CHAPTER FOUR: D20 CREATURES CONVERTED TO TRUE 20
Size & Type: Medium 4th Level Undead (Incorporeal)
Speed: Fly 30 ft. (perfect)
Abilities: Str —, Dex +1, Con —, Int +0, Wis +0, Cha +4
Skills: Intimidate +11, Notice +7, Search +7, Sneak +8, Survival +0 (+2 following tracks)
Feats: Improved Initiative, Lightning Reflexes
Special Attacks: Babble, madness, Wisdom drain
Traits: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Combat: Incorporeal touch +3 melee (+2 base, +1 dex), Damage 1 point of wisdom drain (unarmed), Defense +7 (+2 Base, +1 Dex, +4 deflection), Initiative +5
Saving Throws: Toughness +2 (, Fortitude +1, Reflex +4, Will +4
An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.
An allip cannot speak intelligibly.
An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.
Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be hypnotised for 5 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.
Madness (Su): Anyone targeting an allip with a mind touch or mind reading supernatural ability makes direct contact with its tortured mind and takes 1 point of Wisdom damage.
Wisdom Drain (Su): An allip causes 1 point of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it can recover from one "hurt" on the damage track.
Size & Type: Large 3rd Level Magical Beast
Speed: 30 ft., burrow 20 ft.
Abilities: Str +5, Dex +0, Con +3, Int -5, Wis +1, Cha -2
Skills: Climb +11, Notice +4
Feats: Skill Focus (notice), Great Toughness
Special Attacks: Improved grab, spit acid
Traits: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Combat: Bite +2 melee (+3 base, -1 size), Damage 11 (unarmed), Defense +2 (+3 Base, -1 size), Initiative +0
Saving Throws: Toughness +6 (+2 size, +3 con, +1 great toughness), Fortitude +6, Reflex +3, Will +2
The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.
An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long
An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.)
Clusters of ankhegs share the same territory but do not cooperate.
Improved Grab (Ex): To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based.
An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.
Size & Type: Medium 2nd Level Outsider (Extraplanar, Fire)
Speed: 20 ft. in scale mail; base speed 30 ft.
Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +1, Cha -1
Skills: Climb +0, Craft (any three) +6, Jump –6, Knowledge (any one) +6, Notice +6, Search +6, Sneak +0
Special Attacks: Heat
Traits: Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold
Combat: Warhammer +3 melee (+2 base, +1 dex), Damage 4/x3 plus 1 fire, Defense +3 (+2 Base, +1 dex), Initiative +1
Saving Throws: Toughness +5 ( +1 con, + 4 scale mail), Fortitude +4, Reflex +4, Will +4
Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.
Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.
Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.
Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.
Size & Type: Medium 6th Level Magical Beast
Speed: 20 ft.
Abilities: Str +2, Dex -1, Con +2, Int -4, Wis +1, Cha +0
Skills: Notice +13, Stealth +0*
Feats: Skill focus (notice), Blind-Fight, Great Fortitude
Special Attacks: Petrifying gaze
Traits: Darkvision 60 ft., low-light vision
Combat: Bite +5 melee (+6 base, -1 dex), Damage 6, Defense +5 (+6 Base, -1 dex), Initiative -1
Saving Throws: Toughness +2 (+2 con), Fortitude +9, Reflex +4, Will +3
A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.
Skills: *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on sneak checks when hiding motionless in natural settings.
Size & Type: Huge 9th Level Magical Beast
Speed: 40 ft., climb 15 ft.
Abilities: Str +8, Dex +1, Con +5, Int -2, Wis +2, Cha +1
Skills: Climb +28, Notice +17, Survival +14
Feats: Skill focus (notice), Cleave, Track, Skill Training
Special Attacks: Breath weapon, constrict 14 damage, improved grab, rake 5 damage, swallow whole
Traits: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent
Combat: Bite +8 melee (+9 base, +1 dex, -2 size), Damage 14, Defense +8 (+9 Base, -2 size, +1 dex), Initiative +1
Saving Throws: Toughness +9 ( +5 con, +4 size), Fortitude +11, Reflex +7, Will +5
The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting.
Behirs speak Common.
A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon.
Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 14 electricity, Reflex DC 19 half. The save DC is Constitution-based.
Constrict (Ex): A behir deals 14 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.
Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.
Rake (Ex): Six claws, attack bonus +15 melee, 4 damage each.
Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.
A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed creature takes 14 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to inflict “wounded” or worse status on the damage track to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Size & Type: Large 7th level Elemental (Air, Extraplanar)
Speed: 30 ft., fly 50 ft. (perfect)
Abilities: Str +2, Dex +5, Con +1, Int -2, Wis +0, Cha +0
Skills: Notice +13, Sneak +7
Feats: Skill focus (notice), Multiattack, Skill focus (sneak)
Special Attacks: Smoke claws
Traits: Darkvision 60 ft., elemental traits, smoke form
Combat: Wing +9 melee (+5 base, +5 dex, -1 size), Damage 4, Defense +9 (+5 Base, -1 size, +5 dex), Initiative +5
Saving Throws: Toughness +3 (+1 con, +2 size), Fortitude +3, Reflex +10, Will +2
Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.
Belkers speak Auran.
In most cases, a belker fights with its nasty claws and painful bite.
Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The belker and all its gear become insubstantial, misty, and translucent. Its material armor becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The belker gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t use supernatural powers while in gaseous form. The belker also loses supernatural abilities while in gaseous form.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Skills: Belkers have a +4 racial bonus on Sneak checks.
Size & Type: Medium 9th level Undead (Extraplanar)
Speed: 20 ft.
Abilities: Str +1, Dex +2, Con —, Int -2, Wis +1, Cha +1
Skills: Sneak +14, Notice +16
Feats: Skill focus (notice), Dodge, Improved Initiative, Weapon Focus (slam)
Special Attacks: Death gaze
Traits: Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Combat: Slam +7 melee (+4 base, +2 dex, +1 weapon focus), Damage 4, Defense +7 (+4 base, +2 dex, +1 dodge), Initiative +5
Saving Throws: Toughness +4, Fortitude +3, Reflex +5, Will +7
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
Death Gaze (Su): Immediately check off “Dead” on the damage track, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Size & Type: Huge 9th level Magical Beast
Speed: 40 ft., burrow 10 ft.
Abilities: Str +8, Dex +2, Con +5, Int -4, Wis +1, Cha -2
Skills: Jump +20, Notice +4
Feats: Skill focus (notice), Iron Will, Track, Weapon Focus (bite)
Special Attacks: Leap
Traits: Darkvision 60 ft., lowlight vision, scent, tremorsense 60 ft.
Combat: Bite +10 melee (+9 base, +2 dex, -2 size, +1 weapon focus), Damage 14, 2 claws + 5 melee, Damage 8, Defense +9 (+9 Base, -2 size, +2 dex), Initiative +2
Saving Throws: Toughness +9 ( +5 con, +4 size), Fortitude +11, Reflex +8, Will +6
Also known as the landshark, the bulette is a terrifying predator that lives only to eat.
A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey.
When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +9 attack bonus, but it cannot bite.
Size & Type: Medium 3rd Level Humanoid (Goblinoid)
Speed: 30 ft.
Abilities: Str +2, Dex +1, Con +1, Int +0, Wis +0, Cha -1
Skills: Climb +8, Notice +3, Sneak +11
Feats: Skill focus (notice), Weapon Focus (morningstar)
Traits: Darkvision 60 ft., scent
Combat: Morningstar +4 melee (+2 base, +1 dex, +1 weapon focus), Damage 5, or javelin + 3 ranged, Damage 4, Defense +3 (+2 Base, +1 dex), Initiative +1
Saving Throws: Toughness +3 (+1 con, +2 leather armor), Fortitude +2, Reflex +4, Will +1
Bugbears speak Goblin and Common.
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements.
Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears have a +4 racial bonus on Sneak checks.
Size & Type: Large 4th Level Monstrous Humanoid
Speed: 50 ft.
Abilities: Str +4, Dex +2, Con +2, Int -1, Wis +1, Cha +0
Skills: Notice +8, Sneak +9, Survival +8
Feats: Skill Training, Weapon Focus (hoof )
Traits: Darkvision 60 ft.
Combat: Longsword +5 melee (+4 base, +2 dex, -1 size), Damage 8/19-20, or Composite Longbow + 5 ranged, Damage 8/x3, Defense +5 (+4 Base, +2 dex, -1 size), Initiative +2
Saving Throws: Toughness +4 (+2 con, +2 size), Fortitude +3, Reflex +6, Will +5
A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaurs speak Sylvan and Elven.
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
Size & Type: Large 9th Level Magical Beast
Speed: 30 ft., fly 50 ft. (poor)
Abilities: Str +4, Dex +1, Con +3, Int -3, Wis +1, Cha +0
Skills: Notice +18, Sneak +1*
Feats: Skill focus (notice), Hover, Iron Will, Multiattack
Special Attacks: Breath weapon
Traits: Darkvision 60 ft., low-light vision, scent
Combat: 2 Bites +9 melee (+9 base, +1 dex, -1 size), Damage 8 and 7 respectively, Gore + 9 melee, Damage 7, Defense +9 (+9 Base, -1 size, +1 dex), Initiative +1
Saving Throws: Toughness +5 (+3 con, +2 size), Fortitude +9, Reflex +7, Will +6
A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.
Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.
The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.
Breath Weapon (Su): A chimera’s breath weapon may vary, as summarized on the table below. Regardless of its type, a chimera’s breath weapon is usable once every 2 rounds, deals 9 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.
To determine a chimera’s breath weapon randomly, roll 1d20 and consult the table below.
1–4____40-foot line of acid
5–8____40-foot line of lightning
9–12___20-foot cone of gas (acid)
13–16__20-foot cone of fire
17–20__20-foot cone of cold
Skills: A chimera’s three heads give it a +2 racial bonus on Notice checks.
*In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.
Carrying Capacity: A light load for a chimera is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.
Size & Type: Large 6th Level Aberration
Speed: 10 ft., fly 40 ft. (average)
Abilities: Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +2
Skills: Intimidate +11, Notice +14, Search +11, Sneak +12
Feats: Skill focus (notice), Improved Initiative, Power (Light Shaping)
Special Attacks: Moan, engulf
Traits: Darkvision 60 ft., Light Shaping +9
Combat: Tail Slap +6 melee (+4 base, +3 dex, -1 size), Damage 7, Bite + 1 melee, Damage 3, Defense +6 (+4 Base, -1 size, +3 dex), Initiative +7
Saving Throws: Toughness +5 (+3 con, +2 size), Fortitude +5, Reflex +5, Will +7
When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.
A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.
Cloakers speak Undercommon.
Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.
Moan (Ex): A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can replicate the “despair” and “fear” effects of the heart shaping supernatural power. The cloaker uses these effects as if it had heart shaping +9.
Engulf (Ex): A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.
Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.
Size & Type: Small 5th Level Magical Beast
Speed: 20 ft., fly 60 ft. (poor)
Abilities: Str -2, Dex +3, Con +0, Int -4, Wis +1, Cha -1
Skills: Notice +12
Feats: Skill focus (notice), Dodge, Great ToughnessB
Special Attacks: Petrification
Traits: Darkvision 60 ft., low-light vision
Combat: Bite +9 melee (+5 base, +3 dex, +1 size), Damage -1, Defense +9 (+5 Base, +1 size, +3 dex), Initiative +3
Saving Throws: Toughness +0 (-1 size, +1 Great Toughness), Fortitude +4, Reflex +7, Will +2
A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds.
A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces.
Petrification (Su): Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.
Last edited by Dragonspawn
on Mon Aug 08, 2005 8:14 pm, edited 9 times in total.