break free. The DC for Strength check has +4 racial bonus. A spyder-fiend does not throw its web like monstrous spiders. It however lays sheets of webbing to ensnare prey, requiring a DC 20 spot check to notice.

This spyder-fiend can throw a web 8/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 up to one size category larger than the spider. An entangled creature can escape with a successful escape artist check or burst it with a Strength check. (DC as above) Its web further affects creatures caught within the area with a glitterdust spell, blinding and revealing invisible creatures. The latter effect is a supernatural ability.

Summon Demon (Sp): A spithriku can summon 1 lycosidilith, 1d4 phisarazu, 2d4 spithriku or 2d10 kakkuu 1/day with 60% chance of success. This is equivalent to a 5th level spell.

Spell-like Abilities (Sp): At will – alter self (arachnid forms only), fear, darkness, greater teleport (self + 50 lbs), invisibility, telekinesis; 3/day – polymorph, mirror image, unholy blight. CL14, Cha-based DC 14 + spell level.

Tongues (Su): A lycosidilith is constantly under the effects of a tongues spell.

Racial Skills: A spyder-fiend has +4 racial bonus on hide checks and +8 on climb checks. It has an additional +4 circumstance bonus on hide checks when hiding in forest and jungle terrains.

Habitat/Society
There is great rivalry between phisarazu and lycosidiliths. The former resent the lycosidilith’s greater status, intelligence and more refined appearance, while the latter regard the more numerous phisarazu as a threat. The lycosidiliths respond by seeking protection from more powerful fiends or by surrounding themselves with lesser demon guards. They also use their influences with the Queen to ensure that the phisarazu continue to carry the brunt of the Blood War.

Converted from MC Annual #4 (pp.76-80) and The Rod of Seven Parts.
#436

zombiegleemax

Mar 14, 2005 4:28:09
Spyder-Fiend, Raklupis
Large Outsider (Extraplanar, Chaotic, Evil, Tanar'ri)

Hit Dice: 20d8+160 (250 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 30 (-1 Size, +5 Dex, +16 Natural), Touch 14, Flat-footed 25
BAB/Grapple: +20/+33
Attack: +1 keen great sword +29 melee (3d6+10 plus 1 vile/17-20) or 1 poison globe +24 ranged touch (see below) or 1 bite +29 melee (2d6+9 plus poison)
Full Attack: +1 keen great sword +29/+24/+19/+14 melee (3d6+10 plus 1 vile/17-20) and 1 bite +27 melee (2d6+4 plus poison); or 2 claws +28 melee (1d6+9) and 1 bite +27 melee (2d6+4 plus poison); or 1 poison globe +24 ranged touch (see below) and 1 bite +27 melee (2d6+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web, summon demon, spell-like abilities, bardic music, poison globes
Special Qualities: Darkvision 60 ft., tremorsense 40 ft., telepathy 100 ft., tongues, immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, DR 15/cold iron and good, SR26
Saves: Fort. +20, Ref. +17, Will +16
Abilities: Str 29, Dex 21, Con 27, Int 20, Wis 18, Cha 21
Skills: Bluff +25, Climb +18, Concentration +28, Diplomacy +30, Disguise +25, Hide +28, Intimidate +30, Knowledge (planes) +20, Listen +27, Move Silently +28, Perform (Sing) +25, Search +20, Sense Motive +24, Spot +27, Survival +14, Tumble +25
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Great Sword), Weapon Focus (Bite), Vile Martial Strike (Great Sword)*
Environment: Abyss (Steaming Fen)
Organization: Solitary or procession (2d4 phisarazu or 1d4 lycosidiliths)
Challenge Rating: 18
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 21-40HD (Large); 41-60HD (Huge)
Level Adjustment: -

This creature has a wolf head with luxuriant grayish-black fur and a triple row of spines down its neck to its spider body. Two humanoid arms sprout from the base of its neck.

Raklupises are the most powerful of the spyder-fiends, serving the Queen of Chaos as elite forces and advisors. They have even more compelling voices than lycosidiliths. They weigh about 450 lbs.

Combat
Raklupises favor using scimitars and great swords. They are proficient with simple and martial weapons. Their tactics are similar to lycosidiliths, changing shape to lure in prey. They typically begin combat by hurling globes of venom.

Poison (Ex): Bite, initial damage 2d6 Dex, secondary damage 1d8 Dex, 1d6 Con and unconsciousness for 2d6 hours. Con-based DC 28 fortitude save negates.

Web (Ex): A spyder-fiend can use its web to suspend itself in mid-air and drop on an unsuspecting prey (-4 penalty on spot checks). A silk strand is strong enough to hold the spyder-fiend and a prey of its size. It also uses its silk to bind an unconscious prey as a standard action. If the prey becomes conscious, it can attempt a Con-based DC 28 escape artist check or Con-based DC 32 Strength check to break free. The DC for Strength check has +4 racial bonus. A spyder-fiend does not throw its web like monstrous spiders. It however lays sheets of webbing to ensnare prey, requiring a DC 20 spot check to notice.

This spyder-fiend can throw a web 8/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 up to one size category larger than the spider. An entangled creature can escape with a successful escape artist check or burst it with a Strength check. (DC as above) Its web further affects creatures caught within the area with a glitterdust spell, blinding and revealing invisible creatures. The latter effect is a supernatural ability.

Summon Demon (Sp): A spithriku can summon 1 lycosidilith, 1d4 phisarazu, 2d4 spithriku or 2d10 kakkuu 1/day with 80% chance of success. This is equivalent to a 5th level spell.

Spell-like Abilities (Sp): At will – alter self (arachnid forms only), fear, darkness, greater teleport (self + 50 lbs), invisibility, telekinesis, unholy blight; 3/day – shape change, mirror image, blasphemy. CL18, Cha-based DC 15 + spell level.

Bardic Music (Su): A raklupis can produce a song or chant of haunting beauty 3/day, creating a mass charm monster effect which affects up to twice its HD worth of creatures within 30 ft. The save DC is equals to its perform (sing) check result. This is considered a bardic music ability, allowing to qualify for certain feats and prestige classes.

Poison Globes (Ex): A raklupis can create up to 3 waterproof silk globes which are used to contain its venom. The globes burst automatically 1d6+18 hours after creation. If thrown and burst, it creates a poison mist with 20 ft. radius. All within the affected area must make a Con-based DC 28 fortitude save or become blind and mute for 3d4 rounds and suffering 3d6 damage. If the save is successful, the victims suffer -2 penalty to all range attack rolls and +20% spell failure if casting spells with verbal components for 3d4 rounds.

Tongues (Su): A lycosidilith is constantly under the effects of a tongues spell.

Racial Skills: A spyder-fiend has +4 racial bonus on hide checks and +8 on climb checks. It has an additional +4 circumstance bonus on hide checks when hiding in forest and jungle terrains.

:whatsthis Note (*): Vile martial strike feat is in Book of Vile Darkness. It does an additional of 1 vile damage per weapon strike. Vile damage cannot be healed except in areas affected by consecrate or hallow spells.

Habitat/Society
Raklupises are fairly sedentary. About a dozen of them maintain their own citadels in the Steaming Fen. Another two serve as advisors and generals to the Queen of Chaos, standing in for Miska the Wolf Spider in his absence. About a dozen more are scattered throughout the planes, either searching for the Rod of Seven Parts or maintaining citadels in other abyssal layers. Their lack of concern for the Blood War makes them unpopular among most of the greater demons, but their power and status generally assure that the weaker ones defer to them.

Converted from MC Annual #4 (pp.76-80) and The Rod of Seven Parts.
#437

weenie

Mar 14, 2005 10:22:24
The Ship of Chaos looks much better now!

One minor point though.. AFAIK, in A&E Guide, a vehicle's "Skill" entry is almost always a negative modifier. It doesn't represent the total modifier for a typical crew (like in SWRPG), but rather a negative modifier resulting from the in-built difficulty of actually operating the thing. It should be there to make life difficult for the PCs that attempt to hijack the Ship of Chaos (and crash it into the Spire?). But if you want to make it easy to operate, leave the +4. It's not that big of a deal.

(BTW, "equipments"? Drop the plural, please...)
#438

zombiegleemax

Mar 15, 2005 2:11:12
Well, warship has +2, longship +0 and planar sailer +4. I based it off the last one.

Strange. MS Word didn't correct the plural...
#439

zombiegleemax

Mar 15, 2005 5:05:20
Outsider Death & Rebirth
In planescape and 2nd ed. game, outsiders are not necessarily destroyed permanently when killed. Some are able to reform themselves in their home planes. The following serves to update those phenomena to v3.5.

Devil (Baatezu)
A baatezu reforms in the Nine Hells if killed off-plane after having left the Nine Hells out of its own free will. This includes obeying the commands of a superior. Summoned or otherwise removed baatezu always reform. Such baatezu reforms as a nupperibo and does not regain its full memory until it reaches its former station. The nupperibo must then be reduced to a lemure before moving up the ranks. It usually takes 4d% years before such a nupperibo is found. (Some subordinates prefer their commanders to remain missing.) The time taken for it to be reinstated back to its full station varies, but most are reinstated in 3d20 years per HD. A baatezu killed in the Nine Hells is permanently dead. The reform ability applies only to baatezu and not all devils.

Demon (Tanar’ri)
Any tanar’ri killed in the Abyss is permanently dead, but it is rumored that some tanar’ri carry pieces of the Abyss in their hearts. A tanar’ri reforms in the Abyss if it is killed off-plane and if it has at least 10 racial HD. The reformation takes 5d20+60 years. During this time, the tanar’ri is considered dead and cannot be affected or contacted in any way except by true resurrection and like effects. At the end of the reformation, it must make a DC20 will save or be completely absorbed by the Abyss. Otherwise, it reforms, pulling itself out of the plane. If the will save result equals to at least CR+15, it may choose a new form which is 1 CR higher than its old form. The reform ability applies only to tanar’ri and not all demons.

For example, 3 glabrezu (12 HD, CR13, will +11) died in a Blood War skirmish in the Gray Waste. Their spirits reform in the Abyss after 65+ years. The demons attempt their will saves. The first glabrezu saves at 15 (1d20 roll=4) and is absorbed into the Abyss. The second glabrezu saves at 21 (1d20 roll=10) and reforms as a normal glabrezu. The third glabrezu saves at 29 (1d20 roll=18) and may become a CR14 demon, either a nalfeshnee or a glabrezu advanced by 2 HD.

Yugoloth
Most yugoloths are permanently dead when killed. However, a yugoloth with at least 12 racial HD reforms back on its home plane in 1d4+9 years if killed on any plane other than Gehenna, Carceri or Hades. During this time, the yugoloth is considered dead and cannot be affected or contacted in any way except by true resurrection and like effects. A specific yugoloth’s home plane is the plane from which it was originally formed, usually Gehenna, Carceri or Hades.

Two yugoloths deviate from this rule. Arcanaloths can be permanently destroyed specifically in Gehenna only. Such arcanaloths yield their knowledge into the racial memory of all arcanaloths. The dergholoth reforms in 2d6 days, regardless of its racial HD, if it is killed in any plane which is not evil-aligned.

Demodand (Gehreleth)
Unlike other fiends, a demodand has no reform ability. However, the number of demodands is said to be fixed by Apomps. Thus, if a farastu dies, another one rises in Carceri to take its place.

Eladrin
When an eladrin dies outside of Arborea, it reforms in Arborea just like tanar’ri demons reform in the Abyss. When an eladrin dies in Arborea, it is permanently dead and the pain (and glory, in some cases) of the death can be felt by all who knew the eladrin, regardless of the intervening distance. This feeling is a sudden awareness and a sense of loss. A DC 20 Wisdom check can identify the eladrin. Rumors claim that if other eladrins can also identify the slayer simply by looking into the latter’s eyes.

In certain prime material worlds where direct divine and outsider interventions are restricted, eladrins are required to manifest a veil. The eladrin must take on a guise common to that world, usually a human or elf and commonly a wandering bard. The Veil restricts the eladrin to act within the capabilities of its assumed guise whenever a native might be near to see. If the eladrin violates the Veil, it must return to and remain in Arborea for 1,001 years before being allowed to roam the prime material worlds again. Usually, the violator eladrin is allowed 3d20 minutes to attend to any unfinished business before its planar departure.

Modron
When a modron dies, regardless of the location of death, its essence returns to Mechanus. The individual modron (if modrons can be said to have individuality) is dead, but a monodron is created to replace the dead unit. If the dead unit was of a higher rank, a modron from 1 rank lower is instantly promoted to replace the dead unit. The promotion continues until the new monodron steps into the hierarchy.

Other Exemplars
Nothing is known about the rebirth or reformation nature of other exemplars like archons or slaad. It is likely that they do not possess such abilities or they may take on the reformation nature of their counterparts, e.g. perhaps archons reform in a similar way as the baatezu.

Converted from Faces of Evil and Warriors of Heaven.
#440

BOZ

Mar 15, 2005 8:51:44
that's cool stuff.
#441

ripvanwormer

Mar 16, 2005 1:53:57
that's cool stuff.

Yes, it is. I particularly like the eladrin section.
#442

ohtar_turinson

Mar 16, 2005 7:32:41
I think that's the most information I've seen about the Eladrin as a race in one spot. Poor neglected Eladrin. And this whole thread is decidedly awesome.

And now I'm inspired to go start a thread about the 'respawning' of Archons, Rilmani, Guardinals and Slaad.
#443

weenie

Mar 16, 2005 7:41:18
Seraph, I don't know what software you're using to generate stat blocks, but it has an annoying flaw: it subtracts negative Dex modifiers to calculate flat-footed AC.

For example, the chronovoid (pg. 14) has AC 6 (-1 Size, -5 Dex, +2 Natural). However, its flat-footed AC is 11, which is plainly wrong. Losing your Dex "bonus" shouldn't increase your AC, even if the Dex mod is negative, right?
#444

BOZ

Mar 16, 2005 17:12:39
"I'm so clumsy that I'm actually harder to hit when I'm not trying to get out of the way!"
#445

zombiegleemax

Mar 16, 2005 18:34:22
Note: http://boards1.wizards.com/showthread.php?t=354552
#446

weenie

Mar 17, 2005 7:44:47
"I'm so clumsy that I'm actually harder to hit when I'm not trying to get out of the way!"

Yeah, and also "I'm so weak that I actually hit harder with half strength!" (negative Str modifiers shouldn't be halved for secondary attacks)

More comments - Opinicus:

1) You can’t have the Chaotic Mind feat if you have a power point reserve. Give it Psionic Meditation instead (so it can become psionically focused as a move action, and use Ghost Attack effectively)
2) Having ranks in both Psicraft and Spellcraft seems redundant if you’re using the default powers = spells setup. Or is it? Not sure, since I use "psionics are different" myself.
3) PR = SR. See 2)
4) To manifest 5th-level powers, it needs Int 15
5) You need to state when it can use the rake attack – most creatures with rake also have pounce, constrict, or improved grab. Me, I’d go with pounce – noone suspects the pouncing winged monkey faced camel!

Pounce (Ex): If an opinicus dives upon or charges a foe, it can make a full attack, including two rake attacks.

Edit: Stickiness? Sweet!
#447

zombiegleemax

Mar 22, 2005 7:01:42
Seraph, I don't know what software you're using to generate stat blocks, but it has an annoying flaw: it subtracts negative Dex modifiers to calculate flat-footed AC.

Damn. You are right. I use an Excel worksheet that I created for the statistics block. I corrected the chronovoid's AC. Anyone else you noticed? Thanks for troubleshooting... I'd try to check my earlier creatures page by page... Argh. I wish I notice it earlier...

Edit: I went through all the creatures I made... and made the Str/Dex corrections for the following.

Mephit, Mineral (p.2)
Demarax (p.2)
Viper Tree (p.4)
Egarus (p.5)
Kodragon (p.9)
Ingress Mother (p.9)
Maeldur Et Kavurik (p.11)
Mara (p.11)
Elemental Vermin (p.13)
Bloodsipper (p.15)

Did I miss anyone?

"I'm so clumsy that I'm actually harder to hit when I'm not trying to get out of the way!"

... I'm so embarrassed... :embarrass
#448

zombiegleemax

Mar 22, 2005 7:18:59
Having ranks in both Psicraft and Spellcraft seems redundant if you’re using the default powers = spells setup. Or is it? Not sure, since I use "psionics are different" myself.

I don't think so. IMO, spells interact with powers as if they are spells as stated in the default setting, but they are still not the same. You can't identify spells with psicraft or powers with spellcraft. Although by default, PR works as SR as well.

I corrected the feat, removed PR reference, gave it Int 15 and added pounce as suggested.
#449

BOZ

Mar 22, 2005 9:09:45
don't worry - the computer didn't know what you were trying to do.

Yeah, and also "I'm so weak that I actually hit harder with half strength!" (negative Str modifiers shouldn't be halved for secondary attacks)

LOL! i like that one even better!
#450

weenie

Mar 22, 2005 20:01:41
Argh.

Edit: I went through all the creatures I made... :embarrass

Wow. That must've taken quite a while? Maybe now wouldn't be the right time to mention the fact that all Advancement lines have the same minor typo... the lack of space between the number and the "HD" (Advancement: 6-10HD) :P

I've been correcting that one ever since I started archiving the conversions... but it would be nice if you could change it for the unposted creatures you have left.
#451

zombiegleemax

Mar 25, 2005 1:53:27
Hmm... I have no more unposted creature... unless you have a book in mind that has planar creatures to convert?
#452

BOZ

Mar 25, 2005 14:04:11
there are probably more. probably a lot more! it depends on what books and magazines you have! i'll try to go through some of my notes to look for things...
#453

weenie

Mar 28, 2005 11:12:44
Well, let me be the first to congratulate you on a job well done! I like this project even better than your "Leaflets of Triel". Here's a cookie:

That being said... here's my version of the "bone" golem from Uncaged. I didn't like how you just ported over the Ravenloft bone golem and neglected the fact that Alluvius' golems can be spontaneously created from a bunch of portal keys, which I though was important.

GOLEM, KEY
Diminutive Construct (Extraplanar, Swarm)
Hit Dice:
14d10 (77 hp)
Initiative: +0
Speed: 20 ft.
AC: 20 (+6 natural, +4 size), touch 14, flat-footed 20
BAB/Grapple: +10/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./ - (10 ft. with slam)
Special Attacks: Distraction, slam
Special Qualities: Construct traits, darkvision 60 ft., damage reduction 5/adamantine, immunity to magic, immunity to weapon damage, low-light vision, swarm traits
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 22, Dex 11, Con - , Int - , Wis 11, Cha 11
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

The barrels rumble, shake, and fall over, and various trinkets spill all over the floor. They immediatelly gather into a huge shapeless mass that starts crawling toward you.

These rare golems are swarm-like creatures created from many hundreds of animated objects. All these miscellaneous objects share a single quality - they are meant to be used as either portal keys, spell keys, or power keys, minor but essential tools of a planewalker.
In the City of Doors, a tiefling crone by the name of Alluvius Ruskin runs a shop called "Tivvum's Antiquities" in the Market Ward. She's in the business of peddling gate keys to travelers, and is making a pretty pile of jink. On the first floor, Alluvius keeps bulk keys in several barrels, and these keys can pull together to form several key golem guardians on her command.

COMBAT
The key golems of "Tivvum's Antiquities" attack either by swarming over the intruders, trying to keep them distracted and nauseated, or by forming a huge pair of arms and pummeling the berks to death. Although mindless, they follow their master's commands. When the threat is neutralized (or the golems are destroyed), they revert back to their normal key components, which are enchanted by Alluvius so that they automatically reassemble themselves back into their containers.

Construct Traits: Immune to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, and any effect that requires a Fort save unless it also works on objects or is harmless. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected.

Distraction (Ex): Any living creature that begins its turn with a key golem in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. 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. The save DC is Constitution-based.

Immunity to Magic (Ex): A key 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 dispel magic or greater dispel magic spell deals 1d6 points of damage per caster level to the golem, with a Fortitude save allowed for half damage.
A mage's disjunction spell instantly destroys the golem, splitting it into its constituent parts (portal keys, power keys, and spell keys). These parts cannot be reanimated into a new key golem swarm
Additionally, a key golem is utterly unable to enter an antimagic field or an antimagic zone. If the field is forced upon it, the golem can act normally, although its supernatural abilities are suppressed.

Slam (Su): At will, as a move action, a key golem swarm can shape itself into a roughly-humanoid figure with two large arms. In this form, it gains two slam attacks (Atk slam +15 melee [2d8+6]; Full Atk 2 slams +15 melee [2d8+6]) and the ability to grapple (Grapple bonus +20); it has a 10 ft. reach and is treated as a Large creature for the purpose of calculating attack and grapple bonuses. However, in this form the golem cannot move and loses its immunity to weapon damage.

Swarm Traits: A key golem swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Unlike other creatures with a 10-foot space, a key golem swarm is shapeable. It can occupy any nine contiguous squares, and it can squeeze through any space large enough to contain one of its component objects.
As a swarm consisting of diminutive constructs, the key golem swarm is immune to all weapon damage.

CONSTRUCTION
The gate keys that are to form a key golem’s body can be made out of just about any hard material - stone, gems, wood, bone, or even glass. Choosing the objects that can be used as gate keys to assemble the body requires a DC 13 Knowledge (the planes) check.
Once created, the key golem can be ordered to disassemble or reassemble itself (a full round action) with a command word.
Caster level 12th; Craft Construct, animate objects, plane shift, creator must be at least 12th level; Price 40,000 gp; Cost 25,000 gp + 1,200 XP.
#454

zombiegleemax

Mar 29, 2005 3:47:37
Sawfly, Demonic
Medium Magical Beast (Extraplanar, Evil)

Hit Dice: 4d10+8 (30 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 40 ft. (good)
AC: 17 (+3 Dex, +4 Natural), Touch 13, Flat-footed 14
BAB/Grapple: +4/+6
Attack: 1 bite +7 melee (1d6+3 and 1 Con damage)
Full Attack: 1 bite +7 melee (1d6+3 and 1 Con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, summon swarm
Special Qualities: Darkvision 60 ft., low-light vision, blindsense 60 ft., shrink
Saves: Fort. +6, Ref. +7, Will +0
Abilities: Str 15, Dex 16, Con 14, Int 4, Wis 8, Cha 9
Skills: Listen +3, Spot +6
Feats: Weapon Focus (Bite), Improved Initiative
Environment: Lower Planes
Organization: Solitary
Challenge Rating: 3
Treasure: 50% standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

This creature resembles a reddish-brown daddy-longlegs with wings.

Demonic sawflies are parasites of the Lower Planes, much like fleas and mosquitoes of the prime material worlds. Due to their shrinking abilities, they can easily infiltrate castles and households. A female demonic sawfly lays 1-2 eggs per year, resulting in low population density. Thus, they often join other insect swarms, leaving only to drain blood for feeding. They live for about 50 years and can hibernate for up to 100 years.

Combat
If a demonic sawfly is guarding its eggs (usually in abandoned attics), it gains +2 morale bonus to attack.

Blood Drain (Ex): A demonic sawfly drains blood with its bite, inflicting 1 Con damage.

Summon Swarm (Sp): A demonic sawfly may summon swarm as per spell 1/day, CL4.

Shrink (Su): A demonic sawfly can reduce its size to diminutive, with size modifiers to Str -10, Dex +6, Con -2, grapple -12, AC +4, Attack +4 and hide +12. In this size, the sawfly gains evasion and uncanny dodge rogue class features. If it mingles with a swarm, it requires a DC25 spot check to notice.

Racial Skills: A demonic sawfly gains +4 racial bonus on spot checks.

Power Component: Demonic Sawfly Egg
A sawfly egg can be used to create scrolls/wands of summon swarms or reduce monster. It can also be used to brew a potion of reduce monster.

Harvest DC -; Value 10 XP; Cost 50 gp.

Converted from Dragon #252, p.65.
#455

zombiegleemax

Mar 29, 2005 5:52:44
probably a lot more! it depends on what books and magazines you have!

Well, I have the CD-ROM archive of dragon mags... and a disorganized stack of them. I have found a few more critters from Campaign Guide to Myth Drannor, Drow of the Underdark and Mezoberranzan (sp?). I have some reservations about doing the Dark Sun clerical elemental. Powers & Pantheons have Dendar the Night Serpent unconverted (others are done by Tebryn14 on FR forum). Most of my other 2E books are already exhausted.

There are also a few others from Savage Coast MC if anyone is interested to convert them... The MC is free for download here.
Arashaeem
Narvaezan fiends?
Heraldic Servant?
Symbiont, Shadow
Utukku

I was converting the tanar'ri living fortress when I took a look at the Fist of Graz'zt (p.15) again. It's supposed to augment damage spells like fireball to damage structures and objects. The converted version seems to be doing damage directly on its own without spells...

Weenie, would you like to work on this? You seem to have more experience with elementals... Please create small to elder elementals of same CR as other elementals so they can be summoned with the same spells. If need be, you may want to add negative damage, cold damage or energy drain to make up to the CR. I'd delete this post after you post the actual stats.

--------------------
Elemental, Darkness
Size? Elemental (Extraplanar, Evil, Negative?)

Hit Dice: 8, 12, 16 [2E]
AC: 2 [2E]
Full Attack: 1 slam (S/M), 2 slams (Large+)
Special Qualities: DR as elemental
Challenge Rating: As other elemental
Alignment: Always neutral evil

This creature is a cloud of chilling darkness.

Summoned by elder priests of dark gods, darkness elementals are creatures of pure negative life energy, the distilled spirit of undeath, decay and night. They can be summoned only at midnight or deep underground, and few stay for more than a single night.

Combat
Darkness elementals are enemies of living creatures and creatures of light, seeking to destroy them utterly.

Engulf (Ex): An engulfed creature is blinded for as long as it is engulfed. [Insert engulf rules]

Vulnerability (Ex): A darkness elemental explodes whenever affected by light spells or spells which channel positive energy (e.g. cure light wounds). The elemental takes 1d8 damage per spell level. All creatures within 10 ft. of the elemental take 1 damage per spell level from the explosion (Reflex save at spell’s DC for ½ damage).

True Darkness (Ex): A darkness elemental cannot be detected by darkvision.

Racial Skills: A darkness elemental gains +10 racial bonus on hide checks if there is a shadowy area to hide in.

Habitat/Society
These elementals are thought to have originated from an elemental plane of darkness, which mirrors the other elemental planes. It is uncertain whether this plane of darkness is simply the plane of shadow known by another name or an alien plane outside of the Great Wheel cosmos altogether. Presumably, the elementals are organized in a somewhat Arabian-style caliphate or sultanate with feudal social structure. Others contest this by claiming that its evil nature indicates a different social structure under an evil elemental prince or perhaps a great yugoloth master. The dao have some sort of agreement with these elementals, working on raids in the Underdark and on the plane of earth. Undead creatures are either their allies or servants; the exact relationship is unclear.

Converted from Dragon #227, p.26.
#456

BOZ

Mar 29, 2005 11:52:32
well, if you don't mind covering ground that the CC has already hit, i can list a few for you...

first off, there are the devil lords from Dragons (i think) 75, 76, and 91... those should take some time. beyond that, there are a number of critters that we have converted and those we know about but have not yet gotten to.
#457

weenie

Mar 29, 2005 16:09:27
Weenie, would you like to work on this?

You mean the darkness elemental? Well sure, the thing is, I'm certain that one of the relatively recent Dragons (from 2004) has something called "pseudoelemental of darkness" or some such... it's the darkness-themed issue that dealt with Erebus and the Shadow Plane... I'll look it up later. Here's the rundown of their version (I might have edited it slightly, I don't really remember):

Dark Pseudo-Elemental, Small
Small Elemental (Extraplanar, Incorporeal)

Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: Fly 40 ft. (perfect)
Armor Class: 12 (+1 size, +1 deflection) , touch 12, flat-footed 12
BAB/Grapple: +1/–
Attack: Incorporeal touch +2 melee (1d4 plus 1d4 cold)
Full Attack: Incorporeal touch +2 melee (1d4 plus 1d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness
Special Qualities: Blindsight 60 ft., elemental traits, incorporeal traits, shadow mastery
Saves: Fort +0, Ref +3, Will +0
Abilities: Str – , Dex 10, Con 10, Int 4, Wis 11, Cha 13
Skills: Listen +2, Spot +3
Feats: Improved Initiative
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: –

Dark Pseudo-Elemental, Medium
Medium Elemental (Extraplanar, Incorporeal)

Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: Fly 40 ft. (perfect)
Armor Class: 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13
BAB/Grapple: +3/–
Attack: Incorporeal touch +4 melee (1d6 plus 1d6 cold)
Full Attack: Incorporeal touch +4 melee (1d6 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness
Special Qualities: Blindsight 60 ft., elemental traits, incorporeal traits, shadow mastery
Saves: Fort +3, Ref +5, Will +1
Abilities: Str – , Dex 12, Con 14, Int 4, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Combat Reflexes, Improved Initiative
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Dark Pseudo-Elemental, Large
Large Elemental (Extraplanar, Incorporeal)

Hit Dice: 8d8+24 (60 hp)
Initiative: +6
Speed: Fly 40 ft. (perfect)
Armor Class: 16 (-1 size, +2 Dex, +5 deflection), touch 16, flat-footed 14
BAB/Grapple: +6/–
Attack: Incorporeal touch +7 melee (2d6 plus 2d6 cold)
Full Attack: 2 incorporeal touches +7 melee (2d6 plus 2d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Darkness
Special Qualities: Blindsight 60 ft., elemental traits, incorporeal traits, shadow mastery
Saves: Fort +5, Ref +8, Will +2
Abilities: Str – , Dex 14, Con 16, Int 6, Wis 11, Cha 21
Skills: Listen +7, Spot +8
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –

Dark Pseudo-Elemental , Huge
Huge Elemental (Extraplanar, Incorporeal)

Hit Dice: 16d8+64 (136 hp)
Initiative: +8
Speed: Fly 40 ft. (perfect)
Armor Class: 19 (-2 size, +4 Dex, +7 deflection), touch 19, flat-footed 15
BAB/Grapple: +12/–
Attack: Incorporeal touch +15 melee (2d8 plus 2d8 cold)
Full Attack: 2 incorporeal touches +15 melee (2d8 plus 2d8 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Darkness
Special Qualities: Blindsight 60 ft., elemental traits, incorporeal traits, shadow mastery
Saves: Fort +9, Ref +16, Will +5
Abilities: Str – , Dex 18, Con 18, Int 6, Wis 11, Cha 25
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Lightning Reflexes, Weapon Focus (incorporeal touch)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Dark Pseudo-Elemental, Greater
Huge Elemental (Extraplanar, Incorporeal)

Hit Dice: 21d8+84 (178 hp)
Initiative: +9
Speed: Fly 40 ft. (perfect)
Armor Class: 21 (-2 size, +5 Dex, +8 deflection), touch 21, flat-footed 16
BAB/Grapple: +15/–
Attack: Incorporeal touch +19 melee (2d8 plus 2d8 cold)
Full Attack: 2 incorporeal touches +19 melee (2d8 plus 2d8 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Darkness
Special Qualities: Blindsight 60 ft., elemental traits, incorporeal traits, shadow mastery
Saves: Fort +11, Ref +19, Will +7
Abilities: Str – , Dex 20, Con 18, Int 8, Wis 11, Cha 27
Skills: Listen +14, Spot +14
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Weapon Focus (incorporeal touch)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Dark Pseudo-Elemental, Elder
Huge Elemental (Extraplanar, Incorporeal)

Hit Dice: 24d8+96 (204 hp)
Initiative: +10
Speed: Fly 40 ft. (perfect)
Armor Class: 23 (-2 size, +6 Dex, +9 deflection), touch 23, flat-footed 17
BAB/Grapple: +18/–
Attack: Incorporeal touch +23 melee (2d8 plus 2d8 cold)
Full Attack: 2 incorporeal touches +23 melee (2d8 plus 2d8 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Darkness
Special Qualities: Blindsight 60 ft., elemental traits, incorporeal traits, shadow mastery
Saves: Fort +12, Ref +22, Will +10
Abilities: Str – , Dex 22, Con 18, Int 10, Wis 11, Cha 29
Skills: Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (incorporeal touch)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –

The shadows coalesce into a single point of pulsing animate darkness. Trailing smoky wisps of gloom, this vague form moves soundlessly closer, draining the light from all it passes.

Dark pseudo-elementals are nebulous forms of ever-shifting shadow, elusive and sometimes malevolent. They are found only on the Plane of Shadow or in deep underground areas of other planes. Light causes them considerable discomfort, although it does not harm them directly.
Pseudo-elementals are creatures formed of no true substance, but of fleeting darkness. Exceedingly rare, they are thought to be artificial beings, possibly created by the powers of Night such as Erebus, Shar, and others. Unlike most elementals, they do not have an opposite creature – there is no “pseudo-elemental of light”. Indeed, it is theorized that all creatures of true matter are the opposition of Shadow.
It is assumed that the pseudo-elementals are unable to communicate.

COMBAT
Dark pseudo-elementals lash out with their freezing smoky tendrils, usually choosing light-bearers as their primary targets. If possible, they retreat from lighted areas and wait for their foes to come to them, into the shadow.

Blindsight (Ex): Dark pseudo-elementals can ascertain all foes within 30 feet using vibration.

Darkness (Su): Three times per day, a dark pseudo-elemental can use darkness as a supernatural ability (caster level 6th). If the elemental has 8 Hit Dice or more, it creates deeper darkness instead.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Incorporeal Traits: Cannot be harmed by nonmagical weapons, and has a 50% chance to ignore any damage from any corporeal source (including magical weapons), except for force effects or attacks made with ghost touch weapons. Can pass through solid objects, but not force effects, at will. Its natural attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. Always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

Shadow Mastery (Ex): A dark pseudo-elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are in an area of darkness or shadowy illumination. While in bright light, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

...

I went ahead and posted the whole thing. Easier that way. And I checked, it's issue number 322. Is that what you had in mind?

Re: the Savage Coast creatures (arashaem, heraldic servant and whatnot), I'll see what I can do.
#458

zombiegleemax

Mar 30, 2005 21:59:16
Re: darkness elemental... Well, yes. It looks close enough. Hmm. That must be one of the dragon mags I didn't have... Great. I'd leave the Savage Coast guys to you then? I'd look into other planar creatures from Dragon mags...

BOZ: There is an EN World thread on planescape monster conversions. Will these be placed under Creature Catalogue?
http://www.enworld.org/forums/showthread.php?t=68207
#459

zombiegleemax

Mar 30, 2005 22:00:06
Shadow Hound
Medium Outsider (Extraplanar, Chaotic, Evil, Incorporeal)

Hit Dice: 4d8+8 (26 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 14 (+3 Dex, +1 Deflection), Touch 14, Flat-footed 11
BAB/Grapple: +4/+4
Attack: 1 incorporeal touch +7 melee (1d8 cold)
Full Attack: 1 incorporeal touch +7 melee (1d8 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence
Special Qualities: Darkvision 60 ft., scent, immune to fear and mind-affecting effects, resistance to fire 10 and electricity 10, DR 5/good, SR10
Saves: Fort. +6, Ref. +7, Will +5
Abilities: Str -, Dex 17, Con 14, Int 6, Wis 13, Cha 11
Skills: Hide +10, Jump +9, Listen +8, Spot +8, Survival +8, Tumble +12
Feats: Improved Initiative, Run, Track (B)
Environment: Abyss
Organization: Solitary or pack (3d4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: +4 (cohort)

This creature is a large, black dog with long, whipping tails and razor sharp teeth. No individual details are visible on its body; it seems to exist only as a murky silhouette.

Shadow hounds are the abyssal counterparts of hell hounds. As they move, the hideous canines seem to glide over the terrain without making the slightest sound. In fact, even when agitated or injured, they are always completely silent. Their relation to shadow mastiff is uncertain, although some claimed that they evolved from shadow mastiffs which were tamed by demons. They do not speak, but understand Abyssal.

Combat
Shadow hounds are clever hunters that operate in large packs. They like to send their target running and screaming, then bolt after him and take him on the run. They feed off the fear of their victims.

Frightful Presence (Ex): When a shadow hound can induce fear by charging. Any creature within 30 ft. must make a Cha-based DC 12 will save or be frightened for 3d4 rounds. A successful save renders one immune to the fear of one particular shadow hound for 24 hours. Creatures with more HD than the shadow hound are immune.

Racial Skills: A shadow hound gains +8 racial bonus to hide in a shadowy area.

Habitat/Society
In the Abyss, shadow hounds like to roam cold, subterranean passageways looking for easy prey. They give birth in a litter of 2d4 young, half of whom would be soon devoured by the stronger half. Some demonic rulers keep packs of shadow hounds, sending them to serve their mortal followers on other planes. Baphomet has sent a large pack of shadow hounds to the ogres of the Ice Spires. Graz’zt keeps a kennel of them in his palace for hunts in Zrintor, the Viper Forest. Despite being chaotic, they are fiercely loyal to their masters. As such, these silent canines are also used as guard dogs. They serve their masters until one of the following happens – they die, the master dies or they encounter a more powerful or more evil patron (at which point, they switch alliance).

Converted from Giantcraft, pp.126-127.
#460

zombiegleemax

Mar 30, 2005 22:03:08
Tanar'ri Living Fortress
Colossal Construct (Extraplanar, Chaotic, Evil, Tanar’ri)

Hit Dice: 64d10+80 (432 hp)
Initiative: +4 (+0 Dex, +4 Improved Initiative)
Speed: 10 ft. (cannot run)
AC: 46 (-8 Size, +44 Natural), Touch 2, Flat-footed 46
BAB/Grapple: +48/+87
Attack: 1 claw +64 melee (6d8+23/19-20 plus 1 vile)
Full Attack: 6 claws +64 melee (6d8+23/19-20 plus 1 vile)
Space/Reach: 30 ft./20 ft.
Special Attacks: Summon demons
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, blindsight 120 ft., telepathy 100 ft., immune to poison and electricity, resistance to acid 10, cold 10, sonic 10 and fire 20, DR 17/good and adamantine, SR 35
Saves: Fort. +21, Ref. +21, Will +22
Abilities: Str 57, Dex 10, Con -, Int 8, Wis 13, Cha 4
Skills: Listen +36, Spot +37
Feats: Alertness, Area Attack*, Awesome Blow, Boost Spell Resistance*, Cleave, Great Cleave, Improved Critical (Claw), Improved Bull Rush, Improved Initiative, Improved Natural Attack (Claw), Improved Sunder, Inured to Energy* (Fire), Large And In Charge*, Power Attack, Thick-Skinned*, Vile Natural Attack* (Claw), Weapon Focus (Claw)
Epic Feats: Energy Resistance (Sonic), Devastating Critical (Claw), Overwhelming Critical (Claw), Penetrate Damage Reduction (Cold Iron & Silver)
Environment: Abyss
Organization: Solitary or with guard patrol (3d4 lesser demons)
Challenge Rating: 25
Treasure: None
Alignment: Always chaotic evil
Advancement: 65-128 HD (Colossal); 129-192 HD (Colossal+)
Level Adjustment: -

This fortress has demonic motif and its walls are covered with eyes, mouths and clawed limbs.

The demons sometimes imbue their fortresses with sentience, possibly altering a lesser fiend to fuse with the fortress. Some planewalkers claimed that the fortress can be overcome by charms or unique diseases. The resident demons often ward certain chambers with teleport ward spells (see below). The fortress does not speak, but understands Abyssal and communicates via telepathy.

Combat
A tanar’ri living fortress can attack any creature outside or inside itself, rending it to strips with its claws. If it detects alien presences, it can contact all demons within itself and put the fortress on alert. When faced with foes blasting it out of its reach, it typically summons vrocks to deal with airborne pests.

Summon Demons (Sp): A tanar’ri living fortress can summon 1d4+1 vrocks 3/day with 80% chance of success. This is equivalent to a 9th level spell.

:whatsthis Note (*): Area Attack, Thick-Skinned and Inured to Energy are from Savage Species. Large And In Charge is from Draconomicon. Boost Spell Resistance and Vile Natural Attack are from Book of Vile Darkness. These feats have been accounted for in the stats block above except the following:
  • Vile damage can only be healed in consecrated or hallowed areas.
  • When the fortress hits anyone moving through its threatened square with an attack of opportunity, it can make an opposed Str check (+23 +4 per size difference +1 per 5 damage) to push him 5 ft. backwards and the target can no longer move that round.
  • The fortress can attack a semi-circle area of 20 ft. radius, dealing 2d8+34 damage to all huge or smaller creatures. The fortress suffers -2 to AC and reflex save until its next action.


Teleport Ward
Abjuration (Wild Magic)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft. per 2 levels)
Target: Five 10 ft. cubes per level
Duration: 1 hour/level
Save: None
SR: Yes; see text

This spell is often used by demons to protect their strongholds from infiltrations. It blocks all translocation magic, such as teleport, dimensional door, etc. Those trying to teleport in can try to overcome the ward with their spell resistances, but only at half efficiency. For example, a cornugon has SR 28, but against this spell, its SR is only 14. Whenever the spell is cast, roll 1d% on the following table:

01-10 Spell fails, triggering a wild surge
11-60 Ward affects translocation into and out of the area
61-90 Ward affects only translocation into the area
91-99 Wards affects only translocation out of the area
00 As roll of 11-60, but area also becomes an anti-magic area

:whatsthis What’s New: This is a power-up version of the original 15HD living fortress with increased HD/damage, 10 ft. speed instead of no movement, summon vrocks instead of dretches.

Converted from Dragon #233, pp.25-30.
#461

zombiegleemax

Mar 30, 2005 23:57:51
More v3.5 updates for Creature Catalogue.

Foulwing
Type: Add extraplanar subtype.
BAB/Grapple: +4/+15
Space/Reach: 15 ft./10 ft.
Skills: Replace intuit direction with survival.
Feats: Add power attack.
Environment: Lower Planes.

Converted from Menzoberranzan.

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

Magebane
Type: Add extraplanar subtype.
BAB/Grapple: +1/-4
Space/Reach: 5 ft./0 ft.
Feats: Add ability focus (drain spells).
Environment: Pandemonium.
Drain Spells (Su): DC increased by +2 due to new feat.

Converted from MC Annual #1.
#462

wyvern76

Mar 31, 2005 1:21:22
True Darkness (Ex): A darkness elemental cannot be detected by darkvision.

If it's composed of utter darkness, like a darkness spell, it should be impenetrable to darkvision, not invisible.

Wyvern
#463

weenie

Mar 31, 2005 9:35:49
SYMBIONT, SHADOW

Shadow symbionts are mysterious beings from the Plane of Shadow. Appearing on their home plane as harmless amorphous blobs of shadow-stuff, these sentient creatures can assume the form of an object, typically a garment, and enter a symbiotic relation with a willing planewalker in order to be taken away from the Plane of Shadow.
When worn, shadow symbionts begin to feed on the wearer's life energy, and grant him special benefits in return. The shadow symbionts often feel incomplete if separated from each other, and try to influence their wearer to find the missing symbionts.

COMBAT
Shadow symbionts drain experience points form their hosts when using their special abilities. See descriptions below. This XP cannot reduce the host’s total below the minimum required for his current level; if the host does not have enough XP for the symbiont to drain, the special ability is not activated. A symbiont typically detaches itself and leaves if this happens often (usually 3 times in a row).
A host can also actively suppress the activation of a symbiont’s protective ability by making a personality check (a Will save against a DC equal to the symbiont’s Ego score; see symbiont traits below).

Plane Shift (Su): When reduced to 0 or less hit points, a shadow symbiont spontaneously travels to the Plane of Shadow, as if using the plane shift spell. Normally it brings its host along, but the host can attempt a personality check (a Will save against a DC equal to the symbiont’s Ego score) if he wants to to remain behind. The symbiont can also plane shift to Shadow if it chooses to abandon its host.

Symbiont Traits: A symbiont is attached to a part of the host creature’s body, sometimes occupying one of the available magic item slots. Exterior symbionts can be attacked as objects, provoking an attack of opportunity from the host. A symbiont is also treated as an object in regard to taking damage from effects directed at the host (it uses the host’s saving throws if they are better than its own). Like intelligent magic items, a symbiont has an Ego score used to resolve potential conflicts with the host. A symbiont acts on its host’s turn, regardless of its own initiative. It is never flat-footed unless the host is, and it is aware of any danger the host is aware of. A symbiont can share spells with its host like a familiar does with its master.

Skills: A shadow symbiont has a +4 racial bonus on Hide checks.

Shadow Symbiont Types:

- SHADOW BOOTS: Small Outsider (Extraplanar, Symbiont); HD 2d8 (9 hp); Init -3; Spd Fly 10 ft. (perfect); AC 10 (+1 size, -3 Dex, +2 natural), touch 8, flat-footed 10; BAB +2; Grap -6; Atk +0 melee (1d3-4, slam); Full Atk +0/+0 melee (1d3-4, 2 slams); SQ damage reduction 5/magic, darkvision 60 ft., plane shift, shadow door, symbiont traits; SV Fort +4, Ref +0, Will +5; AL N; Str 3, Dex 5, Con 12, Int 12, Wis 10, Cha 13, Ego 9.
Skills: Disguise +6, Hide +9, Intimidate +5, Listen +5, Move Silently +1, Search +6, Sense Motive +5, Spot +5, Survival +5.
Feats: Iron Will.
Shadow Door (Su): Once per day, as a free action, a shadow boots symbiont can transfer itself and its host to another location within 100 ft., as if using the dimension door spell. Both the starting point and the destination must be within an area of shadowy illumination. This ability drains 200 experience points from the host. A shadow boots symbiont automatically attempts to use this ability whenever it decides that the host is in immediate physical danger (flanked, unconscious, falling, etc.)
Description: This symbiont appears as a pair of fine, knee-high leather boots. It takes up the “boots” magic item slot.

- SHADOW CLOAK: Medium Outsider (Extraplanar, Symbiont); HD 2d8+2 (11 hp); Init -3; Spd Fly 10 ft. (perfect); AC 9 (-3 Dex, +2 natural), touch 7, flat-footed 9; BAB +2; Grap -1; Atk -1 melee (1d4-3, slam); Full Atk -1 melee (1d4-3, slam); SQ damage reduction 5/magic, darkvision 60 ft., life guard, plane shift, symbiont traits; SV Fort +4, Ref +2, Will +4; AL N; Str 5, Dex 5, Con 12, Int 10, Wis 12, Cha 10, Ego 8.
Skills: Diplomacy +5, Disguise +5, Hide +5, Listen +6, Move Silently +1, Search +5, Sense Motive +6, Spot +6.
Feats: Lightning Reflexes.
Life Guard (Su): Once per day, as a swift action, a shadow cloak symbiont can save its host from a potentially lethal spell effect. When the host would be reduced to 0 or fewer hit points by damage in combat from a spell or spell-like ability (not a weapon or other special ability), the cloak can halve this damage. The host and symbiont must be aware of the attack and able to react to it – if denied their Dexterity bonus to AC, the life guard cannot be activated. This ability drains 200 experience points from the host. A shadow cloak automatically attempts to use this ability whenever the host would be reduced to 0 or fewer hit points by a spell or spell-like effect.
Description: This symbiont appears as large black cloak enveloping the wearer in shadows. It takes up the “cloak” magic item slot.

- SHADOW GLOVES: Tiny Outsider (Extraplanar, Symbiont); HD 1d8 (4 hp); Init -3; Spd Fly 10 ft. (perfect); AC 10 (+2 size, -3 Dex, +1 natural), touch 9, flat-footed 10; BAB +1; Grap -11; Atk +2 melee (1d2-4, slam); Full Atk +2/+2 melee (1d2-4, 2 slams); SQ damage reduction 5/magic, darkvision 60 ft., lucky touch, plane shift, symbiont traits; SV Fort +2, Ref +1, Will +3; AL N; Str 3, Dex 9, Con 10, Int 12, Wis 12, Cha 13, Ego 10.
Skills: Diplomacy +3, Disable Device +5, Disguise +3, Hide +15, Open Lock +5, Search 4, Sleight of Hands +5, Tumble +3, Use Rope +3.
Feats: Nimble Hands.
Lucky Touch (Su): Three times per day, as a free action, a shadow gloves symbiont can add a +10 luck bonus on the host’s Disable Device, Open Lock, Sleight of Hand, or Use Rope check. This ability drains 50 experience points from the host. A shadow gloves symbiont automatically attempts to use this ability whenever the host attempts one of the above skill checks, regardless of the difficulty.
Description: This symbiont appears as a pair of fine gloves made of black leather. It takes up the “gloves” magic item slot.

- SHADOW MASK: Tiny Outsider (Extraplanar, Symbiont); HD 1d8 (4 hp); Init -3; Spd Fly 10 ft. (perfect); AC 10 (+2 size, -3 Dex, +1 natural), touch 9, flat-footed 10; BAB +1; Grap -11; Atk +0 melee (1d2-4, slam); Full Atk +0 melee (1d2-4, slam); SQ damage reduction 5/magic, darkvision 60 ft., immunity to mind-affecting effects, mind shield, plane shift, symbiont traits; SV Fort +2, Ref -1, Will +3; AL N; Str 3, Dex 5, Con 10, Int 12, Wis 12, Cha 14, Ego 12.
Skills: Diplomacy +4, Disguise +4, Hide +12, Intimidate +4, Listen +7, Move Silently +0, Search +5, Sense Motive +5, Spot +7.
Feats: Alertness.
Mind Shield (Su): Three times per day, as a swift action, a shadow mask symbiont can extend its immunity to mind-affecting effects to its host for 1 full round. This ability drains 100 experience points from the host. A shadow mask automatically attempts to use this ability whenever the host is targeted by a mind-affecting effect, even if the effect is harmless.
Description: This symbiont appears as a black bandanna or scarf, which should be worn on the head. It takes up the “helmet” magic item slot.

Converted from the Savage Coast Monstrous Compendium. Symbiont rules from the Fiend Folio
#464

BOZ

Mar 31, 2005 10:05:39
BOZ: There is an EN World thread on planescape monster conversions. Will these be placed under Creature Catalogue?
http://www.enworld.org/forums/showthread.php?t=68207

many have already. the rest will, eventually with time, be added as well.
#465

weenie

Mar 31, 2005 16:58:04
Seraph, about the heraldic servants from Savage Coast MC ... what is it that makes them PS monsters, exactly? Although interesting, they seem very Prime-oriented to me... too Prime oriented to come up with a decent PS crossover. Before writing up 21 "almost but not quite exactly the same" creature conversions, I need to know what exactly I'm doing.

In the meantime, here's the Arashaeem:

ARASHAEEM
Medium Undead (Extraplanar, Shapechanger)
Hit Dice:
9d12 (58 hp)
Initiative: +6
Speed: 50 ft., climb 25 ft.

AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Bite +7 melee (1d6+1 plus poison), or web +7 ranged
Full Attack: Bite +7 melee (1d6+1 plus poison), or web +7 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells, web
Special Qualities: Change shape, darkvision 60 ft., low-light vision, resistances (cold 10, electricity 10), spell resistance 12, turn resistance +2, undead traits
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 13, Dex 17, Con – , Int 15, Wis 14, Cha 16
Skills: Climb +18, Concentration +12, Escape Artist +12, Knowledge (arcana +11, religion +11), Jump +12, Listen +15, Spot +15
Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Finesse
Climate/Terrain: Tarterian Depths of Carceri
Organization: Solitary or cabal (3-6)
Challenge Rating: 8
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5

Descending upon you is a giant, horrifying spider with loose flesh hanging from its humpbacked body and poison constantly dripping from its fangs.

The aranea are a race of secretive arachnoids native to the Prime Material Plane. They all have an innate knack for wielding arcane magic, but a cabal of particularly skillful aranea mages has developed abilities superior to the rest of their race. Calling themselves arashaeem, these undead arcanists have relocated from the Prime Material onto the Negative Energy Plane. However, some decades ago, they have been routed from the Dark Sea, and imprisoned on Othrys, the first layer of Carceri. The arashaeem still have a few active members on the Prime tasked with, among other sinister missions, with recruiting or abducting gifted aranea arcanists and sending them to the sect’s headquarters on Carceri.
Most arashaeem crave power desperately, often making deals with and offering treasure to any creature who would serve. Other arashaeem are content to simply prey on humanoids, satisfying their hunger for flesh. Still, all arashaeem agree that they as a subrace were meant to dominate.
More planars know of the arashaeem than the aranea, and some adventurers hunt the creatures for the treasure stored in their webbed lairs and their powerful venom.
An arashaeem weighs about 170 pounds. The hump on its back houses its brain.
The arashaeem speak Planar Trade, Abyssal, and Sylvan in quiet, ominous whispers.

COMBAT
As when they were alive, these creatures prefer magic over physical combat. They employ stealth when possible, attacking from behind webbing or dropping down quietly from above. Arashaeem also value deception and preparation, perhaps herding victims into a web before attacking from a safe distance.

Change Shape (Su): Despite the lack of a true metabolism, the arashaeem retain their shape-shifting qualities. An arashaeem’s “natural” form is that of an undead Medium monstrous spider. It can assume two other forms. The first is a unique zombie-like Medium humanoid; 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, its undead nature apparent. In hybrid form, an arashaeem looks like a Medium zombie at first glance, but a DC 18 Spot check reveals the creature’s spider-like features (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.
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 destroyed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d8 Str, secondary damage paralysis (1d3 hours). The save DC is Constitution-based.

Spells: An arashaeem casts spells as a 9th-level sorcerer. It favors illusions and enchantments and avoids fire spells.
Typical Spells Known (6/7/7/7/4 per day; save DC 13 + spell level): 0 – daze, detect magic, ghost sound, light, mage hand, mending, read magic, resistance; 1st – cause fear, mage armor, silent image, sleep, true strike; 2nd – acid arrow, invisibility, mirror image, resist energy; 3rd – fly, major image, suggestion; 4th – charm monster, phantasmal killer.

Undead Traits: Immunity to all mind-affecting effects, to poison, sleep effects, to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), paralysis, stunning, disease, death effects, as well as to fatigue and exhaustion effects; not subject to critical hits, nonlethal damage, ability drain, or energy drain; negative energy heals it, and positive harms it. 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.

Web (Ex): In spider or hybrid form (see below), 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 a DC 14 Escape Artist check or burst the web with a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 8 hit points, hardness 0, and takes double damage from fire.

Skills: An arashaeem has a +2 racial bonus on Jump, Listen, and Spot checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

ARASHAEEM VENOM
The poison from arashaeem fangs and venom sacks can be harvested for later application onto sword edges or arrow points. The potency of the venom diminishes somewhat after the death of the arashaeem, as noted below.
Arashaeem Venom: Injury DC 13; initial damage 1d6 Str, secondary damage paralysis (2d6 minutes); Market Price 250 gp.

Converted from: Savage Coast Monstrous Compendium.
#466

zombiegleemax

Apr 01, 2005 1:46:43
Seraph, about the heraldic servants from Savage Coast MC ... what is it that makes them PS monsters, exactly?

Well, I don't know. I'm not sure whether they ought to be considered planar or not, which is why earlier I listed them with a "?". The same with Narvaezan Fiend. If you think they are better left as prime creatures, then forget about them then.

Re: Arashaeem, you forgot extraplanar subtype.
#467

zombiegleemax

Apr 01, 2005 1:49:18
Kholiathra
Medium Outsider (Extraplanar, Good)

Hit Dice: 4d8+4 (22 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (perfect)
AC: 15 (+3 Dex, +2 Natural), Touch 13, Flat-footed 12
BAB/Grapple: +4/+6
Attack: 1 slam +6 melee (1d6+3)
Full Attack: 1 slam +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., invisibility, aura of luck, SR 11
Saves: Fort. +5, Ref. +7, Will +5
Abilities: Str 15, Dex 17, Con 13, Int 10, Wis 12, Cha 14
Skills: Concentration +8, Diplomacy +11, Hide +10, Listen +8, Move Silently +10, Sense Motive +8, Spot +8, Tumble +10
Feats: Improved Initiative, Dodge
Environment: Arborea (Arvandor)
Organization: Solitary or group (1d4+1)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 5-8 HD (Medium)
Level Adjustment: -

This creature is a transparent elf-like humanoid with a wispy, glassy outline.

These cunning spirits, usually unseen, are a constant presence on and around elven retreats such as Evermeet in Abeir-Toril. They keep watch on the elves, ward off vessels that stray too close, and avert minor accidents. Most elves are unaware of the kholiathra’s existence. They are said to be the servitors of the moon goddess, Sehanine Moonbow. They speak Celestial and Elven.

Combat
Kholiathra generally do not fight, preferring to turn invisible and flee.

Aura of Luck (Su): All allies within 20 ft. of a kholiathra gain +4 luck bonus to attack rolls, damage rolls, saving throws, ability checks and skill checks. Likewise, all enemies must make a Cha-based DC 14 will save or suffer -4 luck penalty to the same rolls.

Invisibility (Sp): A kholiathra can become invisible as per invisibility spell as a standard action at will.

Habitat/Society
Kholiathra tend to be found in small groups, often in association with elven communities. They are also found on Arborea, serving Sehanine and other Seldarine deities. They are positively inclined toward elves. Some even claim that kholiathra are the spirits of departed elves returned to serve their communities. Kholiathra enjoy living near elven groups or bands and using their powers to bring luck to chosen individuals. Seldarine gods often send kholiathra to provide luck at births or during battles.

Ecology
As enchanted beings, kholiathra do not require food, drink, or other sources of mundane nourishment. They gain sustenance from sunlight, however, and often gather in meadows or other sunny areas. During these times, kholiathra are playful and carefree, cavorting and flying about. The sight of these beautiful creatures floating gracefully through the air, dancing and pirouetting, is a sight not easily forgotten.

Converted from Elves of Evermeet (p.123).
#468

zombiegleemax

Apr 01, 2005 1:52:10
Reverend One
Medium Outsider (Extraplanar, Good)

Hit Dice: 10d8+30 (75 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 22 (+3 Dex, +6 Armor, +3 Shield), Touch 13, Flat-footed 19
BAB/Grapple: +10/+14
Attack: +1 holy long sword +16 melee (1d8+5/17-20 plus reverend strike)
Full Attack: +1 holy long sword +16/+11 melee (1d8+5/17-20 plus reverend strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Reverend strike
Special Qualities: Darkvision 60 ft., spell-like abilities, bonded armory, SR 16
Saves: Fort. +10, Ref. +10, Will +8
Abilities: Str 19, Dex 16, Con 16, Int 14, Wis 12, Cha 14
Skills: Balance +14, Concentration +16, Jump +15, Listen +14, Move Silently +12, Ride +16, Search +15, Sense Motive +14, Spot +14, Tumble +14
Feats: Improved Critical (Long Sword), Improved Initiative, Power Attack, Weapon Focus (Long Sword)
Environment: Arborea (Arvandor)
Organization: Solitary, band (2d4) or army (10d10)
Challenge Rating: 6
Treasure: Standard (See “Possession” below.)
Alignment: Always chaotic good or neutral good
Advancement: 11-20 HD (Medium)
Level Adjustment: -

This creature is an armored tall, slender elf with pale skin and violet eyes.

The nature of the reverend ones is dark even to elven scholars. Some say they are ancient elven warriors who have chosen to fight for their people even after death. Others say they are warriors created by the Seldarine to defend elven communities or important elves. They always vanish as soon as their task is completed. They do not speak, but understand Elven.

Combat
The reverend ones appear on crucial battlefields where enemies threatened elven nations. Sometimes, they appear to defend important individual elves. Most fight afoot, but legends claim that some are mounted on warhorses.

Reverend Strike (Su): Whenever a reverend one hits an extraplanar creature with evil subtype, it must make a Cha-based DC 17 will save or be sent back to its home plane. Whenever a reverend one hits an undead, it is affected as if the reverend one attempts to turn undead, with its cleric level equals to its HD.

Spell-like Abilities (Sp): At will – ethereal jaunt (self plus 50 lbs only); 3/day – planeshift (self plus 50 lbs only). CL10.

Bonded Armory (Su): A reverend one’s weapon and armor are bound to its spirit. If the reverend one is destroyed, the weapon and armor vanish from the battlefield, returning to Arvandor with its spirit. On rare occasions, the weapon or armor may instead be presented to a worthy elven warrior.

Possession: A typical reverend one possesses a +1 heavy steel shield, a +1 gleaming elven chain armor and a +1 holy long sword.

Gleaming [Armor/Shield Special Ability]
This armor or shield gives off a blinding light constantly, causing all creatures which rely on sight to suffer -2 penalty to attack rolls. This light imposes -4 penalty on hide checks.
Moderate evocation; CL7; Craft Magic Arms and Armor, daylight; Price +1 bonus.

Converted from Elves of Evermeet (p.126).
#469

zombiegleemax

Apr 01, 2005 1:54:23
White Stag
Large Magical Beast (Extraplanar, Chaotic, Good)

Hit Dice: 12d10+36 (156 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 120 ft.
AC: 24 (-1 Size, +4 Dex, +10 Natural, +1 Deflection), Touch 14, Flat-footed 20
BAB/Grapple: +12/+21
Attack: 1 gore +16 melee (1d8+5)
Full Attack: 1 gore +16 melee (1d8+5) and 2 claws +14 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, pass without trace, quasi-deity immunity, fire resistance 5, DR 10/epic, SR 32
Saves: Fort. +11, Ref. +12, Will +9
Abilities: Str 21, Dex 19, Con 16, Int 14, Wis 16, Cha 12
Skills: Hide +15, Listen +18, Sense Motive +18, Spot +18
Feats: Dodge, Improved Initiative, Iron Will, Mobility, Multiattack, Run (B)
Environment: Arborea (Arvandor)
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic good
Advancement: -
Level Adjustment: -

This creature is a huge, snow white stag with red, glowing eyes.

The White Stag of Labelas Enoreth is the special servant of the elven god of longevity. Observers say that the creature’s divine aura is literally tangible and felt by all those who see it. The stag’s appearance is considered to be an omen of great events, for it invariably leads any who follow it to a place where a vision or direct divine message is given. It does not speak, but probably understand Elven.

Combat
As a divine being, the stag is in no danger in Arvandor and most elven retreats. It prefers to simply outrun and avoid confrontations. But if necessary, the stag fights normally, goring with its horns and kicking with its front hooves. Since it is the unique servitor of Labelas Enoreth, anyone who harms it would have to face the wrath of the deity.

Pass Without Trace (Su): The white stag may pass without trace at will as a free action, making it impossible to track. It uses this ability to escape trackers with ill intent.

Quasi-Deity Immunity (Ex): The white stag has divine rank 0. It is thus immune to polymorph, petrification, form-altering effects, energy drain, ability drain, ability damage and mind-affecting effects. It is immortal.

Habitat/Society
The white stag appears wherever elves are in need of guidance and wisdom. Some claim that it spends the remainder of its time in Arborea and is sent to the prime material plane only when elves are in danger or require its services.

Converted from Elves of Evermeet (p.127) and Demihuman Deities (p.118).
#470

weenie

Apr 03, 2005 18:25:11
NARVAEZAN FIEND
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice:
6d8+12 (39 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect)
AC: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +6/–
Attack: Claw +10 melee (1d6)
Full Attack: 4 claws +10 melee (1d6) and bite +5 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., daylight powerlessness, flesh-ripping claws, incorporeal traits, see in darkness, telepathy 100 ft.
Saves: Fort +7, Ref +9, Will +6
Abilities: Str – , Dex 19, Con 14, Int 14, Wis 13, Cha 16
Skills: Bluff +12, Concentration +11, Hide +23, Intimidate +12, Knowledge (local – Narvaez +11, the planes +11), Listen +12, Search +11, Sense Motive +10, Spot +12
Feats: Alertness, Combat Reflexes, Flyby Attack
Climate/Terrain: Lower Planes (Carceri)
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-15 HD (Large)
Level Adjustment: +3

This creature of half shadow and half substance displays twisted features, with dark horns and squirming shadows behind it. These shadows alternately appear as a billowing cloak or large bat wings. The fiend’s strangely proportioned arms hang almost to its knees, ending in large claws. The most frightening aspect of its appearance is its burning black-green eyes.

These immaterial entities are mutated varieties of true shadow fiends that were originally attracted to the Prime Material barony called Narvaez by the negative emotions generated by religious persecution. The fiends fed off the fears, paranoia, and destructive thoughts of inquisitors, while their very existence fueled the inquisitors’ burning desire to stamp out evil and root out heresy. Wrapped in holy zeal, the inquisitors caused more fear and paranoia, utterly delighting the fiends.
Unlike their more developed Lower-planar kin, the Narvaezan fiends do not engage in soul-gem trade. Their major impact is social, tearing apart the normally strong religious underpinnings of Narvaez. They tempt the people of Narvaez into compromising situations, and appear before the inquisitors, tormenting them with lies. The fiends care nothing about the chaos they cause to the; it is simply their food supply.
The Narvaezan fiend is about 6 ft. tall, and virtually weightless. It communicates telepathically, and can choose to make its “voice” sound like an enticing whisper or a raspy screech.

COMBAT
A Narvaezan fiend prefers a stealthy approach, pouncing on a victim from behind. It generally dislikes direct combat, and is more effective acting unseen.

Daylight Powerlessness (Ex): Narvaezan fiends are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. In such conditions, the fiend suffers a -4 enhancement penalty on attack rolls, damage rolls, AC, saving throws, skill checks, and ability checks. During the day, it usually shelters in the shadows of Narvaezan alleyways and buildings.

Flesh-Ripping Claws (Su): When a Narvaezan fiend’s claws touch flesh, they become partially corporeal, allowing the creature to physically claw, rake, and even grapple its corporeal opponents while retaining the normal benefits of its incorporeal state. The claw and rake attacks are still considered touch attacks. Creatures attempting to grapple the fiend can only attempt to escape the grapple – they are unable to pin or deal damage in the grapple.

Incorporeal Traits: Cannot be harmed by nonmagical weapons, and has a 50% chance to ignore any damage from any corporeal source (including magical weapons), except for force effects or attacks made with ghost touch weapons. Can pass through solid objects, but not force effects, at will. Its natural attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. Always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

See in Darkness (Su): Narvaezan fiends can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: 3/day – bestow curse (DC 17), enthrall (DC 15), fear (DC 17); 1/day – suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.

Telepathy: A Narvaezan fiend can speak with any creature within 100 ft. that has a language.

Skills: A Narvaezan fiend has a +10 racial bonus on Hide checks.

NARVAEZAN FIEND LAIRS

Several Narvaezan fiends working together can create small demiplane lairs from shadow substance, usually about 1,000 square feet in diameter. The entrances are shadowy portals usually hidden in alleys or other dark places. The demiplane itself is filled with dark mist and shadows that automatically confuse any non-fiend on entry (as confusion spell, Will DC 16 negates, caster level 10th). Distances also seem out of proportion, and all doors are hidden. Inside their shadow-lair, the fiends can manipulate shadow and mist to create illusions as needed. Not incredibly detailed, these illusions usually appear along the peripheral vision and can be extremely distracting (as silent image spell, Will DC 11 negates, caster level 10th).
If all the fiends that took part in creating the demiplane lair are killed, the lair immediately begins to dissipate. Anyone still inside has five rounds to vacate or be spilled out into a randomly determined plane.

Converted from SCMC.
#471

BOZ

Apr 04, 2005 0:22:21
oh, fellas... http://www.enworld.org/showthread.php?t=126921
#472

zombiegleemax

Apr 04, 2005 3:23:47
1. Incorporeal subtype?

2. I'm not sure about the home plane... Would shadow plane be a more appropriate home plane?

3. My initial impression is that LA seems a bit inflated?
#473

zombiegleemax

Apr 04, 2005 3:26:18
Dirtwraith (Sargusian Fungus)
Medium Plant (Extraplanar, Chaotic, Evil)

Hit Dice: 7d8+14 (45 hp)
Initiative: -2 (-2 Dex)
Speed: 10 ft.
AC: 16 (-2 Dex, +8 Natural), Touch 8, Flat-footed 16
BAB/Grapple: +5/+8
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Spray spores
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft., immune to fire and mind-affecting effects, DR 5/slashing or piercing
Saves: Fort. +6, Ref. +0, Will +4
Abilities: Str 16, Dex 7, Con 12, Int 4, Wis 10, Cha 4
Skills: Listen +5, Spot +5
Feats: Ability Focus (Spray Spores), Iron Will, Improved Toughness
Environment: Abyss
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

This creature is a mass of pale yellow spheroids connected by a matrix of thick, fibrous strands.

This fungus is commonly called “dirtwraith” based on the mistaken belief that the fungus is a form of undead which erupts from corrupt dirt beneath a decaying body. Instead, it is actually a semi-intelligent fungus that dwells in the root systems of larger plants. Skeletons found hereby attests to its efficiency, not its genesis. In its native plane of the Abyss, it is called Sargusian Fungus.

Combat
A dirtwraith attacks by animating its host tree. If the host tree dies, the dirtwraith does not die, but simply moves to a new host when it thinks it is alone. To kill the dirtwraith, one must either exhume it (usually 5-10 ft. beneath the tree) or wait for it to emerge when it tries to change a new host tree.

Animate Host Tree (Su): The dirtwraith can animate its host tree at will. The host tree becomes a treant (see MM1, CR8) in all aspects except that it has no intelligence (Int -), it has no alignment and it does not have the treant’s animate trees ability. A dirtwraith can animate a tree up to its own HD, thus an advanced dirtwraith can animate larger trees (advanced treants).

Spray Spores (Ex): A dirtwraith may use each of its pods to spray a cloud of spores 1/day, affecting all within 10 ft. This requires a Con-based DC 16 fort save to avoid becoming nauseated for 2d4 rounds. A successful save makes the victim sickened for 2d4 rounds instead. A dirtwraith has a number of pods equals to its HD.

Habitat/Society
Dirtwraiths are often brought to other planes when a planewalker visits the Abyss and unwittingly becomes a carrier of its spores. The scattered spores soon grew into dirtwraiths. One such incident happened in the town of Delaquenn in the prime world of Oerth. The Bonehart, elite wizards serving the demigod Iuz, brought the fungus into their home world.

Ecology
This fungus feeds on the decayed matter of once living beings, yet many demons consider the dirtwraith to be a delicacy. However, it is in fact diseased. Anyone eating or ingesting it suffers the effects of soul rot disease. See Book of Vile Darkness, pp.30-32. (If you do not have this book, you may use filth fever instead.) Demons and many abyssal natives are immune to this effect.

Converted from Dragon #270, “Minions of Iuz” (p.74).
#474

wyvern76

Apr 04, 2005 3:41:16
2. I'm not sure about the home plane... Would shadow plane be a more appropriate home plane?

Also, if their home plane is the material plane, they should have the Native subtype, I think.

Wyvern
#475

zombiegleemax

Apr 04, 2005 5:02:16
Hmm.. I'm not sure about this creature having all the properties below.

NATIVE SUBTYPE: A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype’s name). Unlike true outsiders, native outsiders need to eat and sleep.

P/S: Anyway, I've updated the index on page 1. Pools of Darkness, anyone?
#476

weenie

Apr 04, 2005 12:32:30
1. Incorporeal subtype?

Missed it. Edited.

2. I'm not sure about the home plane... Would shadow plane be a more appropriate home plane?

Edit: On second thought, the "Climate/Terrain" entry does not necessarily indicate the creature's home plane. It's just that these extraplanar creatures can be found (almost exclusively) on the Material. If you accept their connection to Planescape's shadow fiends, than the Narvaezan fiends originally hail from the Lower Planes (Carceri?).

3. My initial impression is that LA seems a bit inflated?

Mm. Probably true, although the incorporeality is incredibly useful. A +4, perhaps? Or just make it "N/A", since they don't really seem appropriate as a PC race (due to the the "feeds on mayhem" thing)?
#477

zombiegleemax

Apr 05, 2005 3:32:25
That's why I wasn't sure if this creature is planar or not. The text isn't clear. Shadow demons (fiends) are from the Abyss, according to BOVD. Probably not Carceri, since that is the prison plane.

Incorporeal alone is LA +2. (Savage Species, p.19)

Just a nitpick... Knowledge skill is normally listed separately. So "Knowledge (local – Narvaez +11, the planes +11)" should be "knowledge (local) +11, knowledge (the planes) +11".
#478

weenie

Apr 05, 2005 17:44:50
Shadow demons (fiends) are from the Abyss, according to BOVD. Probably not Carceri, since that is the prison plane.

Don't know where I picked up the Carceri screed, I checked the PSMC01 and it's not mentioned... but neither is Abysss. Why the BoVD changed the NE shadow fiends into CE shadow demons I will never understand... but AFAImC, their Environment line says "Lower Planes". The Narvaezans, however, should probably have "PMP (Narvaez)".

Just a nitpick... Knowledge skill is normally listed separately.

I know, but since I'm usually typing it all in manually, I can't be bothered to enter "Knowledge ()" over and over again ... I don't think it's a problem for people to figure out, do you? I hate the patronizing 3.5 speed entries: "10 ft. (2 squares for the mentally-challenged crowd in the back)" ...
BTW and FWIW, I never add synergy bonuses to my creature writeups. I prefer to add them ad hoc while playing, and some of them don't make mych sense (for example, Knowledge (planes) grating a +2 Survival bonus on "other planes"? What other planes?!)

Re: the Living Fortress:
First, I'd drop the tanar'ri subtype, since it's significantly different thann any standard tanar'ri. Possibly even change the name to Demonic Living Fortress.
Second, it probably needs some ranged attacks, possibly spell-like... maybe just give it a ballista/catapult or three?
Third, about the non-core feats, you could just add the following:

Feats: Due to its Area Attack feat, the fortress can attack a semi-circle area of 20 ft. radius, dealing 2d8+34 damage to all Huge or smaller creatures. The fortress then suffers -2 to AC and Reflex saves until its next action.
Due to its Devastating Critical feat, when the fortress scores a successful critical hit with its slam attack, it deals an extra 3d6 points of damage, and the target must make a Fortitude save (DC 65) or die instantly. Creatures immune to critical hits can’t be affected.
Due to its Large and In Charge feat, when the fortress hits anyone moving through its threatened square with an attack of opportunity, it can make an opposed Strength check (check bonus +23, plus 4 per size difference, plus 1 per 5 points of damage inflicted) to push him 5 ft. backwards, and prevent further movement in that round.

(I added the Devastaing/Overwhelming Critical feat summary so that there would be no need to consult the ELH on every crit). Ditto for most Epic feats for other creatures (Gigante, Hecatonheires, etc.)

I think I have a few more comments/suggestions regarding your recent creatures, but I can't seem to find my notes :embarrass
#479

zombiegleemax

Apr 09, 2005 3:42:57
BTW and FWIW, I never add synergy bonuses to my creature writeups. I prefer to add them ad hoc while playing, and some of them don't make mych sense (for example, Knowledge (planes) grating a +2 Survival bonus on "other planes"? What other planes?!)

Other than your home plane, I think. I don't add conditional synergy bonus, like those that give you +2 bonus only in a specific situation. But synergy bonus that always applies (e.g. bluff 5+ ranks -> +2 on diplomacy) should be added into the stat block.

Re: the Living Fortress: First, I'd drop the tanar'ri subtype, since it's significantly different thann any standard tanar'ri. Possibly even change the name to Demonic Living Fortress. Second, it probably needs some ranged attacks, possibly spell-like... maybe just give it a ballista/catapult or three?

I don't know, but the 2nd ed stats listed it with all the tanar'ri qualities. As for ballista, that would require crew to operate. I don't want to include into the stats what the fortress cannot do on its own. I'd leave the ballista for the DM to add in.

(I added the Devastaing/Overwhelming Critical feat summary so that there would be no need to consult the ELH on every crit). Ditto for most Epic feats for other creatures (Gigante, Hecatonheires, etc.)

I add only the feats that are not in SRD, so they can be used.
#480

zombiegleemax

Apr 09, 2005 3:44:24
Kalmari
Medium Outsider (Extraplanar, Lawful, Evil)

Hit Dice: 6d8+12 (39 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 20 ft. (perfect)
AC: 17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 15
BAB/Grapple: +6/+10
Attack: 1 bite +11 melee (1d8+4)
Full Attack: 1 bite +11 melee (1d8+4) and 1 tail +8 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole, possess
Special Qualities: Darkvision 60 ft., magic immunity, vulnerability, DR 10/chaotic, regeneration 5
Saves: Fort. +7, Ref. +7, Will +6
Abilities: Str 18, Dex 14, Con 15, Int 14, Wis 13, Cha 14
Skills: Concentration +11, Diplomacy +13, Escape Artist +11, Hide +11, Intimidate +11, Listen +10, Search +11, Sense Motive +10, Spot +14, Tumble +11
Feats: Multiattack, Improved Initiative, Weapon Focus (Bite)
Environment: Acheron
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

This creature is an amorphous being with a smoky, mist-like consistency. It appears as an inverted teardrop, with a 3 ft. long prehensile tail and incredibly large maws filled with sharp teeth. The beast has two unblinking yellow eyes that it can move to different parts of its surface in order to follow multiple foes.

The kalmari is a creature that haunts the battle cubes of Acheron. It is sometimes summoned by wizards to guard some important item, place or creature. Their lawful nature also contributes to their stubbornness in this matter and also is part of the reason they are chosen as guardians of important mountain passes, potent magical items, fabulous treasures and secret passages. It speaks Infernal.

Combat
The kalmari attacks by swallowing its prey whole and depends on its magic immunity, regeneration and damage reduction to protect it.

Improved Grab (Ex): A kalmari can automatically attempt to grapple any creature hit by its tail or bite attack without provoking an attack of opportunity. If it establishes a hold with its bite attack, it may swallow whole on its next turn.

Swallow Whole (Ex): A kalmari can swallow any grappled creature up to its own size by making a successful grapple check since its maw can open so wide that it appears to cover the majority of its body. A swallowed creature takes 1d8+8 bludgeoning damage and 8 acid damage per round. Its interior has AC 12 and 25 hit points. Its interior can hold only 1 medium creature or 4 small creatures at any one time. If a swallowed creature dies within, its spirit is also consumed and it cannot be raised or resurrected thereafter without first using a wish or miracle to make it possible. A kalmari cannot digest magical items, which it would regurgitate them out as a move action after the swallowed creature has been completely digested.

Magic Immunity (Ex): A kalmari is immune to magic as if it possesses unbeatable spell resistance.

Vulnerability (Ex): Any weapon which has been swallowed and regurgitated by the kalmari is enhanced to bypass its damage reduction and gains +2 to attack and damage rolls. Similarly, any such offensive magic items like scrolls, wands or staves are likewise able to bypass its magic immunity. This enhancement affects only individual kalmari who swallowed and regurgitated the items and does not affect other kalmari.

Regeneration (Ex): A kalmari regenerates all damage except those dealt by weapons or items which it has swallowed and regurgitated.

Possess (Su): A kalmari can remain on another plane indefinitely by possessing a native creature or a native object within 20 ft. The creature or object must make a Cha-based DC 16 will save or be possessed. A successful save renders the creature immune to this effect for 24 hours. It may make a special mental hide check, using Int instead of Dex, to ignore magic circle against evil, forbiddance, detect evil and like spells. The check DC is as the normal save DC for the spell. It gains a +4 bonus on this special mental hide check. It may partially manifest itself to attack normally, but may not move away from its host without ending the possession. While possessing a creature, the kalmari does not take any damage, since the damage is absorbed by its host. If the host takes more than 10 points of damage in a single attack, it must make a fortitude save (DC equals to the damage dealt) or the kalmari is expelled, causing 5d6 damage to the host. If its host dies, the kalmari is likewise forced to emerge, hissing like a thousand snakes. A kalmari without a host can exist in another plane only for up to 10 minutes, before being banished back to Acheron instantly.

Racial Skills: A kalmari gains +4 racial bonus on spot checks.

Habitat/Society
How kalmari reproduce is unknown, though fission is most likely. Whether fission is possible in other planes or only in their home plane of Acheron is also unknown at this time. These creatures seem to enjoy the power they wield over creatures of other planes and often refuse to leave. Since their possession ability is not extremely powerful, their hosts are often willing victims through force, blackmail or charm.

For example, a kalmari was reported to have been summoned by the sorceress Cassana as a pet in the prime world of Abeir-Toril. The beast was destroyed by the swordswoman Alias and her paladin companion Dragonbait after its service to an illicit merchantile group called the Iron Throne.

Converted from Villians’ Lorebook (pp.70-72).
#481

zombiegleemax

Apr 09, 2005 3:45:54
Balhiir
Medium Outsider (Extraplanar)

Hit Dice: 18d8+54 (135 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: Fly 40 ft. (perfect)
AC: 21 (+6 Dex, +5 Natural), Touch 16, Flat-footed 15
BAB/Grapple: +18/+22
Attack: 1 slam +25 melee touch (absorb spells, drain magic items or energy drain)
Full Attack: 1 slam +25 melee touch (absorb spells, drain magic items or energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, absorb spells, drain magic items
Special Qualities: Darkvision 60 ft., arcane sense, light aura, special binding, DR 15/epic
Saves: Fort. +14, Ref. +17, Will +16
Abilities: Str 19, Dex 22, Con 17, Int 4, Wis 16, Cha 17
Skills: Escape Artist +35, Hide +27, Listen +24, Sense Motive +24, Spot +24
Feats: Ability Focus (Drain Item), Dodge, Improved Initiative, Iron Will, Mobility, Weapon Finesse, Weapon Focus (Slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always true neutral
Advancement: 19-36 HD (Medium); 37-54 HD (Large)
Level Adjustment: -

This creature appears as a softly glowing cloud with diamond-shaped sparkles of light within.

Balhiirs normally reside on the Negative Energy Plane, where they can absorb all forms of energy, including life forces and magic. Little else is known of the balhiir’s habits in its home plane, due to that plane’s inimical effect on normal lifeforms. Balhiirs are very efficient in their use of the energy/magic they consume. These creatures can hold enough energy to keep them active for months. If they run out of energy however, they do not perish. Instead, they enter a form of hibernation that can last indefinitely. The presence of energy within its sensory range awakens it, a process that requires a full round.

Combat
A balhiir feeds on magic, requiring at least 1 spell level per day to avoid starvation and being forced into hibernation. It seeks only to drain magic, always moving toward the largest concentration of magic. Because of its cloud form, it can squeeze through any opening of at least 1 inch diameter.

Arcane Sense (Su): A balhiir can detect magic and the presence of life-forms up to 100 ft. away, even through stone and other solid obstacles.

Light Aura (Su): Whenever a balhiir stores enough spell levels up to its Con, it radiates light in 5 ft. radius. Every increase of spell levels equals to its Con increases the light area by +5 ft. radius. Thus, a balhiir which stores a number of spell levels equals to its Con x4 will radiate light within 20 ft. radius. Furthermore, an active balhiir burns off 1 stored spell level per day as its sustenance.

Absorb Spells (Su): A balhiir automatically absorbs any spell or spell-like ability which targets anywhere within 10 ft. of the creature or which has its effect (even partially) within 10 ft. of the creature. It may also make a melee touch attack to absorb any existing spell effects on an individual. Treat this as a greater dispel magic effect at caster level 18. Any dispelled spell adds its spell level to the balhiir’s stored spell levels. A balhiir can store up to a total amount of spell levels equals to its Con x5. After this limit, every spell it absorbs inflicts 1d6 damage per spell level.

Drain Magic Items (Su): All magic items within 10 ft. are drained of its magic. Against charged items and single-use items (e.g. potions, scrolls), this drains a single charge or use. Against magic weapons, armors, shields and other bonus-type items (e.g. amulet of natural armor +3, amulet of health +2, etc.), the balhiir reduces the bonus by -1. Against other magic items, it reduces the caster level by -1. When the charges, bonus or caster level reaches zero, the item is disenchanted and permanently non-magical. For each charge, bonus and caster level drained, the balhiir gains 1 stored spell level. If a magic item is being worn or held, the owner may make a Cha-based DC 24 will save for each item to resist being drained. In addition, the balhiir can make a melee touch attack to drain a magic item of 1d4 charges, bonuses or caster levels.

Energy Drain (Su): If there is no more magic for the balhiir to drain, it may make a melee touch attack to bestow 1 negative level instead. The balhiir gains 1 stored spell level per negative level bestowed. A drained creature may attempt a Cha-based DC 22 fort save to remove each negative level 24 hours later.

Special Binding (Ex): A balhiir can be affected by a modified trap the soul spell. The modification can be known by making a DC 25 knowledge (arcana) check and requires a DC 25 spellcraft check during casting. The modified trap the soul spell cannot be absorbed by the balhiir which however cannot be compelled into service, but the creature that freed it gains certain powers over the balhiir. Firstly, the creature can attempt to bind the balhiir again with another trap the soul spell, gaining +4 on its caster level check against spell resistance and the spell DC increases by +2.

Secondly, the character may instead draw the balhiir, which must be within 20 ft., into himself through sheer force of will as a full round action. This requires an opposed will save check. If the character wins the opposed will save check, he absorbs the balhiir and must make a fort save against DC 10 + 1 per 5 spell levels stored by the balhiir or dies in the process. The character gains the use of spellfire as if he possesses the spellfire wielder feat, except that he cannot absorb spells. When he gets a new feat, he may choose the spellfire wielder feat to be able to absorb spells even if he is no longer a 1st level character. If the character has levels in spellfire channeler prestige class, he gains all of the balhiir’s stored spell levels which may cause back fires; otherwise he gains the stored spell levels up to a maximum of his Con score. When all the acquired spell levels are expended, the balhiir is truly dead. If the character dies before expending all the spell levels, the balhiir emerges from his body with the remaining spell levels.

Racial Skills: A balhiir gains +8 racial bonus on escape artist checks.

Option: Using Spellfire
The rules for using spellfire are found in Magic of Faerûn, pp.18-19, 23 and 38-40. If you do not use this book, treat spellfire as a supernatural ability to blast a fiery ray of arcane energy up to 400 ft. range as a standard action. This requires a melee touch or ranged touch attack, dealing 1d6 damage per spell level expended, DC 20 reflex save half. This damage is half fire, half raw arcane energy. Alternatively, spellfire can be used to heal 2 hit points per spell level expended by touch as a standard action.

Converted from Villians’ Lorebook (pp.61-62).
#482

BOZ

Apr 09, 2005 19:24:46
cool, someone on the CC forums was just recently asking for a kalmari conversion...

i'm about to go through my old, OLD, and older still D&D notes... if i come across anything about planar monsters, i'll see if i can add anything to your list. BTW, did you go in the back of the PSMC3 (i think it was #3) that had the huge index of planar monsters, even going beyond what was in the PSMCs and boxed sets?
#483

ripvanwormer

Apr 09, 2005 19:52:58
cool, someone on the CC forums was just recently asking for a kalmari conversion...

I also made one, a long time ago. I put it here: http://www.geocities.com/ripvanwormer/acheronkalmari.html

The main thing that's good about it is the Society and Variants sections I added.
#484

zombiegleemax

Apr 10, 2005 0:57:48
i'm about to go through my old, OLD, and older still D&D notes... if i come across anything about planar monsters, i'll see if i can add anything to your list. BTW, did you go in the back of the PSMC3 (i think it was #3) that had the huge index of planar monsters, even going beyond what was in the PSMCs and boxed sets?

Great, thanks. I went through PSMC3 index quite a while ago, they are all there in the index on page 1 except for the few books I don't have - Waterdeep, Rod of the 7 Parts and MM2.

Waterdeep - denizen
MM2 - dragon horse, drelb, grim, mihstu, stench kow, thunder beast
Greyhawk Adventures - nimbus
Rod of the 7 Parts - miska, queen of chaos

Oh. Gremlin was a planar monster??

The main thing that's good about it is the Society and Variants sections I added.

Nice, but the stats seem to be for v3.0...
#485

ripvanwormer

Apr 10, 2005 1:25:55
Oh. Gremlin was a planar monster??

Natives of the Abyss, according to Planes of Chaos.

Nice, but the stats seem to be for v3.0...

Yeah, I said I did it a long time ago.
#486

zombiegleemax

Apr 10, 2005 3:32:43
Gremlin
Tiny Monstrous Humanoid (Extraplanar, Chaotic, Evil)

Hit Dice: 4d8+4 (22 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 16 (+2 Size, +3 Dex, +1 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +4/-6
Attack: 1 bite +10 melee (1d4-3)
Full Attack: 1 bite +10 melee (1d4-3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., DR 5/magic or good, SR 10
Saves: Fort. +2, Ref. +7, Will +4
Abilities: Str 7, Dex 17, Con 12, Int 12, Wis 10, Cha 11
Skills: Craft (alchemy) +5, Hide +14, Listen +11, Spot +7
Feats: Improved Initiative, Weapon Focus (Bite), Weapon Finesse (B)
Environment: Abyss, Pandemonium
Organization: Solitary or pack (2d4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: +1

This creature appears like a tiny, imp-like winged goblin.

Gremlins are the scavengers of the Abyss, but have since spread to other planes like Pandemonium and the Prime Material Plane. They are highly susceptible to mutation and can interbreed with any goblinoid species. This has resulted in several different gremlin races, each with slightly different abilities and natures. The common gremlin stands at 1.5 ft. tall. They speak Abyssal.

Combat
Gremlins are worthless in combat, preferring to flee instead. What they do best is cause trouble. The angrier their victims, the happier they are. They like to set traps to humiliate an opponent and maybe causing damage to his valued possession or to a loved one.

Racial Skill: A gremlin gains +4 racial bonus on listen checks.

Habitat/Society
Gremlins travel in small packs and they have a highly organized social order. Each gremlin knows who is above him in social rank, and who is below. As a rule, this is ordered by hit points, but an aggressive gremlin with lower hit points may be above larger gremlins in the social standing. Males and females are indistinguishable to all but other gremlins. Both sexes participate equally in all things. Offspring are left to fend for themselves from birth, which they are fully capable of doing. Within a month, the gremlin is a fully matured adult. Fortunately, they do not mate often.

These obnoxious creatures usually look for a building or estate to infest. Although they flee individual combat, they will not leave the building or grounds they infest until it is no longer fun (when everything is broken and the inhabitants have fled), or until their lives are in danger. Since the gremlins take great pains to not be seen, except as fleeting shadows, the inhabitants are frequently convinced that the place is haunted. A building infested by a gremlin pack can be reduced to shambles in a single night.

IMAGE(http://www.planetadnd.com/interactive_books/gremlin.gif)

Galltrit
Diminutive Monstrous Humanoid (Extraplanar, Chaotic, Evil)

Hit Dice: 1d8+2 (6 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 18 (+4 Size, +4 Dex), Touch 18, Flat-footed 14
BAB/Grapple: +1/-14
Attack: 1 bite +9 melee (1d3-4)
Full Attack: 1 bite +9 melee (1d3-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Anesthetic saliva, blood drain
Special Qualities: Darkvision 60 ft.
Saves: Fort. +2, Ref. +6, Will +2
Abilities: Str 5, Dex 19, Con 14, Int 10, Wis 10, Cha 11
Skills: Hide +24, Listen +6, Spot +4
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Abyss, Pandemonium
Organization: Solitary or pack (2d4)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 2-3 HD (Diminutive)
Level Adjustment: +2

This creature appears like a stone-gray winged goblin.

Galltrit is another subspecies of stone-gray gremlins living in areas of dung and carrion. Like gremlins, they are also essentially scavengers, but they are more interested in food than cruel practical jokes. As such, they sometimes gather in swarms to maximize a feeding frenzy. A galltrit is only about ½ ft. tall.

Combat
Galltrits are dangerous as they often attacked their victims from hiding. Some planewalkers have been drained dry of blood without knowing what has happened.

Anesthetic Saliva (Ex): If a galltrit hits with its bite attack, it lodges on automatically and its saliva is anesthetic, preventing the victim from realizing that he is being bitten unless he makes a Con-based DC 12 wisdom check in every round he takes hit point or Con damage.

Blood Drain (Ex): A galltrit who lodges onto its victim can automatically drain blood, dealing 1 Con damage per round. The victim can break free with a successful grapple check. Furthermore, if the victim takes 3 or more Con damage in 1 round (usually due to multiple galltrits), he must make a Con-based DC 12 fortitude save or become unconscious for 2d6 rounds.

Racial Skills: A galltrit gains +4 racial bonus on hide and listen checks.

:invasion:

Galltrit Swarm
Diminutive Monstrous Humanoid (Extraplanar, Chaotic, Evil, Swarm)

Hit Dice: 12d8+24 (78 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (good)
AC: 18 (+4 Size, +4 Dex), Touch 18, Flat-footed 14
BAB/Grapple: +12/-2
Attack: Swarm (3d6 plus 1d4 Con damage)
Full Attack: Swarm (3d6 plus 1d4 Con damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Anesthetic saliva, blood drain
Special Qualities: Darkvision 60 ft., swarm traits, distraction, immune to weapon damage
Saves: Fort. +6, Ref. +14, Will +8
Abilities: Str 7, Dex 19, Con 14, Int 10, Wis 10, Cha 11
Skills: Listen +19, Spot +15
Feats: Ability Focus (Blood Drain), Dodge, Improved Initiative, Lightning Reflexes, Mobility
Environment: Abyss, Pandemonium
Organization: Solitary or colony (2d4 swarms)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

Anesthetic Saliva (Ex): If a galltrit swarm uses its saliva which is anesthetic, preventing the victim from realizing that he is being bitten unless he makes a Con-based DC 18 wisdom check in every round he takes hit point or Con damage. However, due to the number of component creatures, only sleeping or blinded creatures may be unaware of a swarm attack.

Blood Drain (Ex): A galltrit swarm drains blood with its swarm attack, dealing 1d4 Con damage. Furthermore, if the victim takes 3 or more Con damage in 1 round (usually due to multiple galltrits), he must make a Con-based DC 20 fortitude save or become unconscious for 2d6 rounds.

Swarm Traits: A swarm has no discernable anatomy, so it is not subject to critical hits or flanking. Swarms are never staggered or reduced to a dying state by damage. Also, they 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, with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, including splash weapons. Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack.

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, Con-based DC 18 fortitude save negates. 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.

Other Gremlin Subspecies
There are other gremlin subspecies, such as fremlins, mites and snyads. These however are generally considered to be natives of the Prime Material Plane and are seldom, if ever, encountered in the planes beyond.

Converted from 2E Monstrous Manual.
#487

BOZ

Apr 10, 2005 20:45:47
found my notes, but don't have time to look at them ATM. you probably have covered most of them here already, but you never know.
#488

zombiegleemax

Apr 21, 2005 6:39:51
Denizen, Knight
Medium Outsider (Evil, Extraplanar)

Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 30 ft.
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +8/+12
Attack: 1 claw +13 melee (1d6+4)
Full Attack: 2 claws +13 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., aura against good, damage reduction 5/good, immune to fire, plane-bound, regeneration, scent, spell resistance 13, unique denizen
Saves: Fort. +8, Ref. +9, Will +9
Abilities: Str 19, Dex 17, Con 15, Int 12, Wis 17, Cha 10
Skills: Bluff +11, Concentration +12, Diplomacy +13, Hide +14, Intimidate +13, Knowledge (planes) +7, Knowledge (religion) +7, Listen +14, Sense Motive +14, Spot +14
Feats: Dodge, Improved Initiative, Weapon Focus (claw)
Environment: Gray Waste
Organization: Solitary or group (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 9-16 HD (Medium)
Level Adjustment: -

Within the realm of the dead, humanoid creatures with grotesque, cask-like bodies roam dragging their gangly, misshapen arms along the ground. Despite their human-like heads and features, their bilious fangs and glowing red eyes betray their origins.


Denizen, Duke
Large Outsider (Evil, Extraplanar)

Hit Dice: 14d8+70 (133 hp)
Initiative: +6
Speed: 30 ft., fly 60 ft. (average)
AC: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/Grapple: +14/+25
Attack: 1 claw +21 melee (2d6+7)
Full Attack: 2 claws +21 melee (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., aura against good, damage reduction 10/good, immune to fire, plane-bound, regeneration, scent, spell resistance 18, unique denizen
Saves: Fort. +14, Ref. +11, Will +13
Abilities: Str 25, Dex 15, Con 21, Int 16, Wis 18, Cha 13
Skills: Bluff +18, Concentration +15, Diplomacy +20, Hide +15, Intimidate +20, Knowledge (planes) +13, Knowledge (religion) +17, Listen +21, Move Silently +19, Sense Motive +21, Spot +21, Tumble +19
Feats: Dodge, Improved Initiative, Improved Natural Attack (claw), Power Attack, Weapon Focus (claw)
Environment: Gray Waste
Organization: Solitary or group (2-5)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 15-28 HD (Large); 29-42 HD (Huge)
Level Adjustment: -

A fat humanoid form with huge, leathery wings soars above, surveying the realm of the dead. Its body is covered in feathers. Its head looks like nothing human, but rather a combination of vampiric fangs, insectile compound eyes, and a flat hog-like snout. Both hair and quills grow on its head, just behind a pair of diminutive horns.

Each denizen was once a living being, usually a cleric in service of a resident god of the Gray Waste. Evil and cunning in life, they were rewarded in death with these new forms and the role of tormentors of the dead. There are many kinds of denizens, but most are either knights or dukes. They speak Abyssal, Planar Trade and Infernal in low, guttural voices.

Combat
Denizens attack viciously, picking off the weakest opponents first. They take sadistic pleasure in inflicting pain, thus they often keep opponents alive for torture. Although they do not need to eat, they enjoy the taste of living flesh (and the screams of agony).

Aura Against Good (Su): A denizen is constantly protected from good. This grants it +2 deflection bonus on AC and +2 resistance bonus on saves made against attacks of good creatures.

Regeneration (Su): A denizen regenerates from all damage except for those inflicted by good-aligned weapons or spells with good descriptor.

Plane-Bound (Ex): A denizen cannot leave the Gray Waste without divine intervention. Even if it gets to another plane, it must remain within 100 miles of an open gate to the Gray Waste or its powers become diminished. A diminished denizen loses its aura against good, unique denizen ability and spell resistance. Its regeneration also slows to 1 hit point per day.

Unique Denizen: A denizen knight has one unique ability, while a denizen duke has 2 unique abilities. Choose any one from the following.
  • Energy Resistance (Su): This denizen may have resistance 10 to acid, cold, electricity, or sonic.
  • Spell-like Abilities (Sp): This denizen can use any 3 necromancy spells of spell levels 1-3, caster level = HD, each 3/day. The save DC is 10 + spell level + Charisma modifier.
  • Frightful Presence (Ex): When this denizen charges or attacks, all within 60 ft. must make a Will save or be frightened for 5d6 rounds. This is a fear, mind-affecting effect. The save DC is 10 + ½ HD + Charisma modifier.
  • Gray Wasting (Su): Supernatural disease – melee attacks, Fortitude DC 10 + ½ HD + Constitution modifier, incubation period 1 day; damage 1d4 Cha.


Habitat/Society
Denizens are found only in the Gray Waste of Hades, usually in the realms of the dead. They often fly out over the Fugue Plain to harvest the waiting souls of the False and Faithless. Denizens belong to an elaborate social structure modeled on human aristocracies. Low-ranking denizens are called knights, while those of greater power have titles such as duke or prince. All obey their deity without question. It is not clear whether a denizen can voluntarily advance in social status.
During the Time of Troubles, some denizens were brought to Abeir-Toril by Myrkul with the magic the deceased god placed on the Tablets of Fate. Then during Cyric’s reign, several denizens were fed to Dendar the Night Serpent and many more were destroyed in the soul-devouring River Slith in the mad god’s search for Kelemvor. Now under the rule of Kelemvor, some newly-formed denizens are neutral or even good. These non-evil denizens do not have the evil subtype and have damage reduction #/magic instead of #/good.

Converted from Waterdeep.
#489

ripvanwormer

May 03, 2005 17:36:15
ACID PIGEON

Tiny Animal (extraplanar)
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5)
Full Attack: Claws +4 melee (1d2-5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Caustic Droppings, Death Spray (of Death)
Special Qualities: Low-light vision, acid immunity
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate urban
Organization: Flock (1-4 acid pigeons among 6-10 normal pigeons)
Challenge Rating: 1/6
Advancement: -
Level Adjustment: -

Although their ancestors are from the Material, acid pigeons have evolved to thrive in hostile environments like the devouring oceans of the Abyss, the eldritch waters and dark skies of the demiplane of Maelost, and even the smog and corrosive rain of the City of Doors. They prefer urban environments, as they contain more food.

Acid pigeons have powerful stomach acids capable of digesting just about anything, although they gain more nutrition from organic substances. Although a few have lost valuables to acid pigeons, most are grateful for their scavenging abilities keeping the city streets free from garbage. The quality that makes most loathe acid pigeons is their droppings, which are as harmful to those objects and people who happen beneath the bird as the bird's stomach acid is to its filthy meals.

Acid pigeons roost, flock, and mate with ordinary pigeons. It is impossible to tell an acid pigeon from its mundane kin just by looking at it.

Most acid pigeons encountered in Sigil are native to the city and not considered extraplanar there.

COMBAT:

Acid pigeons flee from those who come too close and attack only in defense of their roosts on the rooftops and ledges high up in buildings. They are not bright enough to "aim" their droppings; being hit by one is pure coincidence, the act of some cruel, pigeon-loving god.

Caustic Droppings (Ex). Anyone below an acid pigeon while it happens to be doing its business must make a Reflex save (DC 10) or get tagged by a dropping. The victim feels a burning sensation; if not removed within one round, the caustic material causes 1d4 points of damage.

Death Spray (of Death) (Ex). Damaging an acid pigeon with a piercing or slashing weapon causes the bird's acid to spray in all directions within a single square (5') radius. Everyone in range must make a Reflex save (DC 10) or suffer 1d4 hp damage. A flying pigeon pierced by an arrow rains acid down on everyone below it within a 10' (four square) radius.

ACID PIGEON SWARM

Large Animal (Swarm, Extraplanar)
Hit Dice: 2d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 11 (-1 size, +2 Dex), touch 11, flat-footed 9
Base Attack/Grapple: +0/-13
Attack: Claws +1 melee (1d6+2)
Full Attack: Claws +1 melee (1d6+2)
Space/Reach: 10' cube/-
Special Attacks: Caustic Droppings, Death Spray (of Death)
Special Qualities: Low-light vision, acid immunity, swarm traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate urban
Organization: Solitary
Challenge Rating: 1
Advancement: -
Level Adjustment: -

Distraction (Ex): Any living creature that begins its turn with an acid pigeon swarm in its square must make a DC 15 Fortitude save or be nauseated for 1 round. 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. The save DC is Constitution-based.

Caustic Droppings (Ex). Anyone below an acid pigeon while it happens to be doing its business must make a Reflex save (DC 10) or get tagged by a dropping. The victim feels a burning sensation; if not removed within one round, the caustic material causes 1d4 points of damage.

Death Spray (of Death) (Ex). Damaging an acid pigeon with a piercing or slashing weapon causes the bird's acid to spray in all directions within a single square (5') radius. Everyone in range must make a Reflex save (DC 10) or suffer 1d4 hp damage. A flying pigeon pierced by an arrow rains acid down on everyone below it within a 10' (four square) radius. This doesn't change when they swarm, but it happens every time the swarm is damaged.

Swarm Traits: An acid pigeon swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Acid pigeon swarms never make attacks of opportunity, but they can provoke attacks of opportunity. Unlike other creatures with a 10-foot space, an acid pigeon swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

Source: Dragon Annual #3. Originally designed by Johnathan M. Richards
#490

ripvanwormer

May 03, 2005 17:43:57
Other planar creatures I've been meaning to do conversions of:

Fetch - Dragon #261

Dragon Annual #3: (small animals suitable for Sigil)
Acid Pigeon
Piranha Ant
Polyroach
Rat Burglar
Stone Termite

Dragon #271: Dvati, Bag of Devouring Monster

Dragon #259: Worry-Wart

Dragon #238: (fantasy sewer creatures suitable for Sigil)
Necromantic Sludge
Plague Moth
Albino Crocodile
Water Cat
Lich's Blood
#491

BOZ

May 03, 2005 20:18:37
do you know that Jonathan Richards posts regularly on ENworld?
#492

ripvanwormer

May 03, 2005 21:53:59
do you know that Jonathan Richards posts regularly on ENworld?

NO I DID NOT. Is he zany? He seems zany.
#493

BOZ

May 04, 2005 0:29:42
he seems fairly normal - but definitely really cool.

here's something i did especially for him on April Fools Day:
http://www.enworld.org/showthread.php?t=126707
#494

Cyriss

May 26, 2005 20:58:29
Has anyone compiled all of these into a txt document or anything? I had done about half of it myself and gave up when there was a moment of multiple revisions of monsters. It got confusing on which ones I needed to go back and fix.
#495

BOZ

May 27, 2005 9:44:02
Has anyone compiled all of these into a txt document or anything? I had done about half of it myself and gave up when there was a moment of multiple revisions of monsters. It got confusing on which ones I needed to go back and fix.

Last i'd heard, the Seraph had accepted a position for Planewalker.com... so maybe these will be reused there?
#496

zombiegleemax

May 28, 2005 17:46:35
ACID PIGEON

Tiny Animal (extraplanar)
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5)
Full Attack: Claws +4 melee (1d2-5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Caustic Droppings, Death Spray (of Death)
Special Qualities: Low-light vision, acid immunity
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate urban
Organization: Flock (1-4 acid pigeons among 6-10 normal pigeons)
Challenge Rating: 1/6
Advancement: -
Level Adjustment: -

Although their ancestors are from the Material, acid pigeons have evolved to thrive in hostile environments like the devouring oceans of the Abyss, the eldritch waters and dark skies of the demiplane of Maelost, and even the smog and corrosive rain of the City of Doors. They prefer urban environments, as they contain more food.

Acid pigeons have powerful stomach acids capable of digesting just about anything, although they gain more nutrition from organic substances. Although a few have lost valuables to acid pigeons, most are grateful for their scavenging abilities keeping the city streets free from garbage. The quality that makes most loathe acid pigeons is their droppings, which are as harmful to those objects and people who happen beneath the bird as the bird's stomach acid is to its filthy meals.

Acid pigeons roost, flock, and mate with ordinary pigeons. It is impossible to tell an acid pigeon from its mundane kin just by looking at it.

Most acid pigeons encountered in Sigil are native to the city and not considered extraplanar there.

COMBAT:

Acid pigeons flee from those who come too close and attack only in defense of their roosts on the rooftops and ledges high up in buildings. They are not bright enough to "aim" their droppings; being hit by one is pure coincidence, the act of some cruel, pigeon-loving god.

Caustic Droppings (Ex). Anyone below an acid pigeon while it happens to be doing its business must make a Reflex save (DC 10) or get tagged by a dropping. The victim feels a burning sensation; if not removed within one round, the caustic material causes 1d4 points of damage.

Death Spray (of Death) (Ex). Damaging an acid pigeon with a piercing or slashing weapon causes the bird's acid to spray in all directions within a single square (5') radius. Everyone in range must make a Reflex save (DC 10) or suffer 1d4 hp damage. A flying pigeon pierced by an arrow rains acid down on everyone below it within a 10' (four square) radius.

ACID PIGEON SWARM

Large Animal (Swarm, Extraplanar)
Hit Dice: 2d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 11 (-1 size, +2 Dex), touch 11, flat-footed 9
Base Attack/Grapple: +0/-13
Attack: Claws +1 melee (1d6+2)
Full Attack: Claws +1 melee (1d6+2)
Space/Reach: 10' cube/-
Special Attacks: Caustic Droppings, Death Spray (of Death)
Special Qualities: Low-light vision, acid immunity, swarm traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate urban
Organization: Solitary
Challenge Rating: 1
Advancement: -
Level Adjustment: -

Distraction (Ex): Any living creature that begins its turn with an acid pigeon swarm in its square must make a DC 15 Fortitude save or be nauseated for 1 round. 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. The save DC is Constitution-based.

Caustic Droppings (Ex). Anyone below an acid pigeon while it happens to be doing its business must make a Reflex save (DC 10) or get tagged by a dropping. The victim feels a burning sensation; if not removed within one round, the caustic material causes 1d4 points of damage.

Death Spray (of Death) (Ex). Damaging an acid pigeon with a piercing or slashing weapon causes the bird's acid to spray in all directions within a single square (5') radius. Everyone in range must make a Reflex save (DC 10) or suffer 1d4 hp damage. A flying pigeon pierced by an arrow rains acid down on everyone below it within a 10' (four square) radius. This doesn't change when they swarm, but it happens every time the swarm is damaged.

Swarm Traits: An acid pigeon swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Acid pigeon swarms never make attacks of opportunity, but they can provoke attacks of opportunity. Unlike other creatures with a 10-foot space, an acid pigeon swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

Source: Dragon Annual #3. Originally designed by Johnathan M. Richards

Er... this may seem like a bit of an odd request, but can we get stats for normal pigeons as well?
#497

weenie

May 28, 2005 18:38:35
Last i'd heard, the Seraph had accepted a position for Planewalker.com... so maybe these will be reused there?

Yeah, actually we both did. The creatures from this thread are being slowly compiled into pdfs, and will be released at www.planewalker.com eventually. The first part is the "Denizens of the Transitive Planes" document, which should go up within a week or two, I think.
#498

zombiegleemax

May 29, 2005 15:36:04
Yes, PW Creature Codex is now open and is being updated after some periods of stasis. Goto http://www.planewalker.com/codex/

We welcome original submissions or conversions as well. The monsters in this thread would be reviewed, edited and made into a release over time. Will keep this thread posted on the developments.

Thanks.
#499

BOZ

May 30, 2005 17:15:51
totally cool. congrats you two.
#500

ripvanwormer

May 31, 2005 0:16:48
Er... this may seem like a bit of an odd request, but can we get stats for normal pigeons as well?

Use the stats for crows for pigeons or any other similarly-sized birds, keeping in mind that pigeons are very unlikely to attack anyone.
#501

BOZ

May 31, 2005 11:07:54
they can hit you, but it only nauseates. ;)
#502

adrez_nesnsid

Jun 20, 2005 20:00:15
#503

zombiegleemax

Jul 25, 2005 16:24:53
Just wanted to praise and complain. This topic is a great reference material and a good monsterous compendium for all the creatures shunned by the new dnd designers

As for the complain, you didn't make a night hag. It seems that the planar night hag can turn visitors of gray waste into larvae petitioners (I don't know the details) but she cannot use her thingy to shift to ethereal (there's no ethereal on the outer planes). So... Is there a proposal for some changes (the prime version is in SRD)?
#504

BOZ

Jul 25, 2005 16:31:29
would you need a whole new set of stats? just add on the appropriate power, right? maybe bump the CR up slightly?
#505

zombiegleemax

Jul 26, 2005 3:04:22
As for the complain, you didn't make a night hag. It seems that the planar night hag can turn visitors of gray waste into larvae petitioners (I don't know the details) but she cannot use her thingy to shift to ethereal (there's no ethereal on the outer planes). So... Is there a proposal for some changes (the prime version is in SRD)?

I have looked at MC8 Outer Planes Appendix and PSMC1. Both books mentioned that the night hag gains larvae via ethereal dream haunting. Visitors trapped in Gray Waste become larvae eventually (see Planes of Conflict), but it is more of a planar nature than something to do with night hags.

If this really bothers you, just add that the night hag can use her etherealness ability on other planes which are not coexistent with the ethereal plane. It functions normally, except it connects to the Astral instead of the Ethereal. I won't give a CR adjustment for this, since it is just like fighting a night hag on the prime.
#506

zombiegleemax

Jul 26, 2005 12:53:46
It doesn't bother me much :D. And no, the new stats aren't imperative or anything, I can always use the original if a fight breaks out during the trading attempts

I just wanted to know if there is any real difference in their powers (I've never seen the 2e night hag stats)

As for etherealness, i wouldn't replace it with astral because you can't see your plane from the astral like you can from ethereal. But, I can always say she connects to the shadow... Then again, I dislike mentioning the shadow plane as anything more then a demiplane, but sometimes a DM just has to make sacrifices to common sense (which I'm very good at, BTW :D)
#507

the_skald_02

Aug 24, 2005 9:31:08
First of all, Seraph of Babel, you've all my respect and admiration for you wondrous work with this thread.

Then, here's my question.
Do you remember the Vanis (I think this is the correct spelling) from the "ROD OF THE SEVEN PARTS" adventure boxed set for the old AD&D game?

I'd love to see a conversion for this lawful and noble specis, could you guys help me somehow?

Thanks in advance for your attention.

The Skald
#508

BOZ

Aug 24, 2005 10:28:31
planewalker.com won an ennie for best fansite.
#509

ripvanwormer

Aug 24, 2005 17:54:30
Then, here's my question.
Do you remember the Vanis (I think this is the correct spelling)

It's vaati. Here's a conversion. There's also one in the Oriental Adventures web enhancement.

They are also scheduled to appear later on in Dungeon Magazine's Age of Worms path.
#510

BOZ

Aug 24, 2005 18:30:33
It's vaati. Here's a conversion. There's also one in the Oriental Adventures web enhancement.

They are also scheduled to appear later on in Dungeon Magazine's Age of Worms path.

you might find this thread interesting:
http://www.enworld.org/showthread.php?t=144660
#511

weenie

Oct 05, 2005 12:26:33
Baku: It has been pointed out to me that an official 3.0 version of this creature actually exists. In Oriental Adventures, page 191, the creature called "Shirokinokatsukami" is obviously the new baku. Don't know why I never noticed that.

Here's a quick 3.5 update:

Large Outsider (Extraplanar, Good, Lawful, Spirit)
Attack: Gore +16 melee (1d8+7)
Full Attack: Gore +16 melee (1d8+5) and 2 claws +11 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
SQ: Change damage reduction to 15/cold iron, change fire resistance to 10
Skills: Balance +17, Concentration +18, Diplomacy +22, Jump +11, Knowledge (arcana +19, nature +6, religion* +19), Listen +19, Search +19, Sense Motive +19, Spellcraft +21, Spot +19, Survival +19, Tumble +17
* substitute for Knowledge (spirits) in an OA setting
Feats: Change Expertise to Combat Expertise, add Power Attack
#512

ripvanwormer

Oct 05, 2005 13:00:36
In Oriental Adventures, page 191, the creature called "Shirokinokatsukami" is obviously the new baku.

They were actually different creatures in 2e. The shirokinokatsukami first appeared in the 1st edition Oriental Adventures book, and later appeared in the 2nd edition Monstrous Compendium: Kara-Tur Appendix.

The baku first appeared in Dragon #65 and later appeared in the Monster Manual II. In 2e it was in the Complete Psionics Handbook and the Planescape Monstrous Compendium, Volume One.

They're definitely similar - both magical elephant/lion hybrids, both about the same size, both associated with dreams. There are differences, too - shirokinokatsukami are magical horse/elephant/lion/gorilla/tiger/cows, while baku are more reptillian, more elephantine, and psionic.

It's not really true to say that 3e shirokinokatsukami are the "new baku," then. They're the new shirokinukatsukami. They're probably based on the same legend, but they're two very different interpretations.

That happened a number of times with 1e Oriental Adventures; Zeb Cook did a lot of original research for the book and ended up replicating what had already been done in AD&D in different, more authentic ways. For example, OA had tengu even though AD&D already had kenku, OA introduced three kinds of oni even though AD&D already had ogre magi, OA had ki l'in even though AD&D already had ki-rin, and OA had various forms of lung dragon even though AD&D already had gold dragons that looked like lung.
#513

BOZ

Oct 05, 2005 13:28:28
thanks, you beat me to it, and with a lot more information than i would have given!
#514

weenie

Oct 05, 2005 20:08:18
Thanks for the clarification, Rip.

From a PS standpoint, I don't really see how the shirokinokatsukami is more authentic than the baku. Not sure about your other examples - I was remotely aware of the kenku-tengu dualism, but was never really interested enough to look into it (until now).

IMHO, having two different creatures near-identical in concept seems ... pointless. The stats and the minor appearance differences are irrelevant, especially compared to the glaring fact that they are both D&D interpretations of the dream eaters from Japanese/Chinese mythology/folklore.

Oh, and what does "shirokinokatsukami" mean anyway?
#515

ripvanwormer

Oct 05, 2005 20:38:20
I don't really see how the shirokinokatsukami is more authentic than the baku.

Maybe not, in that specific example. I was speaking more generally - Zeb Cook did a lot more research than the typical Dragon contributor.

IMHO, having two different creatures near-identical in concept seems ... pointless.

Oh, I agree. I was just vomiting up some history.

Oh, and what does "shirokinokatsukami" mean anyway?

Googling each word-part seperately:

Shiro = Castle
Kino = Silk
Katsu = Full-bodied shout that Zen masters use to waken students from their stupor.
Kami = God

So, something like "Shouting god of the silk castle," the silk castle apparently being the bed.

Here's a question: how do hollyphants fit into all this?
#516

BOZ

Oct 06, 2005 2:05:03
Maybe not, in that specific example. I was speaking more generally - Zeb Cook did a lot more research than the typical Dragon contributor.

the typical contributor, in the case of the baku, being one E. Gary Gygax. ;) from issue 63-69, he printed about a dozen and a half creatures in his "Featured Creatures" column as previews for Monster Manual II, the baku being one of them.

http://www.enworld.org/showthread.php?t=9651

as far as gary's research, and whether or not it coincided with zeb's, you'd have to ask him yourself: http://www.enworld.org/showthread.php?t=125997
#517

weenie

Oct 06, 2005 13:30:42
Googling each word-part seperately:

something like "Shouting god of the silk castle," the silk castle apparently being the bed.

I was actually hoping the old OA book had a translation. Googling words separately is probably a very bad idea when it comes to Japanese. The damn language is all homonyms and antonyms and whatnot.

Shiro can also mean white and innocence.
Kino might be ki-no. "Ki" can mean tree, mind, will, 'chi', disposition, feeling ... just about anything, really. "No" is a particle.
Katsu can be a verb - "win, beat, defeat, overcome" - or a conjunction - "and, also, moreover".
Kami I prefer translated as "spirit", although that's just about as inaccurate as "god".

All in all, I have no idea what the damn elephant is actually called.
#518

BOZ

Oct 06, 2005 13:46:12
actually, they wind up being much less elephant-like than baku...
#519

ripvanwormer

Oct 06, 2005 15:23:21
I was actually hoping the old OA book had a translation.

The 1e OA said:

"The shirokinukatsukami is a powerful and kindly spirit also known as the Eater of Dreams. Its appearance is quite bizarre as it is said to have the body of a horse, the face of a lion, the trunk and tusks of an elephant, the tail of a cow, and the feet of a tiger. It is sometimes mistaken for the baku to which it bears a slight superficial resemblance."

It seems probable that Cook changed the name just to differentiate them from the already-existant baku.

Googling words separately is probably a very bad idea when it comes to Japanese.

I assumed it was, but my translation was at least convincing BS.

Shiro can also mean white and innocence. Katsu can be a verb - "win, beat, defeat, overcome" - or a conjunction - "and, also, moreover".

Shiro can also mean intestine and price, materials, or substitution.

1. Triumphant Kami of the White Silk.
2. Kami of the White Silk Division
3. Silk intestine, and also spirit
4. Kami of the Torn Silk
5. Divine winner of the Silk
6. Kami who substitutes for your bedding.
10. Kami whose symbol you write on your pillow.

"No" is a particle.

It's "kinu," though, not "kino."
Kami I prefer translated as "spirit", although that's just about as inaccurate as "god".

It's probably best to just say "kami."
#520

zombiegleemax

Oct 20, 2005 15:56:21
I was wondering if anyone was planning on/had thought of doing conversions for the quasi and para genasi from the mimir. I know they're not canon, but it would be nice.
#521

BOZ

Oct 20, 2005 16:08:31
can someone do conversions for someone else's site without asking, or might they have a problem with that?
#522

weenie

Oct 20, 2005 16:20:53
I was wondering if anyone was planning on/had thought of doing conversions for the quasi and para genasi from the mimir. I know they're not canon, but it would be nice.

I've got most of these. Will post them up later.

can someone do conversions for someone else's site without asking, or might they have a problem with that?

The mimir, sadly, is dead, so I say yes. Planewalker.com is in the slow, slow process of moving/converting its contents. I started on the creatures a while back.
#523

zombiegleemax

Oct 21, 2005 1:26:16
The para-genasi has already been done in Dragon Magazine #297.

If you don't have the magazine, there is another conversion at http://users.erols.com/aburner/planescape/
#524

weenie

Oct 22, 2005 3:48:07
The para-genasi has already been done in Dragon Magazine #297.

And rather poorly, I might add.

Not to mention that they refer to the genasi touched by the quasielements as para-genasi. And there are no ash, lightning, mineral, radiance, salt, or vacuum genasi included.

Now, the conversions at the roaming genasi tavern are much better, primarily in the fluff department, though I disagree with much of the crunch. I used those as a guideline when I wrote my versions.
#525

zombiegleemax

Oct 27, 2005 7:43:21
Denizens of the Transitive Planes is out. This pdf contains v3.5 conversion of 2nd edition monsters from Astral Plane, Ethereal Plane, and the Plane of Shadow.

See http://www.planewalker.com/codex/download.php

P/S: You may post any feedback here...
#526

ripvanwormer

Oct 27, 2005 12:30:55
Aw, man, that's beautiful - it's better designed than the "real" Planescape books.
#527

zombiegleemax

Oct 27, 2005 16:41:37
Sweet, my kodragon pic came out well. Too bad I never could get a picture of a Nethling or... the other thing I was supposed to draw as a guideline to draw them....
#528

zombiegleemax

Oct 28, 2005 9:08:58
Sweet, my kodragon pic came out well. Too bad I never could get a picture of a Nethling or... the other thing I was supposed to draw as a guideline to draw them....

The kodragon is yours? I tried emailing you based on the PW forum's database to see if you want to use your real name in the credits page... but I never got a reply.

If you (or anyone else) are interested in doing more art works for future releases, PM me your email address and your real name (if you want it to be used in the credits). If you need original picture to inspire your art (as in the case of nethling), I can scan from my planescape books too...
#529

weenie

Oct 28, 2005 14:25:32
The kodragon is yours?

I think Primus said his girlfriend worked on the kodragon picture with him, though I'm not 100% on that. Painter?

If you (or anyone else) are interested in doing more art works for future releases, PM me your email address

D'you think WizOs would mind if we opened a new topic about this around here somewhere? At least we should do this at planewalker soon, when enough people download the Transitive pdf.
#530

zombiegleemax

Nov 04, 2005 22:04:21
Lavaworm
Medium Magical Beast (Extraplanar, Fire)
Hit Dice: 6d10+12 (45 hp)
Initiative: +5
Speed: 15 ft.
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3 plus 1d6 fire)
Full Attack: Bite +9 melee (1d6+3 plus 1d6 fire) and 1 secondary bite +7 melee (1d4+1 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., low-light vision, burst of speed, fire immunity, cold vulnerability
Saves: Fort. +7, Ref. +6, Will +1
Abilities: Str 17, Dex 12, Con 15, Int 2, Wis 8, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Improved Initiative, Multiattack
Environment: Elemental Plane of Fire
Organization: Solitary or group (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large); 19-24 HD (Huge)
Level Adjustment: -

A reddish-brown worm composed of semi-molten rock hunches its body up and moves its end forward, lowering its body as its head moves forward. A large maw lies at either end, periodically expelling noxious sulfuric gas.

The lavaworm moves in a manner similar to an inchworm. It has an elastic epidermis which stretches as it moves or attacks. Both ends of the creature possess mouths with needle-like teeth and a pair of eyes. This often gives the impression that there is no clear front and back to the creature, but in fact there is. The creature’s rear mouth is smaller than the front, and it never travels backwards.

COMBAT
The lavaworm attacks and eats any moving thing which is cooler than itself. It never attacks fire elementals and other creatures with fire subtype, unless it is looking for creatures to incubate its eggs. The lavaworm often charges using its burst of speed to reach its surprised prey.

Burst of Speed (Ex): The lavaworm can increase its speed to 50 ft. for a single round as a free action. This can be used once every 5 rounds.

Breath Weapon (Ex): A lavaworm can spew a cloud of sulfuric gas as a standard action, blinding all creatures within 20 ft. for 1d6 rounds (DC15 Reflex negates). This can be used once every 5 rounds. The save is Constitution-based.

ECOLOGY
When the creatures mate, the female lays eggs on the hottest location or creature it can find. Around 500 eggs are hatched from each incubation. The young worms eat their way into the host creature and then eat everything else within reach. They then eat each other until they are one week old before emerging from the host’s body. They become fully grown in just one year.

An adult male lavaworm mates for a week and becomes permanently sterile, while a female continues to mate every year. A sterile male lairs alone and becomes very territorial. Such lavaworms have been reported to grow up to 30 ft. long. Many lavaworms have migrated via vortices into the suns of many prime material worlds.

Converted from Spelljammer: Realmspace, p.85.
#531

zombiegleemax

Nov 04, 2005 22:06:38
Helian
Large Outsider (Extraplanar, Fire)
Hit Dice: 14d8+98 (161 hp)
Initiative: +6
Speed: 60 ft.
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +14/+29
Attack: Slam +20 melee (2d6+7 plus heat metal)
Full Attack: 2 slams +20 melee (2d6+7 plus heat metal)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fireball, heat metal
Special Qualities: Darkvision 60 ft., fiery aura, fire immunity, cold vulnerability, SR17
Saves: Fort. +16, Ref. +11, Will +12
Abilities: Str 24, Dex 14, Con 25, Int 15, Wis 17, Cha 16
Skills: Bluff +20, Concentration +24, Craft (any one) +19, Diplomacy +22, Hide +15, Intimidate +22, Knowledge (planes) +19, Listen +20, Sense Motive +20, Spot +20
Feats: Blind-Fight, Empower Spell-like Ability (fireball), Improved Grapple*, Improved Initiative, Improved Natural Attack (slam), Power Attack
Environment: Elemental Plane of Fire
Organization: Solitary or tribe (10-40)
Challenge Rating: 9
Treasure: None
Alignment: Always any non-good
Advancement: 15-28 HD (Large)
Level Adjustment: -

This humanoid-shaped creature of living flame possesses a quasi-metallic bone structure, on which the bodily flames cling. It skin seems elastic and smooth, despite being composed of semi-liquid fire. It otherwise seems like a very buff humanoid with reddish-yellow skin.

These creatures are born on the Elemental Plane of Fire, formed from the union of the planar fames and the soul of a deceased follower of evil and neutral deities of fire. Chant has it that the cultists of Imix, the fire archomental, also become helians after death. Although they retain their intellect and wisdom, they do not retain their personal experiences and thus, would not recognize friends, enemies or family members.

Helians are organized in tribes to protect themselves, but know when to back down from overwhelming odds to ensure their survival. In the Plane of Fire, they are often persecuted by the efreeti and other fire creatures. Some have managed to find vortices out of the elemental plane into the suns of various crystal spheres, such as Realmspace. These free helians are somewhat xenophobic and often perceive spelljamming creatures as potential persecutors. They speak Ignan.

COMBAT
A helian usually attacks only when provoked or threatened. It seldom fights to death, preferring to live to fight the enemy another day. A helian usually attempts to cause panic among its foes with fireballs. Thereafter, it either uses slam attack or attempts to grapple a foe to subject him to its fiery aura.

Fireball (Sp): A helian can conjure an empowered fireball 3/day. Caster level 14th; DC20 Reflex half. The save DC is Charisma-based and includes +4 racial bonus.

Heat Metal (Su): If a helian hits a creature wearing metal armor with its slam attacks, the metal armor is affected by a heat metal spell. A magical metal armor can make a DC15 Will save to avoid being heated. The save DC is Charisma-based.

Fiery Aura (Su): When a creature grapples or is grappled by a helian, it automatically takes 3d6 fire damage every round. Touching such a grappled creature automatically causes 1d6 fire damage. This fire damage can prevent a creature from being healed by magic, unless the caster makes a Concentration check (DC10 + damage dealt).

Converted from Spelljammer: Realmspace, p.84.
#532

zombiegleemax

Nov 05, 2005 13:43:20
The Painter chuckles...

Actually this is Primus. I changed WotC identities on a whim one day and have found the Painter to be more well-loved. So I kept her. Besides, as the Painter I can post completely irrelevant and unuseful posts half the time and be tolerated!

Seraph, my e-mail is "OneandPrime@gmail.com" and I'd be perfectly willing to do more art for more releases. I apologize for never doing a good picture of the Nethling or whatever else I was supposed to do. I could never find a picture of either so I had trouble visualizing them. But I am definitely willing to do more work. In fact, I'm jonesed for it since I think the kodragon worked out really good and the release itself was of such high quality.
#533

BOZ

Nov 05, 2005 16:31:40
Denizens of the Transitive Planes is out. This pdf contains v3.5 conversion of 2nd edition monsters from Astral Plane, Ethereal Plane, and the Plane of Shadow.

See http://www.planewalker.com/codex/download.php

P/S: You may post any feedback here...

oh, hey there, i didn't even notice that...
#534

weenie

Nov 05, 2005 18:40:33
Actually this is Primus.

Ah. Check. Quite an ID change there.

I am definitely willing to do more work. In fact, I'm jonesed for it since I think the kodragon worked out really good and the release itself was of such high quality.

Glad to hear it. Next up is (probably) "Denizens of the Inner Planes", so if there's an inner-planar creature that you feel like illustrating - go right ahead. Like I said before, we can send you the 2E pics (and descriptions) of anything you want. Or just mail you the draft doc itself so you could figure it out on your own...
#535

BOZ

Nov 05, 2005 19:24:40
BTW, i am totally cool with you guys using CC stats, since you gave us credit, but you should always ask for permission first. if that happens with the wrong person, you can get on their bad side fast.

i would have given permission, by the way.

but yes, it looks like a kickass top-notch type product.
#536

zombiegleemax

Nov 06, 2005 1:41:31
Umm. Boz, I did ask you for permission. Have you forgotten? The following PM is dated 18 April 2005...

well, it becomes a legal issue at that point, due to Scott Greene owning the site and copyrights of the conversions. in the past, people have resposted conversions on their own websites, but this has been without permission so they had to remove them. links instead of full text are always permissable, of course.

i will ask scott what he thinks of this. the CC usually does provide the original author's name, i know i try to do my research, unless you're looking at older conversions which were often incomplete or inaccurate (unless you mean the person who converted the critter, in which case "The Creature Catalog" should be used as the author).

Hi. We are planning to release the creatures from PSMc v3.x thread under planewalkers.com. We hope to include some of the v3.5 and v3.0 creatures from Creature Catalogue as well in the .pdf booklets.

We hope to have the permission to use them and we'd credit them accordingly with the site link, such as "Converted from Planescape Monstrous Compendium 2 at Creature Catalogue."

Would this be sufficient? I'd want to include the author's name, but the entries in CC don't provide that information.

Pls advise. Thanks.


Then your final reply/approval is at http://www.enworld.org/showpost.php?p=2176941 ;)
#537

zombiegleemax

Nov 06, 2005 1:44:25
Elementite Swarm, Negative
Tiny Elemental (Extraplanar, Negative, Swarm)
Hit Dice: 7d8 (31 hp)
Initiative: +7
Speed: Fly 60 ft. (good)
AC: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +5/-
Attack: Swarm (2d6 plus negative infusion)
Full Attack: Swarm (2d6 plus negative infusion)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, negative infusion
Special Qualities: Darkvision 60 ft., elemental traits, sense energy, swarm traits, SR10
Saves: Fort. +5, Ref. +5, Will +2
Abilities: Str 9, Dex 16, Con 10, Int 2, Wis 11, Cha 11
Skills: Hide +12, Listen +7, Spot +6
Feats: Ability Focus (distraction), Alertness, Improved Initiative
Environment: Negative Energy Plane
Organization: Solitary, cloud (2-4), or murder (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

Pairs of flapping bat-like wings devoid of bodies, heads, or other features silently swarm in, draining life and vitality in the process.

Also called negative fundamentals, negative elementite swarms are weakly empowered manifestations of the Negative Energy Plane. As such, they seldom venture into other planes. However, sometimes 1d10 swarms are drawn to another plane when a powerful undead creature is created. Thus, sometimes when a vampire first breaches its grave, a burst of midnight wings emerges with it with the negative energy conduit.

Like other elementite swarms, some sages believe them to be premature forms of elementals. This however is a point of debate, since many refused to acknowledge negative energy as an element at all. These negative elementite swarms have no language, but share a low-level empathic bond with each other.

COMBAT
Negative elementite swarms always target living creatures as prey to drain them of their offending life force. In its home plane, these swarms sustain by the abundance of negative energy. On other planes, they require to drain vitality of living creatures to sustain their existence. If such a swarm does not deal at least 6 points of damage via negative infusion within a week, it fades into nothingness.

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 DC15 Fort save negates. Spellcasting or spell concentration within the swarm area requires a Concentration check (DC20 + spell level). The save DC is Constitution-based.

Negative Infusion (Su): A negative elementite swarm infuses a living creature it swarms over with negative energy, draining it of vitality and dealing an additional 2d6 damage. Non-living creatures are immune to such infusion.

Sense Energy (Su): A negative elementite swarm can automatically detect the presence of living creatures and creatures with either positive or negative subtypes within 100 ft. This functions as blindsight against such creatures.

Swarm Traits: A swarm is not subjected to critical hits or flanking. Swarms are never staggered or reduced to a dying state, as they merely breaks up when reduced to 0 or less hit points. They cannot be tripped, grappled, or bull rushed, and they cannot grapple others. A swarm is immune to individually targeted spells, and takes 50% more damage from area effects. Furthermore, a swarm’s occupied space is shapeable and it can occupy any 4 contiguous squares and can squeeze through any space large enough for a Tiny creature. A swarm of Tiny creatures takes half damage from slashing and piercing weapons.

Racial Skills: A negative elementite swarm gains +4 racial bonus on Hide checks when in low-light conditions.

Converted from Return to the Tomb of Horrors, “Negative Fundamental”.
#538

BOZ

Nov 06, 2005 10:11:00
i vaguely remember that... oh well, i wil not win any awards for my stellar memory capabilities. ;) carry on!
#539

weenie

Nov 07, 2005 8:22:14
ENERGOMENTAL, NEGATIVE

The vaguely humanoid sheet of ebony flame moves with agility and determination. As it comes within range, you find that your life force is being drained slowly, even before the creature raised a fist.

While they are not as rare as one might suspect, the “negative energy elementals" are possibly the least known denizens of the Inner Planes.
On the Negative Energy Plane, these creatures are almost undetectable. They do not move or act, content to passively draw sustenance and observe their bleak surroundings. However, when summoned off-plane, an irrational urge takes over, compelling them to attempt to extinguish every last spark of life they can find.
Such aggressive behavior is very much unlike the docile xeg-yi energons, and seems to goes against the theory that suggest that the negative energomental is the larval stage of the energon (or vice versa).
A negative energomental does not speak, but understands Planar Trade.

Negative Energomental, Small
Small Elemental (Extraplanar, Negative)
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
BAB/Grapple: +1/-2
Attack: Slam +2 melee (1d6 negative energy plus energy drain)
Full Attack: 2 slams +2 melee (1d6 negative energy plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of ending, energy drain
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 12, Dex 11, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Improved Initiative
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually chaotic evil
Advancement: 3 HD (Small)
Level Adjustment: –

Negative Energomental, Medium
Medium Elemental (Extraplanar, Negative)
Hit Dice: 4d8+4 (22 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB/Grapple: +3/+5
Attack: Slam +6 melee (1d6 negative energy plus energy drain)
Full Attack: 2 slams +6 melee (1d6 negative energy plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of ending, energy drain
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 14, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Improved Initiative, Weapon Focus (slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 5-7 HD (Medium)
Level Adjustment: –

Negative Energomental, Large
Large Elemental (Extraplanar, Negative)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
BAB/Grapple: +6/+13
Attack: Slam +9 melee (2d6 negative energy plus energy drain)
Full Attack: 2 slams +9 melee (2d6 negative energy plus energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of ending, energy drain
Special Qualities: Damage reduction 5/magic , darkvision 60 ft., elemental traits
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 16, Dex 17, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually chaotic evil
Advancement: 9-15 HD (Large)
Level Adjustment: –

Negative Energomental, Huge
Huge Elemental (Extraplanar, Negative)
Hit Dice: 16d8+64 (136 hp)
Initiative: +8
Speed: 50 ft.
Armor Class: 18 (-2 size, +4 Dex, +6 natural), touch 12, flat-footed 14
BAB/Grapple: +12/+24
Attack: Slam +15 melee (3d6 negative energy plus energy drain)
Full Attack: 2 slams +15 melee (3d6 negative energy plus energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Aura of ending, energy drain
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 18, Dex 19, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Mobility, Weapon Focus (slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic evil
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Negative Energomental, Greater
Huge Elemental (Extraplanar, Negative)
Hit Dice: 21d8+84 (178 hp)
Initiative: +10
Speed: 0 ft.
Armor Class: 21 (-2 size, +6 Dex, +7 natural), touch 14, flat-footed 15
BAB/Grapple: +15/+28
Attack: Slam +19 melee (3d6 negative energy plus energy drain)
Full Attack: 2 slams +19 melee (3d6 negative energy plus energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Aura of ending, energy drain
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., elemental traits
Saves: Fort +11, Ref +15, Will +12
Abilities: Str 20, Dex 23, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Weapon Focus (slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually chaotic evil
Advancement: 22-23 HD (Huge)
Level Adjustment: –

Negative Energomental, Elder
Huge Elemental (Extraplanar, Negative)
Hit Dice: 24d8+96 (204 hp)
Initiative: +11
Speed: 50 ft.
Armor Class: 23 (-2 size, +7 Dex, +8 natural), touch 15, flat-footed 16
BAB/Grapple: +18/+32
Attack: Slam +23 melee (3d6 negative energy plus energy drain)
Full Attack: 2 slams +23 melee (3d6 negative energy plus energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Aura of ending, energy drain
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., elemental traits
Saves: Fort +12, Ref +17, Will +16
Abilities: Str 22, Dex 25, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually chaotic evil
Advancement: 25-48 HD (Huge)
Level Adjustment: –

COMBAT
A negative energy elemental attacks any living creature it encounters, slamming into it repeatedly until it is good and dead. They generally do not possess the intelligence and self-control required to fight defensively and patiently allow their aura of ending to finish the foes. They ignore constructs and undead unless attacked, at which point they flee.
Perhaps not surprisingly, true elementals bear a deep hatred for negative energy elementals, and attack on sight. All true elementals (Air, Earth, Fire, and Water) have a +2 morale bonus on attack and damage rolls against negative energy elementals.

Aura of Ending (Su): The area around the elemental effectively has the minor negative dominant trait. All living creatures within the designated range (see table below) automatically take 1d6 points of damage per round; at 0 hit points or lower, they crumble into ash.

Energy Drain (Su): Living creatures hit by the slam attack of a negative energomental gain one or more negative levels (see table below). For each negative level bestowed, the energomental gains 5 temporary hit points.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Negative Subtype Traits: Immune to ability damage, ability drain, energy drain, and death effects; negative energy (such as inflict spells) heals it, but positive energy (such as cure spells) harms it.

Skills: A negative energy elemental has a +12 racial bonus on Hide checks on the Negative Energy Plane as long as it does not move.

Negative Energomental Sizes<br /> Aura Energy <br /> Creature Height Range Drain<br /> Small 4 ft. 5 ft. 1<br /> Medium 8 ft. 10 ft. 1<br /> Large 16 ft. 15 ft. 2<br /> Huge 32 ft. 20 ft. 2<br /> Greater 36 ft. 30 ft. 2<br /> Elder 40 ft. 60 ft. 3
#540

zombiegleemax

Nov 28, 2005 3:40:17
I've been working on this for awhile. It's originally from Dragon 271. I tried to use original text wherever I could. Could you guys give me some suggestions?

Dvati
The dvati are a race of humanoids that dwell throughout the Outlands. Their natural honesty and friendly demeanor make them exceptional merchants. All dvati are born identical twins; their priests explain that the dvati soul is so powerful a force that it takes two bodies to house it.
Dvati revere art and cultivate its development whenever possible, especially favoring gemcraft (which it seems all dvati have an innate knack for). Every individual is encouraged from a very young age to discover their own artistic talents and develop them as best they can. Far from militaristic, most dvati are, however, well trained in combat, viewing it as an art form on par with jewelcrafting or painting.

Personality: Dvati are friendly and welcoming above all else. Dvati are compulsively honest and speaking their mind is considered a merit. As such, they are naturally trusting and slow to realize dishonesty in others. But one act of dishonesty is enough to brand a person a liar for life.

Physical Description: Dvati appear elven due to their slight build, but the resemblance ends there. Most stand between five and six feet tall, and weigh between 90 and 140lbs. They have pale blue skin; thick, black hair (that is rather difficult to cut, so most dvati wear it long), and solid dark blue eyes that seem to lack irises or pupils. Their noses are almost nonexistent, having only a pair of small, slitted nostrils that protrude slightly from the face. Their shapely and graceful hands have but three fingers and a thumb.

Relations: Dvati judge all individuals based on their own merits and flaws, and thus have no predisposition towards any given race or species. Most are initially friendly to any given individual.

Alignment:
Dvati have no propensity towards law, chaos, or neutrality, and can be found in equal numbers in all three. They do, however, have a marked natural gravitation towards good, though neutral is not unheard of.

Society: Dvati gather in large communities, often building towns or cities in the Outlands. Each community is broken into four ruling houses, each governed by four subgroups called “rings.” Dvati society is based entirely around the number two. This does not mean they are obsessively orderly or lawful, but simply that their art, architecture, language, and philosophies are all based around the idea of duality.
Dvati children are always raised together, and they stay together after they reach adulthood. This closeness doesn’t bother them as it might members of other races. Indeed, the dvati relish their closeness.

Language: The term “dvati” applies not only to the race but also to a set of twins. Due to their belief that a twin set share a soul, there is no singular pronoun in their language. Their eagerness to trade and general obliviousness to the notion of xenophobia means that all dvati are also taught Common as well as a “higher” language.

Adventures: Dvati have a childlike wonder of the world around them. They often adventure to take in as much of the wonders of the multiverse as they can. They also have a love of exquisite gems which are often found in treasure troves.





• -2 Str, +4 Dex, -2 Wis, +2 Cha. Dvati are extremely agile and friendly and outgoing, but have slight frames and are a bit naïve.
• Outsider: Dvati are native to the Outlands, and thus have the outsider type. They gain extraplanar subtype when not in the Outlands. They are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
• Medium: As Medium creatures, dvati have no special bonuses or penalties based on their size.
• Dvati’s land speed is 30 feet.
• Dvati have darkvision out to 60 feet.
• Ambidexterity (Ex): Dvati are naturally ambidextrous. Their penalties when fighting with a weapon in each hand is lessened by 2. In addition, dvati receive full strength bonuses to each hand. When wielding a two-handed weapon they receive double their strength bonus.
• Echo (Su): Dvati twins can work together to confuse their enemies. As a standard action, the twins may circle a foe and chant. The voices seem to come from everywhere at once confusing their assailant. The opponent must make a Will save (DC 10 + 1 / 2 the lowest HD Dvati + either Dvati’s Charisma Modifier) or become confused by the voices. A confused opponent receives a -4 penalty to hit and AC. The confusion lasts as long as the twins continue to chant. The Echo ability does not work in areas where they cannot be heard, such as in the area of a silence spell. Both twins must be within 30 feet of the target to Echo.
• Exotic Weapon Proficiency (Tvan’th): The tvan’th is a staple weapon in dvati culture and all dvati are trained in its use.
• Natural Honesty: Dvati are naturally honest and are especially slow in recognizing dishonesty in others. They receive a -8 racial penalty to bluff and sense motive.
• Bonus feat: Dvati receive the Two Weapon Fighting feat for free, regardless if they meet the prerequites for the feat or not.
• +2 bonus on Craft (gemwork): Dvati are quite fond of gems, working them into whatever they may be crafting.
• Twin Souls: Every dvati is born as a set of twins. A dvati cannot survive without its counterpart; if one is killed, the other loses 1d6 hit points per day until it dies. This loss cannot be restored by anything short of a miracle or wish. The lost hit points can be healed normally if its twin is brought back to life.
• Telepathy: Dvati have an innate capability to communicate telepathically with their twin. It is a supernatural ability and works to a distance of 120’.
• Automatic Languages: Dvati speak Dvati and Common. Bonus Languages: Celestial and Draconic.
• Favored Class: Fighter
• LA +2
#541

zombiegleemax

Nov 28, 2005 3:43:52
Tvan’th:
Type: Exotic Thrown Weapon
Damage: 1d4 Slashing
Range: 30’

* If thrown by someone proficient in its use, the tvan’th is treated as having the “Returning” weapon quality.
#542

BOZ

Nov 28, 2005 9:27:27
you'll probably want to scream when i tell you this, but... these guys are going to be presented as a 3.5 PC race in the Dragon Compendium coming out next month.
#543

zombiegleemax

Nov 29, 2005 1:59:30
Well, that's fine. I spent a few days working with this at best. I've been waiting more then 5 years for them to convert them. It's much more of a satisfaction seeing an official version I can use.
#544

wyvern76

Dec 02, 2005 3:46:32
¡E Ambidexterity (Ex): Dvati are naturally ambidextrous. Their penalties when fighting with a weapon in each hand is lessened by 2. In addition, dvati receive full strength bonuses to each hand. When wielding a two-handed weapon they receive double their strength bonus.

How does this interact with the Two-Weapon Fighting feat? The original Ambidexterity feat reduced off-hand penalties by 4, whereas the the first part of your version is exactly the same as the original TWF feat. In 3.5, both feats were combined into one. If dvati get TWF as a bonus feat, how does it stack with their ambidexterity?

¡E Echo (Su): Dvati twins can work together to confuse their enemies. As a standard action, the twins may circle a foe and chant. The voices seem to come from everywhere at once confusing their assailant. The opponent must make a Will save (DC 10 + 1 / 2 the lowest HD Dvati + either Dvati's Charisma Modifier) or become confused by the voices. A confused opponent receives a -4 penalty to hit and AC. The confusion lasts as long as the twins continue to chant. The Echo ability does not work in areas where they cannot be heard, such as in the area of a silence spell. Both twins must be within 30 feet of the target to Echo.

I see a few snags in the mechanics of this ability. First of all, if chanting uses a standard action, the dvati can't attack while chanting. That makes Echo useless as an offensive ability unless they have allies with them. Secondly, since the circle can be up to 30 ft in radius, it could be a headache to plot out and track their movement round-by-round. (You could choose to ignore it, of course, but unless they're on a completely flat, open battlefield with no other combatants present, that's problematic.) Finally, it isn't clear whether Echo can only affect one opponent at a time.

Wyvern
#545

zombiegleemax

Dec 02, 2005 8:57:18
I'm wondering, should we have elemental monoliths for para- and quasi-elements? What about it, Weenie?
#546

BOZ

Dec 02, 2005 9:09:55
the only limits are the limits of the imagination!
#547

weenie

Dec 03, 2005 10:11:52
I'm wondering, should we have elemental monoliths for para- and quasi-elements? What about it, Weenie?

I say no.

So far, there are Common, Monolith, Primal, and Storm Elementals, as well as elemental grues, minions, weirds, and elementite swarms. And this does not include the not-really-elemental creatures that have some para- and quasi- variants, like the (ice) salamander.

We could write up the para- and quasi- variants for all of the above, but it would take a lot of time, space, and effort, and honestly, what would be the point anyway? There's nothing really interesting or unique about primals and monoliths - they're bigger, more dangerous versions of the common elemental.

We need to draw the line somewhere - WotC gave us an ice genie (Frostburn), but does that mean we should write up ooze, magma, radiance, vacuum genies?

(besides, if someone needs para/quasi stats, it's easy enough to substitute ice for fire [or whatever] on the fly...)
#548

zombiegleemax

Dec 30, 2005 14:15:06
Thanks for compiling it.
#549

ripvanwormer

Dec 30, 2005 15:32:34
We need to draw the line somewhere - WotC gave us an ice genie (Frostburn), but does that mean we should write up ooze, magma, radiance, vacuum genies?

I think a bigger priority is figuring out how the ice genies fit into the larger genie history and culture. They seem to be closer related to the djinni than the marid - how did there come to be a split? Do they have any particular animosity with djinn, efreet or another genie race? How powerful are they, politically, on their home plane? What allies do they have among the ice paraelemental races? How do they get on with Cryonax?
#550

weenie

Dec 31, 2005 9:37:03
I think a bigger priority is figuring out how the ice genies fit into the larger genie history and culture. They seem to be closer related to the djinni than the marid - how did there come to be a split? Do they have any particular animosity with djinn, efreet or another genie race? How powerful are they, politically, on their home plane? What allies do they have among the ice paraelemental races? How do they get on with Cryonax?

From Denizens of the Inner Planes, Vol I:

A little known genie subrace, the qorrash claim a twin heritage, as descendents of exiled djinn and marid houses that retreated to the Paraplane of Ice and interbred. They are blue-skinned and often bald, with features no less noble and bearing no less proud than those of true genies.
Experiments have indisputably shown that the qorrash have a strong allegiance to the forces of Order, though inquiries into the nature of this trait have been fruitless so far.
A qorrashi genie is over 10 feet tall, and weighs about 1,000 pounds. It speaks Aquan, Auran, Jannti, and either Planar Trade or Prime Common.

I know it's not much, but it's a start.
#551

wyvern76

Jan 02, 2006 0:22:59
From Denizens of the Inner Planes, Vol I:

What's that? Part of the Inner Planes boxed set?

Wyvern
#552

weenie

Jan 03, 2006 7:24:56
What's that? Part of the Inner Planes boxed set?

No, it's a part of planewalker.com's ongoing creature feature of sorts ...

You can download the pdf here: http://www.planewalker.com/codex/download.php

BTW, is there such a thing as an Inner Planes boxed set? If there is, I want one.
#553

zombiegleemax

Mar 16, 2006 3:52:03
The Inner Planes collection is finally out. See http://www.planewalker.com/codex/download.php
#554

BOZ

Mar 16, 2006 9:09:13
you guys are awesome. :D
#555

zombiegleemax

Oct 11, 2006 12:24:45
This thread is awesome! Thanks to you guys for the hard work. One question: You did some work on the spyder-fiends from Rod of Seven Parts. Any chance of a translation of Miska the Wolf-spider (in his full-power form and weaker form)? I was about to set down and translate all this material, so thank you for doing the work for me!
#556

adrez_nesnsid

Nov 16, 2006 20:15:10
This thread is awesome! Thanks to you guys for the hard work.

I agree with him :D
#557

Cyriss

Dec 08, 2006 17:34:17
Any news on this stuff? When are these going to be compiled together in the easy to read booklets?
#558

bob_the_efreet

Dec 09, 2006 3:29:36
I think you're looking for these.
#559

Cyriss

Dec 10, 2006 16:16:12
I think you're looking for these.

Yeah I grabbed those when they were released...very well done. I was wondering when the rest of these creatures were going to be compiled in similiar pdf's.
#560

bob_the_efreet

Dec 11, 2006 16:39:41
I believe they're working on Denizens of the Lower Planes right now; I have no idea how far along that is, as I'm not on that project.
#561

zombiegleemax

Feb 20, 2007 6:33:57
I think they will fit in Planescape.
ANTECS: ccg based insect people, native to marshes
p.s.
Shame, that PS is no more official...
#562

abraham

Feb 24, 2007 15:10:04
how about the animentals?
#563

yarome

Sep 11, 2012 13:02:10
Excuse me, for all users, this compilation of all planescape monsters, is official? or is a fan make.
#564

warghoul

Sep 21, 2012 0:03:51
From the OP



This is a compilation of all planescape monsters, book by book, along with conversions of monsters not yet updated to 3rd edition. This thread is meant only for monsters in any of the planescape and planar-related books, not for new monsters. Consider this an invitation to post any of the planescape creatures which you have converted. Thanks.




Have not read the whole thread but looks like most is pulled from 3.x books and the other converted from the Planescape MM`s. Im sure the monsters are 'legit' but being completely official, no.