Murderoid
Colossal Aberration
Hit Dice: 50d8+565 (790 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 30 ft. fly (clumsy)
AC: 30 (–8 size, +28 natural)
Attacks: Morphic limb or maw +45/+40/+35/+30 melee
Damage: Morphic limb 2d6+16 or maw 4d8+16
Face/Reach: 40 ft. by 80 ft./ 15 ft.
Special Attacks: Create limbs and maws, tremor
Special Qualities: Mimic terrain
Saves: Fort +29, Ref +16, Will +32
Abilities: Str 43, Dex 10, Con 33, Int 14, Wis 17, Cha 13
Skills: Concentration +18, Disguise +15, Innuendo +14, Intuit Direction +9, Knowledge (Astronomy) +5, Knowledge (Biology) +6, Knowledge (Crystal Spheres) +5, Knowledge (Nature) +6, Knowledge (Planetology) +6, Listen +33, Sense Motive +11, Spot +33, Winderniss Lore +11
Feats: Alertness, Blindfight, Cleave, Dragon's Toughness, Endurance, Great Cleave, Great Fortitude, Power Attack, Improved Critical — Morphic limb or maw (Crits on natural 19–20, x2 damage), Improved Initiative, Iron Will, Remain Conscious, Sunder, Toughness
Climate/Terrain: Wildspace
Organization: Solitary, Pair Swarm (3–4)
Challenge Rating: 22
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 51–75 (Colossal); 76–150 (Awesome)

    The murderoids are murderous living asteroids that possess their own gravity and air envelope. They attack all creatures smaller then themselves and recognize ships from being vehicles that carry juicy cargo called 'crew'. Their weight is any where from 1,500 tons to 12,000 tons, there are rumors of even larger and heavier murderoids than this.
    They can change the texture and color of their rock-like skin, which is several feet thick, to that of any other rock texture/color found in nature. Their sensory organs, similar to eyes and ears, appear as craters and small hills.
    On most murderoids can be found some natural earth that has found its home atop of the murderoid and even a few have some small natural plant life clinging to it.
    Their language is composed of changing their skin tones and rate of which the skin tones change.

    Combat: The murderoid waits for spelljamming creatures to land on its surface, once their it uses its limbs to restrain a ship from leaving so it can feed upon its crew and ship.

    Create Limbs and Maws (Ex): The murderoid can create a combination of limbs and maws that total no more than 4 on any given round. Each morphic limb/maw has 46 hit points and each point of damage delivered to the maw/limb is damage delivered to the murderoid as a whole.

    Improved Grab (Ex): To use this ability, the murderoid must hit a medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.

    Mimic Terrain (Su): A murderoid can alter up to 25% of its mass per round, in doing so it can appear to have plants growing upon it, bring up a portion of its own water to the surface to create a refreshing pool of water. It can only mimic stone, gems and plant life (the latter does not appear real when closely examined).

    Sense Spelljamming (Ex): The murderoid can sense the energies of a spelljamming ship from up to 60,000 miles away. This can give the murderoid time to change its appearance so as to be more appealing to spelljammers as it approaches its position.

    Swallow Whole (Ex): An murderoid can try to swallow a medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+16 points of crushing damage per round plus 2d6 points of acid damage from the murderoid's gizzard/stomach. A swallowed creature can cut its way out by using claws or a small or tiny slashing weapon to deal 50 points of damage to the gizzard/stomach (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.
    The murderoid's gizzard/stomach can hold one Huge, two Large, four Medium-sized, eight Small, sixteen Tiny, thirty-two diminutive, and 64 or more fine creatures. Once the murderoid's gizzard/stomach is full the murderoid cannot swallow any more opponents, but may still bite!

    Tremor (Ex): by violently shaking its whole body it can duplicate the effects of an earthquake spell for those objects and creatures that are resting or standing on its body/surface. Creatures of up to Huge size can fall into a "Fissure", this account for creatures up to Huge being swallowed whole.

In the Spheres
    They murderoid lives only to eat and has no territory that it claims as its own. They are a very deadly space hazard as they will create the appearance of inviting 'oasis' amongst the multitude of other barren asteroids or draw spelljammers to itself as it will often have remains of ships upon its surface, and after all what adventure is not drawn to the prospects of a 'free' spelljamming helm.


Murderoid, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.wizards.com/whatevertherightlinkshouldbe.asp."

Murderoid, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Murderoid ©2002, Mark Doolan
Original Source: Monstrous Compendium #7

    Notes on this Conversion: The murderoid is really challenging as it just seem natural that the murderoid by just shaking its body could create an effect simular to earthquake spell... so when making the murderoid I took the approach that nearly all its abilities should be 'natural' and not magical (i.e., none of its abilities should be abled to be dispelled).