Witchlight Marauder
  Primary   Secondary   Tertiary
  Colossal Aberration   Huge Aberration   Medium Aberration
Hit Dice: 75d8 + 1500 (1800)   8d8 + 40 (72)   4d8 +16 (32)
Initiative: +0   +0   +6 (+2 Dex, +4 Imp. Init)
Speed: 20 ft. (max)   120 ft., Climb 60 ft.   40 ft.
AC: 25 (-8 Size, +23 Natural)   20 (-2 Size, +12 Natural)   18 (+2 Dex, + 6 Natural)
Attacks: Maw +48, 6 Bites +43   2 Claws +12, Bite +10, Tail +10   2 Armblades +8
Damage: Maw 5d12 +15, Bite 3d6 +7   Claw 6d6 +8 + Poison, Bite 3d6 +4, Tail 2d10 +4   Armblade 2d6 +5
Face/Reach: 50 ft. x 500 ft./5 ft. (25 ft.)   10 ft.x 10 ft./15   5 ft.x 5 ft./5 ft.
Special Attacks: Frightful Presence, Poison, Swallow Whole   Spit acid, Poison, Swallow Whole   Nil
Special Qualities: Blindsight, Marauder Immunities, Damage Reduction 25/Huge source   Blindsight, Scent, Immune to Fear and Charms, Damage Reduction 15/Medium Source   Blindsight, Scent, Immune to Fear and Charms, Damage Reduction 5
Saves: Fort +58, Ref +1, Will +16   Fort +12, Ref +2, Will +6   Fort +8, Ref +3, Will +4
Abilities: Str 40, Dex 1, Con 50, Int 2, W 10, Cha 2   Str 27, Dex 10, Con 20, Int 4, Wis 10, Cha 2   Str 20, Dex 14, Con 18, Int 6, Wis 10, Cha 2
Skills: Listen +4, Search +6, Spot +4   Climb +15, Jump +9, Listen +4, Search +6, Spot +4   Jump +12, Listen +4, Search +6, Spot +4
Feats: Great Fortitude, Iron Will, Improved Grab, Alertness, Improved Critical (Maw), Weapon Focus (Maw, Bite)   Multiattack, Improved Critical (Claw), Improved Grab   Improved Initiative

Climate/Terrain: Any   Any   Any
Organization: Solitary or Group (2-3)   Horde (2d10 per Primary)   Swarm (1d4 per Secondary)
Challange Rating: 25   8   4
Treasure: Nil   Nil   Nil
Alignment: Chaotic Evil   Chaotic Evil   Neutral Evil
Advancement: None   None   None

    The Witchlight Marauder are enormous slug-like monstrosities, dwarfing even great red wyrms, that destroyed and devoured everything in its path.

  Remote Space
  Colossal Aberration Titanic Aberration
Hit Dice: 20d8 + 140 (220) 250d8 + 5000 (6000)
Initiative: +0 +0
Speed: 20 ft. Spelljamming TS 5 Spelljamming TS 3
AC: 15 (-8 size, +13 Natural) 23 (-12 size, +25 Natural)
Attacks: Bite +22 Maw + 48, 6 Bites +43, Sunbeam +23
Damage: Bite 10d6 +15 Maw 10d12 +20, Bite 5d12 +10, Sun Beam 25d10
Face/Reach: 550 ft.x 550 ft./5 ft. 100 ft.x 1000 ft./ 5 ft. (25 ft.)
Special Attacks: Swallow Whole Frightful Presence, Sun Beam
Special Qualities: Blindsight, Marauder Immunities, Damage Reduction 25/Huge source Blindsight, Marauder Immunities, Damage Reduction 25/Huge source
Saves: Fort +19, Ref +1, Will +12 Fort +147, Ref +1, Will +16
Abilities: Str 40, Dex 10, Con 25, Int 10, W 10, Cha 2 Str 50, Dex 10, Con 50, Int 2, Wis 10, Cha 2
Skills: Listen +14, Spot +14 Nil
Feats: Improved Grab, Weapon Focus (Bite) Flyby Attack, Weapon Focus (Maw, Bite)

Climate/Terrain: Space Space
Organization: Group (1d4+1 per Space Marauder) Solitary
Challange Rating: 18 30
Treasure: Nil Nil
Alignment: Neutral Chaotic Evil
Advancement: None None

    Combat: Should anyone be insane enough to actually want to engage a witchlight marauder in combat, there are a few abilities they should be aware of.

    Blindsight (Ex): All marauders have no eyes or ears, and rely on smell or tactile sensation to determine their surroundings. This ability extends out to 60 ft plus 10 ft per hit die. Listen and spot checks are not required for anything within that range, though anything outside that range does require such rolls.

    Damage Reduction (Ex): As a result of their sheer size, the three largest marauders have slight immunities to physical attacks. This effectively gives a damage reduction versus all physical and related attacks. Weapons used against a marauder must be of the size indicated to bypass any marauders DR.
    Note that the construction or magical enhancement of the weapon does not matter. Against creatures of such size, it is size that matters most. Note also that a marauders DR is an exceptional ability, not a supernatural ability, as it is a direct result of size, not genetic make-up. DR does not apply to most magical attacks.

    Frightful Presence (Ex): The mere knowledge of a marauder in the area will unsettle most intelligent beings. The sight of marauder will cause widespread panic and fear. All creatures under 5 hit dice within 1000 feet of a primary or space marauder will flee in unbridled fear. Creatures between 5 and 10 hit dice receive a Will save (DC 20) to stay in the area. Creatures over 10 hit dice require no save, but will most likely leave anyway.

    Improved Grab (Ex): A marauder must make a successful attack to use this ability.

    Marauder Immunities (Ex): The primary, space, and remote marauders are immune to all forms of poison, sleep, paralysis, stunning, and polymorphing. Because of their immense size they are immune to flanking and critical hits. Because of their alien and completely savage mindset, all marauders are immune to all mortal forms of charming or fear.

    Poison (Ex): The primary marauders may belch forth a poisonous gas cloud (30 ft spread), which kills opponents on a failed Fortitude save (DC 19) or deals 2d10 damage if the save is made successfully. This may be done once after each 10 HD of consumed flesh. Secondary marauders excrete a poison on their metallic talons, which cause an additional 1d10 points of damage on a failed Fortitude save (DC 19). There is no secondary damage.

    Scent (Ex): While the larger marauders rely on tactile sensory to “see” their environment, the secondary and tertiary marauders have an uncanny sense of smell. They can differentiate races and creatures with ease, and will always attack anything elven first. Their range of smell is 60 feet.

    Spit Acid (Ex): Secondary marauders can spit acid once per round for 1d8 points of damage. Their range is 30 feet. Treat as a grenade-like weapon attack.

    Sunbeam (Ex): A space marauder can focus its spelljammer sails to focus the light from fire-bodies in the crystal sphere to emit a high energy-beam on targets. The marauder needs to make a range touch attack to hit and it deals 25d10 damage. In the phogiston the diffuse light only enables the focus of a mere 10d10 sunbeam. Needless to say, if there is no light available, this ability doesn't work.

    Swallow Whole (Ex): If a second successful grapple check is made after a grab, a marauder will swallow its opponent whole. This ability only works with the maw attack, not the secondary mouth attacks. Creatures swallowed take 5D8 points of acid damage per round from the gizzard. A swallowed creature may climb out with two successful climb checks (DC 25). It is fairly impossible to cut ones way out of a marauders gizzard. The marauders' interior can effectively hold unlimited creatures, as its digestive juices work quickly to destroy all matter that is consumed.

In the Spheres
    The witchlight marauder were created long ago by Orc priests to “counter ruthless elf aggression.” They were the first-strike doomsday weapons of the goblinoid forces, and were meant to destroy entire elven worlds within a matter of weeks. Everything within its way became food for its cavernous maw, while secondary mouths sprouted randomly to catch anything along its side. Nothing could withstand their mindless and tireless onslaught (marauders do not sleep or rest). As it gorged itself, it would periodically eject smaller (20' tall) marauders to range throughout the area , homing in on elven blood and destroying all in its path.
    These secondaries were well equipped to do this, as they could slash and rend with their poisonous talons (six on each hand), steel teeth, or spiked tail. Further still, these marauders ejected even smaller marauders. These tertiary marauders went everywhere the two larger marauders could not, killing everything they came across in a frenzied and berserk fashion, using their sword-bladed hands.
    After a week's “foraging”, the primary would burrow deep underground and establish a lair. In the two weeks that followed, guarded by secondaries, the primary split into two primaries. The cycle continued until the marauders ran out of food, whereupon they turned on and destroyed each other.
    The primary marauders were surpassed in size by the great space marauders, creatures of unbelievable proportions. These vast monstrosities were the transports for the primaries. They traveled through space on sails spun from special organs on their bodies. These sails doubled as focussing mirrors to focus a deadly sunburst blast on targets. Space marauders had crocodilian heads (replete with red, glowing eyes, thousands of yard-long razor-sharp teeth, and six flexible necks ending in eyeless heads with gaping mouths) and tree- trunk bodies, which ended in a writhing mass of tentacles. At the center of this squirming mass were the umbilicals, which could carry up to three primary marauders. In addition to the primaries, space marauders gave birth to remote marauders-flying gullets, which would engulf matter from destroyed planets, rocks, asteroids, and enemies to take back to the space marauder for additional nourishment. Luckily, every primary created was found and destroyed by the Elven Imperial Navy. At least, that's what elven records state.


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©2002 Wizards of the Coast, Inc.

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Witchlight Marauder, © 1991 Wizards of the Coast, Inc.
d20™ System, Conversion of Witchlight Marauder ©2002, Flits3
Original Source: Monstrous Compendium #9

    Notes on this Conversion: I converted the stats according to the Monster Compendium.
    Primary: Since the digestive juices works hard to destroy all matter, I have eliminated the crushing damage since it is trivial to the strong eating mechanisms of the primary. In the novel “Radiant Dragon” the primary belches forth, poison gas so I added that feature too. The occurrence of weapons of colossal size is almost zero. Even the claws of a Great Red Wyrm are smaller therefor I have diminished the size to a more playable size.
    Secondary: The secondary marauder has two forelimbs with claws that consists of six poisonous talons. The 2 nd ED secondary had 6 attacks (one for each claw). I have converted this into two attacks each of half strength, thus hitting with 3 talons each. This has a more natural feel than 6 attacks for each talon on one limb while the other limb does nothing.
    Space: I added the 2 nd ED sunbeam as described.