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<blockquote data-quote="Mortis" data-source="post: 1724677" data-attributes="member: 16284"><p><strong>Hippocampus to Vulching</strong></p><p></p><p>HIPPOCAMPUS</p><p>Large Magical Beast</p><p> </p><p>Hit Dice: 4d10+15 (37 hp)</p><p>Initiative: +2</p><p>Speed: Swim 60 ft (12 squares)</p><p>AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13</p><p>Base Attack/Grapple: +4/+12</p><p>Attack: Tail slap +6 melee (1d6+4); or bite +6 melee (1d4+4)</p><p>Full Attack: Tail slap +6 melee (1d6+4); or bite +6 melee (1d4+4)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: --</p><p>Special Qualities: Amphibious, darkvision 60 ft, low-light vision</p><p>Saves: Fort +7, Ref +6, Will +2</p><p>Abilities: Str 18, Dex 15, Con 16, Int 8, Wis 12, Cha 8</p><p>Skills: Hide +0*, Listen +6, Spot +6</p><p>Feats: Alertness, Toughness</p><p>Environment: Any aquatic</p><p>Organization: Solitary, pair, or herd (3-8)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always chaotic good</p><p>Advancement Range: 5-12 HD (Large)</p><p>Level Adjustment: --</p><p> </p><p>A hippocampus is also called a merhorse or sea horse. Like the merfolk, they are half–fish. The front half of a hippocampus resembles a horse, complete with a flowing mane and long, strong legs. The legs, however, end in wide fins rather than hooves. The hindquarters of the animal are that of a great fish. Their bodies are covered in fine scales in the fore parts, large scales elsewhere. Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green.</p><p>Aquatic races often tame these animals, and they make fine steeds for they are strong, swift, and very intelligent. </p><p>Although they cannot speak, they understand Aquan, and can learn another language if properly trained.</p><p> </p><p>COMBAT</p><p>Hippocampi are not aggressive creatures and will only attack if cornered or if another hippocampi or ally is threatened. In combat a hippocampus will slap at an opponent with its tail. They rarely rely on their bite attack.</p><p> </p><p>Skills: *Due to their coloration, hippocampi receive a +8 bonus to Hide checks when underwater.</p><p> </p><p>Training a Hippocampus</p><p>Training a hippocampus as an aquatic mount requires a successful Handle Animal check (DC21 for a young creature, or DC28 for an adult) and that the creature be willing. Hippocampi mature at the same rate as horses.</p><p>Trainers can reduce the DC by 5 and the rearing time by one-half by using a magical bridle enchanted for this purpose.</p><p>Hippocampi eggs are worth 1,500 gp apiece on the open market, while young are worth 2,500 gp each. Professional trainers (usually tritons) charge 1,000 gp to rear or train a hippocampus. Riding a trained hippocampus requires an exotic saddle. A hippocampus can fight while carrying a rider, but the rider cannot attack in the same round unless he or she succeeds at a Ride check (see Ride, page 80 in the Player’s Handbook ).</p><p> </p><p>Carrying Capacity: A light load for a Hippocampus is up to 233lbs; a medium load 234-466lbs; and a heavy load, 467-700lbs. medium load 234-466lbs; and a heavy load, 467-700lbs.</p><p> </p><p>The Hippocampus first appeared in the 1e MM (Gary Gygax, 1977).</p><p> </p><p> </p><p>Horast (Whipper Beast)</p><p>Medium-size Magical Beast</p><p> </p><p>HD: 5d10+10 (37 hp)</p><p>Init: +0</p><p>Speed: 20 ft (4 squares)</p><p>AC: 14 (+4 natural), touch 10, flat-footed 14</p><p>Base Attack/Grapple: +5/+8</p><p>Attack: Claw +8 melee (1d4+3); or tail slash +8 melee (2d6+3)</p><p>Full Attack: 4 claws +8 melee (1d4+3), bite +3 melee (1d6+1); or tail slash +8 melee (2d6+3), bite +3 melee (1d6+1)</p><p>Face/Reach: 5 ft/5 ft (10 ft with tail)</p><p>Special Attacks: None</p><p>Special Qualities: Scent, darkvision 60 ft, low-light vision</p><p>Saves: Fort +6 Ref +4 Will +2</p><p>Abilities: Str 16 Dex 11 Con 14 Int 6 Wis 12 Cha 10</p><p>Skills: Hide +4*, Listen +9, Spot +9</p><p>Feats: Alertness, Power Attack</p><p>Environment: Any land and underground</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Any neutral or chaotic</p><p>Advancement: 6-9 HD (Medium-size); 10-15 HD (Large)</p><p>Level Adjustment: --</p><p> </p><p>The horast or whipper beast makes its home in subterranean dungeons, caves, or caverns and rarely ventures forth. It prefers the dampness and darkness of its underdark realm to the light of the surface world (though it has no specific vulnerability to sunlight).</p><p>The horast ranges in length from 6-9 feet long with a 5-11 foot long tail. Silvery-gray, coarse, thick fur covers its body, save the tail which appears as a long, thin, segmented length of bone that ends in three dagger-like barbs. The horast's body is round, flat, and thick as is its head. It has six-legs upon which it moves (it raises to two legs when attacking).</p><p> </p><p>COMBAT</p><p>The horast attacks by raising itself on two legs and slashing with four claws. If it chooses not to attack with its claws, it uses its barbed tail to stab and slash an opponent. Though horasts hate sunlight they will venture forth into it if pursuing their prey.</p><p> </p><p>Skills: Horasts receive a +4 racial bonus on Listen and Spot checks. *Due to their coloration, they receive a +8 racial bonus to Hide checks in stony and rock-covered areas.</p><p> </p><p>1979 Wizards of the Coast, Inc.</p><p>Originally found in Dragon #27 (Mary Lynn Skirvin)</p><p> </p><p> </p><p>KECH</p><p>Medium Magical Beast</p><p> </p><p>Hit Dice: 5d10+5 (32 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft (8 squares), climb 20 ft</p><p>AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p>Base Attack/Grapple: +5/+6</p><p>Attack: Claw +6 melee (1d4+1)</p><p>Full Attack: 2 claws +6 melee (1d4+1), bite +1 melee (1d6)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Rend</p><p>Special Qualities: Pass without trace, darkvision 60 ft, low-light vision</p><p>Saves: Fort +5, Ref +7, Will +2</p><p>Abilities: Str 13, Dex 15, Con 12, Int 9, Wis 13, Cha 12</p><p>Skills: Climb +10, Hide +5*, Listen +6, Move Silently +6, Spot +6</p><p>Feats: Alertness, Stealthy</p><p>Environment: Any forest</p><p>Organization: Pack (2-5) or band (2-8 plus 50% noncombatants)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 6-15 HD (Medium-size)</p><p>Level Adjustment: +1</p><p> </p><p>A kech is a monkey-like creature about 6 feet tall. It has a fanged filled mouth, fiery blue eyes, and tough, leathery leaf-like skin; green in color.</p><p>Kech are excellent climbers and are equally at home on the ground or in trees.</p><p>They speak their own language and Common.</p><p> </p><p>COMBAT</p><p>Kech prefer indirect combat, utilizing pits, traps, snares, and so forth to weaken parties and travelers. They will not hesitate to face a lone target however. Opponents that are considerably superior will be attacked at night while resting. The kech will concentrate their attacks on one or two members of the party (those on watch usually). If successful, they will</p><p>drag their prey off into the forest.</p><p> </p><p>Rend (Ex.): If a kech hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d4+1 points of damage.</p><p> </p><p>Pass Without Trace (Ex.): The kech can move across any ground—ice, snow, mud, without leaving any footprints. Tracking by nonmagical means is impossible.</p><p> </p><p>Skills: Kech receive a +8 racial bonus to climb checks. They also receive a +2 racial bonus to Listen and Spot checks.</p><p>*Due to their coloration and leaf-like skin, kech receive a +12 racial bonus to Hide checks when in a forested area.</p><p> </p><p>The Kech first appeared in Monster Manual II (Gary Gygax, 1983).</p><p> </p><p> </p><p>Monkey Spider</p><p>Fine Magical Beast</p><p> </p><p>Hit Dice: 1/4 d10 (1 hp)</p><p>Initiative: +6</p><p>Speed: 5 ft (1 square), climb 50 ft</p><p>AC: 28 (+8 size, +6 Dex, +4 natural), touch 24, flat-footed 22</p><p>Base Attack/Grapple: +0/-21</p><p>Attack:Bite +14 melee (1)</p><p>Full Attack:Bite +14 melee (1)</p><p>Face/Reach: 2½ ft/0 ft</p><p>Special Attacks: Eyebite</p><p>Special Qualities: Leap</p><p>Saves: Fort +2 Ref +8 Will +1</p><p>Abilities: Str 1 Dex 22 Con 10 Int 10 Wis 12 Chr 13</p><p>Skills: Balance +6, Climb +10*, Jump +10*, Listen +3, Spot +3</p><p>Feats: Weapon Finesse</p><p>Environment: Warm forest</p><p>Organization: Band (1-4), family (5-10), tribe (20-60)</p><p>Challenge Rating: 1/10</p><p>Treasure: None</p><p>Alignment: Always neutral good</p><p>Advancement: ---</p><p>Level Adjustment: ---</p><p> </p><p>Monkey spiders are 1-inch long simians that are often mistaken for spiders from any distance greater than two feet due to their size. They are slim and furry, have gangly limbs and a prehensile tail, and humanlike hands and faces. Monkey spiders make excellent familiars, or animal companions for rangers and druids, but they make poor pets. They are intelligent and loyal and can be taught to understand Common.</p><p>They communicate with each other through a complex series of hoots, chirps, sibilants, and gestures in a language that is said to be as sophisticated as Common.</p><p> </p><p>COMBAT</p><p>Monkey spiders may be fierce combatants against bees, wasps and other insects, but they tend to avoid fighting anything larger than they are. If forced into battle with anything larger than a Diminutive sized creature, they try to bite the eyes of their aggressor and then escape. If it cannot bite the eyes, it uses its bite attack on whatever is within reach.</p><p> </p><p>Eyebite (Ex): Monkey spiders attempt to bite the eyes of any attacker of Tiny or larger size. This attack causes no damage, but the monkey spider's saliva is caustic and stings fiercely. Affected characters must spend a whole round rubbing their eyes, or the saliva will continue to produce a burning sensation, leaving the character temporarily blinded.</p><p> </p><p>Leap (Ex): Monkey spiders can jump up to 5 feet upward or 10 feet down. *Their powerful leg muscles give them a +10 to Climb and Jump checks.</p><p> </p><p>1991 Wizards of the Coast, Inc.</p><p>Originally found in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook).</p><p> </p><p> </p><p>Tirichik</p><p>Huge Magical Beast (Cold)</p><p> </p><p>Hit Dice: 13d10+65 (136 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft (6 squares), burrow 10 ft</p><p>AC: 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 17</p><p>Base Attack/Grapple: +13/+29</p><p>Attack:Bite +20 melee (3d8+12); or tentacle +20 melee (1d8+8)</p><p>Full Attack:Bite +20 melee (3d8+12); or 2 tentacles +20 melee (1d8+8)</p><p>Face/Reach: 15 ft/10 ft (20 feet with tentacles)</p><p>Special Attacks: Tentacles, elongate</p><p>Special Qualities: Immune to cold, darkvision 60 ft, low-light vision</p><p>Saves: Fort +13 Ref +10 Will +4</p><p>Abilities: Str 27 Dex 15 Con 21 Int 2 Wis 10 Chr 2</p><p>Skills: Climb +8, Hide +8, Listen +4, Move Silently +8, Spot +6</p><p>Feats: Alertness, Power Attack, Stealthy, Weapon Focus (bite, tentacle)</p><p>Environment: Any cold land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 12</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)</p><p>Level Adjustment: --</p><p> </p><p>The tirichik is one of the most feared predators of the arctic plains. This monster is vicious, stealthy, and has an insatiable appetite for humanoid flesh.</p><p>The tirichik is a large insectoid creature about 30 feet in length. It resembles a cross between a white dragon and a huge centipede. Its body is long and tubular, with a dragonlike head at one end, and is covered with white scales.</p><p> </p><p>COMBAT</p><p>A tirichik will hide inside a crevasse, snowy hills, or other convenient hiding place, and strike at its prey from ambush. When prey is scarce, the beast will go hunting, using its tentacles to probe for food.</p><p> </p><p>Tentacles (Ex): A tirichik can thrust its tentacles out up to 20 feet, using them like daggers. Attacks may be made on the tentacles, with a -2 penalty to the attack roll. A single attack from a slashing weapon that causes 5 or more points of damage will sever a tentacle. It takes the tirichik about a month to grow a new tentacle. The tentacles are the beast's main method for sensing prey, being able to detect heat and movement up to 300 feet away.</p><p> </p><p>Elongate (Ex): The tirichik can temporarily detach its head from its spine, by the use of special elastic tendons in its neck. This causes the head to stretch 5 feet from the spine, and allows the creature to strike like a snake, gaining a +2 bonus to its attack roll. This elongation prevents the tirichik from attacking in the next round, as it must spend the</p><p>following round withdrawing its neck and reattaching its skull. Thus, it can only use this attack once every other round.</p><p> </p><p>Skills: Tirichik receive a +5 bonus to Hide checks in its native environment.</p><p> </p><p>1992 Wizards of the Coast, Inc.</p><p>Originally found in FR 14 The Great Glacier (1992, Rick Swan).</p><p> </p><p> </p><p>VULCHLING</p><p>Medium Magical Beast</p><p> </p><p>Hit Dice: 1d10 (5 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft (4 squares), fly 10 ft (average)</p><p>AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11</p><p>Base Attack/Grapple: +1/+1</p><p>Attack: Bite +3 melee (1d6)</p><p>Full Attack: Bite +3 melee (1d6); or 2 claws +3 melee (1d4)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks:</p><p>Special Qualities: Darkvision 60 ft, low-light vision</p><p>Saves: Fort +2, Ref +4, Will +0</p><p>Abilities: Str 10, Dex 14, Con 10, Int 7, Wis 11, Cha 10</p><p>Skills: Hide +6, Listen +5, Spot +5</p><p>Feats: Weapon Finesse</p><p>Environment: Cold and temperate forest and marsh, and underground</p><p>Organization: Solitary or flock (2-16)</p><p>Challenge Rating: ½</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 2-3 HD (Medium-size)</p><p>Level Adjustment: +0</p><p> </p><p>Vulchlings are an avian race that resemble vultures but have vaguely human features, giving them a very alien appearance. Though they occasionally associate with harpies and more rarely vrock demons, they prefer the solitude of their desolate lairs. There is usually a small clutch of eggs in a vulchling lair, which is often left unattended when the creatures have other things to do.</p><p> </p><p>COMBAT</p><p>Vulchlings are cowardly creatures and only attack with surprise. They wait for unsuspecting prey to come along, then swoop down upon them from their high roost and attack with their talons.</p></blockquote><p></p>
[QUOTE="Mortis, post: 1724677, member: 16284"] [b]Hippocampus to Vulching[/b] HIPPOCAMPUS Large Magical Beast Hit Dice: 4d10+15 (37 hp) Initiative: +2 Speed: Swim 60 ft (12 squares) AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +4/+12 Attack: Tail slap +6 melee (1d6+4); or bite +6 melee (1d4+4) Full Attack: Tail slap +6 melee (1d6+4); or bite +6 melee (1d4+4) Face/Reach: 10 ft/5 ft Special Attacks: -- Special Qualities: Amphibious, darkvision 60 ft, low-light vision Saves: Fort +7, Ref +6, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 8, Wis 12, Cha 8 Skills: Hide +0*, Listen +6, Spot +6 Feats: Alertness, Toughness Environment: Any aquatic Organization: Solitary, pair, or herd (3-8) Challenge Rating: 2 Treasure: None Alignment: Always chaotic good Advancement Range: 5-12 HD (Large) Level Adjustment: -- A hippocampus is also called a merhorse or sea horse. Like the merfolk, they are half–fish. The front half of a hippocampus resembles a horse, complete with a flowing mane and long, strong legs. The legs, however, end in wide fins rather than hooves. The hindquarters of the animal are that of a great fish. Their bodies are covered in fine scales in the fore parts, large scales elsewhere. Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green. Aquatic races often tame these animals, and they make fine steeds for they are strong, swift, and very intelligent. Although they cannot speak, they understand Aquan, and can learn another language if properly trained. COMBAT Hippocampi are not aggressive creatures and will only attack if cornered or if another hippocampi or ally is threatened. In combat a hippocampus will slap at an opponent with its tail. They rarely rely on their bite attack. Skills: *Due to their coloration, hippocampi receive a +8 bonus to Hide checks when underwater. Training a Hippocampus Training a hippocampus as an aquatic mount requires a successful Handle Animal check (DC21 for a young creature, or DC28 for an adult) and that the creature be willing. Hippocampi mature at the same rate as horses. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magical bridle enchanted for this purpose. Hippocampi eggs are worth 1,500 gp apiece on the open market, while young are worth 2,500 gp each. Professional trainers (usually tritons) charge 1,000 gp to rear or train a hippocampus. Riding a trained hippocampus requires an exotic saddle. A hippocampus can fight while carrying a rider, but the rider cannot attack in the same round unless he or she succeeds at a Ride check (see Ride, page 80 in the Player’s Handbook ). Carrying Capacity: A light load for a Hippocampus is up to 233lbs; a medium load 234-466lbs; and a heavy load, 467-700lbs. medium load 234-466lbs; and a heavy load, 467-700lbs. The Hippocampus first appeared in the 1e MM (Gary Gygax, 1977). Horast (Whipper Beast) Medium-size Magical Beast HD: 5d10+10 (37 hp) Init: +0 Speed: 20 ft (4 squares) AC: 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+8 Attack: Claw +8 melee (1d4+3); or tail slash +8 melee (2d6+3) Full Attack: 4 claws +8 melee (1d4+3), bite +3 melee (1d6+1); or tail slash +8 melee (2d6+3), bite +3 melee (1d6+1) Face/Reach: 5 ft/5 ft (10 ft with tail) Special Attacks: None Special Qualities: Scent, darkvision 60 ft, low-light vision Saves: Fort +6 Ref +4 Will +2 Abilities: Str 16 Dex 11 Con 14 Int 6 Wis 12 Cha 10 Skills: Hide +4*, Listen +9, Spot +9 Feats: Alertness, Power Attack Environment: Any land and underground Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Any neutral or chaotic Advancement: 6-9 HD (Medium-size); 10-15 HD (Large) Level Adjustment: -- The horast or whipper beast makes its home in subterranean dungeons, caves, or caverns and rarely ventures forth. It prefers the dampness and darkness of its underdark realm to the light of the surface world (though it has no specific vulnerability to sunlight). The horast ranges in length from 6-9 feet long with a 5-11 foot long tail. Silvery-gray, coarse, thick fur covers its body, save the tail which appears as a long, thin, segmented length of bone that ends in three dagger-like barbs. The horast's body is round, flat, and thick as is its head. It has six-legs upon which it moves (it raises to two legs when attacking). COMBAT The horast attacks by raising itself on two legs and slashing with four claws. If it chooses not to attack with its claws, it uses its barbed tail to stab and slash an opponent. Though horasts hate sunlight they will venture forth into it if pursuing their prey. Skills: Horasts receive a +4 racial bonus on Listen and Spot checks. *Due to their coloration, they receive a +8 racial bonus to Hide checks in stony and rock-covered areas. 1979 Wizards of the Coast, Inc. Originally found in Dragon #27 (Mary Lynn Skirvin) KECH Medium Magical Beast Hit Dice: 5d10+5 (32 hp) Initiative: +2 Speed: 40 ft (8 squares), climb 20 ft AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +5/+6 Attack: Claw +6 melee (1d4+1) Full Attack: 2 claws +6 melee (1d4+1), bite +1 melee (1d6) Face/Reach: 5 ft/5 ft Special Attacks: Rend Special Qualities: Pass without trace, darkvision 60 ft, low-light vision Saves: Fort +5, Ref +7, Will +2 Abilities: Str 13, Dex 15, Con 12, Int 9, Wis 13, Cha 12 Skills: Climb +10, Hide +5*, Listen +6, Move Silently +6, Spot +6 Feats: Alertness, Stealthy Environment: Any forest Organization: Pack (2-5) or band (2-8 plus 50% noncombatants) Challenge Rating: 3 Treasure: Standard Alignment: Always neutral evil Advancement: 6-15 HD (Medium-size) Level Adjustment: +1 A kech is a monkey-like creature about 6 feet tall. It has a fanged filled mouth, fiery blue eyes, and tough, leathery leaf-like skin; green in color. Kech are excellent climbers and are equally at home on the ground or in trees. They speak their own language and Common. COMBAT Kech prefer indirect combat, utilizing pits, traps, snares, and so forth to weaken parties and travelers. They will not hesitate to face a lone target however. Opponents that are considerably superior will be attacked at night while resting. The kech will concentrate their attacks on one or two members of the party (those on watch usually). If successful, they will drag their prey off into the forest. Rend (Ex.): If a kech hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d4+1 points of damage. Pass Without Trace (Ex.): The kech can move across any ground—ice, snow, mud, without leaving any footprints. Tracking by nonmagical means is impossible. Skills: Kech receive a +8 racial bonus to climb checks. They also receive a +2 racial bonus to Listen and Spot checks. *Due to their coloration and leaf-like skin, kech receive a +12 racial bonus to Hide checks when in a forested area. The Kech first appeared in Monster Manual II (Gary Gygax, 1983). Monkey Spider Fine Magical Beast Hit Dice: 1/4 d10 (1 hp) Initiative: +6 Speed: 5 ft (1 square), climb 50 ft AC: 28 (+8 size, +6 Dex, +4 natural), touch 24, flat-footed 22 Base Attack/Grapple: +0/-21 Attack:Bite +14 melee (1) Full Attack:Bite +14 melee (1) Face/Reach: 2½ ft/0 ft Special Attacks: Eyebite Special Qualities: Leap Saves: Fort +2 Ref +8 Will +1 Abilities: Str 1 Dex 22 Con 10 Int 10 Wis 12 Chr 13 Skills: Balance +6, Climb +10*, Jump +10*, Listen +3, Spot +3 Feats: Weapon Finesse Environment: Warm forest Organization: Band (1-4), family (5-10), tribe (20-60) Challenge Rating: 1/10 Treasure: None Alignment: Always neutral good Advancement: --- Level Adjustment: --- Monkey spiders are 1-inch long simians that are often mistaken for spiders from any distance greater than two feet due to their size. They are slim and furry, have gangly limbs and a prehensile tail, and humanlike hands and faces. Monkey spiders make excellent familiars, or animal companions for rangers and druids, but they make poor pets. They are intelligent and loyal and can be taught to understand Common. They communicate with each other through a complex series of hoots, chirps, sibilants, and gestures in a language that is said to be as sophisticated as Common. COMBAT Monkey spiders may be fierce combatants against bees, wasps and other insects, but they tend to avoid fighting anything larger than they are. If forced into battle with anything larger than a Diminutive sized creature, they try to bite the eyes of their aggressor and then escape. If it cannot bite the eyes, it uses its bite attack on whatever is within reach. Eyebite (Ex): Monkey spiders attempt to bite the eyes of any attacker of Tiny or larger size. This attack causes no damage, but the monkey spider's saliva is caustic and stings fiercely. Affected characters must spend a whole round rubbing their eyes, or the saliva will continue to produce a burning sensation, leaving the character temporarily blinded. Leap (Ex): Monkey spiders can jump up to 5 feet upward or 10 feet down. *Their powerful leg muscles give them a +10 to Climb and Jump checks. 1991 Wizards of the Coast, Inc. Originally found in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook). Tirichik Huge Magical Beast (Cold) Hit Dice: 13d10+65 (136 hp) Initiative: +2 Speed: 30 ft (6 squares), burrow 10 ft AC: 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 17 Base Attack/Grapple: +13/+29 Attack:Bite +20 melee (3d8+12); or tentacle +20 melee (1d8+8) Full Attack:Bite +20 melee (3d8+12); or 2 tentacles +20 melee (1d8+8) Face/Reach: 15 ft/10 ft (20 feet with tentacles) Special Attacks: Tentacles, elongate Special Qualities: Immune to cold, darkvision 60 ft, low-light vision Saves: Fort +13 Ref +10 Will +4 Abilities: Str 27 Dex 15 Con 21 Int 2 Wis 10 Chr 2 Skills: Climb +8, Hide +8, Listen +4, Move Silently +8, Spot +6 Feats: Alertness, Power Attack, Stealthy, Weapon Focus (bite, tentacle) Environment: Any cold land and underground Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always chaotic evil Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan) Level Adjustment: -- The tirichik is one of the most feared predators of the arctic plains. This monster is vicious, stealthy, and has an insatiable appetite for humanoid flesh. The tirichik is a large insectoid creature about 30 feet in length. It resembles a cross between a white dragon and a huge centipede. Its body is long and tubular, with a dragonlike head at one end, and is covered with white scales. COMBAT A tirichik will hide inside a crevasse, snowy hills, or other convenient hiding place, and strike at its prey from ambush. When prey is scarce, the beast will go hunting, using its tentacles to probe for food. Tentacles (Ex): A tirichik can thrust its tentacles out up to 20 feet, using them like daggers. Attacks may be made on the tentacles, with a -2 penalty to the attack roll. A single attack from a slashing weapon that causes 5 or more points of damage will sever a tentacle. It takes the tirichik about a month to grow a new tentacle. The tentacles are the beast's main method for sensing prey, being able to detect heat and movement up to 300 feet away. Elongate (Ex): The tirichik can temporarily detach its head from its spine, by the use of special elastic tendons in its neck. This causes the head to stretch 5 feet from the spine, and allows the creature to strike like a snake, gaining a +2 bonus to its attack roll. This elongation prevents the tirichik from attacking in the next round, as it must spend the following round withdrawing its neck and reattaching its skull. Thus, it can only use this attack once every other round. Skills: Tirichik receive a +5 bonus to Hide checks in its native environment. 1992 Wizards of the Coast, Inc. Originally found in FR 14 The Great Glacier (1992, Rick Swan). VULCHLING Medium Magical Beast Hit Dice: 1d10 (5 hp) Initiative: +2 Speed: 20 ft (4 squares), fly 10 ft (average) AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +1/+1 Attack: Bite +3 melee (1d6) Full Attack: Bite +3 melee (1d6); or 2 claws +3 melee (1d4) Face/Reach: 5 ft/5 ft Special Attacks: Special Qualities: Darkvision 60 ft, low-light vision Saves: Fort +2, Ref +4, Will +0 Abilities: Str 10, Dex 14, Con 10, Int 7, Wis 11, Cha 10 Skills: Hide +6, Listen +5, Spot +5 Feats: Weapon Finesse Environment: Cold and temperate forest and marsh, and underground Organization: Solitary or flock (2-16) Challenge Rating: ½ Treasure: Standard Alignment: Always chaotic evil Advancement: 2-3 HD (Medium-size) Level Adjustment: +0 Vulchlings are an avian race that resemble vultures but have vaguely human features, giving them a very alien appearance. Though they occasionally associate with harpies and more rarely vrock demons, they prefer the solitude of their desolate lairs. There is usually a small clutch of eggs in a vulchling lair, which is often left unattended when the creatures have other things to do. COMBAT Vulchlings are cowardly creatures and only attack with surprise. They wait for unsuspecting prey to come along, then swoop down upon them from their high roost and attack with their talons. [/QUOTE]
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