Monsters of the HOS on Isis

From Monsters of Faurne: From MM Converted and New Monsters
Crawling Hand Pg 29
Bane Dead Pg 16
Bane Guard Pg 17
Aballin Water column Pg 11
Darktree Pg 31
Helmed Horror Pg 60
Nishruu Pg 67
Sharn Pg 76
Black Unicorn Pg 83
(in stable)
Animated Objects in temple areas
Bodak
Demons
Elementals
Fiendish Creatures
Ghoul
Gast
Golem
Half Fiend
Lycanthropes
Mephits
Mohrg
Mummy
Nightwalker
Rakshasa
Shadow
Shadow Mastif
Skeletons
Slaad
Specter
Vampire
Vampire Spawn
Wight
Wraith
Zombie
Grey Philosopher
Malice
Ghostly Tree
Flesh Jelly


Denizen Table
  1. Rakshasa
  2. Specter
  3. Vampire
  4. Vochlol
  5. Sharn
  6. Wight
Aballin:CR4;Large Ooze ; HD 3d10+6 (Ooze); hp22; Init +1; Spd 20, Swim 40; AC:10 (Flatfooted:9 Touch:10); Atk +6 base melee, +2 base ranged; +6 (1d8+7,Slam); SA: Drown ; SQ: Immunity: Cold (Ex), Immunity: Fire (Ex), Immunity: Electricity (Ex), Immunity: Piercing and Slashing (Ex), Passive State, Vulnerable to Water-Affecting Spells (Ex), Damage Reduction (Su): 10/Magic, Immunity: Mind-Affecting Attacks (Ex), Immunity: Visual Effects (Ex), Immunity: Poison (Ex), Mindless (Ex), Blind (Ex), Immunity: Sleep Effects (Ex), Immunity: Stun (Ex), Immunity: Polymorph (Ex), Immunity: Paralysis (Ex); ALN; SV Fort +3, Ref +2, Will +0; STR 21, DEX 13, CON 14, INT --, WIS 9, CHA 6.
3d10+6: 24, 20, 25, 25, 27, 19.

Banedead:CR3;Medium Undead ; HD 6d12 (Undead); hp39; Init +4; Spd 30; AC:16 (Flatfooted:16 Touch:10); Atk +4 base melee, +3 base ranged; +5/+2 (1d4+1,2 Claw; 1d6,Bite); SA: Dexterity Damage (Su) ; SQ: Racial Traits: Undead, Damage Reduction (Su): 5/Magic, Immunity: Reincarnate (Ex), Immunity: Critical hits (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Sleep Effects (Ex), No Natural Healing (Ex), Immunity: Fatigue (Ex), Darkvision (Ex): 60 ft., Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Raise Dead (Ex); ALLE; SV Fort +2, Ref +2, Will +6; STR 13, DEX 10, CON --, INT 10, WIS 12, CHA 15.
Skills: Hide +8, Knowledge (Religion) +3, Listen +9, Move Silently +8, Search +1, Spot +9.
Feats: Improved Initiative, Multiattack, Weapon Focus: Claw.
6d12: 43, 37, 35, 37, 53, 41, 27, 36.


Baneguard:CR2;Medium Undead ; HD 4d12 (Undead); hp26; Init +0; Spd 30; AC:13 (Flatfooted:13 Touch:10); Atk +3 base melee, +2 base ranged; +3 (1d4+1,2 Claw); +3 (1d8+1,Longsword); SA: Magic Missile (Sp) ; SQ: Blink (Su), Racial Traits: Undead, Immunity: Cold (Ex), Immunity: Reincarnate (Ex), Immunity: Critical hits (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Sleep Effects (Ex), No Natural Healing (Ex), Immunity: Fatigue (Ex), Darkvision (Ex): 60 ft., Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Raise Dead (Ex); ALNE; SV Fort +1, Ref +1, Will +5; STR 12, DEX 11, CON --, INT 9, WIS 12, CHA 13.
Skills: Hide +6, Listen +7, Move Silently +6, Search +0, Spot +7.
Feats: Alertness, Blind-Fight.
Possessions:
Weapons: Longsword (15 gp).

Crawling Claw:CR1/3;Diminutive Construct ; HD 1d10 (Construct); hp5; Init +0; Spd 20; AC:15 (Flatfooted:15 Touch:14); Atk +4 base melee, +4 base ranged; +4 (1,Claw); SA: Smite Fallen (Ex) ; SQ: Racial Traits: Construct, Immunity: Gaze attacks (Ex), Spell Resistance (Ex): 10, Low-light Vision (Ex), Immunity: Critical hits (Ex), Cannot be Raised or Resurrected, Immunity: Necromancy (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), No Natural Healing (Ex), Immunity: Fatigue (Ex), Darkvision (Ex): 60 ft., Immunity: Ability Damage (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Sleep Effects (Ex); ALN; SV Fort +0, Ref +0, Will -3; STR 10, DEX 10, CON --, INT --, WIS 5, CHA 5.
Skills: Hide +12.


Grey Philosopher*

Medium-Size Undead (   )

Hit Dice: 5d12+3
Initiative: +0
Speed: 30 feet (will not move)
AC: 14 (+4 deflection)
Att: none (but see below)
Dmg: none (but see below)
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Malice Incarnation
Special Qualities: Incorporeal, Undead, Turn Immunity
Saving Throws: Fort: +1, Reflex: +1, Will: +8
Abilities: Str: -, Dex: 10, Con: -, Int: 10, Wis: 18, Cha: 18
Skills: Concentration +14, Knowledge (religion) +8, Knowledge (spellcraft) +8, Knowledge (any two) +7.
Feats: Skill Focus (Concentration), Toughness
Climate/Terrain: Any inhabited, ruins, or underground
Organization: Solitary plus a company of 4-16 malices (q.v.)
CR: 3
Treasure: Standard
Alignment: Any evil
Advancement Range: 6-12 HD (Medium-size); 11-15 HD (Large)

COMBAT
Grey philosophers never engage in combat in and of themselves.  The malices associated with a philosopher are the only things that will actually engage in combat.  The philosopher will sit unmoving until the moment it is destroyed.

Malice Incarnation (Su): Each time a malice is destroyed, the grey philosopher may make a Concentration check (DC 20) to create a new malice.  The new malice seems to coalesce inside the translucent hood of the philosopher, then fly out one round later.  If the philosopher fails this check, he may make no further checks to replace the lost malice.  If multiple malices are killed in a single round, the philosopher gets one check per round until the number of checks he has made equals the number of malices that have been destroyed or the philosopher is destroyed.

Turn Immunity (Su): Because it is so caught up in its brooding, a philosopher does not even notice attempts to turn it.  A successful turning sufficient to cause the creature's destruction will destroy it - any other turning results should be ignored.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source (except force attacks).  Can pass through solid objects at will, and own attacks pass through armor.  Always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


Malice*


 
Tiny Undead (   )

Hit Dice: 1d12+3
Initiative: +5 (+5 Dex)
Speed: fly 30 feet
AC: 18 (+2 Size, +5 Dex, +1 deflection)
Att: incorporeal touch +7 melee
Dmg: 1d3 plus Vitality Strain
Face/Reach: 2 1/2 ft x 2 1/2 ft/0 ft
Special Attacks: Vitality Strain
Special Qualities: Incorporeal, Undead
Saving Throws: Fort: +0, Reflex: +5, Will: +2
Abilities: Str: -, Dex: 20, Con: -, Int: -, Wis: 10, Cha: 12
Skills:
Feats: Toughness
Climate/Terrain: Any inhabited, ruins, or underground
Organization: Company of 4-16 and one Grey Philosopher (q.v.)
CR: 2
Treasure: none
Alignment: Any evil
Advancement Range: 2-3 HD (Tiny)

COMBAT

Malices attack for the sheer pleasure of watching other creatures in pain.  Malices attack somewhat randomly, expressing no preference among targets in melee.  They seem to have some limited ability to communicate, for once a group is discovered by a single malice, two more malices join in the attack each round until the group has moved too far from the grey philosopher for the malices to follow (a clever group may deduce the location of the philosopher after two or three encounters with its malices).  If the philosopher is attacked, the malices arrive for combat at the same rate.  Not intelligent enough to pick out targets attacking the philosopher, they randomly attack any target in the general area of the philosopher as though the philosopher no more important than any of the malices.

Vitality Strain (Su): A malice’s touch deals 1 point of temporary Constitution damage in addition to normal damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source (except force attacks).  Can pass through solid objects at will, and own attacks pass through armor.  Always moves silently.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Ghostly Tree

 

Ghostly Creature

Hit Dice:

10d12+10

Initiative:

+0

Speed:

Imobile

Armor Class:

8

Base Attack/Grapple:

+10/+17

Attack:

+13 limb attack within 10'. Reach is 80' +11 ranged touch (2d12) 6 attacks per round.

Full Attack:

+13 limb attack within 10'. Reach is 80' +11 ranged touch (2d12)

Space/Reach:

20 ft./80 ft.

Special Attacks:

Horrific Appearance, Corrupting Touch,  Telekinesis

Special Qualities:

Rejuvination, Resistance to Turn

Saves:

Fort +9, Ref +8, Will +10

Abilities:

Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16

Skills:

None

Feats:

None

Environment:

Any evil area

Organization:

Solitary

Challenge Rating:

8

Treasure:

None

Alignment:

Always neutral evil

Advancement:

None

Level Adjustment:


When a tree is used for an evil purpose such as the burning of an inocennt person, there is a possibliity that the tree will become infused with the vengful spirit of the victem. When this happens the result is a Ghostly Tree.

These look like just another ruined tree in the day. In the night, the tree appears as it did in life, but without leaves. The ghostly limbs seem to wave as if blown in a non-existant wind. This appearance is very distrubing. Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

In combat, they do nothing until it's victem is well under the branches. It then uses it's ghostly limbs and it's long reach to attack it's victem as many times as possible before the victem flees.

Assassin Vine

 
Large Plant (   )

Hit Dice: 4d8+12
Initiative: 0
Speed: 0 ft.
AC: 15 (-1 size, +6 natural)
Att: Slam +7 melee
Dmg: Slam 1d6+7
Face/Reach: 5 ft. by 5 ft./10 ft. (20 ft. with vine)
Special Attacks: Entangle, improved grab, constrict 1d6+7
Special Qualities: Camouflage, electricity immunity, cold and fire resistance 20, blindsight
Saving Throws: Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9
Skills:
Feats:
Climate/Terrain: Temperate and warm forest and underground
Organization: Solitary or patch (2-4)
CR: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: neutral
Advancement Range: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)


Dusanu (Rot Fiend)

 
Small Plant (   )

Hit Dice: 4d8+12
Initiative: -1 (-1 Dex)
Speed: 30 feet
AC: 17 (-1 Dex, +8 natural)
Att: 2 Claws +6 melee
Dmg: Claws 1d6+3
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spore rot, Spore cloud
Special Qualities: Plant, Spongy body, spawn
Saving Throws: Fort: +7, Reflex: +0, Will: +1
Abilities: Str: 16, Dex: 8, Con: 16, Int: 10, Wis: 11, Cha: 10
Skills: Move Silently +3, Spot +4
Feats:
Climate/Terrain: Temperate and warm forests or swamps, underground
Organization: Solitary
CR: 5
Treasure: 1/10th coins, 50% items (see below)
Alignment: Usually neutral evil
Advancement Range: 5-8 HD (Medium-size); 9-16 HD (Large); 17-24 HD (Huge)

COMBAT

A dusanu does have considerable intelligence, and prefers to attack victims in less-inhabited areas.   A dusanu prefers to attack until it has hit two or three times (this increasing the likelihood of an infection), then retreat, hopefully evading its pursuers.  It will use traps and cover of darkness to increase its likelihood of escape.

Spore Rot (Ex): When a dusanu's moldy claws hit an opponent in combat, the mold in that area spews spores, in an attempt to infect the creature's open wound.  An opponent hit by a dusanu in combat must make a Fortitude save (DC 15) or be infected by Spore Rot.  Spore Rot has an incubation period of 1 day; damage is 2d6 temporary Constitution.
 
Spore Cloud (Ex): A dusanu's moldy components constantly release spores, acting as a continuous spread in a 5 foot radius from its body.  Those within the cloud must make a Fortitude save every round (DC 12) or become infected with Spore Rot (as above).

Spongy Body (Ex): Because a dusanu's body, including the bones of the original creature, has become spongy and yields when hit, bludgeoning weapons inflict only half normal damage to a dusanu.

Spawn (Su): A creature infected with Spore Rot will rise as a dusanu 1d8 hours after its death, harboring all of the memories and knowledge of the original dusanu.  Casting a cure disease spell on the body within this time span will prevent this.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.  Not subject to critical hits.

Fungoid*

Frederic Simons   f.simons@ulg.ac.be
Large Plant (   )

Hit Dice: 10d8+70
Initiative: -2 (-2 Dex)
Speed: 30 feet
AC: 19 (-2 Dex, +11 natural)
Att: 2 slams +12 melee
Dmg: Slam 2d6+7
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks:
Special Qualities: Plant, Spongy body, cold immunity, fire vulnerability
Saving Throws: Fort: +7, Reflex: +1, Will: +3
Abilities: Str: 21, Dex: 6, Con: 24, Int: 6, Wis: 10, Cha: 10
Skills: Listen +4, Spot +4
Feats:
Climate/Terrain: Temperate and warm forests or swamps, underground
Organization: Solitary
CR: 9
Treasure: 1/4 Standard
Alignment: Always neutral
Advancement Range: 11-15 HD (Large); 16-30 HD (Huge)

COMBAT

Although powerful, a fungoid is quite slow in combat.  It attempts to pummel its opponents with its massive fists, using little strategy or other tactics.  The flabby flesh of a fungoid gives easily, and chunks sometimes tear off on an opponent's armor (this causes no real damage to the fungoid, but is an excellent device for spooking players).

Spongy Body (Ex): Because a fungoid's body is spongy and yields when hit, bludgeoning weapons inflict only half normal damage.

Cold Immunity (Ex): Made of hardy strain fungus that is accustomed to extreme weather conditions, a fungoid takes no damage from cold-based attacks.

Fire Vulnerability (Ex): A fungoid takes double damage from fire-based attacks, except where those attacks allow a saving throw.  If the fungoid makes its saving throw, it takes half damage from the attack.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.  Not subject to critical hits.

Fungus, Shrieker

 
Medium-Size Plant (   )

Hit Dice: 2d8+2
Initiative: -5
Speed: 0 ft.
AC: 13 (+3 natural)
Att: -
Dmg: -
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Shriek
Special Qualities: Plant
Saving Throws: Fort +4, Ref - ,
Abilities: Str -, Dex -, Con 13, Int 1, Wis 2, Cha 1
Skills:
Feats:
Climate/Terrain: Any underground
Organization: Solitary or patch (3-5) `
CR: 1
Treasure: None
Alignment: neutral
Advancement Range: 3 HD (Medium-size)


Fungus, Violet Fungus

 
Medium-Size Plant (   )

Hit Dice: 2d8+6
Initiative: -1 (Dex)
Speed: 10 ft.
AC: 13 (-1 Dex, +4 natural)
Att: 4 tentacles +3 melee
Dmg: Tentacle 1d6+2 and poison
Face/Reach: 5 ft. by 5 ft./"10 ft. (with tentacle)
Special Attacks: -
Special Qualities: Plant
Saving Throws: Fort +6, Ref -1,
Abilities: Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9
Skills:
Feats:
Climate/Terrain: Any underground
Organization: Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers)
CR: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: neutral
Advancement Range: 3-6 HD (Medium-size)


Phantom Fungus

 
Medium-Size Plant (   )

Hit Dice: 2d8+6
Initiative: 0
Speed: 20 ft.
AC: 14 (+4 natural)
Att: Bite +3 melee
Dmg: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks:
Special Qualities: Plant, Improved invisibility
Saving Throws: Fort +6, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Skills: Move Silently +5
Feats:
Climate/Terrain: Any underground
Organization: Solitary
CR: 3
Treasure: None
Alignment: neutral
Advancement Range: 3-4 HD (Medium-size); 5-6 HD (Large)


Shambling Mound

 
Large Plant (   )

Hit Dice: 8d8+24
Initiative: 0
Speed: 20 ft.
AC: 20 (-1 size, +11 natural)
Att: 2 slams +10 melee
Dmg: Slam 2d6+5
Face/Reach: 5 ft by 5 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+7
Special Qualities: Plant, electricity immunity, fire resistance 30
Saving Throws: Fort +9, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +0*, Listen +4, Move Silently +4
Feats:
Climate/Terrain: Temperate and warm forest, marsh, and underground
Organization: Solitary
CR: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: neutral
Advancement Range: 9-12 HD (Large); 13-24 HD (Huge)


Tendriculos

 
Huge Plant (   )

Hit Dice: 9d8+54
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 16 (-2 size, -1 Dex, +9 natural)
Att: Bite +13 melee, 2 tendrils +8 melee
Dmg: Bite 2d8+9, tendril 1d6+4
Face/Reach: 10 ft. by 40 ft./15 ft.
Special Attacks: Improved grab, swallow whole, paralysis
Special Qualities: Plant, regeneration 10
Saving Throws: Fort +12, Ref +2, Will +2
Abilities: Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Skills:
Feats:
Climate/Terrain: Temperate and warm forest, hill, and marsh
Organization: Solitary
CR: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: neutral
Advancement Range: 10-16 HD (Huge); 17-27 HD (Gargantuan)


FLESH JELLY (MM2-104)
Hit Dice: 18d10+108 (237 hp)
Initiative: -2
Speed: 20 feet
AC: 4 touch 4, Flat-footed 4
Att: 4 Slams+20 melee
Dmg: Slam 2d8+11
Face/Reach: 30 ft. x 30 ft.15 ft.
Special Attacks: Absorb, Disease, Engulf
Special Qualities: Blind Sight, Horrid stench, ooze traits
Saving Throws: Fort: +12, Reflex: +4, Will: +1
Abilities: Str: 32, Dex: 6, Con: 23, Int: -, Wis: 1, Cha: 1
Climate/Terrain: Warm forests, Planes, swamps, underground
Organization: Solitary
CR: 19
Treasure: None
Alignment: Always neutral
Advancement Range: 19-36