Aerial Servant (from the people at Dungeon Master's Guild)
Medium-Size Elemental (Air)
Hit Dice: 16d8+64 (136 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft (perfect)
AC: 19 (+5 Dex, +4 natural)
Attacks: Slam +21/+16/+11
Damage: Slam 2d8+12
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, constrict, windblast
Special Qualities: Elemental, damage reduction 10/+1, natural
invisibility, find target, empathic link
Saves: Fort +9, Ref +15, Will +5
Abilities: Str 26, Dex 21, Con 18, Int 4, Wis 10, Cha 11
Skills: Intuit Direction +7, Listen +7, Move Silently +13, Search +4,
Spot +7
Feats: Improved Initiative, Weapon Focus (slam)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1 2
Treasure: None
Alignment: Always neutral
Advancement: 1 7-33 HD (Medium-size); 34-48 HD (Large)
This creature is a form of air elemental native to the plane of Elemental
Air, as well as the Ethereal and Astral planes, and can be summoned to
the Material Plane by spell casters foolish enough to do so.
Normally invisible, if seen on their home plane, they resemble legless
humanoids of sparkling blue smoke, with empty eyes, a slash for a
mouth, and long, four-fingered hands.
Combat: They rarely engage in combat, using a shearing blast of intensely
focussed wind to pummel their opponents when they do so and using
their slam attack if pressed.
Improved Grab (Ex): To use this ability, the aerial servant must hit
an opponent of up to Large size with its slam attack. If it gets ahold, it
can constrict.
Constrict (Ex): An aerial servant deals 2d8+12 points of damage
with a successful grapple check against Large or smaller creatures.
Because it seizes victims by the neck, a creature in the aerial servant's
grasp cannot speak or cast spells with verbal components.
Wind Blast (Su): Line 5 feet wide, 5 feet high, and 80 feet long, once
every 1d4 rounds; 4d8 points of damage and creatures of Large or
smaller size are knocked down and back 1d4x10 feet. A successful
Reflex save (DC 26) halves the damage and negates the knockdown.
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.
Find Target (Sp): When ordered to locate a creature or an object, an
aerial servant does so unerringly, as though guided by discern location.
The caster must know the designated creature.
Empathic Link (Ex): When summoned, the aerial servant creates a
mental link between itself and the caster who summoned it. Should the
aerial servant fail the mission it has been assigned, it will return to the
aerial servant fail the mission it has been assigned, it will return to the
caster and attack. The aerial servant can find the caster as long as they
are on the same plane of existence. Should the caster leave the plane,
it will temporarily break the link, though it will be reestablished once the
caster returns to the same plane as the aerial servant.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not
subject to critical hits. Aerial servants have darkvision with a range of 60
feet.
Summoning an Aerial Servant
An aerial servant is summoned using the clerical spell planar ally or the
arcane spell planar binding.
An aerial servant obeys the commands of the one who conjured it
with respect to finding and returning whatever object or creature is
described. Of course, the object or creature must be such as to allow
the aerial servant to physically bring it to its caster.
It will also disappear when its duty is fulfilled, it is dispelled, the caster
releases it, or the caster is slain.
If an aerial servant is prevented from completing its mission, it will
return to the caster and either attack or attempt to carry him back to the
elemental plane of Air. The unfortunate spell caster will likely never be
seen again.
The Aerial Servant first appeared in the 1e MM (Gary Gygax, 1977).
Algoid (from the people at Dungeon Master's Guild)
Medium-Size Plant
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 20 ft
AC: 15 (+5 natural)
Attacks: 2 slams +7 melee
Damage: Slam 1d8+6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Animate trees, stun
Special Qualities: Plant, damage reduction 20/+2, weapon immunities,
fire immunity, susceptibilities, low-light vision
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 16, Int 4, Wis 10, Cha 11
Skills: Hide +4*, Listen +4, Move Silently +4
Climate/Terrain: Temperate and warm forest, marsh, and underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 4
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 6-9 HD (Medium-size); 10-15 HD (Large)
The algoid is a living colony of algae that has developed some semblance of intelligence and mobility. The algoid appears as a 7-foot tall, green humanoid with coarse, rough features.
Combat:
Animate Trees (Ex): 90-foot range, two trees, as the liveoak spell
cast by a 10th-level druid.
Stun (Ex): If an algoid delivers a successful critical hit to an
opponent, the opponent must succeed at a Fortitude save (DC 16) or
be stunned for 1d4 rounds.
Plant: The algoid is immune to poison, sleep, paralysis, stunning, and
polymorphing. It is not subject to critical hits and is immune to mind influencing
attacks.
Weapon Immunities (Ex): Algoids take one-half damage from
slashing or piercing weapons.
Immunities (Ex): Algoids take no damage from fire or electricity.
Susceptibilities: Control water deals 1d6 points of damage per
caster level to an algoid.
Skills: The algoid receives a +4 racial bonus to Hide*, Listen, and
Move Silently checks.
*They receive a +12 racial bonus to Hide checks
when in a swampy or forested area.
The Algoid first appeared in the 1e FF (1981).
Cerebures
Colossal Outsider (lawful)
Hit Dice: 60d8 +300 (780hp)
Initiative: -6
Speed: 50ft.
AC: 38 (-2 size, +40 natural)
Attacks: 3 Bites (all are +6)
Damage: Bite 3d10 +20
Face/Reach: 30ft. By 30ft./20ft.
Special Attacks: Breath weapon +15
Special Qualities: Baatazu + Tanrri + Slaadi
Saves: Fort +15, Ref +8, Will +20
Abilities: Str 55, Dex 10, Con 40, Int 11, Wis 11, Cha 11
Skills: Spot +20, Search +18
Feats:: Multiattack, Great Cleave
Climate/Terrain: Nine Hells Only
Organization: Solitary (Unique, only 1)
Challenge Rating: 46
Treasure: Nil
Alignment: Always Neutral
Advancement: None
A Cerebures is a colossal 3 headed wolf-like dog. It guards the gates of hell making sure no dead get out of hell. Each head is a different element and uses a breath weapon according to its element: The first one is fire, the second one is ice, and the third one is electric.
Its colour is a deep crimson. Each head's teeth are the colour of its element (i.e. first is red). Cerebures lives in the First layer of the Nine hells.
Combat:
Tackle for 40d10 reflex save negates it. The Cerebures has a Bay attack which causes panic for 3d10 round, will save negates. Fly as spell cast by a 22nd level sorcerer/wizard.
Breath Weapons (Su):
Fire: 20d10 damage, shoots for 60ft. long, DC 26 half damage.
Ice: 15d6 damage, shoots for 200ft. long, DC 32 half damage.
Electric: 18d12 damage, shoots for 40ft. long, DC 26 half damage.
Society
Cerebures lives only in the nine hells and there is only one of them. It is, save for the most powerful dragons, the toughest, most powerful creature in the mega verse.
Variants
Hell wolf: like Cerbures except only large to huge size, and their heads don't have any elements or breath weapon attacks. Their abilities are as follows:
Size: L, CR9, Initiative: +1, HD 12d8 +60, Skills: Spot +6, Search +4, Face/Reach: 5ft. By 5ft./10ft., AC: 18, Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 11, Attacks: Bite 2d6+5, no breath weapon, tackle 3d8, bay 2d4.
Cuber
Medium-size Magical Beast
Hit Dice: 14d10 (75hp)
Initiative: +2 (Dex)
Speed: 40ft., Climb 20ft.
AC: 24 (+2 Dex, +4 Natural)
Attacks: 2 Claws +16 melee, Bite +6 melee
Damage: Claw 1d12+2, Bite 1d20+1
Face/Reach: 5ft. By 5ft./5ft.
Special Attacks: Spike Explosion (Ex)
Special Qualities: Rejuvenation (Ex)
Saves: Fort +12, Ref +11, Will +6
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 15, Cha 13
Skills: Climb +17, Hide +14, Move Silently +7, Swim +8
Feats: Alertness, Dodge, Multiattack
Climate/Terrain: Temperate and Cold Forest, Hill, and Plain
Organization: Pair or Pack (2-6)
Challenge Rating: 12
Treasure: Nonstandard (2-20gp, 10-20pp, 2-8gems)
Alignment: Usually Chaotic Evil
Advancement: 15-20HD
This bear-like creature is the size of a small bear. It looks like the "Owlbear" from the "Monstrous Manual" for AD&D 2nd Edition, except that it has a bear's head instead of an owl's. (There is no good picture of it from the 3rd Edition MM, so consider it to look essentially like a brown bear except smaller (6 ft. long, instead of 12 ft. long for a normal brown bear).) It's most noticeable feature are the one foot long spikes that cover its body, however no spikes are on it's head, legs, or underside. Each spike is about a 3/4 of a foot long (but only half a foot of it sticks out of the cuber) and is one inch in diameter at the base and it reaches a sharp point, and there are 40 to 60 spikes on its body.
Cubers have sharp claws on their four paws allowing them to easily climb trees and other objects, and they also have sharp teeth to rip apart flesh to eat. The cuber is about 6 feet long and 4 feet high, they weigh about 200 pounds. This monster is very intelligent (it must be played as having equal if not greater intelligence than humans, int:14-15) and it looks like a small brown bear with spikes coming out of its body.
Combat:
In combat they are very smart, and always try to use tactics such as trapping enemies, and if they are familiar with the surrounding area, they use it in a very intelligent manner. Cuber's try to surround the enemy and destroy their vital areas first by using their claws and bite.
The cuber has 3 primary attacks (two claws and one bite) and one special attack. The damage for the claw attack is 1d12 and the bite attack causes 1d20 damage, and the damage of each spike is 1d10. The spikes fly out in all directions hitting anything in their path and causing 1d10 damage per spike (other cubers can be hit by the spikes as well).
Spike Explosion (Ex): If a cuber is close to death (about 10 hit points or less, but this depends on the GM) or if it is in a dire situation it will shoot off its spikes (all of them shoot out at once).
Rejuvination (Ex): If a cuber's wounds drop to zero or lower (normally death for most creatures) then an indestructible metal box surrounds the cuber. This box comes out of the Cuber's body. This box protects and regenerates the cuber's wounds (HP) to full, when the box reabsorbs into the cuber's body and the cuber tries to find its clan.
The only way to kill a cuber is decapitation or if its vital organs (brain, heart, liver, etc.) become separated from the cuber's body. The box only regenerates wounds, not body parts, so if it loses a leg, for example, that leg will not be regenerated if it enters its box-state.
Feather Golem (by Jack)
Small, Twin, Queen, or King Construct
Hit Dice: 1d4 (7hp)
Initiative: -20
Speed: 50
AC: 40
Attacks: Nil
Damage: Nil
Face/Reach: Nil
Special Attacks: Nil
Special Qualities: Nil
Saves: Nil
Abilities: Nil
Skills: Nil
Feats: Nil
Climate/Terrain: Tailor Shops
Organization: Single, or with a twin
Challenge Rating: 1
Treasure: Nil
Alignment: Nil
Advancement: Nil
A giant pile of feathers that is in a humanoid shape. It deals no damage and you cannot damage it. The only thing you can do to it is put sheepskin around it and use it as a mattress or a pillow, or you can spread them out and make a pile of feathers.
Society: Anywhere cloth is found.
Combat: Nil.
Fire Cat (by Kurtis Swekla)
Tiny Magical Beast
Hit Dice: 3d10 +3 (18hp)
Initiative: +2 (Dex)
Speed: 30ft.
AC: 17 (+2 Size, +2 Dex)
Attacks: 2 Claws +1 melee, Bite -5 melee
Damage: Claw 1d4+6, Bite 1d8+1
Face/Reach: 21/2 ft. by 21/2 ft./0 ft.
Special Attacks: ----
Special Qualities: Fire Splitting (Ex)
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 6, Dex 16, Con 11, Int 2, Wis 12, Cha 7
Skills: Balance +9, Climb +3, Hide +4, Listen +2, Move Silently +5, Spot +2
Feats: Weapon Finesse
Climate/Terrain: Temperate and Cold Mountain and Underground
Organization: Solitary or Pack (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ----
This cat appears the same as the Great-Cath Shee Cat in the Annual Monstrous Compendium V.II. If you don't have that book, it basically looks like a normal house cat with long frizzled black/grey hair, long nails, long teeth and large yellow eyes. (It looks like a very mad cat.) This cat comes in groups of 3-5 with HD of 3+6.
Combat:
It has 3 attacks (two claws and one bite) with damage 1d4+6/1d4+6/1d8+1. This cat has no special attacks and one special defense, its special defense is that when hit by fire it splits in two.
Fire Splitting (Ex): It is immune to any fire attack (except for magical fire attacks which cause normal damage) and whenever a fire attack hits the cat, it splits into two identical cats (with the same size and attributes as the original one, with hit points being the same as the first one when it split).
Garlagash
Colossal Undead
Hit Dice: 18d12 +54 (135 hp)
Initiative: +3 (-1 dex, +4 improved initiative)
Speed: 50 ft.
AC: 13 (+11 natural, - 8 size)
Attacks: Slam +15 Melee, Bite + 15 Melee, Claw +15 Melee
Damage: Slam 4d6 +10, Bite 5d6 +3, claws 5d4 +15
Face/Reach: 40 ft. wide, 40 ft. long, 60 ft tall.
Special Attacks: Petrifying Gaze (same as basilisk)
Special Qualities: Darkvision 300ft., Light Sensitivity
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 31, Dex 9, Con -, Int -, Wis 17, Cha 19
Skills: Move Silently +20, Spot +20, Listen +20
Feats: Run
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: Gargantuan (15-16) , Colossal (17-18)
A garlagash is a skeleton-like monster with fangs. The garlagash has one large claw and one small claw. It attacks with the large claw. The garlagash wears a large rusted helmet. The eye sockets of the garlagash are empty, but they glow red when it gets angry.
Combat:
The garlagash usually attacks with its claws and bite attack. If there is any opponent larger then medium size it attacks it with it's slam attack.
Gharan (by Joshua Fletcher)
Medium Size Humanoid
Hit Dice: 1d8+2(6)
Initiative: +3
Speed: 30 ft.
AC: 15(+3 dex ; +2 natural)
Attacks: 2 claws +3 melee
Damage: 1d6
Face/Reach: 5 X 5
Special Attacks: Disease
Special Qualities: Low-light vision
Saves: Fortitude (+2), Reflex (+3), Will (+0)
Abilities: Str10 Dex 16 Con 10 Wis 10 Int 8 Cha 6
Skills: Hide +3 Move Silently +3
Feats: Weapon Finesse (Claw)
Climate/Terrain: Any Forest or Swamp
Organization: Solitary or Gang (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral Evil
Advancement: By character class
A Gharan stands, on average, about 5 ft. tall and weighs around 100 lbs. They appear humanoid but are usually wrapped in old torn cloths and wrap and their eyes glow green. They have a smell of stagnant death about them. Their skin is black or green and is the texture of a toad's.
They are undeniably evil and stalk their prey relentlessly until either party falls dead. They harbor a hatred of other humanoids.
They speak common and Gharan.
Combat:
A Gharan will stalk it's prey until it finds an opportunity and then attacks in a flurry of claws. If the target survives and injures the Gharan it will disappear back into the forest and attack later in the same fashion.
Disease: The Gharan transmits filth fever by way of it's claws. (Filth fever DC 12 or suffer 1d3 dex and 1d3 con damage. Incubation period is 1d3 days)
Society:
Nothing is known about Gharan society.
Grevel (by Dustin Freeman)
Medium Monster
Hit Dice: 8d6+3 (50hp)
Initiative: +3 (dex)
Speed: 45ft.
AC: 24 (shell)
Attacks: 2 Claws, Bite
Damage: 2d6+4, 1d4+2
Face/Reach: 5ft.
Special Attacks: Poison Bite
Special Qualities: Immune to Fire and Cold
Saves: Fort +7, Ref +3, Will +1
Abilities: Left blank by author
Skills: Hide +3, Spot +9, Listen +5
Feats: Improved Initiative, Bull Rush
Climate/Terrain: Any Land
Organization: Left blank by author
Challenge Rating: 6
Treasure: None
Alignment: Chaotic Neutral
Advancement: None
Think giant half badger with a hard brown shell (like the "thing" from the fantastic four), and worse temperament. Grevel have some arachnoid characteristics as well, they are capable of spinning a web and have a poisonous bite. As with many monsters, The Grevel are thought to be the gross error of a mages' tampering with nature.
Combat:
Grevel are very territorial. Anything that enters their territory is subject to be eaten. Alive. Their primary strategy is to paralyze its prey with its bite attack, then drag it into its lair where it can wrap its prey in spider-like silk (DC 20 to break free). They can also sense movement up to 100 feet away.
Poison Bite:
Once every round, the Grevel may choose to use its poison bite attack. Characters bitten by the Grevel must make a fortitude save or become paralyzed for 1d4+3 minutes. The Grevel may use this attack 5 times a day.
Society:
Grevel are very solitary creatures, and rarely venture out of their burrows. Very little is known of their origins, since most are killed by the Grevel before a proper study can be made.
Hairdoo Menace (by the great lord poopy)
Small-size Magical Tricky
Hit Dice: 2d8
Initiative: +10
Speed: 15ft.
AC: 24
Attacks: Drain (burrow)
Damage: Burrow 1d6
Face/Reach: 0
Special Attacks: Mind Control (see below)
Special Qualities: Disguise
Saves: Fort +5, Ref +2, Will +8
Abilities: Str 8, Dex 16, Con 10, Int 16, Wis 18, Cha 20
Skills:Balance +9, Climb +2, Hide +10, Listen +10, Move Silently +15, Spot +2
Feats: Nil
Climate/Terrain: Anywhere
Organization: Solitary
Challenge Rating: 5
Treasure: Nil
Alignment: Chaotic Evil
Advancement: Nil
It looks like ordinary hair that was disregarded by the owner. The hair then rebelled and formed a hairpiece. It will try to hide, then make its way onto a victim. It will act as though it is its victim's hair, but slowly will burrow into the victim's skull and gain mental control over the victim. The evil hairdoo can thrive anywhere.
Combat: It attacks once per round if attacked. If it is not directly threatened it will burrow into the scalp and skull once every three rounds. Each burrow deals (1d6) drain damage. Once it has attempted to burrow 10 times it will gain control of its victim's mind.
In order to remove the completely burrowed hairdoo the victim must be killed or a wish can remove the hairdoo. Also, bird poop can be rubbed in the hairdoo to remove it, but bird poo can not harm it.
Jalabar (by Kurtis Swekla)
Medium-size Magical Beast
Hit Dice: 13d10 (65hp)
Initiative: +4 (Dex)
Speed: 60ft
AC: 15 (+4 Dex, +2 Natural)
Attacks: 2 Punches +8 Melee, Bite +10 Melee
Damage: Punch 1d10, Bite 1d8
Face/Reach: 5ft. by 5ft./ 8ft.
Special Attacks: Petrifying Bite, Shoot Weapons
Special Qualities: Self-Destruction
Saves: Fort +8, Ref +8, Will -2
Abilities: Str 16, Dex 14, Con 15, Int 11, Wis 10, Cha 10
Skills: Hide +0, Jump +4,
Feats: Dodge, Mobility, Run, Track
Climate/Terrain: Temperate Plains
Organization: Gang (2-6)
Challenge Rating: 13
Treasure: None
Alignment: Neutral Evil
Advancement:
Jalabars look like a greyhound dog with short white/bluish fur. It has four legs and all four legs end with human hands (not claws). It's head is long and it has small ears, red eyes and sharp teeth. It is about 4 feet in length, 3 feet high, and weighs about 100lbs
Combat:
Their main attack is by either biting or punching the enemy, and they have one special attack. Their punch causes 1d10 damage and their bite causes 1d8 damage. Their bite can cause the victim to instantly turn into stone, with a save vs. petrification, if successful then the victim doesn't turn into stone. Jalabars choose wether they want to turn the victim to stone or not, if not then the victim just takes 1d8 points of damage.
Petrification (Sp): If a Jalabar hits with its bite it causes the opponent to turn into stone unless a fortitude save is made, in which case the opponent will only receive 1d8 damage.
Shoot Weapons (Su): They can shoot anything that was shot at them, except for magical attacks (magic missiles).
Example: A Jalabar is attacked by someone using a bow and arrow. The arrow hits the Jalabar causing 1d6 points damage. From then on in this particular Jalabar's life, it can now shoot arrows out of its body in any direction it desires, causing 1d6 points of damage if the arrow hits someone.
If someone shot a magical arrow at a Jalabar, then when the Jalabar shoots this arrow, the arrow just causes 1d6 damage, the magical properties are cancelled. As stated above, the Jalabar can shoot this an unlimited number of times, but it can only shoot a total of five things (i.e. this special power has a "memory" of only five things). So if a Jalabar has five things that it can shoot, and it gets shot by something else, then that newest thing replaces the oldest thing.
Self-Destruction (Ex): When a Jalabar is killed it explodes causing 6d10 damage to anyone within a 20 ft. radius of the Jalabar.
Jalabar Society:
It lives out in grassy areas, usually residing in near-by caves in rocky areas, or in burrows that they have made using tools (picks, axes, shovels) stolen from near-by human communities (usually mining communities and mines since they live near rocky areas). Jalabars ferociously defend their territories by attacking anything that comes close to their homes. They are carnivores, their diet consists of any animals that live in the area. They travel in groups of 2-6 (usually 3 or 4).
When the group of Jalabars becomes to big (around 20) then a small group of males and females (2 or 3 of each), leave their home and roam around looking for a new place to live. If they run into other Jalabars along the way, they will join their group if it isn't already too big.
Kamodo
Large Outsider (chaotic)
Hit Dice: 10d8 +70
Initiative: +4
Speed: 80ft.
AC: 20 (-1 size, +21 natural)
Attacks: Claw +12, Bite +8, Tail +10
Damage: Claw 2d8, Bite 3d6, Tail 2d10
Face/Reach: 5ft. By 5ft./10ft.
Special Attacks: Poison 3d8 hp, DC 15
Special Qualities: Tanrri, 45% magic resistance
Saves: Fort +6, Ref +8, Will +10
Abilities: Str 23, Dex 28, Con 15, Int 18, Wis 18, Cha 18
Skills: Hide +6, Search +8, Spot +9
Feats:: Multiattack, Powerattack
Climate/Terrain: Abyss/Any
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 11-20 (large), 21-35 (huge)
Kamodos look like a very large 12 foot tall Lizard folk. They are highly evil and serve as elite warriors of the Abyss. They hate imps so much so that they kill them on site. 30% of Kamodos have wings. Their colourings are that of a deep green, crimson, or pitch black. All save the latter have pitch black stripes like that of tigers.
Combat:
They can use the following spell like abilities, at will: Deeper Darkness, Chaos Hammer, Summon Swarm, Invisibility, Doom, Summon Dead, Wall of Fire, Teleport Without Error.
Spells that are always active: See Invisible, Fly, Unholy-aura, Detect Good/Chaos (if wings don't have fly). They also attack with talons and their tail and they love using magical weapons, especially axes.
Society
Their society is like that of all demons', tempting mortals to their doom and trying to take over the material realm.
Variants
Fire borns, like above but don't have wings and don't have the power to raise dead. They can, though, at will shoot a Fireball from their hand as if cast from a 5th level sorcerer/wizard.
Kleinen (by Lord Serith)
Tiny-Size Humanoid
Hit Dice: 1d6
Initiative: +6
Speed: 40ft.
AC: 15
Attacks: Slam, 2 Claws, Bite
Damage: Slam 1d3, Claw 1d2, Bite 1d3
Face/Reach: 0
Special Attacks: Pea Shooter 1d3+1, Detonation 1d6, 2 Slashes 1d4
Special Qualities: Shape-changer
Saves: left blank by author
Abilities: Str10, Dex14, Int14, Wis14, Con11, Cha4
Skills: Hide +1, Jump +3, Ride +2, Search +1
Feats: Improved Initiative, Ambidexterity, 2-Handed Weapon Fighting, Weapon Finesse, Weapon Focus Special (detonation)
Climate/Terrain: Underground
Organization: 25- 5,000
Challenge Rating: 4
Treasure: Normal
Alignment: Neutral Evil
Advancement: cleric
Greyish blue skin, red eyes, no hair. Tiny, sharp-toothed mouths. No nose or outer ear. Only nostrils and ear canals.
Combat:
Kleinen shape-change to become rocks and then surprise their victims. A pea shooter is formed out of an air bladder on their backs and tubes formed from their arms. They fire pebbles out of their pea shooters. Their slash attack is from small blades formed from their hands. Kleinen can psychicly vibrate their molecules and explode (detonation). If increments of 10 Kleinen concentrate for one round they can mentally disable their opponent for one round after per 10 Kleinen.
Society:
Large groups of Kleinen take over dwarven mines and build their cities there.
variants:
They are forest green/brown and disguise as shrubs. They attack elves or fairies.
Nightmare Prince (by Ozren Širanović)
Huge Abomination
Hit Dice: 12, +7 HP 486
Initiative: +15
Speed: 100 ft.
AC: 45
Attacks: 35, 30, 25, 20
Damage: Claw 3d8+9, Tail 3d12+9
Face/Reach: 10 ft.
Special Attacks: Charge 8d8damage
Special Qualities: Opponent takes damage of 2d8 upon touch, regeneration 10 wounds/round, damage reduction 20/+4
Saves: Fort+24, Ref +26, Will +22
Abilities: left blank by author
Skills: Spot 22, Listen 26, Climb18, Jump 25
Feats: Improved Unarmed Attack, Improved Initiative, Improved Critical, Power Attack, Cleave, Greater Cleave, Improved Bull Rush, Sunder, Deflect Arrows, Dodge, Combat Reflexes
Climate/Terrain: Usually Hell
Organization: None
Challenge Rating: 12
Treasure: High quality scales, spikes, hide
Alignment: Chaotic Evil
Advancement: Unique
This monster is a huge abomination created by a powerful spellcaster named Shani for personal protection
until it set itself free. Attempts of finding it and destroying it has failed and this "creature" is now in a society of fiends. It is not known how it found its way there.
Some mages suspect that Shani didn't want to destroy his "beautiful" creation so he gave him a new home.
Combat:
The hardest part of battling with this opponent is to survive his charge + full attack. The charge causes the character to be knock backed 20 ft.
Society:
Company of Fiends.
Noble Ice Salamander (by Tommy Maher)
Huge
Hit Dice: 10d10
Initiative: +1
Speed: 30 ft.
AC: 20
Attacks: +2 Huge Long Sword +22/+17/+12, tail slap + 15 melee
Damage: 2d10+8 and 1d10 ice, tail slap 2d10+5 and 1d10 ice
Face/Reach: left blank
Special Attacks: Ice, Constrict,2d10+2 and 1d10 ice and spell like abilities
Special Qualities: Ice subtype damage reduction 10/+3
Saves: Fort+16, Ref +8, Will +14
Abilities: Str 24, Dex 10, Con 20, Int 15, Wis 15, Cha 16
Skills: Bluff+11, Craft(ice) +24, Diplomacy +13, Escape Artist +19, Hide +15, Listen +20, Move Silently +17, Search +20, Sense Motive +12, Spot +20
Feats: Cleave, Great Cleave, Multiattack, Power Attack
Climate/Terrain: Any
Organization: Solitary, Pair, Group (2-4), and Band (5-10)
Challenge Rating: left blank
Treasure: Double Standard and a +2 Huge Long Sword
Alignment: Lawful Good
Advancement: left blank
The counter part to the evil fire salamander, the ice salamander is almost identical in advancement to the fire salamander. They attack each other on site no mater what the odds.
Combat:
Uses it's spell-like abilities before closing which are almost the same as the fire salamander's but uses ice in place of fire in all instances.
Skagma (by: john claude van dam VIII)
Medium-Size Creation (Air)
Hit Dice: 8d10
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 17 (+1 Dex, +6 Natural)
Attacks: Claws +4, Bite +2, or by weapon +8
Damage: Claws 1d8+4, Bite 1d12+4, or by weapon +4
Face/Reach: 5 ft. By 5 ft./5 ft.
Special Attacks: Barreling Charge (see below)
Special Qualities: Dark Vision 40ft.
Saves: Fort 8, Ref 6, Will 0
Abilities: Str 19, Dex 12, Con 18, Int 6, Wis 6, Chr 4
Skills: Intimidation +12
Feats: Power Attack
Climate/Terrain: Forests mainly, anywhere really
Organization: Pack (Usually 2d6, [10d20])
Challenge Rating: 3 (or DM makes it up)
Treasure: Standard
Alignment: Chaotic Neutral or Chaotic Evil (Unless DM wants otherwise)
Advancement: None (make it up)
Created from the hand of the evil cleric Kzelmar himself, these beasts now walk Sentar almost as commonly as many other species. They find work as mercenaries or other things pertaining to their own personal needs. Much of the time Skagma will be found under the command of Viesagust in large armies.
Combat:
Death:
At a Skagma's death, its body immediately disintegrates leaving only many small harmless snakes and some remains of bones (usually teeth, skull, claws, etc...).
Barreling Charge:
In the beginning of the battle, before the Skagma has engaged in hand to hand combat, it may make a barrelling charge from as far as 40 feet away from it's foe. The victim can make a reflex saving throw against the charge with a DC18 or take 1d20+8 damage. Furthermore, if the victim is struck by the barrelling charge, it must pass a Fortitude Save with a DC19 or be stunned for 1d4 rounds. the Skagma may attack and return to normal actions the following round after the charge.
Society: Anywhere their usually greedy personalities can benefit.
Variants:None, they are creations, very much the same except some minor physical features.