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    Ogre in the Playground
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    Apr 2010

    Default Redesigned Monsters + New Monsters

    Redesigned Monsters



    Dragons are awesome.
    In fact, they're so awesome that they're in the game's title.

    Here's a new perspective on how their complex mechanics can be greatly simplified and unified.
    At the same time, I'm overhauling a lot of the fluff for dragons, throwing away standard dragon hierarchies and relationships, and introducing changes to the concept of dragon social structure.

    The Fluff

    Dragons are creatures that have inspired great wonder and awe throughout any civilization that has encountered them. Whether these creatures have become great patrons or terrible enemies, they almost always have an enormous impact on the development of the "less gifted races", as non-dragons are oft-called. So well-known are these creatures, that many con artists and cheats have taken to selling forged documents and manuscripts detailing the lives of these creatures, leading to a great deal of misinformation about them.

    Many have believed the various races of Dragons to be truly independent breeds. So deeply entrenched is this belief that many insist that there are racial rivalries among dragons, and that metallic dragons eternally war with chromatic (a non-realistic distinction, as will soon be explained below). In reality, this is nonsense, for the truth of the Dragons is that they are all different races of the same species.
    Even in infancy, a dragon's power is driven by its feed; of the dozens of dragons hatched in a single clutch, only one or two reach the Very Young age category, having devoured their siblings and survived on the traces of magical energy stored in the meat. It is worth of note, however, that dragons maintain a strong taboo against cannibalism once past wyrmlinghood, and many Good dragons later regret their inability to restrain their instincts at birth.

    The voracious nature of the Dragon is widely misunderstood, and many scholars note that these magnificent creatures can survive on mere rock and stone. What so many have failed to realize is that these rocks and stones are a part of their flight and breath weapon mechanism.

    The tendency of dragons to hoard precious items stems from an inborn attraction to shiny stuff (much like crows) and because compared to their superior minds, the life of a dragon are usually excruciatingly boring.
    Items are also kept for their aesthetic value or as a prized morsel for some special occasion.

    The Mechanics

    A dragon is a winged, reptilelike creature, with magical abilities.

    There are exactly 6 dragon types, all of equal power:
    - Black (Obsidian)
    - Blue (Sapphire)
    - Green (Jade)
    - Rainbow (Diamond). Rainbow dragons are extremely rare and are known to but a handful few.
    - Red (Gold)
    - White (Silver).
    The "color" indicated in parenthesis is how they appear when exposed to sunlight - that's the source of the chromatic-metallic-gemstone distinction myth.

    Draconic Magic:
    The source of all dragons' (Sp) abilities is their innate ability to use invocations.
    A dragon gains invocations as a Sorcerer of 2/3 its HD (2 Sorcerer levels per age category). It may select any invocation from the Sorcerer or DFA, except Shape & Essence invocations.
    Dragons also receive a Breath Effect when they reach their Young age and again every time they advance 2 age categories thereafter. Dragons cannot use their racial Breath Effect to gain different breath damage types, but they may do so by taking levels in the DFA class, gaining much less potent breath weapon (not too likely).

    Dragons have the following features:
    - HD: d12
    - BAB: Full
    - Good saves: All.
    - Skill points: 20 + 5 / HD

    A dragon possesses the following traits:
    - Dragons eat, sleep and breathe.
    - Darkvision 120', lowlight vision x4 (x2 within daylight), +4 to all Listen & Spot checks.
    - Amphibian: Dragons breath under water as easily as they do in the open air and have a swim speed equal to 1/2 their land speed.
    - Immortal: Dragons have no maximum age and never die of old age.

    All Dragons speak Draconic and Common.

    Dragon Statistics

    Dragons by Age:
    Age            Size  Years           Hit Dice (hp)    CR   STR DEX CON INT WIS CHA    BAB/    Attack   Fort Ref  Will   Breath(DC)
    Wyrmling        T    0-5             3d12+3 (39)       4   11  10  13  10  11  10     +3/-5     +5      +4   +3   +3      2d8(12)
    Very young      S    6-15            6d12+6 (78)       5   13  10  13  10  11  10     +6/+3     +8      +7   +5   +5      4d8(14)
    Young           M    16-25           9d12+18 (126)     7   15  10  15  12  11  10    +9/+11    +11     +10   +7   +6      6d8(16)
    Juvenile        M    26-50           12d12+24 (168)   10   17  10  15  14  11  12   +12/+15    +15     +11  +10   +9      8d8(18)
    Young adult     L    51-100          15d12+45 (225)   13   19  10  17  14  13  14   +15/+23    +18     +13  +11  +11     10d8(20)
    Adult           L    101-200         18d12+72 (288)   15   23  10  19  16  13  16   +18/+28    +23     +17  +14  +14     12d8(23)
    Mature adult    H    201-400         21d12+105 (357)  18   27  10  21  16  15  16   +21/+37    +27     +20  +15  +15     14d8(25)
    Old             H    401-600         24d12+120 (408)  20   29  10  21  18  15  16   +24/+41    +31     +23  +17  +16     16d8(27)
    Very old        H    601-800         27d12+162 (486)  21   31  10  23  18  17  18   +27/+45    +35     +25  +18  +18     18d8(29)
    Ancient         G    801-1,000       30d12+180 (540)  23   33  10  23  20  17  18   +30/+52    +37     +27  +20  +19     20d8(31)
    Wyrm            G    1,001-1,200     33d12+231 (621)  24   35  10  25  20  19  20   +33/+57    +41     +29  +21  +21     22d8(33)
    Great wyrm      C    1,201 or more   36d12+288 (720)  26   37  10  27  22  21  22   +36/+63    +41     +31  +23  +23     24d8(36)

    Dragons by Age (Cont.):
    Age             Speed                     Init   AC                                         SR   DR        Frightful   Warlock Level
                                                                                                               Presence    Invocations
    Wyrmling       40’, fly 150’ (good)       +0     14 (+2 size,  +2 nat.), touch 12, f-f 14   13   -            -        2
    Very young     40’, fly 150’ (good)       +0     16 (+1 size,  +5 nat.), touch 11, f-f 16   16   -            -        4
    Young          40’, fly 200’ (average)    +0     18 (          +8 nat.), touch 10, f-f 18   19   5/magic      -        6
    Juvenile       40’, fly 200’ (average)    +0     21 (         +11 nat.), touch 10, f-f 21   22   5/magic      -        8
    Young adult    60’, fly 200’ (average)    +0     23 (-1 size, +14 nat.), touch 9,  f-f 23   25   10/magic    17        10
    Adult          60’, fly 200’ (average)    +0     26 (-1 size, +17 nat.), touch 9,  f-f 26   28   10/magic    20        12
    Mature adult   60’, fly 200’ (poor)       +0     28 (-2 size, +20 nat.), touch 8,  f-f 28   31   15/magic    21        14
    Old            60’, fly 200’ (poor)       +0     31 (-2 size, +23 nat.), touch 8,  f-f 31   34   15/magic    23        16
    Very old       60’, fly 200’ (poor)       +0     34 (-2 size, +26 nat.), touch 8,  f-f 34   37   20/magic    25        18
    Ancient        80’, fly 250’ (clumsy)     +0     35 (-4 size, +29 nat.), touch 6,  f-f 35   40   20/magic    27        20
    Wyrm           80’, fly 250’ (clumsy)     +0     38 (-4 size, +32 nat.), touch 6,  f-f 38   43   25/magic    29        22
    Great wyrm     80’, fly 250’ (clumsy)     +0     37 (-8 size, +35 nat.), touch 2,  f-f 37   46   25/magic    32        24

    Dragon Abilities and Natural Attacks by Size:
    Size		Space/Reach  	1 Bite	2 Claws	1 Tail Slap	2 Wings	1 Crush	1 Tail Sweep
    Tiny		2.5'/0'		1d4	1d3	-		-	-	-
    Small		5'/5'		1d6	1d4	-		-	-	-
    Medium		5'/5'		1d8	1d6	1d6		-	-	-
    Large		10'/5'		2d6	1d8	1d8		1d6	-	-
    Huge		15'/10'		2d8	2d6	2d6		1d8	2d8	-
    Gargantuan	20'/15'		4d6	2d8	2d8		2d6	4d6	2d6
    Colossal	30'/20'		4d8	4d6	4d6		2d8	4d8	2d8

    Dragons' Breath Weapon length & area by Size:
    Dragon Size	Line*	Cone*
    Tiny		30'	15'
    Small		40'	20'
    Medium		60'	30'
    Large		80	40'
    Huge		100'	50'
    Gargantuan	120'	60'
    Colossal	150'	75'
    * A line is always 5' high and 5' wide. A cone is as high and wide as its length.

    Draconic Ability Additions And Tweaks

    Even secondary attacks add full Str-bonus to damage.

    Crush (Ex):
    Crush attacks are effective only against opponents 2 or more size categories smaller than the dragon. A crush attack deals the indicated damage plus the dragon's Strength bonus.

    Tail Sweep (Ex):
    Creatures within the swept area are affected if they are 3 or more size categories smaller than the dragon.

    Breath Weapon (Su):
    A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted in the table above.
    Creatures caught in the area can attempt a Ref save take ½ damage. Those that fail must make a second save or suffer the breath weapon's side effect. The DC for both is the same: [10 + 1/2 dragon's HD + CON-mod].
    All dragons are immune to their own breath weapon's damage type and to all draconic breath weapons' secondary effects (but gain no resistance vs. the damage of the other breath weapons).
    Breath Weapon Types:
    - Black (Tar - line): On a second failed save, this black acid does additional [1d6 / age category)] in the following round and [1d4 / age category)] in the round after that.
    - Blue (Lightning - line): Victims who fail their second save are stunned for 1 round.
    - Green (Smoke - cloud): On a second failed save, the toxic fumes render a target dazed and blind for 1 round, due to suffocation and burning eyes.
    - Rainbow (Light - cone/line): A Rainbow dragon's breath weapon produces multicolored flash that shines in all the colors of the rainbow. Its secondary effect is blindness for 1 round and dazzled for 1d4 more rounds.
    - Red (Flame - cone): This breath weapon causes items to ignite on a second failed save.
    - White (Frost - cone): If the victim fails its second save, it takes -2 DEX and all carried items (save for each separately) become crystallized and take a permanent -5 to their hardness.

    Frightful Presence (Ex):
    A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of [30' x the dragon's age category] are subject to the effect. A potentially affected creature that succeeds on a Will save (DC [10 + ½ dragon's HD + Cha-mod]) is unaffected, and no creature can be affected by a given dragon's frightful presence more than once in a 24 hour period. On a failure, creatures with 4 or less HD become panicked until they no longer have line of sight to the dragon, while those with 5 or more HD become shaken for as long as they have line of sight to the dragon. Dragons are immune to draconic Frightful Presence.

    Dragon Feats

    Alternative Breath (Dragon)
    Not all dragon's breath weapon is lethal...
    Requirements: Dragon, Draconic Energy
    Benefits: Select one alternate breath weapon type from the table below. You can cause your breath weapon to deal that status effect, rather than damage; additionally, the save type changes (Fort or Will, rather than reflex) as listed below.
    - Paralysis (Fort): Subject must save or be Paralyzed for 1d6 rounds, plus 1 round per size category above Tiny.
    - Sleep (Fort): Subject must save or be rendered unconscious for 1d6 rounds, plus 1 round per size category above Tiny.
    - Repulsion (Will): Subject must save or be rendered unconscious for 1d6 rounds, plus 1 round per size category above Tiny. This is a mind-affecting enchantment effect.
    - Weakness (Fort): Subject must save or suffer 1 point of strength damage, plus 1 per size category above Tiny.
    - Slow (Will): Subject must save or be Slowed (as the spell) for 1d6 rounds, plus 1 round per size category above Tiny.
    Breath weapon shape, range, save DC, and recharge time remain the same as from your base breath weapon.

    Aquatic (Dragon)
    You've developed an affinity for the water, and find that you're as much at home in it as you are on land.
    Requirements: Dragon
    Benefits: You gain a swim speed equal to your land speed, and the ability to breath water.

    Burrowing (Dragon)
    You've tapped into your earthen heritage, and learned the trick of sliding easily through stone and dirt.
    Requirements: Dragon
    Benefits: You gain a burrow speed depending on your size category (Tiny: 5', Small: 10', Medium: 15', Large: 20', Huge: 20', Gargantuan/Colossal: 30'). You can burrow through anything less than solid stone. If you move no faster than your speed as a 1-round action, you may leave a tunnel behind you as you burrow.

    Strong Flyer (Dragon)
    You are better at flying than most of your kind.
    Prerequisite: Dragon, fly speed
    Benefits: Your fly speed increases by 10’, and your flight maneuverability goes up by one step.
    Special: You can select this feat multiple times. Its effects stack. If this would cause you to exceed Perfect maneuverability, you treat winds as being one category less for purposes of how they affect your flight for every step above Perfect flight you would have.

    Lesser Shapeshifting (Dragon)
    With practice, you extend your natural camouflage abilities to be able to mimic the form of a few common creatures.
    Requirements: Dragon, level 5
    Benefits: You gain the supernatural ability to Change Shape three times per day. This functions much like Beast Shape I (if you choose an animal) or Alter Self (if you choose a humanoid), except it lasts until you dismiss it.

    Greater Shapeshifting (Dragon)
    With practice, you extend your shapeshifting abilities to be able to mimic the forms of some of many creatures.
    Requirements: Dragon, Lesser Shapeshifting, level 9
    Benefits: You gain the ability to use Polymorph on yourself as a supernatural ability a number of times per day equal to the number of Dragon feats you possess, except that it lasts until you dismiss it.

    Feel the Air (Dragon)
    Your senses are exceptionally sharp, and you can tell many things about your surroundings by the feel of the shifting air on your wings
    Requirements: Dragon, Strong Flyer
    Benefits: You gain blindsense at a radius of 10' per Dragon feat you possess.

    Sensitive (Dragon)
    You've tapped even deeper into your earthen heritage, and learned to hear the whispers of the stones
    Requirements: Dragon, Burrowing
    Benefits: You gain tremorsense out to a distance of 10' per Dragon Feat you posses.

    Whispers of the currents (Dragon)
    Your ties to the water are exceptionally strong, and you can tell what else is in the water around you, even with your eyes closed.
    Requirements: Dragon, Aquatic
    Benefits: You gain a limited form of blindsense, which only works to detect creatures touching the same body of water that you are. The range is 10' per Dragon feat you posses.

    Draconic Evolution via Levels

    Dragons have one characteristic that sets them apart from all others: In addition to gaining HD via age progression, dragons may also gain racial HD and size increase by actual leveling via experience.
    Example: a typical juvenile dragon may gain 3 levels via experience and become young adult.

    Dragons don't gain additional ability-score increase from racial leveling. They have those built into their racial HD.


    Tha title "Giant" inspires awe and reverence. However, in 3.5e giants are spectacularly underwhelming and need a massive upgrade.
    The proposed changes below attempt to do just that, and yet, at the same time remain as true as possible in spirit to the official giants.

    Note: Not all the official 3e giants are specified below. That's because those roles either make no sense thematically (Sun Giant) or can be taken by several other types (no reason why Hill/Stone/Frost/Cloud giants couldn't be encountered in a forest, and Storm giants thrive in the ocean depths).

    Giant Type Redefinition:
    HD: 				d10
    BAB: 				high  (1:1)
    Good Saves: 			Fort, Will
    BASE Land Speed: 		According to size: 40' / 50' / 60' for Large / Huge / Gargantuan (respectively)
    Skill Points Per Level: 	4
    Challenge Rating:		Equal to the giant's #HD	(except for Titan that has CR 23)
    Shared Special Attacks:		Rock Throwing
    Shared Special Qualities:	Low-light Vision, Rock Catching, Steadfast Determination (bonus feat)
    Shared Feats:			Imp. Bull Rush, Cleave, Awesome Blow, Mighty Swing	(all giants are ferocious combatants that excel at fighting vs. multiple foes)

    Ability Scores
    Giant		Str	Dex	Con	Int	Wis	Cha
    Hill		25	 8	19	 6	10	 7
    Stone		27	15	19	10	12	11
    Frost		29	 9	21	10	14	11
    Fire		31	 9	21	10	14	11
    Cloud		35	13	23	12	16	13
    Storm		39	14	23	16	20	15
    Titan		43	12	39	21	28	24
    Mountain	43	10	37	 6	 8	 7

    Calculated Combat Stats
    Giant		Size		HD		AC		 F  /  R  /  W		BAB/Grpl	Melee Attacks	Melee Damage	Range Attacks	Range Damage	Slam Attack	Additional* Feats
    Hill		Large		9 (127)		20 (Unchanged)	+13 / +3  / +10		+9/+20		+15/+10		2d8+10		+8		2d6+7		1d8+7
    Stone		Large		12 (156)	25 (Unchanged)	+16 / +6  / +12		+12/+24		+18/+13/+8	2d8+12		+14		2d8+8		1d8+8		Precise Shot	
    Frost		Large		13 (195)	21 (Unchanged)	+17 / +3  / +13		+13/+26		+21/+16/+11	3d6+13+1d6	+12		2d6+9+1d6	1d8+9+1d6	Imp. Sunder	
    Fire		Large		14 (210)	23 (Unchanged)	+18 / +3  / +13		+14/+28		+22/+17/+12	3d6+15+1d6	+13		2d6+10+1d6	1d8+10+1d6	Imp. Sunder	
    Cloud		Huge		15 (240)	25 (Unchanged)	+21 / +6  / +15		+15/+35		+23/+18/+13	4d6+18		+16		2d8+12		2d6+12		Imp. Sunder, Imp. Overrun
    Storm		Huge		18 (288)	27 (Unchanged)	+20 / +9  / +17		+18/+40		+30/+25/+20/+15	4d6+21+1d6	+20/+15/+10/+5	3d6+14+1d6	2d6+14+1d6	Imp. Sunder, Imp. Overrun, Combat Reflexes
    Titan		Gargantuan	20 (480)	36		+28 / +17 / +26		+20/+48		+35/+30/+25/+20	4d6+27		+35/+30/+25/+20	2d6+19+1d6	3d6+16		Imp. Sunder, Brutal Throw, Blind-Fight
    Mountain	Gargantuan**	25 (575)	35		+30 / +8  / +22		+25/+57		+37/+32/+27/+22	4d8+24		+37		4d8+16		4d6+16		Powerful Charge, Improved Powerful Charge, Combat Reflexes, Track, Brutal Throw
    * Those are mere thematically-appropriate suggestions. Giants are free to choose different feats, if such choices would serve them better (such as Powerful Charge, Combat Brute etc).
    ** Mountain giants are Gargantuan w/ Powerful Built (effectively Colossal)

    Special Attacks & Qualities
    Giant		Special Abilitie
    Hill		Special Attacks:	SLAs: 3/day: Magic Stone
    		Special Qualities:	--
    Stone		Special Attacks:	SLAs: 3/day: Magic Stone. 1/day: Stone Shape and either Transmute Rock to Mud / Mud to Rock
    		Special Qualities:	Darkvision 60'
    Frost		Special Attacks:	Frost weapon property to all melee weapon attacks and thrown rocks; SLAs: 3/day: Fire Shield [Cold]. 1/day: Cone of Cold
    		Special Qualities:	Immunity to cold, vulnerability to fire
    Fire		Special Attacks:	Flaming weapon property to all melee weapon attacks and thrown rocks; SLAs: 3/day: Fire Shield [Fire]. 1/day: Flame Strike (all the damage is fire damage)
    		Special Qualities:	Immunity to fire, vulnerability to cold
    Cloud		Special Attacks:	SLAs: 3/day: Levitate, Fog Cloud. 1/day: Solid Fog, Gaseous Form
    		Special Qualities:	Oversized Weapon, Scent, Ignore Fog Impediments
    Storm		Special Attacks:	Shock weapon property to all melee weapon attacks and thrown rocks; SLAs: 3/day: Levitate. 2/day: Control Weather. (Su): 3/day: Chain Lightning
    		Special Qualities:	Freedom of Movement, Immunity to Electricity, Water Breathing
    Titan		Special Attacks:	SLAs: As Given, Conjure Javelins (endless supply of +3 javelins of Shocking Burst)
    		Special Qualities:	Change shape (w/ Powerful Built), DR 15/lawful, Darkvision 60', SR 32; Always Active: True Seeing
    Mountain	Special Attacks:	Crush 2d8+24, Fling, Improved Grab, Trample 4d8+24
    		Special Qualities:	Darkvision 60', Scent

    Giant		Skill Points	Skills
    Hill		30		Climb +14, Jump +14, Listen +8, Spot +8
    Stone		60		Climb +18, Hide +8*(+16 in rocky terrain), Jump +18, Listen +11, Move Silently +12, Spot +11
    Frost		64		Climb +19, Craft (any one) +12, Intimidate +14, Jump +19, Listen +12, Spot +12
    Fire		70		Climb +20, Craft (any one) +12, Intimidate +16, Jump +20, Listen +14, Spot +14
    Cloud		87		Climb +21, Craft (any one) +13, Diplomacy +10, Intimidate +16, Listen +13, Perform (stringed instruments) +11, Sense Motive +16, Spot +16
    Storm		120		Climb +26, Concentration +26, Craft (any one) +15, Diplomacy +10, Intimidate +18, Jump +24, Listen +22, Perform (sing) +12, Sense Motive +15, Spot +22, Swim +22*(+30 due to Swim Speed)
    Titan		N/A		As given (for simplicity's sake)
    Mountain	64		Jump +36, Listen +20, Spot +20

    Giant Feats:

    Requirements: Large (or larger) giant
    Benefit: Using his great size and mass, as a standard action, the giant can stamp his foot or slam his fist to the ground, causing it to shake.
    All creatures smaller than the giant within its [base land speed minus 30’] must make a Balance check vs. DC [10 + Str-bonus) or fall prone.

    Earthquake (Su)
    Requirements: Gargantuan giant, Stomp, Adamantine warhammer (or Greathammer)
    Benefit: When wielding an adamantine war hammer (or Greathammer) 2-handed, the giant may strike the ground to produce Earthquake spell effect centered on himself.
    The giant is unaffected by that earthquake to any degree.
    This feat may be applied once per hour and no more than a daily number equal to 1/3 the giant’s Con-bonus.

    New Monsters



    I've never encountered an official D&D crossbreed between the Unicorn and Pegasus. It's just something that always felt missing from the monster list.
    ("Alicorn" - not an ideal name, but "Pegacorn" and "Unipeg" just sound bad)

    Large Magical Beast
    Hit Dice: 5d10+25 (75 HP)
    Initiative: +3
    Speed: 60' (12 squares), fly 120' (average)
    Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
    Base Attack/Grapple: +5/+12
    Attack: Gore +11 melee (2d6+7 + 2d6 Horn Blast)
    Full Attack: Gore +11 melee (2d6+7 + 2d6 Horn Blast) and 2 hooves +9 melee (1d6+3 + 1d8 Thunder Hooves)
    Space/Reach: 10'/5'
    Special Attacks: Horn Blast 2d6 (+ deafness), Royal Voice, Thunder Hooves 1d8 (+ prone), Trample 1d6+10
    Special Qualities: Darkvision 60', low-light vision, magic circle against evil, scent, spell-like abilities, immunity to poison, disease, and compulsion.
    Saves: Fort +9, Ref +7, Will +11
    Abilities: Str 24, Dex 18, Con 21, Int 10, Wis 20, Cha 28
    Skills: Diplomacy +15, Intimidate +15, Listen +12, Sense Motive +11, Spot +12
    Feats: Flyby Attack, Improved Natural Attack (gore), Multiattack
    Environment: Any
    Organization: Solitary or pair
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Chaotic Good
    Advancement: See below
    Level Adjustment: +6


    The Alicorn is a magnificent winged version of the Unicorn.
    Alicorns are regal creatures whose lordly bearing fills all who see them with awe and reverence.
    Alicorns have deep, wisdom-filled eyes, a long spiraling horn, and flowing golden manes and tails. Males sport a beard. Their wings are white, with a touch of colored feathers that span the entire rainbow spectrum. Their natural fur is either white, silver or platinum in color.
    Alicorns are wise and kind creatures who encourage friendship and harmony. They believe in the goodness inherent in all individuals, no matter what past wrongs they have committed. Despite their good nature and patience, they are stalwart in the face of evil. If an evil creature cannot be reasoned with, an alicorn will mete out justice in the best way possible.
    Alicorns do not share their lesser cousins' rigid restriction regarding who's entitled to ride them. They judge deeds rather than origin. Nevertheless, it is more likely to encounter a unicorn with a rider than an alicorn.
    Alicorns speak Common, Sylvan, Celestial, and Draconic.


    Horn Blast (Su): 2d6 sonic damage, Fort save DC 18 or go Deaf. An alicorn may choose if to use this power or not on each attack anew. An alicorn's horn counts as both magical and silver for the purpose of overcoming DR.

    Magic Circle Against Evil (Su): Continuously active

    Royal Voice (Su): Once per hour, an alicorn may duplicate the effect of Fear spell (receives the sonic descriptor) as a supernatural ability (DC 24).

    Spell-Like Abilities (CL 7): At will – Detect Evil/Good as a free action, Purify Food and Drink; 3/day – Cure Light Wounds; 1/day – Cure Moderate Wounds, Globe of Invulnerability, Neutralize Poison, Remove Disease. The save DC is Cha-based.

    Thunder Hooves (Su): 1d8 sonic damage, Ref save DC 18 or fall Prone. An alicorn may choose if to use this power or not on each attack anew

    Trample (Su): Reflex half DC 16. The save DC is Str-based.

    Level Advancement
    An alicorn may advance in the Priest class, including the following variants: Cleric, Exorcist, Healer and Oracle. An alicorn will only serve a CG deity.


    I've seen a few attempts at making a decent Cerberus, but this one here is the first (and so far only one) I've seen that could rise to the task of guarding the gates of hell.



    Small Monstrous Humanoid
    Hit Dice: 3d8+9 (33 HP)
    Initiative: +5
    Speed: 40' (on all four) / 20’ (upright) / 20’ climbing speed
    Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 19
    Base Attack/Grapple: +3/+5
    Attack: Claw +8 melee (1d4 + 2)
    Full Attack: 2 Claws +8 melee (1d4 + 2), Bite +6 melee (1d4 + 1)
    Space/Reach: 5'/5'
    Special Attacks: Blood Drain, Improved Grab, Latch, Pounce
    Special Qualities: Camouflage, Darkvision 60', low-light vision, Scent, Uncanny Dodge
    Saves: Fort +4, Ref +8, Will +5
    Abilities: Str 14, Dex 20, Con 17, Int 9, Wis 15, Cha 8
    Skills: Climb +16, Hide +23, Jump +16, Listen +8, Move Silently +19, Spot +9
    Feats: Improved Grapple, Multiattack
    Environment: Warm plains
    Organization: Solitary, pair, raiding party (3-6) or horde (7-16)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually NE
    Advancement: 4-6 HD (small), 7-9 HD (medium)
    Level Adjustment: +3

    Chupacabra are small, bestial humanoids with unusual agility. Thay feed on blood – typically mammalian livestock, unless none is available, in which case they might even acquire a taste for small humanoids and children.
    They resemble slender apes with faces similar to that of vampire bats, only with tiny pointy ears and large red eyes. They have oversized claws and a row of spines along their backs.
    Despite their intelligence, Chupacabra have not yet developed a culture and they function as the most primitive of hunting tribes.

    Chupacabra speak their own language, which consists of squeaks, clicks, whistles and growls. They also understand (but cannot speak) the local dialect (usually Common).


    Chupacabra prefer ambush tactics, grappling (or climbing onto) their prey and draining blood.
    Once a chupacabra has its share of blood (see below), it retreats to digest its meal.
    If outnumbered or out matched, they do not tend to stick around until the bitter end, but that doesn’t mean they won’t try again.

    Blood Drain (Ex): A chupacabra drains 1d3 Con points (1d4 if medium) whenever it maintains a grapple. It can feed on 12 points (15 if medium) before it has had its fill. Anything beyond that makes the creature fatigued until at least 1 hour passes, or it expels some of the blood by vomiting (a standard action expels 1 point worth of blood).

    Improved Grab (Ex): When a chupacabra hits a creature up to 1 size larger with one of its claws, it can attempt to start a grapple as a free action w/o provoking AoOs.

    Latch (Ex): Chupacabra may latch onto targets of two size categoried larger than themselves (or more), replacing opposed Grapple checks with Climb checks. This does not grant a chupacabra the ability to pin opponents of two size categories (or more) above it.

    Pounce (Ex): When a chupacabra makes a charge, it can follow with a full attack when using its natural weapons.

    Camouflage (Ex): Chupacabras can change their coloration to blend with their surroundings, which enables them to hide w/o cover or concealment.

    Uncanny Dodge Chupacabra don’t lose their Dex-bonus to AC when flatfooted.

    Skills: Chupacabra are outstanding hunters, gaining a +8 racial bonus to Climb, Hide, Jump and Move Silently. Chupacabra are natural climbers, having climbing speed of 20’ and may take 10 on climbing, even when threatened or distracted. Chupacabra also gain +2 to Listen and Spot checks.



    Large Giant
    Hit Dice: 15d10+80 (224 HP)
    Initiative: +1
    Speed: 50’
    Armor Class: 23 (-1 size, +1 Dex, +10 natural, +3 hide), touch 10, flat-footed 20
    Base Attack/Grapple: +15/+36
    Attack: Greatclub +26 (3d8+11) or Slam +26 (1d6 + 11) or rock +22 range (2d8+11)
    Full Attack: Greatclub +26/+21/+16 (3d8+11) or 2 Slams +26 (1d6 + 11) or 2 rocks +22 range (2d8+11)
    Space/Reach: 15'/15'
    Special Attacks: Befuddling Gaze, Improved Grab, Restraining Bite
    Special Qualities: Low-light Vision, Poor Depth Perception, Powerful Built
    Saves: Fort +22, Ref +6, Will +8
    Abilities: Str 33, Dex 12, Con 21, Int 8, Wis 8, Cha 6
    Skills: Climb +22, Intimidate +10, Jump +25, Listen +11, Spot +9
    Feats: Imp. Bull Rush, Cleave, Awesome Blow, Mighty Swing, Improved Sunder, Brutal Throw
    Environment: Any hills, mountains or forests.
    Organization: Solitary, pair, gang (2-5) or band (6-9 plus 35% noncombatants).
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Usually CE
    Advancement: By character class
    Level Adjustment: +4

    Cyclopes come in a variety of appearances. They’re all giants that possess a single large eye in the center of their foreheads and are roughly 18’-tall. A cyclops can look like an oversized human or half-orc with an unnaturally large mouth. Some have a single conical horn of no particular functionality protruding from the top of their head.
    Cyclopes typically wield a huge Great Club or Morningstar, which they make out of an uprooted tree.
    Cyclopes are aggressive and enjoy raiding caravans, taking whatever goods interest them, and capturing humanoids for food. Whether alone or in a small band, cyclopes lair in shallow caves on mountainsides. They seem to be particularly bad-tempered and rarely bargain or trade, preferring to attack any and all interlopers, including other giants.

    Writer’s Note:

    The Cyclops is a giant, but its place in Greek mythology makes it deserve its own entry.
    The guidelines behind the cyclops’ remake are:
    • The Greek mythology creature easily handled a group of seasoned warriors – meaning that it's supposed to be quite powerful.
    • In the few scenarios I saw on screen that involve a cyclops, people tend to lose their heads around it (panicking, make poor judgement calls, etc.).
    • Polyphemus quickly ate 4 people as their comrades ware helpless to assist.


    Cyclopes are easily tricked, but they fight fiercely and to the death.

    Befuddling Gaze (Su)
    Once per round, as a free action, a target that a cyclops stares at and sees the cyclops w/o averting its eyes is assaulted by a negative mind-affecting effect (Will save vs. DC 17 to negate) chosen at random from the following possibilities:
    • Confusion: As the 4th level spell.
    • Fear: As the 4th level spell.
    • Mental Damage: 1d4 damage to either Int or Wis (50:50); minimum 3.

    Improved Grab
    This ability is detailed here.
    This ability is triggered by a successful Slam attack made by the cyclops.

    Poor Depth Perception
    Cyclopes suffer a -4 penalty on all range-associated attack rolls (including rock catching) and -2 on all Search and Spot checks (already calculated above).

    Restraining Bite
    A creature successfully grabbed may be transferred to the cyclops’ mouth as a swift action, which is rendered Restrained and taking 1d6+13 piercing damage per round, until it succeeds or an opposed Grapple check vs. the cyclops or the cyclops is no longer conscious.
    Only a single creature may be held at a time. A cyclops can swallow a Medium or smaller creature whole, but won't swallow live victims, because its internal anatomy is not built to handle internal damage.


    This is a 3.5e conversion of a BECMI D&D monster... my all-time favorite undead.


    Size/type: Diminutive Undead
    Hit Dice: 14d12 (105 hp, w/ Toughness)
    Initiative: +8 (+4 Dex, +4 Improved Initiative)
    Speed: fly 30' (perfect)
    AC: 24 (+4 Dex, +6 natural, +4 size), touch 18, flat-footed 20
    Base Attack/Grapple: +7 / -5 (+11)
    Attack: Hand +11 melee (1d4 + poison) / Eye +11 melee (0 + poison) / Skull +11 melee (2d4 +poison)
    Full Attack: Hand +11 melee (1d4 + poison) / Eye +11 melee (0 + poison) / Skull +11 melee (2d4 +poison)
    Space/Reach: 1' / 0'
    Special Attacks: death's grasp, spirit's gaze, skull fright, poisonous aura, poison touch, split essence
    Special Qualities: Blindsight 60', spell-like abilities, spell immunity, undead traits, daytime powerlessness, DR 15/magic
    Saves: Fort +4, Ref +8, Will +13
    Abilities: Str 10, Dex 19, Con -, Int 13, Wis 14, Cha 22
    Skills: Hide +30, Intimidate +23, Listen +16, Move Silently +30, Search +14, Spot +16
    Feats: Ability Focus (Finger of Death), Combat Reflexes, Improved Initiative, Iron Will, Toughness
    Environment: Any Land
    Organization: Solitary
    CR: 12
    Treasure: None
    Alignment: Usually NE
    Advancement: —
    Level Adjustment: —

    Druj appear as body parts; a hand, an eye, or a skull, floating around in a horrible way. They have a sickly decayed appearance, and emit a pale green/blue/purple glow. Druj are highly intelligent and malevolent, and are far more dangerous than they may seem.
    Druj are travelers, rarely staying in one place for more than one night; they become incorporeal (non-voluntary), invisible and nearly powerless (except to move) with the light of dawn, regaining their physical body and powers at dusk.
    Druj are usually encountered singly, unless commanded by powerful necromantic means. In such case, two druj eyes might rest within a druj skull, accompanied by two druj hands. No more than these five druj can ever be found in one place, and smaller groups (a druj skull with one druj eye, for example) are much more likely.
    As destructive as they are, druj usually move on before they can cause any great local impact. Should one decide to settle down, however, the effects are disastrous, as a druj tends to kill everything in its vicinity.


    Druj frequently use their Animate Dead ability to turn victims they have slain into zombies, which they use to defend themselves and to harass enemies. The zombies under its control can be turned by clerics and paladins, but they have a +4 bonus to resist turning.
    When a druj splits (see below), its spellcasting form will often hang back to use its abilities, while its other parts attack in melee.
    A druj normally has no treasure, though it may occasionally serve as a guard for some special item.

    Daytime Incorporeality (Su): The druj is almost totally powerless during daytime hours. It cannot attack or use any spell like ability, and its aura is suppressed. It usually moves without rest during the day.

    Spirit's Gaze (Su): Once each round as a free action, an eye druj may gaze at an opponent up to 30' away. The victim must make a successful Fortitude saving throw (DC 25, Cha based) or be paralyzed for 1d4 rounds. The victim needs not meet the druj's gaze to be affected.

    Death's Grasp (Su): When a hand druj hits an opponent in melee, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If the hand druj wins the grapple check, it establishes a hold and inflicts [1d4 + (10 - the targets natural/armor AC)] damage each round. A hand druj can never establish a pin, but as long as it has a hold it counts as a large creature for the purpose of opposed Grapple checks made to break the hold.

    Skull Fright (Su): When a target is first attacked in a night by a skull druj, the victim must make a successful DC 25 Will saving throw or be paralyzed with fear for 1 round. The save DC is Cha-based (with an additional +12 bonus). This is a necromancy (fear, mind-affecting) effect.

    Poisonous Aura (Su): The poisonous presence of a druj causes all consumable items within 30', including normal food and water, holy water, all rations and even magical potions to become spoiled and useless (but not poisoned), with no saving throw allowed. Even living plants and small insects within this area are paralyzed, dying if the druj remains there more than an hour. This effect negates all forms of plant control, insect swarms and plagues, both normal and magical.

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

    Split Essence (Ex): A druj can split its essence, creating four identical forms instead of one. Each of the forms can attack separately, but only one of the forms is able to use spell like abilities. That form can often be distinguished, as it will hover nearby while the other forms attack. If that form is slain, one of the surviving forms immediately gains access to all unused spell like abilities. If turned while split, the parts of a druj turned are forced to reunite into one creature, remaining united for 1d4 + 1 rounds. If turned while united, turning is handled normally.
    - When a druj splits, each part has its own set of HP.
    - If one of the parts is slain, it does not appear during that night on a repeated split.
    - A reunited druj, has as many HP as the highest among the group. Every time a reunited druj takes damage that doesn't bring it to 0 HP or less, the druj's HP are those of the form with the highest HP left.
    - Each night, the monster's HP replenish.

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

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

    Spell-Like Abilities (Sp): (at will) Animate Dead, Deeper Darkness, Finger of Death, Silence, Telekinesis.

    Skills: Druj have a +12 bonus to all Hide skill (diminutive). They also fly with extreme silence and have an inherent +12 bonus to all Move Silently checks.


    This is a remake of a psionic DurkSun monster.


    Large Aberration
    Hit Dice: 7d8+21 (87 HP – with Toughness)
    Initiative: +1
    Speed: 30' (6 squares), Burrow 20'
    Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
    Base Attack/Grapple: +5/+13
    Attack: Bite +9 melee (2d6+4)
    Full Attack: Bite +9 melee (2d6+4) and 3 tentacle slaps +7 melee (1d4+2 plus 1d4 Int)
    Space/Reach: 10'/5'
    Special Attacks: Domination, Improved Grab, Int damage, poison gas, spell-like abilities
    Special Qualities: Darkvision 60', DR 5/adamantine, immune to mind affecting effects, spell like abilities
    Saves: Fort +5, Ref +3, Will +8
    Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 17
    Skills: Autohypnosis +7, Climb +6, Concentration +6, Hide +7 (+15*), Intimidate +7, Jump +6, Listen +6, Spot +10
    Feats: Multiattack, Iron Will, Toughness
    Environment: Rocky plateau or dunes
    Organization: Solitary or pair
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 8-14 HD (Large), 15-21 HD (Huge)
    Level Adjustment: —

    *A gaj receives a +8 bonus to Hide checks in rocky or sandy areas.


    This horrific beast looks like a twisted cross between a spider and a tortoise. From its huge bulbous head grow three large, feather-like antennae, six compound eyes, and a pair of powerful mandibles. Its body is 6' in diameter and covered by a scaly, rust -orange shell. Six four-jointed legs ending in webbed feet sprout from beneath the shell.

    A gaj is a predatory insectoid creature that feeds by draining the intelligence of other creatures. These creatures spend their time hunting such "food"; though they can partially subsist on meat for up to a week. If a gaj locates an area with an abundant supply of prey, it will establish a den in a shallow burrow. There, it will send a mental broadcast to all nearby gaj in search of a mate. After breeding, females lay 2-6 eggs, which are tended by both parents and hatch in one month. Gaj infants stay with their parents for about three months and then leave to establish their own territories. No familial bond remains.

    Gaj are carnivores and require flesh to survive, but they also need to consume the mental energy of other sentient creatures to live. They prefer to live in rocky areas where their shells serve as camouflage, or in sandy areas where they can hide themselves from predators in a shallow burrow, so almost every encounter begins with an ambush by the creature.


    Domination (Su): 3 times per day, a gaj uses a modified form of Dominate Person effect to compel its prey to come within range of its mandibles. This dominate effect extends to animals, fey, giants, magical beasts and monstrous humanoids (DC 17), and may be activated once per round as a free action on the monster's turn. Once the gaj has a creature in its grip, it will wrap one of its antennae around the victim's head and begin to damage the victim's Int.
    The victim is allowed a save each round to break the effect. As long as the target is both dominated and held in a gaj's mandibles, it is considered paralyzed and takes a -5 penalty on Will saves to resist Gaj domination.
    Unless engaged in combat, a gaj will deal no damage with its mandibles to the paralyzed victim while feeding with an antenna, exploiting its meal to the fullest.
    Once a prey is securely paralyzed, a gaj may direct a secondary (and tertiary) dominate at another victim. The second and third victims caught in a gaj's antenna but not held by its mandibles are not counted as paralyzed. They may defend themselves normally, but are compelled not to depart from the gaj feeding on them or attack it.

    If and when forced into melee combat, a gaj uses an array of offensive powers.

    Improved Grab (Ex): To use this ability, a gaj must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking AoOs.
    The gaj gets a +4 bonus on tentacle slap attacks against a grappled foe, canceling out the usual –4 penalty for attacking a grappled opponent.

    Int Damage (Su): A creature hit by a gaj's antenna suffers 1d4 points of Int damage. For each 4 points of Int damage dealt, a victim must make a Fort save vs. DC 17 or suffer 1 point of Int drain.

    Poison Gas (Ex): Three times per day, as a standard action, a gaj may emit a cloud of noxious gas from its abdomen.
    This ability is similar in effect to Stinking Cloud spell, with two distinctions:
    - Range is restricted to 10'.
    - Each round inside the cloud, a target that fails its saves also takes 1 point of Con damage, with no secondary damage.
    Gaj are immune to this effect.

    Spell-Like Abilities (CL 10): Probe Thoughts (SC, p.162) – 3 / day; Detect Life – free action at will.

    Gaj often use their burrowing ability to create deadfalls and pits for the unwary.