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OGL 3.x Monsters: New Allies and Foes

Copyright D. Andrew Ferguson ©2002

Edited by Nicholas HM Caldwell for The Guild Companion

Bluedoors

Tiny Fey

Hit Dice

1/4 d6 +1 (2 hp)

Initiative

+4 (Dex)

Speed

5 ft., fly 30ft. (Perfect)

AC

16 (+2 size, +4 Dex)

Attacks

+0

Damage

Slam 0

Face/Reach

2 1/2 ft. by 2 1/2 ft. /0ft.

Special Attacks

Spell-like abilities.

Special Qualities

Spell Resistance (10)

Saves

Fort +0, Ref +6, Will +5.

Abilities

Str 3, Dex 19, Con 10, Int 10, Wis 17, Cha 14.

Skills

Appraise +6, Heal +9, Hide +14, Profession (herbalist) +6, Sense Motive +9.

Feats

Sense Danger

Climate/Terrain

Any land

Organization

Single or family (2-10)

Challenge Rating

1/8

Treasure

Standard

Alignment

usually neutral good

Advancement

none

These helpful but invisible fairies live in the rafters of human homesteads.

Bluedoors stand as tall as the length of a man's hand. Their gossamer wings are beautiful, and they are incredibly graceful, though few mortal eyes ever witness them. Their natural state is invisible. A clan of bluedoors will move into a home where at least three generations of a single family have lived. Once there, they set up their households in a strange mirror of the mortal family that lives beneath them. They will become silent protectors of their hosts, often lending minor services in the form of magical mending while the mortal family sleeps. When one member of the mortal family leaves to begin a new household, one of the bluedoor offspring will accompany him or her, establishing a new dynasty in a new house. These are kind and helpful beings, who hate to see sadness and pain. They will do whatever is in their power to keep happiness in the home at all times. If a tragedy befalls the home, the sorrow may be enough to drive the small fey to seek new lodgings.

Bluedoors usually follow the same deity and speak the same languages as the humans that they watch over.

COMBAT

Bluedoors are consummate pacifists and will only fight to save the lives of their own family, or the humans that they watch over. Otherwise they will flee.

Spell-like abilities: at will - Mending, Purify Food and Drink, Resistance, Invisibility (all cast as a 12th level sorcerer).

The Devourer

Huge Outsider

Hit Dice

15d8 +75 (135 hp)

Initiative

-1 (Dex)

Speed

20 ft.

AC

22 (-1 Dex, -2 size, +15 natural armor).

Attacks

2 Slams +24 melee.

Damage

2d6+9 slam.

Face/Reach

10ft. by 10ft. / 10ft

Special Attacks

Squash

Special Qualities

Consume, Spoil.

Saves

Fort +14, Ref +8, Will +11.

Abilities

Str 28, Dex 8, Con 21, Int 10, Wis 14, Cha 12.

Skills

Intimidate +20, Intuit Direction +10, Spot +12.

Feats

Endurance, Great Fortitude, Shock Resistant, Undying, Tough as Nails.

Climate/Terrain

Any land

Organization

Solitary (Unique)

Challenge Rating

13

Treasure

None

Alignment

Neutral Evil

Advancement

None

This is a huge and thankfully unique creature that wanders the world eating entire crops, and leaving villages starving. The Devourer is a huge grey bipedal creature that vaguely resembles an obese naked human. The large bloated body of the creature is grotesque. Rarely is it found wearing any form of clothing. The creature is covered in numerous warts and sores and thin stringy hair hangs down its back past its shoulders. Its yellow eyes burn with hunger and the creature rarely shows any emotion

The Devourer is a herbivore, devouring plants rather than menacing livestock directly. Cattle, sheep or hogs are not safe from the beast, however. The Devourer is driven by an instinctive need to eat, but also to deprive others of food. To this end, it will use its enormous size to drive off

or kill other sources of food. Wild animals will instinctively flee the approach of the Devourer.

COMBAT

Whether fighting adventurers, farmers, or killing livestock, the Devourer relies on its powerful slam attack, which it will use with abandon. The creature will usually pick a target, attack it until it's dead and then move on to the next. It will occasionally use its squash attack, which it seems to find amusing.

Squash: the Devourer can use the squash attack as a full round action. Squash can be used against a single creature or object of any size up to and including Large. The attack is at +15 and causes 4d6+8 damage as the Devourer's hulking frame crashes down on the target. As long as the Devourer doesn't move after the attack the target will continue to take 1d6 damage per round.

Consume: The creature can eat unendingly, never becoming satiated, and will never stop searching for more food.

Spoil: What food the creature does not eat, it will destroy. One of the ways that it destroys food is by using its natural bodily functions to spoil the food and make it inedible.

Ganris

Small Fey

Hit Dice

4d6 (14 hp).

Initiative

+3 (+3 Dex).

Speed

20 ft.

AC

14 (+1 size, +3 Dex).

Attacks

Slam +8 melee

Damage

1d6+6 slam.

Face/Reach

5 ft by 5 ft / 5 ft

Saves

Fort +4, Ref +7, Will +5.

Abilities

Str 22, Dex 16, Con 11, Int 10, Wis 12, Cha 10.

Skills

Appraise +5, Balance +4, Bluff +3, Hide +5, Jump +5, Listen +3.

Feats

Power Attack, Sunder.

Climate/Terrain

Any land.

Organization

Solitary, pair, or group (3-10).

Challenge Rating

1

Treasure

Standard, remove any fragile objects rolled.

Alignment

Chaotic neutral

Advancement

by Character Class.

This fairy is small, barely as tall as a full-grown halfling, yet he possesses a strength that rivals some giants, and surpasses most ogres.

The Ganris stands three feet tall and usually weighs 50 to 60 pounds. The true natures of these small creatures are only betrayed by their muscular frame, otherwise they appear as halflings, in fact many an unfortunate adventurer has mistaken a Ganris for a very muscular Halfling.

Ganris have an unusual social structure, in that the most respected individuals in a community are those who have the largest pile of broken objects. Their folk stories often revolve around heroes who have broken particularly resilient objects, such as Thabrok who is said to have been able to crush diamonds in his hands. Due to their destructive nature, Ganris are often chased out of civilized areas, and therefore lead a nomadic life travelling between settlements and breaking whatever they can before being forced to move again.

In sharp contrast to their destructive nature, Ganris have a very stable family life. They have monogamous marriages and are very caring and nurturing of their spouses and offspring. A typical family will consist of the parents and two or three children, although up to six offspring is not uncommon.

Although limited by his small frame, the ganris is quite powerful, and devotes most of his spare time to breaking and destroying fragile objects. The ganris seek out clay, stoneware and glass to destroy whenever possible. A small group may set up a form of protection racket around a local glassblower or potter, demanding regular samples for destruction. The act of smashing something is perhaps the greatest joy they know, second only to strong alcohol. Again, it is quantity, not quality the ganris seek. They would much rather polish off a quart of woodgrain home brew and smash the clay jug, then sip fine wine from a crystal decanter, which doesn't sound as pretty when it breaks.

Most Ganris are polytheistic, and speak Common and a regional language. Many Ganris speak either Halfling or Dwarven.

Meinst (Ogre variant):

Large Giant

Hit Dice

4d8+4 (22 hp)

Initiative

+0

Speed

30ft.

AC

21 (-1 size, +5 natural, +7 halfplate armor, +1 shield)

Attacks

Huge greatsword +3 melee, or huge longspear +2 ranged.

Damage

Huge greatsword 2d8+3, or Huge longspear 2d6+3.

Face/Reach

5ft. by 5ft./10ft.

Special Attacks

none

Special Qualities

none

Saves

Fort +4 , Ref +2, Will +1.

Abilities

Str 17, Dex 10, Con 12, Int 10, Wis10, Cha 8.

Skills

Climb +4, Craft armorsmithing +4, Craft blacksmithing +5, Craft weaponsmithing +4.

Feats

Power Attack.

Climate/Terrain

Hills

Organization

Solitary, pair, gang (2-4), or band (5-8).

Challenge Rating

2

Treasure

Standard

Alignment

Usually lawful neutral

Advancement

by Character class.

The Meinst resemble a stunted ogre mixed with dwarf blood. Other ogres refer to the Meinst as puny and pathetic. However, they are slightly stockier than most ogres, which gives them a more menacing appearance.

Meinst stand 8 feet tall and weigh 250 to 300 pounds. Their skin color ranges from light tan to dull brown. They usually cut their hair to prevent them from being mistaken as mundane ogres.

In spite of their ogre heritage, the Meinst are surprisingly peaceful, and are given more to mental pursuits than their barbaric cousins. They share with the dwarves a love of metal and stone working, and they seem to have adopted the human capacity for curiosity and creativity. Compared to their ogre kin, they are geniuses. However, this has come at the cost of their size and strength.

COMBAT

Although not as strong or tough as their standard ogre cousins, Meinst can rely on their intelligence and superior equipment when fighting.

Meinst characters are usually fighters.

Sand Demon

Huge Undead

Hit Dice

16d12 (112)

Initiative

+9 (+5 Dex, +4 Improved Initiative)

Speed

Fly 100 ft. (perfect)

AC

18 (-2 size, +5 Dex, +5 natural)

Attacks

Slam +17/+12/+7 melee

Damage

Slam 2d8+6

Face/Reach

10 ft. by 5 ft./15 ft.

Special Attacks

Blast, desiccate

Special Qualities

Damage reduction 10/+2, undead

Saves

Fort +5, Ref +16, Will +5

Abilities

Str 18, Dex 20, Con 18, Int 6, Wis 11, Cha 15

Skills

Hide +10, Listen +18, Search +15, Spot +18,

Feats

Dodge, Flyby Attack, Improved Initiative, Power Attack.

Climate/Terrain

Desert.

Organization

Unique

Challenge Rating

9

Treasure

None

Alignment

Chaotic Evil

Advancement

None

Fortunately there is only one of these foul beasts wandering the deserts. The Sand "Demon" was created when a merchant caravan traveling through the desert was attacked by a band of nomads. During the raid, three slaves broke away and managed to escape. Several days later the escapees were out of water and dying of dehydration. That day they miraculously stumbled upon a small oasis where they found food, water and shelter. Their respite did not last long, as that very evening a great sandstorm arose. Two of them managed to hide in a small rock crevice but the third was caught by the sandstorm. The next day the two survivors found the body of their comrade among the ruins of the Oasis. The body was desiccated and had most of its skin ripped off.

Nomads now speak of a sandstorm which scours the burning sands with a supernatural malice, searching for travellers to slay and slake its thirst. They name it the Sand Demon and claim that its undying storm is powered by the last thoughts and fears of the slave that died so long ago at the lost oasis.

Combat

Undead: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Blast (Ex): The Sand Demon has the ability to attack its opponents with a burst of focused wind and sand that obscures vision and chokes the living. This ability may be used once every second round. When used, the Sand Demon must choose one of three forms of attack:

The first is against a large area, or number of people. Using itself as the point of origin the Sand Demon can emit a dust cloud in a 90 degree angle that obscures vision and grants the creature a +10 bonus to AC vs ranged attacks for one round.

The second form of attack is a blast that smothers and suffocates a single victim. After a successful ranged touch attack, the target takes 1d6 damage, and begins to suffer from suffocation until a successful reflex save is made (DC 18). This attack has a 30 ft. range.

The third form is a focused bolt of sand that rips a single target apart. The ranged attack has a range of 20 ft., and causes 4d6 damage. This attack can be used once every five rounds.

Desiccate (Su): The Sand Demon can, as a full round attack, decide to use a desiccate attack. In this case the creature can drain moisture from any target that it struck the round before. The target is viciously drained of its bodily fluids and suffers 5d8 damage, Fortitude saving throw (DC 20) negates. This attack may be used once per day.

War Elephants

Huge Animal

Hit Dice

12d8 +55 (113 hp)

Initiative

+0

Speed

35ft.

AC

20 (-2 size, +9 natural, + 3 studded leather barding)

Attacks

Slam +17 melee, 2 stamps +12 melee, or gore +17 melee.

Damage

Slam 2d6+11, stamp 2d6+6, gore 2d8+16.

Face/Reach

10 ft by 20 ft./10ft.

Special Attacks

Trample 2d8+16

Special Qualities

Combative Mount, Scent

Saves

Fort +12, Ref +7, Will +4.

Abilities

Str 33, Dex 10, Con 24, Int 2, Wis 15, Cha 7.

Skills

Listen +8, Spot +8.

Feats

 

Climate/Terrain

Warm forest and plains.

Organization

Domesticated

Challenge Rating

9

Treasure

None

Alignment

always neutral

Advancement

13-22 (Huge)

War Elephants are occasionally found in the service of armies. The elephants are trained from birth and are used either as a siege weapon, a mount for a single knight, or to carry warriors or archers into the thick of combat, or any combination thereof.

Combat

The elephant's armored howdah provides half cover to any occupants.

Appendix A

This article: "OGL 3.x Monsters: New Allies and Foes", Copyright © 2003 by D. Andrew Ferguson and Jarrett Sylvestre, is an OGL 3.x article.

This article is covered by the Open Gaming License. The title "OGL 3.x Monsters: New Allies and Foes" is Product Identity, all other material in this article is Open Game Content. Portions of this work are derived from the System Reference Document, Copyright © 2000-2003 by Wizards of the Coast, and are used with permission.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson."OGL 3.x Monsters: New Allies and Foes", Copyright © 2003 by D. Andrew Ferguson & Jarrett Sylvestre, first published by The Guild Companion (http://www.guildcompanion.com)

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