Planescape Monstrous Compendium v3.x

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This is a compilation of all planescape monsters, book by book, along with conversions of monsters not yet updated to 3rd edition. This thread is meant only for monsters in any of the planescape and planar-related books, not for new monsters. Consider this an invitation to post any of the planescape creatures which you have converted. Thanks.

The index below uses the following abbreviations for the sources: Monster Manual v3.5 (MM1), Monster Manual 2 (MM2), Monster Manual 3 (MM3), Fiend Folio (FF), Manual of the Planes (MOTP), Deities and Demigods (DDG), Monsters of Faerûn (MOF), Planar Handbook (PLH), Epic Level Handbook (ELH), Expanded Psionics Handbook (XPH), etc.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-ps.gif)



Expanded Monster Rules
Mob Subtype: See below (p.9).
Negative Subtype: See below (p.5).
Positive Subtype: See below (p.5).
Power Components: See below (p.8).
On Time & Its Planar Mechanics: See below (p.14).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-box.jpg)[size=3]Planescape Campaign Setting[/size]
Aleax: See BOED.
Astral Searcher: See EN World Creature Catalogue.
Barghest: See MM1.
Cranium Rat: See FF, "Swarm".
Dabus: See below (p.1).
Magman: See MM1, "Magmin".
Minion of Set: See DDG.
Modron: See MOTP Web Enhancement (v3.0) and v3.5 update below (p.2) or Weenie's v3.5 conversion.
Nic'Epona: See PLH, "Ur'Epona".
Spirit of the Air: See FF.
Vortex: See below (p.1).
Yugoloth, Lesser - Marraenoloth: See MM2.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-mc1.jpg)[size=3]Planescape Monstrous Compendium Appendix 1[/size]
Aasimon - Agathinon: See below (p.2).
Aasimon - Deva: See MM1, "Angel" (astral) and FF, "Deva" (monadic & movanic).
Aasimon - Light: See below (p.2).
Aasimon - Planetar: See MM1, "Angel".
Aasimon - Solar: See MM1, "Angel".
Animal Lord: See ELH, "Cat Lord" under NPC section or EN World Creature Catalogue for template and v3.5 update below (p.2).
Baatezu, Greater - Amnizu: See MM2, "Devil".
Baatezu, Greater - Cornugon: See MM1, "Devil, Horned".
Baatezu, Greater - Gelugon: See MM1, "Devil, Ice".
Baatezu, Greater - Pit Fiend: See MM1, "Devil".
Baatezu, Least - Lemure: See MM1, "Devil" or MOTP, "Petitioner".
Baatezu, Least - Nupperibo: See d20 Tome of Horrors: Sample Monsters (v3.0) and v3.5 update below (p.1) or below (p.1) for Dice Freaks' conversion.
Baatezu, Least - Spinagon: See MOTP, "Devil".
Baatezu, Lesser - Abishai: See MOF.
Baatezu, Lesser - Barbazu: See MM1, "Devil, Bearded".
Baatezu, Lesser - Erinyes: See MM1, "Devil".
Baatezu, Lesser - Hamatula: See MM1, "Devil, Barbed".
Baatezu, Lesser - Osyluth: See MM1, "Devil, Bone".
Baku: See below (p.2).
Bariaur: See MOTP (normal) and BOED (exalted).
Bebilith: See MM1, "Demon".
Bodak: See MM1.
Einheriar: See DDG, "Einherjar".
Foo Creature - Dog & Lion: See EN World Creature Catalogue and v3.5 update below (p.1).
Gehreleth - Farastu, Kelubar & Shator: See FF, "Demodand".
Githyanki: See MM1.
Githzerai: See MM1.
Grue, Elemental: See Complete Arcane or Dragon #285 and v3.5 update below (p.1).
Hordling: See below (p.2).
Imp - Imp: See MM1, "Devil".
Imp - Quasit: See MM1, "Demon".
Incarnate: See below (p.1).
Larva: See MOTP, "Petitioner".
Maelephant: See FF.
Marut: See MM1.
Mediator - Translator: See below (p.2).
Mephit - Air, Earth, Fire & Water: See MM1.
Mephit - Ooze, Ice, Steam, Dust, Salt & Magma: See MM1.
Mephit - Smoke, Lightning, Mineral, Radiant, Ash & Mist: See below (p.2).
Night Hag: See MM1.
Nightmare: See MM1 and PLH (lesser).
Per: See below (p.1) or EN World Creature Catalogue (v3.0 template).
Shadow Fiend: See BOVD, "Demon, Shadow".
Slaad - Red, Blue, Green, Gray & Death: See MM1.
Tanar'ri, Greater - Babau: See MM1, "Demon".
Tanar'ri, Greater - Chasme: See BOVD.
Tanar'ri, Greater - Nabassu (Fledgling & Mature): See Dungeon #112 (v3.5) or EN World Creature Catalogue (v3.0).
Tanar'ri, Guardian - Molydeus: See EN World Creature Catalogue.
Tanar'ri, Least - Dretch: See MM1, "Demon".
Tanar'ri, Least - Manes: See BOVD, "Demon" or MOTP, "Petitioner".
Tanar'ri, Least - Rutterkin: See BOVD.
Tanar'ri, Lesser - Alu-Fiend: See EN World Creature Catalogue and v3.5 update below (p.1) or Weenie's conversion.
Tanar'ri, Lesser - Bar-lgura: See BOVD.
Tanar'ri, Lesser - Cambion: See EN World Creature Catalogue and v3.5 update below (p.1) or Weenie's conversion.
Tanar'ri, Lesser - Succubus: See MM1, "Demon".
Tanar'ri, True - Balor: See MM1, "Demon".
Tanar'ri, True - Glabrezu: See MM1, "Demon".
Tanar'ri, True - Hezrou: See MM1, "Demon".
Tanar'ri, True - Marilith: See MM1, "Demon".
Tanar'ri, True - Nalfeshnee: See MM1, "Demon".
Tanar'ri, True - Vrock: See MM1, "Demon".
Tanar'ri, True - Wastrilith: See FF, "Demon".
Tiefling: See MM1, "Planetouched" and custom tiefling powers below (p.1).
Yeth Hound: See MM1.
Yugoloth, Greater - Arcanaloth: See MM2.
Yugoloth, Greater - Nycaloth: See MM3 (v3.5) or MOTP (v3.0).
Yugoloth, Greater - Ultroloth: See MM3 (v3.5) or MOTP (v3.0).
Yugoloth, Lesser - Dergholoth: See Dackad's Yuogoloths or download the same as a doc file here.
Yugoloth, Lesser - Hydroloth: See Dackad's Yuogoloths or download the same as a doc file here.
Yugoloth, Lesser - Mezzoloth: See MM3 (v3.5) or MOTP (v3.0).
Yugoloth, Lesser - Piscoloth: See FF.
Yugoloth, Lesser - Yagnoloth: See Dackad's Yuogoloths or download the same as a doc file here.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-mc2.jpg)[size=3]Planescape Monstrous Compendium Appendix 2[/size]
Aasimar: See MM1, "Planetouched" and custom aasimar powers below (p.1).
Abrian: See FF.
Arcane: See MOTP or ELH, "Mercane".
Astral Dreadnought: See MOTP.
Balaena: See below (p.2) or PLH, "Elsewhale".
Bloodthorn: See FF.
Bonespear: See FF.
Darkweaver: See FF.
Demarax: See below (p.2).
Dhour: See FF, “Ethereal Ooze”. Give the ooze Intelligence 14 and add 7 levels of psion with psychoportation, telepathy and psychometabolism as possible disciplines.
Eater of Knowledge: See below (p.2).
Eladrin, Lesser - Bralani: See MM1.
Eladrin, Lesser - Coure: See BOED.
Eladrin, Greater - Firre: See BOED.
Eladrin, Greater - Ghaele: See MM1.
Eladrin, Lesser - Noviere: See EN World Creature Catalogue.
Eladrin, Lesser - Shiere: See EN World Creature Catalogue.
Eladrin, Greater - Tulani: See BOED.
Fhorge: See FF.
Ghostlight: See below (p.2).
Guardinal - Avoral: See MM1.
Guardinal - Cervidal: See MM2, "Celestial".
Guardinal - Equinal: See BOED.
Guardinal - Leonal: See MM1.
Guardinal - Lupinal: See MM2, "Celestial".
Guardinal - Ursinal: See BOED.
Hollyphant: See BOED.
Incantifier (Sect): See prestige class below (p.3).
Ironmaw: See FF.
Keeper: See FF.
Khaasta: See FF.
Leomarh: See below (p.3).
Merkhant (Sect): See Kalamar Player's Guide (v3.0), "Alliance Merchant" (PrC).
Monster of Legend: See MM2.
Mortai: See EN World Creature Catalogue.
Noctral: See below (p.3) or EN World Creature Catalogue (v3.5).
Observer: See below (p.1).
Prolonger: See prestige class below (p.3).
Quill: See below (p.3).
Rager (Sect): See Complete Warrior, "Frenzied Berzerker" (PrC).
Razorvine: See PLH, "Razorvine" sidebar (p.146).
Reave: See below (p.3).
Retriever: See MM1, "Demon".
Rilmani - Abiorach: See EN World Creature Catalogue.
Rilmani - Argenach: See EN World Creature Catalogue.
Rilmani - Aurumach: See FF.
Rilmani - Cuprilach: See FF.
Rilmani - Ferrumach: See FF.
Rilmani - Plumach: See EN World Creature Catalogue.
Shadowdrake: See Draconomicon, "Planar Dragon, Styx".
Simpathetic: See below (p.3).
Spellhaunt: See below (p.3).
Spider, Hook: See template below (p.3).
Sunfly: See BOED, "Swarm, Divine Wrath".
Sword Spirit: See MM2, "Ragewind".
T'uen-Rin: See below (p.3).
Tanar'ri, Greater - Alkilith: See FF, "Demon".
Tanar'ri, Lesser - Bulezau: See EN World Creature Catalogue.
Tanar'ri, Lesser - Maurezhi: See FF, "Demon".
Tanar'ri, Lesser - Yochlol: See MOF, "Demon".
Terlen: See FF.
Tso: See below (p.3).
Vaporighu: See MM2.
Vorr: See FF.
Wastrel: See below (p.3).
Wraithworm: See below (p.2).
Yugoloth - Canoloth: See MM3 (v3.5) or MOTP (v3.0).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-mc3.jpg)[size=3]Planescape Monstrous Compendium Appendix 3[/size]
Animental: See MOTP, "Element Creature" template or below (p.13).
Archomental, Evil: See Return to the Temple of Elemental Evil (Imix, problematic stats) or Dice Freak's archomental template below (p.9).
Archomental, Good: See below (Zamman Rul, p.5) or Dice Freak's archomental template below (p.9).
Belker: See MM1.
Bzastra: See below (p.5).
Chososion: See below (p.5).
Darklight: See below (p.5).
Devete: See below (p.5).
Devourer: See MM1.
Dharum Suhn: See below (p.9).
Egarus: See below (p.5).
Entrope: See below (p.5).
Facet: See below (p.5).
Fire Bat: See MM2.
Frost Salamander: See MM2.
Fundamental: See PLH, "Elementite Swarm".
Garmorm: See below (p.7).
Homucunlous, Elemental: See below (p.6).
Immoth: See MM2.
Khargra: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.5).
Klyndes: See below (p.6).
Magran: See below (p.5).
Menglis: See PLH, "Unraveler".
Nathri: See PS3E Chapt. 2 (.rtf file) or below (p.5).
Ooze Sprite: See below (p.5).
Opposition (Sect): See below ("Opposer", p.6).
Paraelemental - Ice, Magma, Ooze & Smoke: See MOTP.
Phirblas: See below (p.6).
Primal (Sect): See below (p.7).
Psurlon: See MM2.
Quasielemental, Negative - Ash, Dust, Salt & Vacuum: See below (p.5).
Quasielemental, Positive - Lightning, Mineral, Radiance & Steam: See below (p.6).
Rast: See MM1.
Ravid: See MM1.
Ruvkova: See below (p.7).
Salamander Noble: See MM1.
Scile: See below (p.7).
Shad: See PS3E Chapt. 2 (.rtf file) or below (p.5).
Shocker - Contented One: See Return to the Temple of Elemental Evil (v3.0) and v3.5 update below (p.2).
Shocker - Sojourner: See below (p.2).
Sislan: See below (p.7).
Suisseen: See below (p.7).
Terithran: See below (p.8).
Thoqqua: See MM1.
Trilloch: See MM3.
Tsnng: See below (p.5).
Ungulosin: See below (p.7).
Vacuous: See below (p.6).
Wavefire: See below (p.8).
Xag-Ya/Xeg-Yi: See MOTP.
Xill: See MM1.
Appendix Creatures: See "Non-Threatening Creatures" below (p.13).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-chaos.jpg)[size=3]Planes of Chaos[/size]
Abyssal Lord - Graz'zt & Pazrael: See BOVD (Graz'zt) and BOVD Web Enhancement (Pazrael) or Dragon #329 (Pazuzu/Pazrael).
Asrai: See EN World Creature Catalogue.
Bacchae: See FF or below (p.15, "Bacchae Mob").
Chaos Beast: See MM1.
Chaos Imp: See below (p.4).
Fensir: See FF.
Howler: See MM1.
Lillend: See MM1.
Murska: See EN World Creature Catalogue and v3.5 update below (p.4).
Oread: See FF (common) and below (p.4, Snowhair).
Ratatosk: See below (p.4) for 3 different versions.
Tanar'ri, Lesser - Armanite: See MOTP.
Tanar'ri, Greater - Goristro: See MOTP.
Varrangoin: See FF.
Viper Tree: See below (p.4) for 2 different versions.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-conflict.jpg)[size=3]Planes of Conflict[/size]
Aeserpent: See below (p.4).
Asuras: See BOED.
Buraq: See below (p.4).
Delphon: See below (p.5).
Diakk - Varath & Carcene: See EN World Creature Catalogue.
Ethyk: See below (p.4).
Gautiere: See below (p.2).
Linqua: See below (p.5).
Ni'iath: See below (p.4).
Phiuhl: See FF.
Quesar: See BOED.
Slasrath: See FF.
Vaath: See BOVD.
Warden Beast: See below (p.7).
Yugoloth, Greater - Baernaloth: See EN World Creature Catalogue.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-law.jpg)[size=3]Planes of Law[/size]
Achaierai: See MM1.
Archon: See MM1 (lantern, hound, trumpet) and BOED (warden, sword, throne & tome).
Baatezu, Lesser - Kocrachon: See BOVD, "Devil".
Bezekira (Hellcat): See MM1, "Devil".
Bladeling: See MM1.
Busen: See below (p.2).
Formian: See MM1.
Gear Spirit: See below (p.2).
Kyton: See MM1, "Devil".
Moigno: See below (p.2).
Parai: See MM3, "Visilight" or WizO_Dabus' conversion.
Rust Dragon: See Draconomicon, "Planar Dragon, Rust".
Zoveri: See EN World Creature Catalogue.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-ether.jpg)[size=3]A Guide to the Ethereal Plane[/size]
Aerial Servant: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.7).
Apparition: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.7).
Cerebral Parasite: See XPH (p.68).
Chronolily (pp.21-22): See below (p.14).
Dharculus: See PLH. MC Annual #4 listed it as a Far Realm creature.
Ebon Tiger: See below for 2 versions (p.7).
Ether Golem (p.80): See below (p.9).
Ether Horse: See below (p.9).
Gingwatzim: See Dragon #295 (v3.0).
Ghost: See MM1.
Gk'lok-lok: See below ("Gk'lok", p.7).
Meme: See below (p.6).
Memedi (Gendruwo): See below ("Gendruwo", p.7).
Neth's Child (Nethling): See below ("Nethling", p.6).
Phase Spider: See MM1.
Plasm: See below (p.7).
Rabbiun: See "Non-Threatening Creatures" below (p.13).
Shedu: See FF.
Thought Eater: See XPH.
Tween: See below (p.6).
Others: Other creatures are duplicated from PSMC2 and PSMC3.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-astral.jpg)[size=3]A Guide to the Astral Plane[/size]
Astral Dragon: See below (p.10).
Astral Dreadnaught: See MOTP.
Astral Whale: See below (p.8).
Berbalang: See below (p.8).
Brain Collector: See ELH, "Neh-Thalggu (Brain Collector)".
Kodragon: See below (p.9).
Spectral Hound: See below (p.9) or Polyhedron #159 (p.37, bound with Dungeon #100).
Others: Other creatures are duplicated from PSCS, ITC, GEP, etc.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-cage.jpg)[size=3]In the Cage: A Guide to Sigil[/size]
Aoskian Hound (p.6): See below (p.4).
Arcadian Pony (p.75): See below (p.4).
Astral Streaker (p.70): See below (p.4).
Batfly (p.94): See below (p.4).
Executioner's Raven (p.6): See below (p.4).
Eyewing (p.94): See d20 Bestiary of Krynn or below (p.8).
Maladomini Tiger (p.94): See below (p.4).
Mercykiller Wyrm (p.45): See below (p.4).
Sand Cow (p.112): See below (p.5).
Serpent Griffon (p.43): See below (p.4).
Skinrat (pp.102-3): See below (p.8).
Spittle Boar (p.112): See below (p.5).
IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-hellbound.jpg)[size=3]Hellbound: The Blood War[/size]
Darklore (pp.95-6): See below (p.4).
Guardian Yugoloth (p.49): See below (p.11).
Maeldur Et Kavurik (p.90): See below (p.11).
Yugoloth Ghost (p.48): See MM1, "Ghost". The baernaloths can create ghosts out of outsiders, which normally cannot acquire the ghost template.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-doors.jpg)[size=3]Doors to the Unknown[/size]
Cortelestial (p.49): See below (p.1).
Mercurial (pp.63-4): See below (p.1).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-abyss.jpg)[size=3]In the Abyss[/size]
Ship of Chaos (pp.21-2): See below (p.15).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-modron.jpg)[size=3]The Great Modron March[/size]
Modronoid (p.109): See "Half-Modron" below (p.10).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-dead.jpg)[size=3]Dead Gods[/size]
Biological Construct (p.162): See below (p.9).
Cursed Balor Spirit (p.162): See MM2, "Demon, Palrethee".
Tri-Flower Frond (p.162): See below (p.9).
Crystal Ooze (p.164): See Tome of Horrors (pp.48-9).
Ormyrr (p.165): See MM2.
Ingress (p.166): See below (p.9).
Visage: See Libris Mortis or below (p.1) or EN World Creature Catalogue.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-hb.jpg)[size=3]Planewalker's Handbook[/size]
Genasi - Air, Earth, Water & Fire: See MOF or FRCS.
Rogue Modron: See below (p.2).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-well.jpg)[size=3]Well of Worlds[/size]
Giant Bloodworm (p.20): See below (p.8) or EN World Creature Catalogue (v3.0).
White Hart (pp.107, 109-110): See PLH, "Gaspar".

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-faction.jpg)[size=3]Faction War[/size]
Rope Golem (p.106): See MM3, "Golem, Hangman".
Gem Golem (p.106): See "Soul-Gem Golem" below (p.8).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-stair.jpg)Tales from the Infinite Staircase
Atomie Sprite (p.65): See EN World Creature Catalogue (v3.0).
Dark Dweller (pp.49-50): See below (p.10).
Giant Crayfish (p.37): See Dragon #321 (p.60) or Tome of Horrors, "Crayfish, Monstrous" (v3.0).
Giant Weasel (p.68): See MM1, "Dire Weasel".
Hgaun (p.75): See below (p.10).
Iron Cobra (p.126): See FF.
Kamerel (p.110): See below (p.10).
Leucrotta (p.110): See MOF.
Lurker (pp.35-6): See Underdark or EN World Creature Catalogue (v3.0).
Maturing Baatorian (p.127): See "Decempampinus" below (p.10).
Nameless Limbo Thing (p.64): See "Limbo Dissolver" below (p.10).
Peryton (p.82): See MOF.
Phantom (p.77): See Tome of Horrors (v3.0).
Shard (p.15): See below (p.11).
Silver Golem (p.15): See below (p.11).
Slaiyith (p.48): See below (p.10).
Taker of Life (p.49): See below (p.10).
Valgoss (p.48): See below (p.10).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/ps-uncaged.jpg)[size=3]Uncaged: Faces of Sigil[/size]
Bone Golem (p.89): See below (p.11) or "Golem, Key" below (p.16).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/torment.jpg)[size=3]Planescape: Torment (CRPG)[/size]
Coaxmetal: See below (p.8).
Construct, Evil Wizard: See MM1, "Animated Object, Large". Add Int 18 and Wizard 16.
Construct, Lo/Med./Hi-Threat: See MM2, "Automaton" or MM1, "Animated Object" (S/M/L).
Grillig: See below (p.8).
Gronk: See below (p.8).
Lim-Lim: See below (p.8).
Shadow, Lesser, Greater & True: See MM1 (lesser & greater) and below (true, p.10).
Sohmien: See below (p.8).
Thokola: See below (p.8).
Trelon: See below (p.8).
Tricha: See below (p.8).
Trigit: See below (p.8).
Trocopotaca: See below (p.8).
Tuscampa: See below (p.8).
Vargouille: See MM1.

:whatsthis Note: There are no new creatures from the following planescape books: The Deva Spark, Fires of Dis, The Eternal Boundary, Harbinger House, Something Wild, The Inner Planes, Faces of Evil and On Hallowed Ground. An index of all the planescape books can be found at http://home.flash.net/~brenfrow/ps/ps.htm.
Planescape, in a sense, can be a meta-setting, being a setting that ties other settings together. Thus, any planar creature can be used in a planescape game. Two planescape books, The Inner Planes and Planescape Monstrous Compendium 3, provide indices of creatures which are detailed in other settings. Some creatures are duplicated in multiple books. Such creatures are presented only once in this list. Do a search (Ctrl-F) on this page if it's not listed under a specific book.


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-adnd.gif)



Monstrous Compendium Annual #1
Elemental, Earth Weird: See MM2.
Elemental, Sandman: See EN World Creature Catalogue (v3.0) and v3.5 update below (p.11).
Elemental, Wind Walker: See below (p.14).
Elemental Kin, Crysmal: See XPH.
Elemental Kin, Azer: See MM1.
Elemental Vermin - Air (Duster) & Earth (Crawler): See below (p.13).
Elemental Vermin - Fire (Flameling) & Water (Spitter): See below (p.13).
Genie, Tasked - Administrator & Messenger: See below (p.12).
Genie, Tasked - Deceiver & Oathbinder: See below (p.13).
Genie, Tasked - Harim Servant & Miner: See below (p.13).
Laraken: See Shining South.
Magebane: See Creature Catalogue (v3.0) and v3.5 update below (p.16).
Marrashi: See MM2, "Marrash".
Nautilus, Giant: See below (p.13).
Nishruu: See MOF.
Opinicus: See below (p.13).
Shadeling: See below (p.14).
Spell Weaver: See MM2.
Windghost: See MM2. Add extraplanar subtype (elemental plane of air).
Wraith, Shimmering: See below (p.13) or EN World Creature Catalogue (v3.5, "Shimmering Wrath").


Monstrous Compendium Annual #2
Elemental, Nature: See MM3, "Omnimental".
Hakeashar: See Monsters of Faerûn, "Nishruu" (v3.0) or Lost Empires of Faerûn, "Nishruu" (v3.5).


[b]Monstrous Compendium Annual #3[/b]
Dream Spawn, Greater - Ennui: See below (p.14).
Dream Spawn, Lesser - Morph: See below (p.14).
Dreamweaver: See below (p.14).
Elemental, Fire-Kin - Tome Guardian: See below (p.14).
Head, Arcane: See below (p.15).
Hound of Ill-Omen: See below (p.15).
Mastiff, Shadow: See MM1.
Spirit, Ice - Orglash: See Unapproachable East.
Spirit, Rock - Thomil: See Unapproachable East.


[b]Monstrous Compendium Annual #4[/b]
Bloodsipper: See below (p.15).
Dragon, Neutral - Moonstone Dragon: See Draconomicon, "Ethereal Dragon".
Gibberling, Brood: See below (p.15).
Hound of Law: See below (p.15).
Shade: See FRCS.
Shadow, Slow: See Dungeon #112.
Spyder-Fiend, Kakkuu & Spithriku: See below (p.15).
Spyder-Fiend, Phisarazu & Lycosidilith: See below (p.15).
Spyder-Fiend, Raklupis: See below (p.15).
Tanar'ri, Lesser - Uridezu: See MOTP, "Demon".
Troll Mutate: See ELH, "Pseudonatural Troll".
Vaati (Wind Duke): See OA Mahasarpa Web Enhancement (pp.9-10).
Wyste: See MM2. Add extraplanar subtype (Far Realm).
Yugoloth, Lesser - Gacholoth: See EN World Creature Catalogue (v3.5).


Monstrous Manual
Elemental, Air Kin - Slyph & Aerial Servant: See MM2 (Slyph) and below (Aerial Servant, p.12).
Elemental, Earth Kin - Pech & Sandling: See below (p.12).
Elemental, Fire Kin - Salamander & Fire Snake: See MM1 (Salamander) & FF (Fire Snake).
Elemental, Water Kin - Nereid & Water Weird: See MM2, "Elemental Weird" (Water Weird) and below (Nereid, p.12).
Elemental, Composite - Tempest & Skriaxit: See MM2, "Tempest" or below (p.12).
Gloomwing & Tenebrous Worm: See below (p.12).
Hell Hound: See MM1.
Invisible Stalker: See MM1.
Ki-Rin: See OA (v3.0). Reduce CR to 16. (See p.3 under "T'uen-Rin".)
Nightmare: See MM1.
Rakshasa: See MM1.
Xorn: See MM1.


Outer Planes Appendix MC8
Air Sentinel: See EN World Creature Catalogue (v3.0).
Lammasu, Celestial: See MM1, "Lammasu, Golden Protector".
Dragon, Adamantite: See Dragon #321, pp.44-45.
Marut: See MM1, "Inevitable".
Mediator: See below (p.11).
Moon Dog: See BOED.
Phoenix: See MM2.
Titan: See MM1.


The Vortex of Madness
Hecatoncheires (p.27): See ELH.
Gigantes (p.26): See "Gigante" below (p.11).
Cyclopkin (p.28): See DDG, pp.132-3.
Cyclopes (p.29): See DDG, pp.132-3 or Shining South, pp.64-5.
Leonis's Automata - Flyer, Juggernaut & Organ Gun (p.46): See "Leonis Automaton" below (p.10).
Vita (p.49): See "Leonis Automaton" below (p.10).
Nereid (p.90): See Tome of Horrors (v3.0) or EN World Creature Catalogue (v3.0).


Guide to Hell
Lords of the Nine (pp.39-51): See BOVD.
Mazzikim (pp.63-4): See BOVD (pp.23-6) or FF ("Fiend of Possession", pp.204-7).


Chronomancer
Chronovoid: See below (p.14).
Temporal Dog: See below (p.14).
Temporal Glider: See below (p.14).
Temporal Stalker: See below (p.14).
Tether Beast: See below (p.14).
Time Dimensional - Common, Noble & Royal: See below (p.14).
Vortex Spider: See below (p.14).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-mystara.gif)



Mystara MC Appendix
Diabolus: See Dragon #327.
Elemental of Chaos - Eolian, Erdeen, Pyrophor & Undine: See below (p.11).
Elemental of Law - Anemo, Kryst, Helion & Hydrax: See below (p.11).
Horde: See below (p.14).
Nightshade - Nightcrawler, Nightwalker, Nightwing: See MM1.
Spectral Death: See below (p.14).
Spider-kin, Planar Spider: See below (p.14).


Savage Coast MC Appendix
Arashaeem: See below (p.16).
Narvaezan Fiend: See below (p.16).
Symbiont, Shadow: See below (p.16).

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-ds.gif)



Dark Sun MC12 Appendix 1: Terrors of the Desert
Drake, Athasian - Air, Earth, Fire & Water: See Terrors of Athas.


[size=3]Dark Sun MC Appendix 2: Terrors Beyond Tyr[/size]
Lesser Drake - Magma, Rain, Silt & Sun: See Terrors of Athas.
Elemental Beast - Air, Earth, Fire & Water: See Terrors of Athas.
Giant, Shadow (Athasian): See Terrors of Athas.
Krag: See Terrors of the Dead Lands.
Kragling: See Terrors of the Dead Lands.
Paraelemental Beast - Magma, Rain, Silt & Sun: See Terrors of Athas.
Obsidian Retriever: See Terrors of Athas.


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-fr.gif)



Forgotten Realms Appendix 2 MC11
Dimensional Warper: See below (p.10).
Firetail, Lesser & Greater (Tshala): See below (p.11).
Mara: See below (p.11).


The Drow of the Underdark
Myrlochar: See MOF.


Elves of Evermeet
Kholiathra: See below (p.16).
Reverend Ones: See below (p.16) or Green Giant's template version.
White Stag: See below (p.16).


Giantcraft
Shadow Hound: See below (p.16).


Powers & Pantheons
Divine Minion: See Hate of the Cobra Web Article.
Elder Eternal Evil - Dendar the Night Serpent: See Champions of Ruin.
Elder Eternal Evil - Kezef the Chaos Hound: See Champions of Ruin.
Elder Eternal Evil - Ityak-Ortheel the Elf-Eater: See Champions of Ruin.
Shade: See FRCS.


For Duty & Deity
Grell (p.22): See MM2.
Abyss Ants (p.43): See FF, "Swarm, Abyssal Ant Swarm".
Ring-Worm (p.47): See below (p.10).


Menzoberranzan
Foulwing: See Creature Catalogue (v3.0) and v3.5 update below (p.16).


Spellbound
Eltab: See Champions of Ruin.


Villians' Lorebook
Balhiir: See below (p.17).
Kalmari: See below (p.16).
Shadevari:
Shadowmasters (Malaugrym): See MOF.


Waterdeep
Denizen: See below (p.18).


Pools of Darkness (CRPG)
Bit o'Moander: See Monsters from D&D Video Games (p.1).
Bane Minion, Black: See Monsters from D&D Video Games (p.2).
Bane Minion, Blue & Red: See Monsters from D&D Video Games (p.3).
Pet of Kalistes: See Monsters from D&D Video Games (p.1).


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-aq.gif)



Al-Qadim Appendix MC13
Gen: See Dragon #315 (v3.5).
Genie, Noble - Dao, Djinni, Efreeti & Marid: See below (p.13).
Genie, Tasked - Architect & Artist: See below (p.12).
Genie, Tasked - Guardian, Slayer & Warmonger: See below (p.12).
Genie, Tasked - Herdsman & Winemaker: See below (p.12).


IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/logo-dragon.gif)



Dragon #211: Lords of Chaos
Ssendam:
Ygorl:
Chourst:
Rennbuu:


Dragon #260: Spawns of Tiamat, Children of Bahamut
An-Ur, the Wandering Dragon: See Spawn of Tiamat.
Dhrakoth, the Corrupter: See Spawn of Tiamat.
Mordukhavar, the Reaver: See Spawn of Tiamat.
Medrinia: See Children of Bahamut.
Xathanon: See Children of Bahamut.
Vanathor, the Golden Harpist: See Children of Bahamut.


Dragon #227: Monsters of the Underdark
Elemental, Darkness: See Dragon #322 or "Dark Pseudo-Elemental" below (p.16).


Dragon #233: Fiendish Fortresses
Tanar'ri Living Fortress: See below (p.16).


Dragon #243: Destriders of the Planes
Equar, Trothspyre: See below (p.1).
Equar, Gildmane: See below (p.1).
Equar, Favonian: See below (p.1).
Equar, Lithicthil: See below (p.1).
Equar, Menthric: See below (p.1).
Equar, Potherrounce: See below (p.1).
Equar, Banecourser: See below (p.1).
Equar, Rosinante: See below (p.1).
Equar, Trothspyre: See below (p.1).


Dragon #246: Chaos Creatures
Daemon Warrior: See d20 Bestiary of Krynn.
Dragon, Fire: See d20 Bestiary of Krynn.
Wight, Chaos - Frost & Shadow: See d20 Bestiary of Krynn (Shadow Wight & Frost Wight sidebar).


Dragon #252: Formidable Visitants
Sawfly, Demonic: See below (p.16).


Dragon #270: Minions of Iuz
Dirtwraith (Sargusian Fungus): See below (p.16).
Compiled & Updated Monsters
We are in the process of compiling/revising these planar creatures into a .pdf e-book. Currently, the following e-books are available for free download at http://www.planewalker.com/codex/download.php

DENIZENS OF THE TRANSITIVE PLANES (27 Oct 2005)
This collection reveals the native creatures from the Astral Plane, Ethereal Plane, and the Plane of Shadow. The following old edition monsters have been converted to v3.5 rules - apparition, astral whale, astral searcher, astral streaker, berbalang, chronolily, chulcrix, devete, dhour, astral dragon, ebon tiger, ether sea horse, garmorm, gk'lok, gloomwing, ether golem, kodragon, magran, meme, memedi, nathri, nethling, plasm, shadeling, spectral hound, planar spider, shadow symbiont, terithran, translator, tween.

DENIZENS OF THE INNER PLANES (16 March 2006)
This collection details the native creatures from the Elemental Planes, Paraelemental Planes, Quasielemental Planes, and the Energy Planes. The following old edition monsters have been converted to v3.5 rules - aerial servant, archomental, balhiir, blazon, bzastra, chososion, darklight, denzelian, dharum suhn, dragon horse, drelb, egarus, element creature, elemental of chaos, elemental of law, negative elementite swarm, entrope, firetail, facet, noble genies, tasked genies, giggag swarm, helian, hgaun, horde, khargra, klyndes, lavaworm, mephits, mihstu, nimbus, giant nautilus, ooze sprite, pech, negative pseudoelemental, negative quasielementals (ash, dust, salt, & vacuum), positive quasielementals (lightning, mineral, radiance, & steam), ruvoka, sandling, sandman, scape, scile swarm, shad, grand shadow, shocker, sislan, spectral death, sootbeast, suisseen, tome guardian, tsnng, ungulosin, elemental vermin, vacuous, vapor rat, vortex, waiveras, wavefire, and wind walker.

IMAGE(http://www.geocities.com/avangion.rm/dnd/psmc/podscr.jpg)

Thanks for the references and the conversions. Keep it up, I always like the 2nd stuff better than the 3rd and converting them here saves me the trouble.
You can save yourself lots of work thanks to the numerous conversions here:
http://www.enworld.org/cc/converted/index.php

As a matter of fact, they already did the Per.

Aasimon, Agathinon:
http://www.enworld.org/cc/converted/view_c.php?CreatureID=431
(Copy/paste the link to the address bar, do not follow it, otherwise you'll pass through a "You are leaving the sodding Wizards.com site, and I'll mangle all parameters of your barmy link, berk!" screen that will give you a SQL error.)
Aasimon, Light:
http://www.enworld.org/cc/converted/view_c.php?CreatureID=662
(Same thing, don't click on the link.)

An Animal Lord template. (This link can be followed. By the way, it's going to be inconsistent with the Epic Level Handbook version.) Also found in the Tome of Horrors.

Devil, Nupperibo: Found in the Tome of Horrors.

Baku:
http://www.enworld.org/cc/converted/view_c.php?CreatureID=643

Foo creature template.

More later.
Per
Medium Outsider (Lawful, Extraplanar)

HD: 10d8+20 (65 hp)
Initiative: +2
Speed: 20 ft. (in full plate)
AC: 24 (+2 Dex, +4 shield, +8 full plate), touch 12, flat-foot 22
BAB/Grapple: +10/+13
Attack: 1 +3 icy burst great sword +16 (2d6+6/19-20)
Full Attack: 1 +3 icy burst great sword +16/+11 (2d6+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: DR 5/chaotic, SR 20, fast healing 3, true sight, spiritual shield, outsider traits, portal guardian
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Concentration +9, Diplomacy +10, Heal +9, Intimidate +12, Knowledge (planes) +10, Listen +14, Search +10, Sense Motive +14, Spot +14, Survival +7
Feats: Cleave, Combat Reflexes, Power Attack, Diehard
Environment: Upper Planes
Organization: Solitary
CR: 9
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: By character class
LA: -

Pers are the portal guardians of the Upper Planes. They look like well muscled humans in plate armors of elaborate design and plumed helms. Their countenances are grim and foreboding. They usually speak common, celestial and any 2 other languages.

Spell-like Abilities (Sp): At will – blade barrier, detect thoughts, light, mirror image, read magic; 7/day – charm person; 3/day – cure serious wounds. CL = 10, DC 9 + spell level.

True Sight (Su): A per has true-seeing spell in constant effect.

Spiritual Shield (Su): A per has shield spell in constant effect.

Portal Guardian (Ex): A per is charged with guarding a portal. If a per is under duress or killed, the upper planar powers will be aware of it, usually sending more pers if a portal is breached. Furthermore, his dedication grants him +4 circumstance bonus to all checks and saving throws made against being swayed against his guard duty.

Sword of Per: A per has a sentient weapon dedicated to him. Such swords are imbued with the spirits of the planes. Below is a sample weapon.

Sword of Per, sentient +3 icy burst great sword; SQ speech (common, celestial, any 2 others), telepathy (wielder only), darkvision, knowledge (any 1) +13, spell-like abilities, special purpose; Ego 21; AL LN; Int 17, Wis 17, Cha 10.

Spell-like Abilities (Sp): At will – detect chaos/evil detect magic; 3/day locate object, confusion (dedicated power). CL 10; DC 10 + spell level.

Special Purpose (Ex): A sword of the per has the special purpose of guarding a designated portal. Any deviation from it results in a personality conflict, requiring a DC 21 will save.

Converted from Planescape Monstrous Compendium Appendix 1.
Tiefling

Not all tieflings are alike. Remove darkness and cold/electric/fire resistance 5 from the standard tiefling in MM1. Roll 1d% 4 times on the table below. Abilities don't stack; reroll any duplicated abilities.

01-02: DR 1/silver or magic
03-04: DR 1/cold iron or magic
05-07: cold resistance 5
08-10: fire resistance 5
11-13: acid resistance 5
14-16: electric resistance 5
17-18: touch deals +1 fire damage
19-20: touch deals +1 cold damage
21-22: touch deals +1 electric damage
23-24: touch deals +1 acid damage
25-26: +4 racial bonus to save against poison
27-28: +2 racial bonus on will saves
29-30: +2 racial bonus on fortitude saves
31-32: +2 racial bonus on reflex saves
33-34: +1 Strength
35-36: +1 Dexterity
37-38: +1 Constitution
39-40: +1 Intelligence
41-42: +1 Wisdom
43-44: +1 Charisma
45-46: +1 natural AC bonus
47-48: Fiendish Reputation: +2 racial bonus on intimidate checks
49-50: Clawed: 2 claw attacks (1d4 damage)
51-52: bane 1/day
53-54: blur 1/day
55-56: cause fear 1/day
57-58: charm person 1/day
59-60: comprehend languages 1/day
61-62: curse water 1/day
63-66: darkness 1/day
67-68: desecrate 1/day
69-70: detect good 3/day
71-72: detect magic 3/day
73-74: detect thoughts 1/day
75-76: hynoptic pattern 1/day
77-78: invisibility 1/day
79-80: minor image 1/day
81-82: misdirection 1/day
83-84: protection from good (self only) 1/day
85-86: pyrotechnics 1/day
87-88: spider climb 1/day
89-90: ventriloquism 3/day
91-92: whispering wind 1/day
93-94: see invisibility 1/day
95-96: mirror image 1/day
97-98: summon monster II (evil only) 1/week
99-00: vampiric touch 1/week

Converted from Planewalker's Handbook, p.80.
Cortelestial
Huge Outsider (Extraplanar)

HD: 14d8+84 (147 hp)
Initiative: +1
Speed: 30 ft.
AC: 24 (-2 size, +1 Dex, +15 natural), touch +9, flat-footed +23
BAB/Grapple: +14/+29
Attack: 1 bite +20 melee (2d6+7/19-20)
Full Attack: 1 bite +20 melee (2d6+7/19-20) and 2 claws +17 melee (1d8+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, mesmerizing gaze
Special Qualities: Augmented critical, living portal, DR 10/magic, immune to fear
Saves: Fort +15, Ref +10, Will +13
Abilities: Str 25, Dex 12, Con 22, Int 12, Wis 14, Cha 11
Skills: Balance +10, Climb +22, Intimidate +17, Jump +22, Knowledge (Planes) +18, Listen +19, Search +16, Sense Motive +17, Spot +18, Survival +19
Feats: Ability focus (gaze), multiattack, snatch, iron will, weapon focus (bite)
Environment: Any
Organization: Solitary
CR: 10
Treasure: Standard
Alignment: Always true netural
Advancement: 15-21HD (Huge); 22-42HD (Gargantuan)
LA: -

A cortelestial is a four-legged heavily armored creature from head to tail. Its huge maw functions as a portal to another plane. Cagers in Sigil often considered it bad luck to harm this creature. A cortelestial is rarely actively aggressive and hunts by mesmerizing victims to its jaws.

Living Portal (Su): A cortelestial’s mouth is a portal to another plane (DM’s discretion). To use the portal, one must lock eyes with the cortelestial. In non-combat situation, a cortelestial will usually lower its jaws to open the portal. In combat situation, the only way to access the portal is to allow the cortelestial to swallow whole. If the portal user is not mesmerized by its gaze, he can use the living portal, provided he has the proper gate key. A huge or larger creature also cannot use the portal.

Mesmerizing Gaze (Su): Anyone within 30 ft. of a cortelestial must make a Cha-based DC 17 will save or become disoriented, spending the entire round moving towards the creature’s maw. Except in combat situation, a cortelestial often lowers its jaws so that a victim moves straight into its mouth, thereby automatically considered grappled. On its turn, it can swallow whole. A mesmerized victim cannot use the portal even if he has the proper gate key. This is a fear, mind-affecting effect.

Augmented Critical (Ex): A cortelestial’s bite threatens a critical hit on a natural roll of 19-20. On a critical hit, it deals double damage.

Improved Grab (Ex): A cortelestial can grapple with its bite on a successful hit automatically without provoking an attack of opportunity.

Swallow Whole (Ex): A cortelestial can swallow up to 2 large, 8 medium, 32 small or 128 tiny or smaller creatures. Its gizzard has AC 17 and 25 hp. A swallowed victim takes 2d8+10 bludgeoning damage plus 1d8+4 acid damage per round.

Converted from Doors to the Unknown, p.49.
Nupperibo
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (Improved Initiative)
Speed:20 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Slam +5 melee (1d6+1)
Full Attack: 2 slams +5 melee (1d6+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burning strike
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, metamorphosis, mindless, see in darkness, spell resistance 14
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 11, Con 12, Int -, Wis 11, Cha 6
Feats: Improved Initiative, Weapon Focus (slam)
Climate/Terrain: The Nine Hells of Perdition.
Organization: Solitary, gang (2d6) or mixed mob (4d10 nupperibo and 4d10 lemures)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Evil
Advancement: 4-14 HD (Medium)

A barely discernable humanoid head and a pair of pseudopods are the only appendages on what is best described as a heaving mass of red clay and mud. Aside from pock marks and dents where the eyes and nose should be, the head is featureless.

The nupperibo is a misshapen, damned being native to the Nine Hells. Bearing a passing familiarity to the better known lemure and sharing many of the same duties, the nupperibo is even more detested by the devils of Hell than its lower ranked cousin. Interestingly enough, a nupperibo can never be promoted into another form of devil; instead it must be demoted to a lemure in order to progress. Even more intriguing is the fact that cornugons, gelugons, and pit fiends do all they can to ensure that a nupperibo never advances beyond 9 HD. A nupperibo is about 5 ½ feet tall and weighs about 250 pounds. Blind, deaf, and mute, a nupperibo is susceptible to telepathic messages from other devils.

A nupperibo is dedicated to physically harming and oppressing other creatures. Although utterly mindless, it is instinctually driven to attack those creatures unassociated with Lawful Evil. It will attack any non-devil as soon as it is aware of such a creature’s presence and can only be stopped by being destroyed or order to cease by a devil. Needless to say, a nupperibo has no strategy or tactic other than to seek and destroy. A nupperibo’s natural weapons, as well as any weapon it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Burning Strike (Su): A nupperibo’s slam attack leaves behind a slimy residue that eats through the flesh of those it strikes. Creatures struck by the nupperibo’s slam take one-half the damage the following rounds for a number of rounds equal to the nupperibo’s Constitution modifier (one round for the average nupperibo).

Metamorphosis: A nupperibo that is left on its own will continue to advance, eventually beginning a metamorphosis into something greater. For every HD beyond 9 that a nupperibo advances, it gains a 1 point increase to all of its mental ability scores. It loses the Mindless trait and replaces it with telepathy 50 ft. The nupperibo also begins dealing 1 point of Wisdom damage on its slam attack. Nupperibos of 12 HD and greater grow vestigial wings, developing a fly speed of 20 feet with poor maneuverability. At 14 HD, a nupperibo gains the spelllike ability greater teleport (self plus 50 pounds only) at will. It should be noted that very few nupperibo survive to evolve that far. Usually they are demoted into lemures long before any of these changes can take place.

Mindless (Ex): Nupperibos are immune to mind affecting effects.

Extracted from Dice Freaks' The Gates of Hell, Chapter 4. Visit site for more free devils.

Alternative: Tome of Horrors (v3.0)
Nupperibo can also be found in d20 Tome of Horrors: Sample Monsters. Convert to v3.5 by adding the following:

Subtypes: Add extraplanar.
BAB/Grapple: +1/+1
SQ: DR 5/silver or good, blindsight, devil qualities, mindless, regeneration 1.
Devil Qualities: Change cold/acid resistance to 10.

Regeneration (Ex): A nupperibo takes normal damage only from holy/good-aligned weapons or spells with good descriptor. Its regeneration is also suppressed when the nupperibo (or its remains) is on any plane without the evil dominant trait.

the Nine Hells of Perdition.

What's with that? Where do the Nine Hells of Perdition come from? I thought it was Baator...
What's with that? Where do the Nine Hells of Perdition come from? I thought it was Baator...

From dicefreaks. The word "Baator" isn't OGC

Keep it coming, Seraph.
Additional referenceseses.
(from http://www.enworld.org/forums/showthread.php?t=68207)

PSMC3 :
Archomental (Good) (Ben-Hadar, Chan, Sunnis, Zaaman Rul)
Bzastra
Chososion
Darklight
Devete
Dharum Suhn
Egarus
Entrope
Facet
Fundamental
Garmorm
Homunculous, Elemental (Breather, Skin)
Klyndes
Magran
Menglis
Nathri - see PS3E Races.rtf
Ooze Sprite
Opposition
Phirblas
Primal
Quasielemental, Negative (Ash, Dust, Salt, Vacuum)
Quasielemental, Positive (Lightning, Mineral, Radiance, Steam)
Ruvkova
Scile
Shad - see PS3E Races.rtf
Shocker (Contented One, Sojourner)
Sislan
Suisseen
Tsnng
Ungulosin
Vacuous
Wavefire

Planes of Chaos:
Chaos Imp
Ratatosk
Viper Tree

Planes of Law:
Busen
Gear Spirit
Moigno
Parai

Planes of Conflict:
Aeserpent
Buraq
Delphon
Ethyk
Gautiere
Linqua
Ni'iath
Warden Beast

Hellbound- The Blood War:
Darklore
Love the random tiefling stuff. Was that in Planar handbook? I dont really look at that anymore, i think its under my bed or something...
Magman is in MM1, as are the Avoral and Leonal. You also misspelled "Cranium Rat."
Seraph the Nabassu is in the Maure Castle Dungeon magazine #112, both versions.
Aasimar

Not all aasimars are alike. Remove daylight and cold/electric/acid resistance 5 from the standard aasimar in MM1. Roll 1d% 4 times on the table below. Abilities don't stack; reroll any duplicated abilities.

01-02: DR 1/silver or magic
03-04: DR 1/cold iron or magic
05-07: cold resistance 5
08-10: fire resistance 5
11-13: acid resistance 5
14-16: electric resistance 5
17-18: Can cast spells with celestial component. (BOED)
19-20: Heals twice as much naturally (not magical healing)
21-22: touch inflicts +1 holy damage to evil creatures
23-24: +4 to save vs. energy drain
25-26: +4 to save vs. petrification
27-28: +4 to save vs. mind-affecting effects
29-30: +4 to save against poison
31-32: +2 on will saves
33-34: +2 on fortitude saves
35-36: +2 on reflex saves
37-38: +1 Strength
39-40: +1 Dexterity
41-42: +1 Constitution
43-44: +1 Intelligence
45-46: +1 Wisdom
47-48: +1 Charisma
49-50: +1 natural AC bonus
51-52: bless 1/day
53-54: augury 1/day
55-56: cure moderate wounds 1/day
57-58: tongues 1/day
59-60: speak with animals 1/day
61-62: comprehend languages 1/day
63-66: daylight 1/day
67-68: consecrate 1/day
69-70: detect evil 3/day
71-72: detect magic 3/day
73-74: zone of truth 1/day
75-76: featherfall 1/day
77-78: calm emotion 1/day
79-80: minor image 1/day
81-82: misdirection 1/day
83-84: protection from evil (self only) 1/day
85-86: remove fear 1/day
87-88: sanctuary 1/day
89-90: shield other 1/day
91-92: whispering wind 1/day
93-94: see invisibility 1/day
95-96: mirror image 1/day
97-98: summon monster II (good only) 1/week
99-00: heroism (self only) 1/day

Converted from Warriors of Heaven, p.88. This is not exactly a planescape source, but it offers the mirror image of the tiefling custom powers for aasimar.
Mercurial
Medium Outsider (Extraplanar)

HD: 14d8+28 (91 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 40 ft.
AC: 21 (+3 Dex, +3 natural, +5 insight), touch +18, flat-footed +18
BAB/Grapple: +14/+17
Attack: 1 slam +17 melee (1d4+3)
Full Attack: 2 slams +17 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Borrow form, mental blast, wish
Special Qualities: SR 20, telepathy 100 ft., shared language, DR 10/magic, regeneration 5, darkvision 60 ft.
Saves: Fort +11, Ref +12, Will +14
Abilities: Str 16, Dex 17, Con 14, Int 19, Wis 17, Cha 10
Skills: Balance +18, Bluff +15, Concentration +19, Craft (any 1) +17, Decipher Script +17, Diplomacy +16, Heal +18, Hide +13, Knowledge (Arcana) +14, Knowledge (Planes) +18, Listen +13, Search +14, Sense Motive +17, Spot +15, Survival +13, Tumble +13
Feats: Ability focus (borrow form), dodge, improved initiative, iron will, mobility
Environment: Any hyper-reality (Celestia/Beldaari)
Organization: Solitary or family (2d4 mercurials)
CR: 12
Treasure: Standard
Alignment: Always true neutral
Advancement: By character class
LA: -

A mercurial looks like a human with eyes of liquid gold, silver or bronze. A mercurial lives in regions of hyper-reality, whereby everything is more real, more vital, brighter, stronger and more intense. It can shed its skin and bones and lives on as a skinless, boneless humanoid. Every 500 years or so, a mercurial must merge with its skin and bones to rejuvenate for 24 hours. If it does not, it loses wish, regeneration and its damage reduction. Most mercurials are pacifists, refusing to fight even to defend themselves. Sigil knows of a deviant, evil mercurial called Lathuraz the Mad.

Shed Form (Su): A mercurial can shed its skin and bones as a full round action, existing merely as inner flesh and organs (inner mercurial). This is often used as a symbolic attempt to transcend towards pure thought. A mercurial can only be destroyed by destroying its shed skin and bones (AC13, hp as mercurial). When its skin and bones are shed, a mercurial reduced to negative hit points is unconscious instead of dead. When merged with its skin and bones, any damage dealt to the mercurial will also be dealt to its skin and bones.

Borrow Form (Su): A mercurial who has shed its skin and bones may merge with another creature by making a touch attack. The host gets a Con-based DC 21 fort save to negate the merge. If the merge is successful, the host takes 1d4 constitution damage per round. When the mercurial sheds its form, the host must make another DC 21 fort save or the ability damage becomes permanent ability drain. If reduced to zero constitution, the host dies, but the mercurial can still keep its form. If the host is killed by any other method, the mercurial must shed its form.

During a merge, the mercurial takes complete control of the host and can access all his memories and abilities, including class features. It however keeps its intelligence, wisdom and charisma scores. Any damage received during the merge is taken by the host, the mercurial takes no damage at all. A mercurial draws sustenance from consuming its host’s internal organs.

Mental Blast (Su): A mercurial can project a blast of pure thought at a single enemy as a standard action for 2d6+2 damage 1/round. (Cha-based DC 17 will save for half damage.)

Wish (Sp): A mercurial can cast wish 1/round. If used to duplicate spells, consider all spells to be prohibited to it, i.e. it can duplicate wizard spells up to level 7 and other spells up to level 5. CL 14, Cha-based DC 10 + spell level.

Regeneration (Ex): A mercurial takes normal damage only from hyper-real weapons or when its skin and bones are destroyed.

Shared Language (Su): A mercurial can speak any language by learning it telepathically from anyone within 100 ft.

Note: If you have Book of Exalted Deeds, you may replace dodge, ability focus and mobility with sacred vow, vow of non-violence and vow of peace to reflect the pacifist nature of most mercurials despite the fact that they are not good-aligned.

Hyper-Reality
Hyper-reality is a planar trait that can exist in isolated pockets of any plane. All damage, range, duration and area of effect are increased by 50%. Movement rates are doubled.

New Weapon Property
Hyper-Real: A weapon with this extremely rare property deals damage resonating from a higher-level of reality, increasing its enhancement bonus against hyper-real creatures by +3. Furthermore, hyper-real creatures cannot regenerate from its wounds. Price: +1.

Converted from Doors to the Unknown, pp.63-64.
Dabus
Medium Outsider (Extraplanar)

HD: 4d8+8 (26 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +2 natural, +2 deflect), touch 13, flat-footed 14
BAB/Grapple: +4/+5
Attack: 1 slam +5 melee (1d4+1) or 1 hand axe +5 melee (1d6+1/x3)
Full Attack: 2 slams +5 melee (1d4+1) or 1 hand axe +5 melee (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Hover, rebus, darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 13, Dex 12, Con 15, Int 14, Wis 15, Cha 13
Skills: Appraise +4, Bluff +8, Concentration +7, Craft (any 2) +9, Disable Device +7, Knowledge (architecture) +7, Knowledge (any other) +7, Listen +7, Profession (any) +12, Search +7, Sense Motive +7, Spot +7
Feats: Iron will, skill focus (profession)
Environment: Sigil
Organization: Solitary or cell (2d6 dabus)
CR: 2
Treasure: Standard
Alignment: Always true neutral
Advancement: 5-8 HD (Medium)
LA: -

A tall slender humanoid floats across the Lower Ward with its robes and feet several inches off the ground. Two horns jut out of its long white hair. As it looks at you, strings of cryptic symbols flash above its head…

Dabus are the servants of the Lady of Pain who rules Sigil. They are always working, crafting and repairing the planar city. It is not clear where they came from, although some believed them to be related to the phirblas from the ethereal plane.

Hover (Ex): Dabus move by floating off the ground, thus they are immune to effects who affect the ground beneath them, e.g. grease spell. Yet, they are also not considered flying, thus effects that affect flying creatures (e.g. gust of wind spell) won’t send them spinning out of control.

Rebus (Ex): Dabus do not speak, but communicate by displaying rebus, cryptic symbolic images which appear in the air. The dabus make a bluff check (DC 15 simple message, DC 20 complex message). Failure by 4 or less cannot get the message across, while failure by 5 or more means a false message is conveyed.

To understand rebus, a character must make a sense motive check opposed by a dabus’ bluff check. Due to the strangeness of the language, he suffers -4 circumstance penalty to sense motive unless he has at least 8 ranks in both knowledge (planes) and knowledge (local). If the sense motive check fails by 5 or more, false information is inferred. A comprehend languages spell enables one to automatically understand the rebus.

HELM OF THE DABUS [Wondrous Item]
This corroded bronze helm enables its wear to communicate by displaying rebus. Dabus generally treat one who “speaks” their language more favorably, granting the wearer +4 circumstance bonus on all diplomacy checks with the dabus. Furthermore, the helm also enables the wearer to understand any spoken words or written texts, including rebus. Only one helm is known to exist, currently in the possession of Jeremo the Natterer, who aspires to become the leader of the Ring-Givers in Sigil. (See In the Cage: A Guide to Sigil, pp.40-41 for more details on Jeremo.)

Faint divination; CL 4; Craft Wondrous Item, silent image, comprehend languages; Price 4,000 gp; Weight 3 lb.

Converted from Planescape Campaign Setting.
Vortex
Diminutive Elemental (Extraplanar, Air)

HD: 2d8+2 (11 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 40 ft. (perfect)
AC: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
BAB/Grapple: +1/-14
Attack: Whirlwind (see below)
Full Attack: Whirlwind (see below)
Space/Reach: 1 ft./0 ft.
Special Attacks: Whirlwind, engulf.
Special Qualities: -
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 4, Dex 21, Con 13, Int -, Wis 10, Cha 9
Skills: -
Feats: -
Environment: Any aerial environment or plane of air
Organization: Solitary or cluster (2d8)
CR: 2
Treasure: None.
Alignment: Always chaotic neutral
Advancement: 3-4HD (Diminutive); 5-6HD (Tiny)
LA: -

A vortex is a small misty sphere located within the center of a miniature whirlwind. Some sages posited that it is only mindless energy as it seems blind to the presence of others. A vortex moves randomly and never in a straight line. (DM may roll 1d8s to determine which square it moves into.)

Whirlwind (Ex): Like an air elemental, a vortex’s whirlwind does not provoke attacks of opportunity even when it moves into another’s space. A vortex’s whirlwind is extremely strong for its size. It engulfs medium or smaller creatures when it moves into their squares. They can make a DC12 reflex save to escape engulfment. Large creatures cannot be engulfed, but are forced to maintain balance, thereby prevented from taking their standard actions for every turn they begin within the whirlwind. Huge or larger creatures are immune to this effect. Any creature striking the vortex in melee also suffer the whirlwind effect. The whirlwind can only engulf 1 medium, 2 small, 8 tiny or 16 diminutive or smaller creatures at any one time.

Engulf (Ex): An engulfed creature is trapped and begins spinning in the cone of air, preventing him from taking any move action. Every round thereafter, he takes 1d3 damage from the winds and must make a DC 12 fortitude save or die. An engulfed creature can cast spells by making a concentration check (DC 15 + spell level). They suffer -4 to Dexterity and -2 to attack rolls. Only light weapons can be used within the whirlwind.

A flyer can make a DC 12 reflex save as a standard action every round to escape. If an outside anchor (e.g. a tree branch or an ally’s hand) is present, an engulfed non-flying creature can make a DC 12 reflex save to catch the anchor and a DC 12 strength check to pull himself out of the whirlwind as a standard action. Without an anchor, a non-flying creature cannot break free.

Converted from Planescape Campaign Setting.

:whatsthis Note: Creature Catalogue has converted vortex to v3.0 from 1E Fiend Folio. However, its whirlwind effect is not complete when compared to PSCS statistics. The above is further modified by comparing with v3.5 air elemental whirlwind effect.
[b]DEAD GODS
Visage: See EN World Creature Catalogue.

With all due respect to Boz and CC, that visage convertion sucked so much donkey the last time I looked at it. THe most important ability, Lucidity Control, was practically left undefined.

So, after some not-too-creative hackwork:

V I S A G E
Medium Undead (Chaotic, Evil, Extraplanar)
Hit Dice: 6d12 (39 hp)
Initiative: +3
Speed: Fly 40 ft (perfect)
Armor Class: 20 (+3 Dex, +3 natural, +4 deflection), touch 17, flat-footed 17
Base Attack/Grapple: +3/+3
Attack: Claw +6 melee (1d8)
Full Attack: 2 claws +6 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domination, lucidity control
Special Qualities: Assume form, damage reduction 10/cold iron and magic, spell resistance 16, steal essence, turn resistance +6, undead traits
Saves: Fort +2, Ref +5 Will +7
Abilities: Str 10, Dex 16, Con --- , Int 14, Wis 15, Cha 20
Skills: Bluff +11, Disguise +11, Hide +9, Intimidate +11, Knowledge (the planes) +8, Listen +8, Move SIlently +15, Sense Motive +8, Spot +8
Feats: Ability Focus (lucidity control), Stealthy, Weapon Finesse
Environment: Negative Energy Plane
Organization: Solitary or gang (1d4)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: ---

This creature has a delicate, ghostly transparent form that seems to float through the air. Its body is dark and undefined, but there is a bright white fright mask where its head should be.

The visage is a creature of deception that assaults the minds of victims to crush their wills, and even steal their identities. The visage’s reality warping powers can leave victims questioning their own reality and perceptions, and that’s assuming the victim survives the encounter.
It is believed that the demon lord Orcus first created the undead visages from the spirits of his deceased tanar’ri servants. He created them while in an undead state himself (while he was known as Tenebrous), and they all served him as a result. Now that the demon lord has been restored to his former power, it is unknown what has become of the visages. They may have ceased to exist, but there could always be other ways to create them.
Visages are considered abominations by other fiends, who are able to identify them and always attack them on sight. Demons specifically fear the visages more for what they represent than what they can do: when tanar’ri die, they usually return to life in another form, but when a visage dies it receives neither another form, nor the oblivion of true death.
Visages have no hierarchy or organization, save their total dedication to their master. Each of these twisted fiends has no feelings whatsoever for its fellows, feeling neither camaraderie nor contempt for other visages. Visages can be found on any plane, although their only real home is a fortress called Tcian Sumere on the Negative Energy plane. Though they live there, they have no special connection to that plane, unlike other undead, as their lord gives them all they need.
Visages can speak Common and Abyssal.

COMBAT
Visages can strike with their razor-sharp claws, but love their own unique way of warping minds too much to rely on physical attacks. The visage can reach into its victim’s mind to twist it to think and experience whatever the visage wants. The visage prefers to use this power subtly, to make it less likely that the victim will realize it is being manipulated. To enhance the false reality, the visage will often mix in a little true reality; it might exaggerate perceived distances, change the layout of a building, or make real objects appear to move. When the visage has caused enough confusion and fear to make its victim unable to trust its own senses, it will either finish the victim off with its claws, or continue to toy with the victim until it causes its own end or another creature finishes it off. The visage also has the ability to dominate a target, to use it as a puppet. Visages working in concert often simultaneously use both lucidity control and domination on the same target.

Domination (Su): As a standard action, a visage can attempt to control the mind of a creature within 90 ft.. The target must succeed on a Will save (DC 18) or fall instantly under the visage's influence as though by a dominate monster spell. The visage must maintain concentration to keep the subject dominated, so it cannot use its lucidity control ability at the same time.
Creatures that successfully save cannot be dominated by the same visage for 24 hours. The save DC is Charisma-based.

Lucidity Control (Su): A visage can control the way its victims perceive the world around them. All subjects in a 100-ft. radius from the visage think they see, hear, smell, taste, and/or feel something other than what their senses actually report. Each subject can attempt a Will save (DC 24) to avoid this effect. Whenever an affected subject interacts with true reality in a manner that contradicts the false one (for example, walking into a wall that he couldn't see), he is allowed a new saving throw with a +4 circumstance bonus to return his perception to normal. A new saving throw is also allowed whenever a visage creates a new false reality significantly different from the previous one, but without the +4 bonus.
A visage can alter each subject's perceptions separately, creating entirely different false realities, or it can create a single false reality shared by all affected subjects. It must maintain concentration for as long as it wishes the effect to last, but it can creeate different sensations each round it maintains concentration.
The visage can’t create a sensation where none exists, nor make the subjects completely oblivious to a sensation, but it can replace the specifics of a sensation with different specifics. For instance, it could make a human appear to be a barbazu, an inactive portal look like it is active, a vat of acid look and smell like rose water, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
The visage can’t alter the apparent size of an object or creature by more than 50% by using this ability. Thus, it couldn’t make a castle look like a hovel, but it could make it look like a different castle, or a rough hillock of approximately the same size. If this ability is used to distract a spellcaster, he must make a Concentration check as if being grappling or pinned.
Because lucidity control directly overrides a victim’s senses, true seeing and similar divinations have no effect.
This is a mind-affecting supernatural effect. The save DC is Charisma-based (and includes a +4 racial bonus).

Assume Form (Su): A visage can take on the appearance of the last creature whose essence it has stolen (see below). This ability functions like the alter self spell, except that here is no type, size, or HD limitation of available forms, and the visage can remain in the chosen form indefinitely. The visage can assume a new shape or return to its own form as a standard action. While in another form, the visage gets a +10 bonus on its Disguise checks, and has access to all special attacks and qualities of its natural form.

Steal Essence (Su): When a visage kills a creature, it steals its very essence. A creature that has been slain by a visage cannot be restored to life through any form of raising or resurrection. If the visage that stole its essence is killed within one day of the victim's death, the victim can be restored to life normally. After one day has passed, a wish, miracle, or true resurrection spell can restore the victim to life, but there is a 50% chance that even such powerful magic will fail.

Skills: A visage has a +6 racial bonus on Move Silently checks.
And now I feel bad for hacking someone else's conversion, so I have to post one of my own to make it up. The equars were originally published in Dragon, by Steve Bergman, 1998.

E Q U A R S

When the worlds were ruled by animals, the fastest stallion that ever galloped coupled with the strongest mare in the land. The pair soon drew the notice of the Powers of the Outer Planes, for the Powers knew that the pair’s foal would be greater than any other steed that had lived. Each of the Powers wanted it, hoping to breed the foal and have its descendants bound to the essence of its Plane.
The stallion remained vigilant over his pregnant mate, so ambassadors were sent, one from each of the Outer Planes, to offer a great gift and convince the sire to give up the foal at its birth.
The ambassador from Mount Celestia brought a bushel of the finest grain from bountiful fields. Elysium offered the foal’s weight in gold. The Arborean had composed epic verse to celebrate the birth, while the ambassador from Mechanus displayed a masterful statue of the two horses. A visitor from Limbo lifted a wondrous elixir in a glass, as the representative of the Gray Waste sought to bribe the pair with rotten meats clutched in its claws. From the Abyss came the promise to slay all the stallion’s rivals. Baator sneered at the others, calling their offerings petty and unworthy. It promised the foal great station and power. Only the ambassador from the Outlands had nothing to offer; it remained apart from the others and watched.
Now the stallion was proud, and he ignored the mare’s desire to accept the offerings from the Upper Planes in return for their foal. He told all the ambassadors to return with even greater offerings that he might then decide among them. This declaration angered the ambassadors. The evil Powers conspired to take the foal, and the good Powers worried how they might protect the animals and still earn the foal. The Powers of the Outlands saw the upcoming conflict and found if unacceptable, so they used their abilities to ensure balance by splitting the unborn foal’s spirit nine ways, allotting to each Power a foal of its own and leaving the original foal to its parents. Thus, all the ambassadors were satisfied and returned to their native Plane. The arrogant stallion received nothing, and the mare was content to keep her offspring.
Thus were the equars of the nine Outer Planes created from a single Prime Plane foal. While other horse-like denizens of the Outer Planes (such as the nightmare) roam the multiverse, the equar is the steed that most often finds itself a part of the deeds of mortals.

The equar is a horse-like species native to the Outer Planes. Nine different breeds of equar have been recorded, and from time to time they are summoned to the Prime Material Plane to act as steeds and helpers to powerful individuals. An equar’s appearance and demeanor vary from type to type. Each is strongly aligned to the same ethos as its native plane.
Equars tend to travel the wide open areas on their native plane. They roam in small herds of no more than ten, lead by the strongest stallion. Lawful equars mate for life. A foal is born only once every 20 years and requires six months of parental care as it learns to gallop and use its special abilities. An equar has a life span of about 100 years.
Denizens of the Planes often seek out an equar to use as a steed. Not always is the creature willing to accept the rider. Often, in the case of the Lower Planes, a fiend captures and subdues an equar.

COMBAT

Equars can be fierce in battle, attacking with their front hooves. Creatures of opposing alignment are always attacked first.
Each equar has an innate weakness as detailed in each individual’s description. The special vulnerability may not be known by its rider; after all, such beasts rarely mention their weaknesses to anyone, even a well-known and respected individual. The more obvious weaknesses though, such as those of the trothspyre and charnalbalk, soon become apparent to a rider.

Immunities (Ex): All equars are immune to disease, petrification, poison, and charm effects.

Carrying Capacity: A light load for an equar is up to 300 pounds; a medium load up to 301–600 pounds; and a heavy load up to 601–900 pounds. An equar can drag 4,500 pounds.


EQUAR, TROTHSPYRE
Large Magical Beast (Extraplanar, Good, Lawful)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Horn +9 melee (1d8+4)
Full Atk: Horn +9 melee (1d8+4), and 2 hooves +4 melee (1d6+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, immunities, low-light vision, night weakness, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Diplomacy +4, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Seven Mounting Heavens of Celestia
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always lawful good
Advanc: 7-12 HD (Large)
LA: —

The noble trothspyre is native to the verdant plains of Mount Celestia. Some sages have marked the resemblance between the trothspyre and the unicorn. Indeed, when seen from a distance, the two might be confused; but a trothspyre is markedly different from a unicorn, with crystalline hooves and a twisted horn rising from its brow.
A trothspyre speaks Celestial and the Planar Trade language.

Spell-like Abilities: At will -- cure minor wounds, detect evil, plane shift (to Mount Celestia only); 2/day -- discern lies, protection from evil; 1/day -- cure serious wounds. Caster level 9th.

Night Weakness (Ex): A trothspyre cannot use its spell-like abilities after sundown on any plane other than Mount Celestia. Its Damage Reduction special quality is also suspended until the next daybreak or until the trothspyre returns to Celestia.

-------------

EQUAR, GUILDMANE
Large Magical Beast (Extraplanar, Good)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, evil vulnerability, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Jump +9, Listen +10, Spot +10, Sense Motive +5
Feats: Endurance, Improved Initiative, Run
Envirn: Blessed Fields of Elysium
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always neutral good
Advanc: 7-12 HD (Large)
LA: —

A gildmane appears as a stout chestnut horse with a shimmering mane and hooves of pure gold that shine in the sun. This equar lacks a tail. Legends claim that the first gildmane had a long flowing tail, but the creature angered a powerful fiend, causing havoc on the Prime Material Plane as it fled the demon’s wrath. The fiend chased the gildmane through the Astral Plane and across the spheres. In its fury, the fiend was heedless of the track the equar was taking. Thus the equar lead the fiend into the midst of Elysium, where it was slain by the denizens of that good Plane. Its final act was to grab hold of the gildmane’s long tail and tear it off. The equar rode on, and ever
since then the gildmane has had no tail.
A guildmane speaks Celestial and the Planar Trade language.

Spell-like Abilities: At will -- detect evil, light (self only), plane shift (to Elysium only); 2/day -- glitterdust, heroism; 1/day -- remove curse; Caster level 9th.

Evil Vulnerability(Ex): Any evil-aligned creature attacking a guildmane gains a +2 morale bonus on attack and damage rolls.

-------------

EQUAR, FAVONIAN
Large Magical Beast (Chaotic, Extraplanar, Good)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp: +6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Charm vulnerability, damage reduction 10/magic, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Jump +9, Listen +10, Spot +10, Perform (storytelling) +4
Feats: Endurance, Improved Initiative, Run
Envirn: The Olympian Glades of Arborea
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always chaotic good
Advanc: 7-12 HD (Large)
LA: —

Known to travel the open fields of Arborea, favonians are unafraid of the worst weather conditions. These equars consider the downpours of major storms as nothing more troubling than a spring shower. They are pale horses, bluish-white or dappled gray.
A favonian speaks Celestial and the Planar Trade language.

Spell-like Abilities: At will -- detect evil, gust of wind, plane shift (to Arborea only); 2/day -- obscuring mist, mirror image, whispering wind; 1/day -- control winds; Caster level 9th.

Charm Vulnerability (Ex): Because of their admiration for bards and other performers, favonians do not have immunity to charm effects that all other equars do; also, they suffer a -2 penalty on Will saves against bardic music effects.

-------------

EQUAR, LITHICTHIL
Large Magical Beast (Extraplanar, Lawful)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, disorder vulnerability, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Jump +9, Knowledge (the planes) +6, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: The Clockwork Nirvana of Mechanus
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always lawful neutral
Advanc: 7-12 HD (Large)
LA: —

The stalwart lithicthil rides through the open areas of Mechanus. At first glance, the lithicthil appears to be a living stone statue, but its flesh simply has an odd, sculpted look to it that resembles stone.
A lithicthil speaks Modron and the Planar Trade language.

Spell-like Abilities: At will -- detect chaos, detect magic, plane shift (to Mechanus only); 2/day -- fox's cunning (rider only), meld into stone, remove fear; 1/day -- stoneskin (self only); Caster level 9th.

Disorder Vulnerability (Ex): Exposure to random magic is detrimental to this equar. It suffers a -2 penalty on all saving throws against chaotic spells and effects, and a -4 penalty on all saving throws to resist the effects of a wild surge.

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EQUAR, MENTHRIC
Large Magical Beast (Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Hoof +9 melee (1d6+4)
Full Atk: 2 hooves +9 melee (1d6+4) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, disbalance vulnerability, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Appraise +6, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Concordant Domain of Outlands
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always neutral
Advanc: 7-12 HD (Large)
LA: —

The menthric, native to The Outlands, appears as a normal horse and can have a variety of colors, from piebald to roan. But when seen out of the corner of the eye or with a true seeing spell or similar effect, the Menthric has the form of a plain-faced human dressed in non-descript clothing and shoulder-length hair. A perceptive person might notice that the menthric casts a human’s shadow rather than a horse’s.
A menthric speaks Rilmani and the Planar Trade language.

Spell-like Abilities: At will -- detect magic, hold portal, mending, plane shift (to Outlands only); 2/day -- detect thoughts, knock; 1/day -- protection from energy (self plus rider only); Caster level 9th.

Disbalance Vulnerability (Ex): A menthric is a creature of balance, prone neither to chaotic behavior or lawful deliberation. However, effects that induce such states tend to wear the creature out. It suffers a -1 penalty on all saving throws against chaotic, good, evil, and lawful spells.

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EQUAR, POTHERROUNCE
Large Magical Beast (Chaotic, Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Slam +9 melee (1d8+4)
Full Atk: 2 slams +9 melee (1d8+4)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Compulsion weakness, damage reduction 10/magic, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Disguise +5, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Limb0w
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always chaotic neutral
Advanc: 7-12 HD (Large)
LA: —

The potherrounce is a creature of chaos, native to the wilds of Limbo. Though always a horse in basic form, it has no true appearance; every time one looks at a potherrounce, one sees something different. Thus, the first glance might show a zebra, while the next a draft horse with a mane of flower petals, and the next glance a dappled mare with three tails. This effect can be quite disconcerting, and superstitious folk intensely dislike and distrust this equar and any who associate with it.
A potherrounce speaks the Planar Trade language and one other randomly determined language.

Spell-like Abilities: At will -- detect law, disguise self, plane shift (to Limbo only); 2/day -- shatter, resist energy (self plus rider only); 1/day -- chaos hammer; Caster level 9th.

Compulsion Vulnerability (Ex): A potherrounce reviles the touch of law. Any compulsion spell or effect that targets it causes the potherrounce to become shaken for one minute, regardless of the outcome of the compulsion effect.

-------------

EQUAR , BANECOURSER
Large Magical Beast (Evil, Extraplanar, Lawful)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Tongue +9 melee (1d3+4 plus poison)
Full Atk: Tongue +9/+4 melee (1d3+4 plus poison)
S/R: 10 ft./5 ft. (10 ft. with tongue)
SA: Poison, spell-like abilities
SQ: Damage reduction 10/magic or silver, immunities, low-light vision, scent, silver vulnerability
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Hide +3, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Nine Hells of Baator
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always lawful evil
Advanc: 7-12 HD (Large)
LA: —

At first glance the banecourser appears to be nothing more than a fine black steed, but close inspection reveals its vile nature. Then one might see the odd streaks of rust and verdigris along its coat. When the equar opens its mouth, a serpentine tongue slips out for snake-like flicker. This equar dwells on the awful moors of Baator, but it is more than eager to appear on the Prime Material Plane and work with evil riders. Moonlight never illuminates a banecourser, and observation of this uncanny effect is one of the means to uncover the true nature of beast.
A banecourser speaks Infernal and the Planar Trade language.

Poison (Ex): Tongue, Fortitude DC 16; primary and secondary damage 1d6 Str.

Spell-like Abilities: At will -- detect chaos, detect good, detect poison, plane shift (to Baator only); 2/day -- shield of law, suggestion; 1/day -- charm monster; Caster level 9th.

Silver Vulnerability: Cursed long ago by a goddess of the moon, banecourses are vulnerable to silver. Silver weapons penetrate a banecoursers damage reduction, and also deal an additional +2d6 points of damage to the beast.

-------------

EQUAR, ROSINANTE
Large Magical Beast (Evil, Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Tail +9 melee (1d4+4 or by weapon)
Full Atk: Tail +9 melee (1d4+4 or by weapon) and bite +4 melee (1d4+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, healing weakness, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Bluff +5, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Gray Waste of Hades
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always neutral evil
Advanc: 7-12 HD (Large)
LA: —

Though bards praise the melodious name of this equar, truly nothing about this creature hailing from the Gray Waste is the least bit lovely. A rosinante has the appearance of sickly, hairless horse with long rat’s tail. The eyes are unnaturally large and without pupils, looking like dead-white orbs. The rosinante’s teeth are crooked and small.
A rosinante speaks Yugoloth and the Planar Trade language.

Spell-like Abilities: At will -- detect good, detect poison, plane shift (to Hades only); 2/day -- summon swarm, touch of idiocy; 1/day -- contagion; Caster level 9th.

Healing Weakness (Ex): Cure spells cast on a rosinante heal only 1 point of damage per spell level.

-------------

EQUAR, CHARNALBALK
Large Magical Beast (Chaotic, Evil, Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB/Grp:+6/+14
Atk: Gore +9 melee (1d8+6)
Full Atk: Gore +9 melee (1d8+6) and 2 hooves +4 melee (1d6+2)
S/R: 10 ft./5 ft.
SA: Spell-like abilities
SQ: Damage reduction 10/magic, daytime weakness, immunities, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 12, Wis 13, Cha 10
Skills: Intimidate +5, Jump +9, Listen +10, Spot +10
Feats: Endurance, Improved Initiative, Run
Envirn: Infinite Layers of Abyss
Organz: Solitary or herd (2-5)
CR: 5
Treasure: None
AL: Always chaotic evil
Advanc: 7-12 HD (Large)
LA: —

Straight from the Abyss, the charnalbalk appears as an emaciated coal black horse with iron hooves. Its mane is tangled and unkempt. When a foal matures, the evil powers of the Abyss forge a terrifying iron mask and bolt it on the creature’s head; smoldering eyes glow from slits in the helm. The jaws of the beast stretch wide and are lined with sharp teeth and a pair of boar-like tusks.
A charnalbalk speaks Abyssal and the Planar Trade language.

Spell-like Abilities: At will -- detect good, detect law, fear, plane shift (to Abyss only); 2/day -- heat metal, ray of enfeeblement; 1/day -- animate dead; Caster level 9th.

Daytime Weakness (Ex): A charnalbalk cannot use its spell-like abilities after sundown on any plane other than the Abyss. Its Damage Reduction special quality is also suspended until the next sunset or until the charnalbalk returns to the Abyss.

------------

I hate having to format long posts pasted form Notepad.
EQUAR, ROSINANTE
Envirn: Gray Waste of Hades
AL: Always neutral evil

Though bards praise the melodious name of this equar, truly nothing about this creature hailing from the Gray Waste is the least bit lovely. A rosinante has the appearance of sickly, hairless horse with long rat’s tail. The eyes are unnaturally large and without pupils, looking like dead-white orbs. The rosinante’s teeth are crooked and small.
A rosinante speaks Yugoloth and the Planar Trade language.

Spell-like Abilities: At will -- detect good, detect poison, plane shift (to Hades only); 2/day -- summon swarm, touch of idiocy; 1/day -- contagion; Caster level 9th.

Healing Weakness (Ex): Cure spells cast on a rosinante heal only 1 point of damage per spell level.

Not a comment on the conversion, but on the creature. Why is Don Quixote's mount's name used for the neutral-evil Hades-spawn mounts? I find it a strange choice.
What's with that? Where do the Nine Hells of Perdition come from? I thought it was Baator...

OGC, and they also have some serious different takes on material than Planescape in their own cosmology.
Shemeska the Marauder, Freelancer 5 / Yugoloth 10
Not a comment on the conversion, but on the creature. Why is Don Quixote's mount's name used for the neutral-evil Hades-spawn mounts? I find it a strange choice.

Presumably because the fictional Rocinante was the ugliest, most pathetic, sickest-looking horse in the world.
The equars were originally published in Dragon, by Steve Bergman, 1998.

Great. You remember which issue they were from? It'd help with referencing in the index. Also, I think the equars should have extraplanar subtype.

P/S: I'm trying my hands on the hordling... I'm not so sure if it work out properly, but well, I'd post another time and let the rest of you review.
Grue, Elemental
Subtypes: Add extraplanar.
BAB/Grapple: +3/+2 (chagrin), +3/+3 (harginn), +3/+0 (ildriss), +3/+4 (vardigg)
SQ: DR 5/magic.
Feats: Add iron will (all), weapon focus (slam) (harginn & vardigg only).

Updated from Dragon #285, pp.48-49.


Foo Creature Template
Subtypes: Add extraplanar.
Feats: Remove. All creatures gain feats at the same progression (HD 1, 3, 6, 9, etc.) regardless of their types in v3.5.

Updated from EN World Creature Catalogue.

:whatsthis Note: Tome of Horrors also features a foo creature template, which is remarkably similar to the one in Creature Catalogue except that it uses ethereal jaunt instead of planeshift.
Alu-Fiend
Subtypes: Add extraplanar.
AC: 20 (+1 Dex, +4 natural, +5 chain mail), touch 11, flat-footed 19
BAB/Grapple: +6/+8
SQ: DR 10/cold iron or good, acid/cold/fire resistance 10.
Feats: Add improved critical (long sword).
Environment: Abyss or any CE-aligned plane.

:whatsthis Note: Alu-fiends have enhanced dark vision as listed misleadingly in the demon qualities entry, which is extends beyond normal demon or outsider traits.

Cambion
Subtypes: Add extraplanar.
AC: 21 (+2 Dex, +6 natural, +3 studded leather), touch 12, flat-footed 19
BAB/Grapple: +8/+12
SQ: DR 10/cold iron or good, acid/cold/fire resistance 10.
Environment: Abyss or any CE-aligned plane.
Blood War Option: Since cambions are often Blood War assassins, they may pick rogue as a favored class instead of fighter.

Noble Cambion
Noble cambions are barons and marquis born to a true tanar’ri demon. This is an inherited template which can be applied to any cambion. Unless stated below, all other aspects of base creature do not change.

Spells: Noble cambions can cast spells as a level 8 sorcerer.
Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4.
Skills: Baron/marquis cambions also have +2 racial bonus on climb, hide and move silently checks.
CR: As base creature +1.

Converted from v3.0 entries in EN World Creature Catalogue.

Half-Fiend, Cambion and Alu-Fiend
Alu-fiend is essentially a half-fiend born to a succubus, while cambion is a half-fiend born to a male demon. Both these creatures are included here for the sake of completion (or tradition). Some people have complaint that half-fiend template is plain (“Why should all half-demons be alike?”) Gray Richardson had a good idea: He suggested using using Savage Species rules to create a half-demon by giving it half of the monster levels of its parent demon.

Observer
Large Abberation (Extraplanar)

HD: 12d8+36 (90 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 5 ft., fly 20 ft. (good)
AC: 28 (-1 size, +3 Dex, +16 natural), touch 12, flat-footed 25
BAB/Grapple: +9/+15
Attack: 6 eye rays +11 ranged touch and 3 forceful eyes +9 ranged touch and 1 bite +9 melee (2d4+2)
Full Attack: 6 eye rays +11 ranged touch and 3 forceful eyes +9 ranged touch and 3 bites +9 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays, forceful eyes, improved grab, blood drain, psionics
Special Qualities: All-around vision, darkvision 60 ft., flight, true sight, power resistance 20
Saves: Fort +9, Ref +7, Will +11
Abilities: Str 14, Dex 16, Con 17, Int 20, Wis 16, Cha 12
Skills: Bluff +11, concentration +20, diplomacy +11, knowledge (psionics) +19, listen +16, search +19, sense motive +17, spot +19, survival +8
Feats: Alertness (B), ability focus (eye rays), flyby attack, great fortitude, improved initiative, multiattack
Environment: Any LN- or LE-aligned plane
Organization: Solitary
CR: 13
Treasure: Double standard
Alignment: Always lawful neutral or lawful evil
Advancement: 13-24 HD (large), 24-36 HD (huge)
LA: -

A greenish ball of eyes silently observes you. Six eye stalks tweak constantly, as if looking around for something.

An observer has a spherical body about 6 feet in diameter, covered with a chitinous shell with purplish-pink mottles. Unlike beholders, observers have 3 mouths spaced evenly around their lower hemispheres and 3 main eyes above each mouth. Six eye-stalks crown the body.

Observers often create small tyrannical empires, aided by magical and psionic control. When they are wandering the planes, observers are however more passive, preferring to observe and fighting only when directly attacked. Unless physically threatened, an observer is usually content to use negotiation and manipulation to achieve its ends.

Combat
An observer usually does not initiate combat unless provoked, preferring to observe. Some clueless primes however often mistook it for a beholder and attacks without negotiation. If possible, an observer prefers to dominate and enslave an enemy than to kill him outright.

Improved Grab (Ex): An observer can grapple anyone hit by its bites automatically without provoking an attack of opportunity.

Blood Drain (Ex): An observer drains blood from any creature grappled by its bites, taking 1 Constitution damage per round.

Eye Rays (Su): Each of the observer’s 6 eye stalks can shoot a ray up to 150 ft. 1/round as a free action. No more than 2 eye rays can aim in the same 90 degrees arc. All rays affect only 1 targeted creature despite spell descriptions. CL 14, Cha-based save DC 19.
1. Dominate Person: This ray dominates a person for 14 days. Will negates.
2. Enervation: This ray bestow 1d4 negative levels. No save.
3. Fear: Target cowers or is shaken for 14 rounds. Will partial.
4. Finger of Death: A single creature dies or 3d6+14 damage. Fort. partial.
5. Magic Missile: This ray fires 3 magic missiles doing 3d4+3 damage. No save.
6. Otiluke’s Freezing Sphere: This ray damages 14d6 cold damage (or 14d8 for water creatures). Ref. half.

Forceful Eyes (Su): Each of the 3 central eyes can fire rays with any 1 of the 3 force effects as a free action. Each eye must aim at a different 90 degrees arc. CL 14, Cha-based save DC 17.
1. Bigby’s Forceful Hand: This ray projects a force to bull rush (+14) a target.
2. Telekinesis: As per spell.
3. Deflect Arrows: This ray deflects physical missiles fired at the observer. This functions as deflect arrows feat. Each eye using this ray allows it to deflect 1/round.

True Sight (Su): An observer is constantly under the effects of a true seeing spell.

Psionics: An observer is usually able to manifest psionic powers as a level 10 psion (telepath). Some observers may be kineticists instead. An observer has 113 power points per day. CL 10, Int-based save DC 15 + power level. Typical known powers include:
1. crystal shard, detect psionics, force screen, inertia armor, mindlink.
2. biofeedback, brain lock, ego whip, psionic suggestion.
3. crisis of breath, body adjustment, energy burst, time hop.
4. death urge, empathic feedback, energy adaptation, schism.
5. adapt body, mind probe, psionic plane shift, psychic crush.

All-Around Vision (Ex): An observer cannot be flanked and gets +4 racial bonus on spot and search checks.

Flight (Ex): An observer can fly at a speed of 20 ft. and is constantly under an effect akin to feather fall spell.

Habitat/Society
Observers are not social creatures, avoiding contact with their own kind. It's however rare that rivalries between observers (over resources, instead of xenophobia of true beholders) to break out into wars. They do not pursue malice for its own sake, although they may be very selfish and paranoid.

Observers spend their time maintaining its realm and wandering the planes to gain knowledge to expand their domains. While wandering, they tend to be more passive ad watchful. Observers however would ruthless eliminate anything that threatens their domains. Observers mind-control slaves in their territories, which often form armies. Other slaves serve to add to their masters' treasury hoards, since wealth is an obsession of the observers.

Ecology
Observers are pretty much at the top of the food chain. Being hoarders of knowledge, they are a good source to find the dark of anything, despite the risk. The observer, of course, would require some form of payment.

Some sages speculate that an observer spawns by producing a parasitic egg carried by a slave. The young then devours its host from inside out before emerging to contest for supremacy with its parent. The parent observer often drives the young away and ignores it thereafter.

Converted from PSMC2.
Incarnate
Tiny Outsider (Extraplanar, Evil [or Good], Incorporeal)

HD: 4d8 (18 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 40 ft.
AC: 19 (+2 size, +5 Dex, +2 deflect), touch 19, flat-footed 14
BAB/Grapple: +4/-
Attack: 1 touch +9 melee (2 Con/Cha damage)
Full Attack: 1 touch +9 melee (2 Con/Cha damage)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Possess.
Special Qualities: Invisibility, darkvision 60 ft., DR 5/good [or evil], immune to fire, cold and electricity.
Saves: Fort +4, Ref +9, Will +7
Abilities: Str -, Dex 20, Con 11, Int 15, Wis 16, Cha 14
Skills: Appraise +6, Bluff +8, Concentration +6, Diplomacy +8, Hide +19, Intimidate +8, Knowledge (any 1) +8, Knowledge (planes) +8, Listen +9, Search +8, Sense Motive +9, Spot +9
Feats: Ability focus (possess), flyby attack.
Environment: Any evil- [or good-] aligned plane.
Organization: Solitary or cluster (1d4).
CR: 3
Treasure: None.
Alignment: Always any evil [or good]
Advancement: 5-6HD (Tiny); 7-12HD (Small)
LA: -

Incarnates are sapient embodiments of good or evil abstract principles. (Good incarnates have the features marked in boxed brackets above.) Minor incarnates (4-6 HD) embody a specific form of good or evil, while major incarnates (7-12 HD) embody good or evil as a whole. Incarnates are attracted to similar energy sources which they feed upon. Thus, a good incarnate is attracted to paragon of virtue, while an anger incarnate is attracted to an angry person.

Good incarnates prefer good-aligned hosts because of the common mind. Evil incarnates also prefer good-aligned hosts (for even good characters can have evil or unkindly thoughts at times), forcing them to commit evil acts. Incarnates may take over neutral-aligned hosts, but abandon them as soon as a better candidate is found.

Invisibility (Su): An incarnate is perpetually invisible. It appears as a multi-colored ball of light if one can see invisible.

Ability Damage (Su): An incarnate deals 2 constitution damage for every touch attack that hits. If the creature has no constitution (e.g. undead, deathless, etc.), it takes damage to charisma instead.

Possess (Su): When its opponent’s constitution (or charisma) reaches zero, he does not die. Instead, he must make a Cha-based DC 16 fortitude save or the incarnate takes over his body. Regardless of his save result, he is immediately healed of all constitution (or charisma) damage taken from the incarnate. If the host’s HD is less than the incarnate’s HD -2, the host dies and is completely incinerated and the possession fails.

If the possession is successful, the incarnate can communicate with its host via telepathy and can control all speeches, actions and spellcasting. If the action is against the host’s nature/alignment, he can make a Cha-based DC 16 will save to not take the action. This does not drive out the incarnate however. Despite having the ability, good incarnates generally do not control its host. The host is immune to all mind-affecting effects and cannot be possessed by any other creature. Attacks against the host do not affect the incarnate.

If the host is of a different alignment, the possession deals 1d8 damage per incarnate HD. If the host has more HD than the incarnate, he reduces the damage by 1d8 per extra HD (min. 0 damage). Thereafter, his alignment immediately changes to the alignment of the incarnate for as long as he is possessed. Furthermore, each type of incarnate changes the host’s ability scores and personalities (see below).

Minor Evil Incarnates (4-6 HD)
Anger: NE; Str +1, Int -2, Cha -2; host rages and becomes extremely violent.
Covetousness: NE; Int +1, Wis -2, Cha -2; host develops “gold fever” or turns into a miser.
Envy: CE; Wis -2, Cha -1; host becomes perpetually jealous of others and begins a slow, secret campaign to ruin their lives.
Gluttony: NE; Wis -1, Cha -2; host overindulge in food by begging or stealing, gaining 2d4+4 lbs per week and suffering Dex -1 and Con -1 per 100 lbs gained.
Lust: CE; Cha +1, Int -2, Wis -2; host knows only desperation of unfulfilled desire and prioritizes it before all else.
Pride: LE; Wis -2, Cha -1; host is vain and haughty, treating everyone as a lowly servant and becoming angry when others failed to act servile.
Sloth: NE, Str -1, Dex -1, Wis -1; host becomes lazy, neglecting spell preparation, guard duties, etc.

Minor Good Incarnates (4-6 HD)
Charity: Wis +1, Cha +1; host is immune to greed, envy and rage, but incarnate leaves if host fails to spare the life of a surrendered foe.
Courage: Con +1, Str +1; host is immune to fear effects, but incarnate leaves if host behaves cowardly.
Hope: +1 to all saves; host is immune to despair and hopelessness effects, but incarnate leaves if host chooses to act in cynical manner.
Faith: Wis +1, Cha +1; host is immune to fear effects, but incarnate leaves if host
Justice: Wis +1, Int +1; incarnate leaves if host acts unjustly (e.g. cheats, steals, etc.)
Temperance: Wis +1, Con +1; incarnate leaves if host becomes obsessed or lives excessively.
Wisdom: Wis +2; incarnate leaves if host behaves rashly without consideration of consequences.

Major Incarnates (7-12 HD)
Evil: host gains detect good and magic circle against good (on self) in constant effect; rebuke undead as level 5 cleric (or 5 levels higher than normal); Wis -1, Str +2, Cha -3.
Good: host gains detect evil and magic circle against evil (on self) in constant effect; turn undead as level 5 cleric (or 5 levels higher than normal); Wis +1, Str +1, Cha +3.

:whatsthis Note: If you have BOED and/or BOVD, you may replace flyby attack feat with nimbus of light or evil brand.

Converted from PSMC1.
Translator
Small Outsider (Extraplanar, Incorporeal)

HD: 5d8 (22 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: Fly 160 ft. (perfect)
AC: 18 (+1 size, +5 Dex, +2 deflect), touch 18, flat-footed 13
BAB/Grapple: +5/+0
Attack: 1 light ray +31 ranged touch (stun and burn spells)
Full Attack: 2 light rays +31 ranged touch (stun and burn spells)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stun, burn spells, true strike.
Special Qualities: Darkvision 60 ft., no discernable anatomy, deific intervention, tongues, spell-like abilities.
Saves: Fort +4, Ref +9, Will +7
Abilities: Str 7, Dex 20, Con 11, Int 17, Wis 16, Cha 12
Skills: Bluff +9, Diplomacy +11, Hide +17, Intimidate +11, Knowledge (religion) +11, Listen +13, Move Silently +13, Search +11, Sense Motive +11, Spot +13, Survival +11,
Feats: Alertness, improved initiative.
Environment: Any plane
Organization: Solitary
CR: 5
Treasure: None
Alignment: Always true neutral
Advancement: 6-10HD (Small); 11-15HD (Medium)
LA: -

Translators are shining silver spheres about 3 ft. in diameter. They function as the messengers of the gods, delivering the divine messages across the planes. They are quiet and unassuming, existing only to deliver messages or to wait for a new message to deliver.

Stun (Ex): Anyone hit by its light rays is stunned for 3d4-3 rounds.

Burn Spells (Su): If a spellcaster is hit by its light rays, he loses 1d4 prepared spells (or spell slots) for each spell level of each spellcasting class.

True Strike (Su): A translator is constantly under the effect of a true strike spell.

Tongues (Su): A translator is constantly under the effect of a tongues spell.

Spell-like Abilities (Sp): 3/day – planeshift (self only). CL 5.

No Discernable Anatomy (Ex): A translator has no distinctive front and back, hence it cannot be flanked or sneak attacked.

Dedication (Ex): A translator is wholly dedicated to deliver its message accurately. It is incapable of altering the message or twisting the spirit of the message. It is immune to all mind-affecting effects that attempt to alter the message in any way (via psychic surgery, etc.) or persuade/control it to abandon its courier duties.

Deific Intervention (Ex): When a translator is attacked while delivering a message (almost all encounters occur in such context), the sending deity will always be aware of it and will send aid, arriving in 1d10 rounds after initial attack. Roll 1d%:

01-99 1 planar servant (e.g. archon, demon, etc.) whose CR = party level.
00 Roll 1d% on table below.

01-99 1d4+1 planar servants (as above).
00 1 avatar (½ divine rank of deity) or 1d4+1 proxies.

:whatsthis Note: The ability to planeshift was added to the translator since it is necessary to travel the planes in order to deliver the messages of the gods.

Converted from PSMC1.
Mephit, Smoke
Small Outsider (Extraplanar, Air, Fire)

HD: 3d8 (13 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3)
Full Attack: 2 claw +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 10, Dex 16, Con 10, Int 6, Wis 15, Cha 13
Skills: Bluff +7, Diplomacy +4, Disguise +2, Escape Artist +9, Hide +13, Listen +5, Move Silently +6, Perform (comedy) +4, Spot +5, Use Rope +5
Feats: Dodge, improved initiative.
Environment: Para-elemental plane of smoke
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 4-4HD (Small); 5-9HD (Medium)
LA: +3

Smoke mephits are crude, irresponsible and lazy, mostly sitting around invisible, smoking pipeweed and telling bad jokes. They speak common and Auran.

Breath Weapon (Su): 15-foot cone of burning smoke, 1d4 fire damage and blind for 1d2 rounds, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Spell-like Abilities: 1/day – invisibility, dancing lights. CL 3, DC is Cha-based.

Fast Healing (Ex): A smoke mephit heals only in a hot smoke-filled environment, such as a magma pool or any volcanic region.


Mephit, Lightning
Small Outsider (Extraplanar, Air)

HD: 3d8 (13 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 30 ft., fly 60 ft. (average)
AC: 17 (1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3 and 1d4 electricity)
Full Attack: 2 claws +4 melee (1d3 and 1d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, shock feedback, immune to electricity.
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 13
Skills: Bluff +7, Diplomacy +7, Escape Artist +8, Hide +12, Listen +4, Move Silently +5, Spot +5, Use Rope +4
Feats: Dodge, improved initiative.
Environment: Quasi-elemental plane of lightning
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

The wingless lightning mephits have torsos and limbs composed of thin black lightning bolts. Their heads smell like ozone and glows with a permanent light. They are energetic, hyperactive and curious. They talk very fast, with many mistakes and false starts, usually in common or Auran.

Breath Weapon (Su): 15-foot line of lightning, 1d8 electric damage, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Shock Feedback (Ex): Anyone hitting a lightning mephit in melee with natural weapons or metallic weapons must make a DC 12 reflex save or take 1d3 electric damage.

Fast Healing (Ex): A lightning mephit heals only in contact with electricity or in a charged environment, such as when an electric attack (besides its own) was made in the last 10 rounds.


Mephit, Mineral
Small Outsider (Extraplanar, Earth)

HD: 3d8+6 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft., fly 40 ft. (poor)
AC: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
BAB/Grapple: +3/+2
Attack: 1 claw +8 melee (1d3+3/19-20)
Full Attack: 2 claws +8 melee (1d3+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, breathless.
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 16, Dex 8, Con 15, Int 6, Wis 12, Cha 13
Skills: Appraise +4, Bluff +7, Diplomacy +6, Escape Artist +2, Hide +7, Listen +4, Move Silently +2, Spot +5, Use Rope +1
Feats: Weapon focus (claws), improved critical (claws).
Environment: Quasi-elemental plane of mineral
Organization: Solitary, gang (1d3+1 mephits, mixed types) or mob (1d8+4 mephits)
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

These mephits look like earth mephits with mica and metallic wings. They have no odor. Mineral mephits are suspicious, greedy and self-righteous. They speak common and Terran.

Breath Weapon (Su): 10-foot cone of shining crystals, as per glitterdust spell, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Breathless (Ex): A mineral mephit do not breathe and is immune to gas effects.

Spell-like Abilities (Sp): 1/day – passwall. CL 3, DC is Cha-based.

Fast Healing (Ex): A lightning mephit heals only in contact with stone, gems or jewelery.


Mephit, Radiant
Small Outsider (Extraplanar, Fire)

HD: 3d8 (13 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3+0)
Full Attack: 2 claws +4 melee (1d3+0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, immunities, vulnerability, low-light vision.
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 11, Int 6, Wis 13, Cha 16
Skills: Bluff +9, Diplomacy +9, Disguise +6, Escape Artist +6, Hide +10, Listen +4, Move Silently +6, Spot +5, Use Rope +4
Feats: Dodge, improved initiative.
Environment: Quasi-elemental plane of radiance
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

Radiant mephits are dazed, distracted individuals with reflective silvery bodies and prismatic wings. They have wide mouths and expressionless faces, except during their fits of crazed giggling. They speak common and Ignan.

Immunity (Ex): A radiant mephit is immune to all effects that work through vision, including gaze attacks, color spray and visual illusions.

Vulnerability (Ex): A radiant mephit suffers -4 racial penalty to mind-affecting effects.

Spell-like Abilities (Sp): At will – color spray. CL 3, DC is Cha-based.

Fast Healing (Ex): A lightning mephit heals only in strong light, such as daylight.



Mephit, Ash
Small Outsider (Extraplanar, Fire)

HD: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft., fly 40 ft. (average)
AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15
BAB/Grapple: +3/+0
Attack: 1 claw/sting +5 melee (1d3+1)
Full Attack: 2 claw/stings +5 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, immune to cold.
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 13, Dex 10, Con 13, Int 6, Wis 14, Cha 9
Skills: Bluff +6, Diplomacy +2, Disguise +2, Escape Artist +4, Hide +8, Intimidate +3, Listen +6, Move Silently +4, Spot +7, Use Rope +2
Feats: Power attack, toughness.
Environment: Quasi-elemental plane of ash
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

Ash mephits are acutely depressed and lugubrious. They have powdery skin and wings and a nasal whining voice to impose on passersby endless tales of their sorrows, boredom and frustrations. They speak common and Ignan.

Breath Weapon (Su): 10-foot cone of ash, 1d8 fire damage, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Vulnerability (Ex): An ash mephit takes +50% more damage from water-based and air-based attacks.

Breathless (Ex): An ash mephit do not breathe and is immune to gas effects.

Spell-like Abilities (Sp): 1/day – sleep, daze monster. CL 3, DC is Cha-based.

Fast Healing (Ex): An ash mephit heals only in contact with ashes or burning earth.


Mephit, Mist
Small Outsider (Extraplanar, Water)

HD: 3d8 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
BAB/Grapple: +3/-1
Attack: 1 claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit (25%, 1/day).
Special Qualities: Darkvision 60 ft., fast healing 2, DR 5/magic, mist vision.
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 10, Dex 14, Con 11, Int 6, Wis 14, Cha 15
Skills: Bluff +7, Diplomacy +6, Disguise +8, Escape Artist +7, Hide +11, Listen +6, Move Silently +6, Spot +5
Feats: Dodge, improved initiative.
Environment: Quasi-elemental plane of steam
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually true neutral
Advancement: 4-6HD (Small); 7-9HD (Medium)
LA: +3

The pale green mist mephits fancy themselves as master spies, often reporting on other mephits for treacherous behaviors. They speak common and Auran.

Mist Vision (Ex): A mist mephit can see clearly in fog and mists without suffering any miss chance or penalty.

Breath Weapon (Su): 10-foot cone of mist, blind and nauseated for 1d4 rounds, Reflex DC 12 half. The save DC is Con-based and includes a +1 racial bonus.

Spell-like Abilities (Sp): 1/day – wall of fog, gaseous form. CL 3, DC is Cha-based.

Fast Healing (Ex): A mist mephit heals only in open-air, wet environment.

Converted from PSMC1.
Modrons
All modrons have extraplanar and lawful subtypes. Treat psionic immunity (if any) as unbeatable power resistance (similar to a golem’s magic immunity). See MOTP Web Enhancement for v3.0 statistics. The following implements v3.5 conversion.

MONODRONE
Base Attack/Grapple: +1/-3

DUODRONE
Base Attack/Grapple: +2/-1

TRIDRONE
Base Attack/Grapple: +3/+5
Feats: Add weapon focus (claw).
Skills: Replace intuit direction with survival.

QUADRONE
Base Attack/Grapple: +4/+7
Skills: Replace intuit direction with survival.

PENTADRONE
Base Attack/Grapple: +5/+9
SQ: DR 5/magic or chaotic.
Skills: Replace intuit direction with survival.

DECATON
Base Attack/Grapple: +10/+10
SQ: DR 5/chaotic.
Feats: Add weapon focus (tentacles).
Skills: Replace intuit direction with survival.

NONATON
Base Attack/Grapple: +11/+16
SQ: DR 5/chaotic.
Feats: Add empower spell.
Skills: Replace intuit direction with survival.

OCTON
Base Attack/Grapple: +12/+17
SQ: DR 10/chaotic.
Feats: Add power attack.
Skills: Remove intuit direction and scry. Add survival +14. Upgrade knowledge (planes) +15.

SEPTON
Base Attack/Grapple: +13/+15
SQ: DR 10/chaotic.
Feats: Add empower spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade hide +15 and spellcraft +15.

HEXTON
Base Attack/Grapple: +14/+21
SQ: DR 15/chaotic.
Feats: Add quicken spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade spellcraft +19 and hide +15.

QUINTON
Base Attack/Grapple: +15/+22
SQ: DR 15/chaotic.
Feats: Add improved natural attack (slam, 2d6+3) and quicken spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade hide +20, listen +20, spellcraft +20 and spot +20.

QUARTON
Base Attack/Grapple: +16/+24
SQ: DR 15/chaotic and magic.
Feats: Remove improved unarmed strike. Add improved natural attack (slam, 3d8+4) and quicken spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade listen +21, spellcraft +21, spot +22 and sense motive +21.

TERTIAN
Base Attack/Grapple: +17/+27
SQ: DR 15/chaotic and magic.
Feats: Add empower spell.
Skills: Replace intuit direction with survival. Remove scry. Upgrade spellcraft +25, hide +20 and knowledge (planes) +20 and knowledge (local) +17.

SECUNDUS
Base Attack/Grapple: +18/+29
Attack: 1 unarmed strike +24 melee (3d6+7/19-20 and stun)
Full Attack: 1 unarmed strike +24/+24/+24/+19/+14/+9 melee (3d6+7/19-20 and stun)
SA: Add greater flurry of blows.
SQ: DR 15/chaotic and magic, slow fall 60 ft.
Feats: Improved trip and deflect arrows are bonus monk feats. Add improved unarmed strike (B), quicken spell and improved critical (unarmed strike).
Skills: Replace intuit direction with survival. Add tumble +19.
Leap of the Clouds: Remove - this ability no longer exists.

Option: Quasi-Deity Secundus
HD: 18d8+108 (252 hp)
Speed: 100 ft., fly 50 ft. (good)
Quasi-deity: A secundus has divine rank 0, giving it DR 10/epic, immortality and immunity to transmutation, petrification, polymorph and other form-changing effects. Its base speed increases by +30 ft. Other quasi-deity traits overlap with existing traits.

Converted from MOTP Web Enhancement (v3.0).
Rogue Modron
Medium Outsider (Extraplanar)

HD: 1d8+2 (6 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft.
AC: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
BAB/Grapple: +1/+2
Attack: 1 claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Darkvision 60 ft., acid/cold/fire resistance 5, +2 to save vs. mind-affecting effects, modron body.
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 13, Dex 8, Con 15, Int 12, Wis 11, Cha 6
Skills: Concentration +3, Listen +2, Spot +2, Survival +1
Feats: Preset action (run when modrons are sighted)*
Environment: Any land
Organization: Solitary
CR: ½
Treasure: Standard
Alignment: Usually any lawful
Advancement: By character class
LA: +1

Rogue modrons are modrons who fell out of communion with the modron collective by developing individual consciousness. The reason for this is not clear, perhaps it is due conflicting orders or extended periods of isolation. When a modron goes rogue, it loses most of the modron traits and even the modron form that it used to have. (See Planewalker’s Handbook, p.76) As such, they all look like a quadrone (3 ft. cube with 2 legs, 2 arms and an vaguely anthropomorphic face on the front cube face) with vestigial wings. This transformation need not be immediate; some rogues have been known to keep their forms for many years, thereby retaining their ability to command lesser modrons.

Non-modrons usually cannot tell if a particular modron is rogue or not simply by looking or listening to it, but the difference is obvious to any modron. Rogue modrons are systematically hunted down by other modrons for deconstruction. Encounters with other modrons all start with hostile NPC reaction.

All rogue modrons are exactly 6 ft. tall and weighs 500 lbs (no individual variance or modifier exists). The rogue modron warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 10, Con 13, Int 12, Wis 9, Cha 8.

Modron Body (Ex): A modron can add clockwork mechanisms, such as an extra arm or leg, to its body, but unfortunately nobody outside of Mechanus knows how to do it. And it would be suicidal for rogues to return to the plane of law. Furthermore, its cubic shape prevents it from wearing armor with the exception of modron armor. Clothing, such as cloaks and belts, cost 3-5 times more than normal.

Rogue Modrons As Characters
Abilities: +2 Strength, -2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma.
Automatic Languages: Common, Modron. Bonus Languages: Infernal, Celestial.
Favored Class: Fighter.
Level adjustment +1.

Optional Rules: Predetermined Initiative
Always acting and responding in the same way, a modron may roll initiative just once in its entire existence, using the same roll for every encounter. Alternatively, it may roll once every level or once every Mechanus Cycle (17 years).

Modron Armor
A modron armor is a frame consisting of flat sheets of metal held together by straps and/or bolts. It effectively functions as a scale mail, except that it costs 120 gp and weighs 75 lbs.

Preset Action [General]
Your association with the clockwork plane allows you to preset an action to a contingent condition.
Prerequisite: modron, lawful alignment.
Benefit: You may declare an action (e.g. attack with melee weapon) to be carried out whenever a certain condition (e.g. an animal comes within melee range) is met. When the condition is met, you automatically perform the action at that instance, provided you are not flat-footed, stunned, unconscious, etc. If you are not properly equipped to do so (e.g. cast a spell when you exhausted all your spells), you still follow through the action with no resulting effect. This uses up your standard action for the round. If you have already acted, then you lose the standard action for next round. Once fixed, the action and contingent condition cannot be changed and you cannot choose not to perform the action.

Converted from Planewalker’s Handbook, pp.76-78 and 134-135.

PS3E Alternative: Modron Outcast Racial Traits
• +4 Constitution, +4 Intelligence, -2 Wisdom, -2 Charisma
• Medium-sized outsider, base speed is 30 feet.
• Darkvision up to 120 feet.
• Modron Outcast Traits (Ex): Due to their devotion to order, modron outcasts are immune to mind-influencing effects, and their odd body composition makes them immune to subdual damage or critical hits. Unlike other modrons, they are susceptible to ability damage, ability drain, and energy drain.
• Acid, cold, and fire resistance 10.
• Metal Frame: Modron outcasts receive a +4 natural armor bonus to their Armor Class due to their partially metallic nature. Due to their odd form, however, they are unable to wear amulets, armor, helmets, belts, goggles, medallions, necklaces, robes, shirts, or vests. Such items, magical or mundane, must be custom made for the modron to wear.
• Automatic Languages: Modron, Planar Trade, home region. Bonus Languages: Any (any other except secret languages, such as Druidic).
• Favored Class: None.
• Level Adjustment +2.

Shocker
Subtypes: Add extraplanar.
BAB/Grapple: +3/+3
SQ: DR 5/magic.
Feats: Remove “(electricity)” from weapon finesse. Add iron will.
Electricity (Ex): The damage it deals to itself does not apply when it is in the plane of lightning.
Shocking Discharge (Ex): The damage it deals to itself does not apply when it is in the plane of lightning.
Immunities: In addition to what has been listed, a shocker is also immune to electricity. This however does not apply to the damage it takes when it attacks or discharges.

Updated from Return to the Temple of Elemental Evil, pp.159-160.

Shocker Sojourner
Medium Outsider (Extraplanar)

HD: 8d8+16 (52 hp)
Initiative: +9 (+5 Dex, +4 improved initiative)
Speed: 5 ft., fly 30 ft. (perfect)
AC: 19 (+1 Dex, +8 Full plate), Touch 11, Flat-footed 18
BAB/Grapple: +8/+10
Attack: 1 slam +13 melee touch (2d6+3)
Full Attack: 1 slam +13 melee touch (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity, chain lightning
Special Qualities: Darkvision 60 ft., shocking discharge, retain essence, absorb electricity, immunity, DR 10/magic, SR15
Saves: Fort. +8, Ref. +11, Will +8
Abilities: Str 15, Dex 21, Con 14, Int 12, Wis 14, Cha 16
Skills: Bluff +14, Concentration +13, Diplomacy +16, Hide +10, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spot +13
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Any land (plane of lightning)
Organization: Solitary or swarm (1d8+1)
CR: 7
Treasure: None
Alignment: Usually true neutral
Advancement: 9-16HD (Medium); 17-24HD (Large)
LA: -

Sojourners are shockers who seek to explore the other planes and managed to suppress their weaknesses. (Normal shockers are called contented ones.) A sojourner looks like a suit of armor, which sparks and crackles with electricity.

Electricity (Ex): A sojourner’s touch inflicts 2d6 electric damage.

Chain Lightning (Sp): A sojourner can use chain lightning 3/day as a standard action. However, each use of this ability bestows 1 negative level on the sojourner. A sojourner in combat tends to use this ability to “heal” other sojourners. CL=HD, Cha-based DC 19.

Shocking Discharge (Ex): If touched with a natural or metallic weapon, a sojourner discharges 1d8 electric damage to its attacker.

Retain Essence (Ex): Unlike a contented one, a sojourner can prevent its essence from dissipating during attacks. Thus, it no longer takes damage when it attacks or uses its shocking discharge ability.

Absorb Electricity (Su): A sojourner takes no damage from electricity and can absorb electricity. For each electrical attack absorbed, a sojourner gains +5 temporary hit points and reduces its negative levels (if any) by 1.

Immunity (Ex): A sojourner is immune to mind-affecting effects, poison, paralysis, stunning and disease. It is also not subjected to critical hits, subdual damage, ability damage, ability drain and energy drain.

Converted from PSMC3, based off “Shocker” in Return to the Temple of Elemental Evil (v3.0).
OGC, and they also have some serious different takes on material than Planescape in their own cosmology.

Yes, but one thing I like about DF's nupperibo (sp?) is that there is a built-in system for metamorphosis. I think one of the PS books speak of one such dude advancing as an ancient baatorian. IIRC, the yugoloths were involved.

In any case, d20 Tome of Horrors also has the same critter, but in v3.0.
I'm most impressed.

One issue with the modron convertion though- the "chaotic or magic" and the "chaotic and magic" seem rather pointless. The vast majority of weapons that are chaotic are also magical, no?
I'm most impressed.

One issue with the modron convertion though- the "chaotic or magic" and the "chaotic and magic" seem rather pointless. The vast majority of weapons that are chaotic are also magical, no?

Err, no. Any weapon (including, but not limited to, natural weapons) wielded by a creature with the (Chaotic) subtype is considered chaotic.

Great. You remember which issue they were from? It'd help with referencing in the index. Also, I think the equars should have extraplanar subtype.

This will be most interesting to you, then.

Issue 243, to answer your question more directly.
Err, no. Any weapon (including, but not limited to, natural weapons) wielded by a creature with the (Chaotic) subtype is considered chaotic.

I caught that, really. ::tries to look like he knew it::

But, really, I did know that. I'm not really sure what I was thinking when I posted that.
Update: The steam quasi-elemental has been updated by Weenie, see entry on p.6 instead.

Positive Quasi-Elemental, Steam

Also called mist elementals, these vaporous beings look like large clouds of gas and steam, having been formed from the element derived from water and positive energy. They sometimes take intruders as slaves to supplement their inability to properly manipulate objects. Xanxost even mentioned that they may be in league with the dao, who supplies them with slaves.

Steam Quasi-Elemental, Small
Small Elemental (Extraplanar, Water)
HD: 2d8+0 (9 hp)
Initiative: +4 (+3 Dex)
Speed: Fly 60 ft. (perfect)
AC: 17 (+1 Size, +3 Dex, +3 Natural), Touch 14, Flat-footed 14
BAB/Grapple: +1/-3
Attack: 1 slam +5 melee (1d4)
Full Attack: 1 slam +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf (1d4).
Special Qualities: Darkvision 60 ft., control temperature, cold resistance 10, fire resistance 5.
Saves: Fort. +0, Ref. +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Flyby Attack, Weapon Finesse (B)

Steam Quasi-Elemental, Medium
Medium Elemental (Extraplanar, Water)
HD: 4d8+8 (26 hp)
Initiative: +5 (+5 Dex)
Speed: Fly 60 ft. (perfect)
AC: 18 (+5 Dex, +3 Natural), Touch 15, Flat-footed 13
BAB/Grapple: +3/+4
Attack: 1 slam +8 melee (1d6+1)
Full Attack: 1 slam +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf (1d6).
Special Qualities: Darkvision 60 ft., control temperature, cold resistance 15, fire resistance 5.
Saves: Fort. +3, Ref. +9, Will +1
Abilities: Str 12, Dex 21, Con 15, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Dodge, Flyby Attack, Weapon Finesse (B)

Steam Quasi-Elemental, Large
Large Elemental (Extraplanar, Water)
HD: 8d8+24 (60 hp)
Initiative: +7 (+7 Dex)
Speed: Fly 60 ft. (perfect)
AC: 20 (-1 Size, +7 Dex, +4 Natural), Touch 16, Flat-footed 13
BAB/Grapple: +6/+13
Attack: 1 slam +12 melee (2d6+3)
Full Attack: 2 slams +12 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf (2d6).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 5, DR 5/-.
Saves: Fort. +5, Ref. +13, Will +2
Abilities: Str 16, Dex 24, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse (B)

Steam Quasi-Elemental, Huge
Huge Elemental (Extraplanar, Water)
HD: 16d8+64 (136 hp)
Initiative: +13 (+9 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 21 (-2 Size, +9 Dex, +4 Natural), Touch 17, Flat-footed 12
BAB/Grapple: +12/+24
Attack: 1 slam +19 melee (2d8+4)
Full Attack: 2 slams +19 melee (2d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf (2d8).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 5, DR 5/-.
Saves: Fort. +9, Ref. +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +11
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (B)

Steam Quasi-Elemental, Greater
Huge Elemental (Extraplanar, Water)
HD: 21d8+84 (178.5 hp)
Initiative: +14 (+10 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 26 (-2 Size, +10 Dex, +8 Natural), Touch 18, Flat-footed 16
BAB/Grapple: +15/+28
Attack: 1 slam +23 melee (2d8+5/19-20)
Full Attack: 2 slams +23 melee (2d8+5/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf (2d8).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 10, DR 10/-.
Saves: Fort. +11, Ref. +22, Will +9
Abilities: Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +15, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (slam), Improved Initiative, Iron Will, Mobility, Weapon Finesse (B)

Steam Quasi-Elemental, Elder
Huge Elemental (Extraplanar, Water)
HD: 24d8+96 (204 hp)
Initiative: +15 (+11 Dex, +4 improved initiative)
Speed: Fly 60 ft. (perfect)
AC: 27 (-2 Size, +11 Dex, +8 Natural), Touch 19, Flat-footed 16
BAB/Grapple: +18/+32
Attack: 1 slam +27 melee (2d8+6/19-20)
Full Attack: 2 slams +27 melee (2d8+6/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf (2d8).
Special Qualities: Darkvision 60 ft., control temperature, immune to cold, fire resistance 10, DR 10/-.
Saves: Fort. +12, Ref. +25, Will +10
Abilities: Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +27, Spot +27
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (slam), Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse (B)
-----------------------------------------
Environment: Any land (quasi-elemental plane of steam)
Organization: Solitary
CR: 1 (Small), 3 (Medium), 5 (Large), 7 (Huge), 9 (Greater), 11 (Elder)
Treasure: None
Alignment: Usually true neutral
Advancement: 3HD (Small), 5-7HD (Medium), 9-15HD (Large), 17-20
HD (Huge), 22-23HD (Huge, Greater), 25-48HD (Huge, Elder)
LA: -

Control Temperature (Ex): A steam elemental can control its body temperature, switching between a scalding steam and freezing mist as a free action each round.

Engulf (Ex): A steam elemental can engulf any creatures by moving into their spaces. The targeted creatures can make an attack of opportunity at -4 penalty or make a reflex save to avoid the engulfment (thereby moving to the nearest empty adjacent square). Engulfed creatures take the listed fire or cold damage, depending on its control temperature ability. The elemental can continue to attack while engulfing. Furthermore, if the elemental is hit by an electric damage, all engulfed creatures must make a fortitude save or takes half of the electric damage.

Converted from PSMC3.
Balaena
Gargantuan Outsider (Extraplanar, Aquatic, Good)

HD: 12d8+84 (138 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: Swim 40 ft.
AC: 19 (-4 Size, +3 Dex, +10 Natural), Touch 9, Flat-footed 19
BAB/Grapple: +12/+37
Attack: 1 tail +21 melee (2d6+19 and stun)
Full Attack: 1 tail +21 melee (2d6+19 and stun)
Space/Reach: 20 ft./15 ft.
Special Attacks: Whale song, call balaena, spell-like abilities, ram 2d6+19
Special Qualities: Darkvision 60 ft., blind sight 120ft., telepathy 100 ft., hold breath, DR10/slashing or piercing, uncanny dodge
Saves: Fort. +15, Ref. +11, Will +12
Abilities: Str 37, Dex 17, Con 24, Int 16, Wis 19, Cha 15
Skills: Concentration +22, Diplomacy +19, Handle Animal +17, Heal +19, Intimidate +17, Knowledge (religion) +18, Listen +23, Search +18, Sense Motive +19, Survival +19, Swim +36
Feats: Alertness, Diehard, Endurance, Power Attack, Cleave
Environment: Any good-aligned plane (oceans only)
Organization: Solitary or pod (1d4)
CR: 10
Treasure: None
Alignment: Always neutral good
Advancement: 13-18HD (Gargantuan); 19-36HD (Colossal)
LA: -

The balaenas are whale-like creatures which swim through currents of the River Oceanus, which linked the Upper Planes. They act as sea-transports like the marraenoloths. They can be called for transport by casting any summon monster spell at the shore of Oceanus or using a prearranged signal, such as playing a certain melody.

A balaena can carry up to 12 medium creatures on its back and swim up to 100 miles per day. If it needs to go underwater, 4 medium creatures can stay in its mouth, sharing its air supply. The payment is interesting news, rumors and stories. A balaena will not assist an evil creature except in unusual circumstances.

Whale Song (Sp): At will as a standard action, a balaena can sing underwater, affecting everyone underwater within 300 ft. This functions as a mass charm monster spell (aquatic creatures only) and suggestion spell (any creature underwater). The common suggestion is “stop fighting” or “leave now”. CL=HD, Cha-based save DC = 18.

Call Balaena (Sp): A balaena can sing to call 1d2 balaenas for help 1/day (30% chance). The called creatures arrive in 1d4+1 rounds.

Spell-like Abilities (Sp): At will – detect good/evil. CL=HD, Cha-based DC.

Stun (Ex): A balaena’s tail slap may stun an opponent for 1d4 rounds unless he makes a Con-based DC 23 fortitude save.

Ram (Ex): A balaena can move up to 80 ft. and ram as a full round action. It must move at least 60 ft. and must end its movement in its target’s space. The target creatures can make an attack of opportunity at -4 penalty or make a Str-based DC 29 reflex save for half damage. If the target is a ship, it can automatically make a Strength check to break its hull (DC is set by type of ship, see DMG.), sinking it in 1d10 minutes. Creatures aboard takes 1d10 damage and must make a DC 15 reflex save or be thrown overboard.

Uncanny Dodge (Ex): A balaena’s keen senses allow it to retain its Dex bonus to AC even when surprised or flat-footed.

Blindsight (Ex): Balaenas can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A balaena can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.

Skills: A balaena has +8 racial bonus to swim checks and +4 racial bonus (not applicable if its blind sight is negated) to listen and spot.

Converted from PSMC2.