dangerousdungeons:chapter5
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
dangerousdungeons:chapter5 [2019/06/03 01:14] – robertfreemanday | dangerousdungeons:chapter5 [2019/06/06 21:46] – Table layout fixes and extra white space removal. robertfreemanday | ||
---|---|---|---|
Line 122: | Line 122: | ||
- | || **HUGE** | + | | | **HUGE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 249: | Line 249: | ||
- | || **DOLPHIN** | + | | | **DOLPHIN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 336: | Line 336: | ||
- | || **ELK** | + | | | **ELK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 394: | Line 394: | ||
- | || **AXEBEAK** | + | | | **AXEBEAK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 547: | Line 547: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 740: | Line 740: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 773: | Line 773: | ||
- | || **MANTA** | + | | | **MANTA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 952: | Line 952: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 1134: | Line 1134: | ||
- | || **BEACON AHURA** | + | | | **BEACON AHURA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 1153: | Line 1153: | ||
- | || **LEONINE AHURA** | + | | | **LEONINE AHURA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3549: | Line 3549: | ||
- | || **FRESHWATER SCRAG** | + | | | **FRESHWATER SCRAG** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3854: | Line 3854: | ||
- | || **Nephiltari**\\ **' | + | | | **Nephiltari**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3873: | Line 3873: | ||
- | || **Agalori**\\ **' | + | | | **Agalori**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3904: | Line 3904: | ||
- | || **Lake Elf** | **Ocean Elf** | | + | | | **Lake Elf** | **Ocean Elf** | |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4096: | Line 4096: | ||
- | || **FIGHTER** | + | | | **FIGHTER** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4491: | Line 4491: | ||
- | || **WARRIOR-MAGE** | + | | | **WARRIOR-MAGE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4682: | Line 4682: | ||
- | || **Uffish** | + | | | **Uffish** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4962: | Line 4962: | ||
- | || **Common** | + | | | **Common** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5280: | Line 5280: | ||
- | Cave crickets are normally noisy but harmless pests. If a cricket is within 20' of an adventurer when it begins chirping it will drown out all intelligible speech and have a 1 in 3 chance of drawing all hostile creatures within hearing range (90'). If disturbed or frightened, a cave cricket has a 1 in 6 chance of inadvertently jumping on a character and inflicting 1d4 points of damage. Those that do not land on a character will still kick a random target within 10' with its powerful hind legs (at normal to-hit chances) . | + | Cave crickets are normally noisy but harmless pests. If a cricket is within 20' of an adventurer when it begins chirping it will drown out all intelligible speech and have a 1 in 3 chance of drawing all hostile creatures within hearing range (90'). If disturbed or frightened, a cave cricket has a 1 in 6 chance of inadvertently jumping on a character and inflicting 1d4 points of damage. Those that do not land on a character will still kick a random target within 10' with its powerful hind legs (at normal to-hit chances) . |
- | Cave crickets are a pale, white colour . They are voracious eaters, and eat cloth, fungi, paper, and vegetation. | + | Cave crickets are a pale, white colour . They are voracious eaters, and eat cloth, fungi, paper, and vegetation. |
**Treasure**: | **Treasure**: | ||
Line 5308: | Line 5308: | ||
- | Cave fishers are large insects with a hard-exoskeleton that subsist by trapping and eating other creatures that intrude into their subterranean lairs. They trap prey by shooting a long, adhesive filament from their proboscis up to 60' and then reel in the hapless prey at a rate of 15' per round. If prey enters their lair but does not blunder into the filament they will reel it in (1 round) and attempt to shoot it at the prey, repeating the process until the prey is snared. When employing this method they attack as a 6HD monster, and can pull in prey weighing up to 400lbs. The filament is extremely strong and thin and can only be cut by a weapon of +1 or better and will go unnoticed 80% of the time within 10'. Outside this range it cannot be detected at all. Once reeled in, the cave fisher uses its two powerful pincers to kill and dismember the prey. The filament is extremely adhesive, but can be dissolved by liquids containing alcohol or the blood of the cave fisher itself. | + | Cave fishers are large insects with a hard-exoskeleton that subsist by trapping and eating other creatures that intrude into their subterranean lairs. They trap prey by shooting a long, adhesive filament from their proboscis up to 60' and then reel in the hapless prey at a rate of 15' per round. If prey enters their lair but does not blunder into the filament they will reel it in (1 round) and attempt to shoot it at the prey, repeating the process until the prey is snared. When employing this method they attack as a 6HD monster, and can pull in prey weighing up to 400lbs. The filament is extremely strong and thin and can only be cut by a weapon of +1 or better and will go unnoticed 80% of the time within 10'. Outside this range it cannot be detected at all. Once reeled in, the cave fisher uses its two powerful pincers to kill and dismember the prey. The filament is extremely adhesive, but can be dissolved by liquids containing alcohol or the blood of the cave fisher itself. |
- | **Treasure**: | + | **Treasure**: |
**Cave Moray** | **Cave Moray** | ||
Line 5334: | Line 5334: | ||
- | Cave morays are slug-like creatures that live live in cyst-like burrows in cave walls and strike out at prey passing within 3-5' before withdrawing into their cyst again. This lunging attack is so quick that there is only a 5% chance of striking the body, which has an AC of 5. | + | Cave morays are slug-like creatures that live live in cyst-like burrows in cave walls and strike out at prey passing within 3-5' before withdrawing into their cyst again. This lunging attack is so quick that there is only a 5% chance of striking the body, which has an AC of 5. |
- | **Treasure**: | + | **Treasure**: |
**Cephaloids** (Brain Eaters) | **Cephaloids** (Brain Eaters) | ||
- | |||
- | | | | | ||
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5411: | Line 5409: | ||
These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim' | These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim' | ||
- | **Treasure**: | + | **Treasure**: |
Line 5417: | Line 5415: | ||
- | **Charnel**** ****Worm** | + | **Charnel Worm** |
Line 5441: | Line 5439: | ||
These worms are typically found in places with large numbers of dead, cemeteries and necropoleis primarily. They appear as large, sickly white worms that reek of death. Though eyeless, they can sense animal matter in their vicinity and will seek to feed on it. Upon a hit, the victim must Save vs. Death or be afflicted by a necrotizing disease that will cause the victim' | These worms are typically found in places with large numbers of dead, cemeteries and necropoleis primarily. They appear as large, sickly white worms that reek of death. Though eyeless, they can sense animal matter in their vicinity and will seek to feed on it. Upon a hit, the victim must Save vs. Death or be afflicted by a necrotizing disease that will cause the victim' | ||
- | **Treasure**: | + | **Treasure**: |
**Cheiropteran ** | **Cheiropteran ** | ||
Line 5579: | Line 5577: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5607: | Line 5605: | ||
**Cooshee** | **Cooshee** | ||
- | |||
Line 5732: | Line 5729: | ||
- | || **Dark Scrivener** | + | | | **Dark Scrivener** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5753: | Line 5750: | ||
Dark Things are solitary creatures that are believed to be related in some way to Crypt Things (q.v.). They are never encountered outside of their lairs, which are almost always found in certain lonely and ancient dungeons deep underground. Because of their rarity, sages have not come to any firm conclusions about their origins or motivations, | Dark Things are solitary creatures that are believed to be related in some way to Crypt Things (q.v.). They are never encountered outside of their lairs, which are almost always found in certain lonely and ancient dungeons deep underground. Because of their rarity, sages have not come to any firm conclusions about their origins or motivations, | ||
- | ** Dark Scrivener**: | + | **Dark Scrivener**: |
- | If an interloper makes their Saving Throw they may attack the dark scrivener which will retaliate with a swipe of its bony claws. Attempting to interfere with a dark scrivener' | + | If an interloper makes their Saving Throw they may attack the dark scrivener which will retaliate with a swipe of its bony claws. Attempting to interfere with a dark scrivener' |
- | **Treasure**: | + | **Treasure**: |
- | ** Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, | + | **Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, |
- | **Treasure**: | + | **Treasure**: |
- | **Dark Philosopher**: | + | |
- | ** Treasure**: | + | **Dark Philosopher**: |
+ | |||
+ | **Treasure**: | ||
**Decapus** | **Decapus** | ||
Line 5800: | Line 5798: | ||
- | || **YOUNG HYBRID** | + | | | **YOUNG HYBRID** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5855: | Line 5853: | ||
- | The endless corpse & debris-filled battlefields of the Fields of Perdition are ruled by the demodands - a race of evil, cunning creatures renowned for their ruthlessness. On their home plane they are organized into a roughly feudal hierarchy of dukes (shator), earls (kelubar) and commoners (farastu). On other planes, including the Prime Material, they are typically encountered alone. | + | The endless corpse & debris-filled battlefields of the Fields of Perdition are ruled by the demodands - a race of evil, cunning creatures renowned for their ruthlessness. On their home plane they are organized into a roughly feudal hierarchy of dukes (shator), earls (kelubar) and commoners (farastu). On other planes, including the Prime Material, they are typically encountered alone. |
Line 5881: | Line 5879: | ||
- | The farastu is the least powerful of the demodands. It is a tall, slender humanoid, with long arms and heads and bat-like wings. The skin of the farastu constantly excretes a sticky, tar-like substance. There is a 1 in 20 chance anything that hits or is hit by a farastu will adhere to it for 1d6 segments. If the farastu sticks to an opponent when it attacks it will immediately gain another attack. If an opponent sticks to the farastu during its own attack round, the farastu will gain +4 to initiative in the following round. If a weapon or other object sticks to the farastu, there is a 1 in 4 chance that the object will be wrenched from the opponent' | + | The farastu is the least powerful of the demodands. It is a tall, slender humanoid, with long arms and heads and bat-like wings. The skin of the farastu constantly excretes a sticky, tar-like substance. There is a 1 in 20 chance anything that hits or is hit by a farastu will adhere to it for 1d6 segments. If the farastu sticks to an opponent when it attacks it will immediately gain another attack. If an opponent sticks to the farastu during its own attack round, the farastu will gain +4 to initiative in the following round. If a weapon or other object sticks to the farastu, there is a 1 in 4 chance that the object will be wrenched from the opponent' |
- | All farastu have // | + | All farastu have // |
- | Farastu can use the following innate spell-like abilities once per round at will as an 11< | + | Farastu can use the following innate spell-like abilities once per round at will as an 11< |
- | **Treasure: | + | **Treasure: |
**Kelubar Demodand ** | **Kelubar Demodand ** | ||
Line 5911: | Line 5909: | ||
- | The kelubar are the earls of the demodands. They are dark-skinned, | + | The kelubar are the earls of the demodands. They are dark-skinned, |
- | + | ||
- | All kelubar have darkvision. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 20. | + | |
- | + | ||
- | Kelubar have the following innate spell-like abilities which they can use, once per round, at will, as 13< | + | |
- | + | ||
- | ** Treasure: | + | |
- | + | ||
+ | All kelubar have darkvision. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 20. | ||
+ | Kelubar have the following innate spell-like abilities which they can use, once per round, at will, as 13< | ||
+ | **Treasure: | ||
**Shator Demodand** | **Shator Demodand** | ||
- | ** ** | ||
|**Frequency: | |**Frequency: | ||
Line 5947: | Line 5939: | ||
- | The shator rule over lesser demodands from their strongholds in the Fields of Perdition. They are very squat with loose folds of hide hanging across their broad frames. While they are capable of tearing flesh and rending bones with their claws they prefer to wield large weapons likes flails or two-handed swords (+4 to-hit, +9 to damage). | + | The shator rule over lesser demodands from their strongholds in the Fields of Perdition. They are very squat with loose folds of hide hanging across their broad frames. While they are capable of tearing flesh and rending bones with their claws they prefer to wield large weapons likes flails or two-handed swords (+4 to-hit, +9 to damage). |
- | All shator have // | + | All shator have // |
- | Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15< | + | Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15< |
- | **Treasure**: | + | **Treasure**: |
Line 5983: | Line 5975: | ||
Demonikin are incredibly resilient; they can take a great deal of damage and feel no pain. Further, when brought to negative hit points, they will appear to die, but in truth they are simply regenerating and will leap back into a fight in d4 rounds, restored to ¼ of their original hit points (round up). Because of this ability, they fear nothing except fire, which will kill them permanently. They are somewhat resistant to cold attacks (-1 damage per die). | Demonikin are incredibly resilient; they can take a great deal of damage and feel no pain. Further, when brought to negative hit points, they will appear to die, but in truth they are simply regenerating and will leap back into a fight in d4 rounds, restored to ¼ of their original hit points (round up). Because of this ability, they fear nothing except fire, which will kill them permanently. They are somewhat resistant to cold attacks (-1 damage per die). | ||
- | ** Treasure**: | + | **Treasure**: |
**Devil Dog** | **Devil Dog** | ||
Line 6199: | Line 6191: | ||
Fire drakes are not dragons and, other than having multiple attack routines and possessing breath weapons, have little in common with the larger creatures. The blood of a fire drake may be collected and used as a grenade-type weapon (a pint of the stuff acting as two// //flasks of oil), or may be used to temporarily coat any all-metal weapon, causing an extra 1d4 points of flame damage upon a successful hit. This flaming effect lasts 1d4+2 rounds, but there is a 2% cumulative chance per round of destroying a normal weapon by using it in such a fashion. It is rumored that magic users avidly seek the blood of fire drakes for use as spell components. | Fire drakes are not dragons and, other than having multiple attack routines and possessing breath weapons, have little in common with the larger creatures. The blood of a fire drake may be collected and used as a grenade-type weapon (a pint of the stuff acting as two// //flasks of oil), or may be used to temporarily coat any all-metal weapon, causing an extra 1d4 points of flame damage upon a successful hit. This flaming effect lasts 1d4+2 rounds, but there is a 2% cumulative chance per round of destroying a normal weapon by using it in such a fashion. It is rumored that magic users avidly seek the blood of fire drakes for use as spell components. | ||
- | **Treasure**: | + | **Treasure**: |
Line 6267: | Line 6259: | ||
The blood of a water drake may be collected and used as a grenade-type weapon when thrown onto the surface of water (a pint of the stuff producing effects similar to that of a flask of oil does on land). There, it will burn hot for 1d4+2 rounds and will touch off any normal cloth or wood that it comes into contact with. Jars of water drake blood are used by the occasional navy, with the pots being launched by small catapults at enemy ships- the blood forming the basis of the fabled //hygron pyr//. | The blood of a water drake may be collected and used as a grenade-type weapon when thrown onto the surface of water (a pint of the stuff producing effects similar to that of a flask of oil does on land). There, it will burn hot for 1d4+2 rounds and will touch off any normal cloth or wood that it comes into contact with. Jars of water drake blood are used by the occasional navy, with the pots being launched by small catapults at enemy ships- the blood forming the basis of the fabled //hygron pyr//. | ||
- | **Treasure**: | + | **Treasure**: |
**Ear Seeker** | **Ear Seeker** | ||
Line 6295: | Line 6287: | ||
**Treasure**: | **Treasure**: | ||
- | |||
- | |||
- | ** | ||
- | ** | ||
**Eblis** | **Eblis** | ||
Line 6512: | Line 6500: | ||
- | || **DOG** | + | | | **DOG** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6575: | Line 6563: | ||
- | || **MYRMACH** | + | | | **MYRMACH** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6724: | Line 6712: | ||
- | Gambados are enchanted mollusk-like creatures that inhabit burrowed-out pits in old graveyards and battlefields and feed on the blood and other bodily fluids of living prey. They have a powerful upper muscle with two sharp-clawed appendages and a sightless, lamprey-like mouth which they conceal inside a scavenged humanoid or animal skull. Their lower body tapers into three hooked feet which they use to anchor themselves in their pit lairs. Gambados move by either springing upwards with their dorsal muscles or pulling themselves with their appendages. Gambados lure prey by burying themselves in loose soil or gravel up to 6' deep with only the skull left exposed as bait. When a living creature comes within 5' of their pit, they will spring forth attacking with a bite. Thereafter, they will attack with both a bite and their two claws. If a gambado is losing a fight it will retreat back into its pit or scurry away to find some other enclosed shelter. Dead gambados will regenerate within 3 months into 1d3 new gambados unless destroyed with fire or acid. | + | Gambados are enchanted mollusk-like creatures that inhabit burrowed-out pits in old graveyards and battlefields and feed on the blood and other bodily fluids of living prey. They have a powerful upper muscle with two sharp-clawed appendages and a sightless, lamprey-like mouth which they conceal inside a scavenged humanoid or animal skull. Their lower body tapers into three hooked feet which they use to anchor themselves in their pit lairs. Gambados move by either springing upwards with their dorsal muscles or pulling themselves with their appendages. Gambados lure prey by burying themselves in loose soil or gravel up to 6' deep with only the skull left exposed as bait. When a living creature comes within 5' of their pit, they will spring forth attacking with a bite. Thereafter, they will attack with both a bite and their two claws. If a gambado is losing a fight it will retreat back into its pit or scurry away to find some other enclosed shelter. Dead gambados will regenerate within 3 months into 1d3 new gambados unless destroyed with fire or acid. |
- | **Treasure: | + | **Treasure: |
**Gargoyle** (Variants) | **Gargoyle** (Variants) | ||
Line 6732: | Line 6720: | ||
- | || **KAPOACINTH** | + | | | **KAPOACINTH** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6787: | Line 6775: | ||
- | Gas spores are floating fungal puffballs that closely resemble Ocular Despots (q.v.). From distances greater than 10', they will be mistaken for the latter 90% of the time. Even at close range there is still a 25% chance they will be mistaken for a Despot. | + | Gas spores are floating fungal puffballs that closely resemble Ocular Despots (q.v.). From distances greater than 10', they will be mistaken for the latter 90% of the time. Even at close range there is still a 25% chance they will be mistaken for a Despot. |
- | If a gas spore is attacked and damaged for 1 or more points of damage it will explode into a cloud of toxic spores that will cause 6d6 points of damage to all within 20' (Save vs. Wands for half damage). If a gas spore is touched by unprotected flesh it will infect the victim with tiny spores. The gas spore will die immediately. Victims will die and sprout 2d4 gas spores within 24 hours unless a //Cure Disease// is cast upon them. | + | If a gas spore is attacked and damaged for 1 or more points of damage it will explode into a cloud of toxic spores that will cause 6d6 points of damage to all within 20' (Save vs. Wands for half damage). If a gas spore is touched by unprotected flesh it will infect the victim with tiny spores. The gas spore will die immediately. Victims will die and sprout 2d4 gas spores within 24 hours unless a //Cure Disease// is cast upon them. |
**Treasure: | **Treasure: | ||
Line 6797: | Line 6785: | ||
- | || **JANNI** | + | | | **JANNI** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6968: | Line 6956: | ||
- | || **STONE**\\ **GUARDIAN** | + | | | **STONE**\\ **GUARDIAN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 7003: | Line 6991: | ||
**Pellucid Golems** are created through the collaborative efforts of a Magic-User and an Illusionist both of 10< | **Pellucid Golems** are created through the collaborative efforts of a Magic-User and an Illusionist both of 10< | ||
- | Pellucid golems are composed of fused segments of natural crystalline materials and are as strong as an Iron Golem (q.v.) They can only be hit by magic weapons of +2 or better. | + | Pellucid golems are composed of fused segments of natural crystalline materials and are as strong as an Iron Golem (q.v.) They can only be hit by magic weapons of +2 or better. |
- | Fire and cold only do 1hp of damage to pellucid golems. Lightning damage can be stored by the golem and up to half of the damage may be released on touch (as the //shocking hands// spell). //Glassee// will slow their movement by half for 2d6 rounds. A //Prismatic spray// will be stored by the golem and can be released up to one day later for full effect. A disintegrate spell will affect a pellucid golem if it fails its Saving Throw vs. Spells. // | + | Fire and cold only do 1hp of damage to pellucid golems. Lightning damage can be stored by the golem and up to half of the damage may be released on touch (as the //shocking hands// spell). //Glassee// will slow their movement by half for 2d6 rounds. A //Prismatic spray// will be stored by the golem and can be released up to one day later for full effect. A disintegrate spell will affect a pellucid golem if it fails its Saving Throw vs. Spells. // |
- | Every 4 rounds a pellucid golem can release //a prismatic spray// as a gaze attack on all within 30'. Those who fail to Save vs. Spells will be stunned for 2d4 rounds (lvl-0 to 3), 1d4 rounds (lvls 4-8) or 1 round (lvl 9+). | + | Every 4 rounds a pellucid golem can release //a prismatic spray// as a gaze attack on all within 30'. Those who fail to Save vs. Spells will be stunned for 2d4 rounds (lvl-0 to 3), 1d4 rounds (lvls 4-8) or 1 round (lvl 9+). |
- | As with other golems, they can be issued simple commands by their creators. | + | As with other golems, they can be issued simple commands by their creators. |
**Treasure**: | **Treasure**: | ||
Line 7167: | Line 7155: | ||
Souls occasionally become lost in the ether, unable to complete their migrations from the prime material to the outer planes after the deaths of their host bodies. Over time, such wayword souls are devoured by predatory ethereal creatures, captured by nighthags and their minions, or slowly dissipate into nothingness. Those that have spent significant periods of time in the ethereal plane and have begun dispersing into the ether eventually lose much of their essential cohesion and, with that, both the intelligence and the psychic will required to resist being captured by an enterprising druid, magic user or creature with magical talent. Indeed, those " | Souls occasionally become lost in the ether, unable to complete their migrations from the prime material to the outer planes after the deaths of their host bodies. Over time, such wayword souls are devoured by predatory ethereal creatures, captured by nighthags and their minions, or slowly dissipate into nothingness. Those that have spent significant periods of time in the ethereal plane and have begun dispersing into the ether eventually lose much of their essential cohesion and, with that, both the intelligence and the psychic will required to resist being captured by an enterprising druid, magic user or creature with magical talent. Indeed, those " | ||
- | Druids of 6< | + | |
- | Magic-Users of seventh or higher level are also capable of creating elemental grumes, but their arcane methods are less efficacious and result in smaller, less powerful entities that initially possess only 2 HD and have the mass of a halfling. Mages prepare their elemental matrices in a manner similar to druids but, instead of combining consecrated mistletoe, add the entire blood supply of a live, medium-sized creature that has been sacrificed on the spot. Once the matrix has been properly prepared, the mage then chooses to place either a // | + | Druids of 6< |
- | Elemental grumes, known collectively as // | + | |
- | Being relatively weak elemental entities, grumes have powers and abilities much inferior to those of true elementals. As such, elemental grumes have none of their greater cousins' | + | Magic-Users of seventh or higher level are also capable of creating elemental grumes, but their arcane methods are less efficacious and result in smaller, less powerful entities that initially possess only 2 HD and have the mass of a halfling. Mages prepare their elemental matrices in a manner similar to druids but, instead of combining consecrated mistletoe, add the entire blood supply of a live, medium-sized creature that has been sacrificed on the spot. Once the matrix has been properly prepared, the mage then chooses to place either a // |
+ | |||
+ | Elemental grumes, known collectively as // | ||
+ | |||
+ | Being relatively weak elemental entities, grumes have powers and abilities much inferior to those of true elementals. As such, elemental grumes have none of their greater cousins' | ||
**Gryph** | **Gryph** | ||
Line 7237: | Line 7229: | ||
- | || **ANNIS** | + | | | **ANNIS** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8127: | Line 8119: | ||
- | || **WATER** | + | | | **WATER** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8562: | Line 8554: | ||
- | Ocular despots are quite intelligent and crafty and may (3 in 6) respond to parlay or bribery attempts depending on the strength of their opponents. They speak their own language, Common, and that of other Lawful Evil creatures. | + | Ocular despots are quite intelligent and crafty and may (3 in 6) respond to parlay or bribery attempts depending on the strength of their opponents. They speak their own language, Common, and that of other Lawful Evil creatures. |
- | **Treasure**: | + | **Treasure**: |
**Ooze, Crystal** | **Ooze, Crystal** | ||
Line 8596: | Line 8588: | ||
- | || **Dust ** | **Heat** | + | | | **Dust ** | **Heat** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8714: | Line 8706: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8835: | Line 8827: | ||
Pit Crows are large black, demonic crows with glowing reddish eyes that are native to the Lower Planes and feed on the pain and torment of the souls of mortals unlucky enough to be consigned there after death. Occasionally a Demon Prince or other powerful demon will send a Pit Crow to the Prime Material plane to serve as a familiar for one of their spell-casting minions. Normally, mortals consider a Pit Crow to be a terrible omen of death and evil to come. | Pit Crows are large black, demonic crows with glowing reddish eyes that are native to the Lower Planes and feed on the pain and torment of the souls of mortals unlucky enough to be consigned there after death. Occasionally a Demon Prince or other powerful demon will send a Pit Crow to the Prime Material plane to serve as a familiar for one of their spell-casting minions. Normally, mortals consider a Pit Crow to be a terrible omen of death and evil to come. | ||
- | Pit Crows have the following spell-like abilities which they can use once per round, at will: //darkness 5' radius//, //fear// (as wand), //detect invisible//, | + | Pit Crows have the following spell-like abilities which they can use once per round, at will: //darkness 5' radius//, //fear// (as wand), //detect invisible//, |
- | Pit Crows delight in pecking out the eyes of their victims. | + | Pit Crows delight in pecking out the eyes of their victims. |
**Treasure**: | **Treasure**: | ||
Line 8916: | Line 8908: | ||
- | || **BLACK** | + | | | **BLACK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 9315: | Line 9307: | ||
**Sea Horse, Giant** | **Sea Horse, Giant** | ||
- | |||
- | ** ** | ||
|**Frequency: | |**Frequency: | ||
Line 9366: | Line 9356: | ||
- | Shantaks live in the Dreamlands. They are superficially wyvern-like creatures larger than elephants, with heads like horses, slippery scales and tails without stings. They exude an oily substance that makes them hard to hold onto; grappling attacks on them of any kind are 50% likely to fail without harming the creature. | + | Shantaks live in the Dreamlands. They are superficially wyvern-like creatures larger than elephants, with heads like horses, slippery scales and tails without stings. They exude an oily substance that makes them hard to hold onto; grappling attacks on them of any kind are 50% likely to fail without harming the creature. |
- | Shantaks are nocturnal. They can be ridden, and occasionally serve as steeds for powerful creatures of evil. | + | |
- | **Treasure**: | + | Shantaks are nocturnal. They can be ridden, and occasionally serve as steeds for powerful creatures of evil. |
+ | |||
+ | **Treasure**: | ||
Line 9460: | Line 9452: | ||
Sirens are a magical race which resemble beautiful human women. They normally dwell in isolated spots in or near large bodies of fresh or saltwater and have a reputation for luring unwary sailors and fishermen to their deaths. | Sirens are a magical race which resemble beautiful human women. They normally dwell in isolated spots in or near large bodies of fresh or saltwater and have a reputation for luring unwary sailors and fishermen to their deaths. | ||
- | Sirens are extremely dextrous (DEX 18). In combat they wield short swords or daggers, although 3 in 10 will also possess a missile weapon - 3 javelins (40%) or a sling (60%). There is a 1 in 10 chance any of their weapons will be enchanted to +1. | + | Sirens are extremely dextrous (DEX 18). In combat they wield short swords or daggers, although 3 in 10 will also possess a missile weapon - 3 javelins (40%) or a sling (60%). There is a 1 in 10 chance any of their weapons will be enchanted to +1. |
- | All sirens possess the following innate magical abilities which they may use once per day at will: //Fog Cloud//, //Improved Invisibility// | + | All sirens possess the following innate magical abilities which they may use once per day at will: //Fog Cloud//, //Improved Invisibility// |
Sirens are able to breath equally well in both air and water. They possess darkvision and are immune to harmful gas of any type. Sirens make all Saving Throws as an 11< | Sirens are able to breath equally well in both air and water. They possess darkvision and are immune to harmful gas of any type. Sirens make all Saving Throws as an 11< | ||
Line 9516: | Line 9508: | ||
- | || **RED **\\ **SLAASTHAKI**\\ **' | + | | | **RED **\\ **SLAASTHAKI**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 9597: | Line 9589: | ||
Parna-Pathzuul is the lord of one of the Slaashaki factions which rules part of the Astral Plane. He takes the form of either a tall, gold scaled slaasthak or that of an amoeba-like mass of golden protoplasm with a humanoid brain as a nucleus. | Parna-Pathzuul is the lord of one of the Slaashaki factions which rules part of the Astral Plane. He takes the form of either a tall, gold scaled slaasthak or that of an amoeba-like mass of golden protoplasm with a humanoid brain as a nucleus. | ||
- | In melee, Parna-Pathzuul fights as an 18< | + | In melee, Parna-Pathzuul fights as an 18< |
- | He has the following innate spell-like abilities which can be used at will: //Astral Projection//, | + | He has the following innate spell-like abilities which can be used at will: //Astral Projection//, |
- | Parna-Pathzuul regenerates 3/hp per round. | + | Parna-Pathzuul regenerates 3/hp per round. |
**Ygoniphlaak** (Slaasthak Lord of Entropy) | **Ygoniphlaak** (Slaasthak Lord of Entropy) | ||
Line 9625: | Line 9617: | ||
- | Ygoniphlaak appears as large, 15' tall skeletal slaasthak with leathery, black skin and flightless, bat-like wings perpetually cloaked in shadows that undulate around him. He is usually mounted on a 10HD derketa (q.v.). | + | Ygoniphlaak appears as large, 15' tall skeletal slaasthak with leathery, black skin and flightless, bat-like wings perpetually cloaked in shadows that undulate around him. He is usually mounted on a 10HD derketa (q.v.). |
- | In combat, Ygoniphlaak fights as a 20< | + | In combat, Ygoniphlaak fights as a 20< |
- | Ygoniphlaaak has the following innate spell-like abilities which he can use at will: //Advanced Illusion, Astral Projection, Blink, Darkness 15' Radius, Detect Magic// Or // | + | Ygoniphlaaak has the following innate spell-like abilities which he can use at will: //Advanced Illusion, Astral Projection, Blink, Darkness 15' Radius, Detect Magic// Or // |
**Slime,** **Olive** | **Slime,** **Olive** | ||
Line 9695: | Line 9687: | ||
When the slime creature dies, it becomes a patch of olive slime. | When the slime creature dies, it becomes a patch of olive slime. | ||
- | **Treasure**: | + | **Treasure**: |
**Slithy Creatures ** | **Slithy Creatures ** | ||
Line 9701: | Line 9693: | ||
- | || **SLITHY TOVE** | + | | | **SLITHY TOVE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 9788: | Line 9780: | ||
These are huge versions of common black widow spiders, comparable in size to standard giant spiders. However, unlike their less intelligent cousins, these spiders are crafty and, worse, their two fore claws are prehensile enough to wield weapons. Thus, they will often arm themselves with the weapons of fallen victims, using them in addition to their virulently poisonous bite (Saves are at -2). Their webs generally conform to those of other giant spiders, i.e. they are clingy and a person with an 18 Strength will require 1 round to escape, a 17 Strength requires 2 rounds, etc. However, these webs are less flammable; they will burn, but not as rapidly or hotly as those of other spiders. These spiders are capable of speaking their own language, as well as others such as Common that they' | These are huge versions of common black widow spiders, comparable in size to standard giant spiders. However, unlike their less intelligent cousins, these spiders are crafty and, worse, their two fore claws are prehensile enough to wield weapons. Thus, they will often arm themselves with the weapons of fallen victims, using them in addition to their virulently poisonous bite (Saves are at -2). Their webs generally conform to those of other giant spiders, i.e. they are clingy and a person with an 18 Strength will require 1 round to escape, a 17 Strength requires 2 rounds, etc. However, these webs are less flammable; they will burn, but not as rapidly or hotly as those of other spiders. These spiders are capable of speaking their own language, as well as others such as Common that they' | ||
- | **Treasure: **C | + | **Treasure: ** |
Line 9842: | Line 9834: | ||
- | The size of a dinner plate and not overly poisonous, a swarming spider can usually be ignored if encountered singly, or if in a small group. These arachnids normally form large colonies, however, and utilize complex eusocial behaviors to both create enormous web structures and to bring down creatures as large as hill giants. When in such a collective, swarming spiders are difficult to stop, and are capable of killing nearly any prey that is susceptible to poison. | + | The size of a dinner plate and not overly poisonous, a swarming spider can usually be ignored if encountered singly, or if in a small group. These arachnids normally form large colonies, however, and utilize complex eusocial behaviors to both create enormous web structures and to bring down creatures as large as hill giants. When in such a collective, swarming spiders are difficult to stop, and are capable of killing nearly any prey that is susceptible to poison. |
- | When underground, | + | |
- | Swarming spiders' | + | When underground, |
- | The number of swarming spiders that may attack a target each round is determined by the victim' | + | |
- | Paralysed victims of a swarm will be fully cocooned by the spiders in d10 rounds, with the affected creature left where it fell. The colony will return to the site d4 days later, and will drain the victim of all fluids at that time. | + | Swarming spiders' |
+ | |||
+ | The number of swarming spiders that may attack a target each round is determined by the victim' | ||
+ | |||
+ | Paralysed victims of a swarm will be fully cocooned by the spiders in d10 rounds, with the affected creature left where it fell. The colony will return to the site d4 days later, and will drain the victim of all fluids at that time. | ||
**Spigre **(Heretical Horror) | **Spigre **(Heretical Horror) | ||
Line 9870: | Line 9866: | ||
- | Created from bugbears and ogres that have been lobotomized and had their bodies polymorphed into giant spiders, these horrific hybrids were originally conceived by dokkalfar mages of the most heretical noble houses and merchant clans as a means to counter enemy spider-spies. Requiring incorruptible guards that could track and kill those spiders sent to steal into their villas and compounds, the mages' tireless research culminated with their cherished " | + | Created from bugbears and ogres that have been lobotomized and had their bodies polymorphed into giant spiders, these horrific hybrids were originally conceived by dokkalfar mages of the most heretical noble houses and merchant clans as a means to counter enemy spider-spies. Requiring incorruptible guards that could track and kill those spiders sent to steal into their villas and compounds, the mages' tireless research culminated with their cherished " |
- | Although the brains of the bugbears and ogres that have been transformed into spigres have been altered, they remain intelligent enough for the creatures to communicate with others and to follow simple orders given by their dokkalfar masters. Possessing the bodies of giant, web-spinning spiders, spigres are capable of producing thick webs and traveling through them at a rapid clip. Doing so, the horrors act as effective guards on the battlements and rooftops of their masters' | + | |
- | Spigres' | + | Although the brains of the bugbears and ogres that have been transformed into spigres have been altered, they remain intelligent enough for the creatures to communicate with others and to follow simple orders given by their dokkalfar masters. Possessing the bodies of giant, web-spinning spiders, spigres are capable of producing thick webs and traveling through them at a rapid clip. Doing so, the horrors act as effective guards on the battlements and rooftops of their masters' |
- | Spigres' | + | |
+ | Spigres' | ||
+ | |||
+ | Spigres' | ||
**Treasure**: | **Treasure**: | ||
Line 10009: | Line 10008: | ||
Stone ropers are subterranean silicon-based beings that resemble pillar-shaped mounds of rock with six tentacle-like appendages and a large, gaping maw. They can naturally sense movement within 200' and when alerted will become perfectly still and indistinguishable from a statue or natural stalagmite. | Stone ropers are subterranean silicon-based beings that resemble pillar-shaped mounds of rock with six tentacle-like appendages and a large, gaping maw. They can naturally sense movement within 200' and when alerted will become perfectly still and indistinguishable from a statue or natural stalagmite. | ||
- | If approached with 50', stone ropers will attack with their tentacles. They prefer to attack two opponents simultaneously with three tentacles each. The first two victims successfully attacked will be injected with poison through the tentacles (no Saving Throw possible) and paralysed and appear to have been turned to stone. Within a round a victim will recover from the paralysis, but will be under the stone roper' | + | If approached with 50', stone ropers will attack with their tentacles. They prefer to attack two opponents simultaneously with three tentacles each. The first two victims successfully attacked will be injected with poison through the tentacles (no Saving Throw possible) and paralysed and appear to have been turned to stone. Within a round a victim will recover from the paralysis, but will be under the stone roper' |
- | Because of their rocky exteriors, stone ropers are immune to normal missile fire, but they can be injured by spells and melee weapons. | + | Because of their rocky exteriors, stone ropers are immune to normal missile fire, but they can be injured by spells and melee weapons. |
**Treasure**: | **Treasure**: | ||
Line 10069: | Line 10068: | ||
- | The tabaxi are a reclusive race of humanoid felines that dwell in tropical jungles. They live in ' | + | The tabaxi are a reclusive race of humanoid felines that dwell in tropical jungles. They live in ' |
- | Tabaxi are proficient hunters and trackers and rely on their cunning use of camouflage and ambuscade. Likewise, they are adept at avoiding such ruses themselves and have a 90% chance to avoid traps. | + | Tabaxi are proficient hunters and trackers and rely on their cunning use of camouflage and ambuscade. Likewise, they are adept at avoiding such ruses themselves and have a 90% chance to avoid traps. |
- | While they are relatively primitive toolmakers, they will quickly master the use of tools and weapons taken from intelligent prey. In melee, they will attack with either a weapon or their two fore-claws and a bite. They do not wear clothes, armour or use shields. | + | While they are relatively primitive toolmakers, they will quickly master the use of tools and weapons taken from intelligent prey. In melee, they will attack with either a weapon or their two fore-claws and a bite. They do not wear clothes, armour or use shields. |
- | Tabaxi speak their own language, and 50% will have a basic proficiency in Common as well. They do not trade with other tabaxi or other races, preferring to steal. | + | Tabaxi speak their own language, and 50% will have a basic proficiency in Common as well. They do not trade with other tabaxi or other races, preferring to steal. |
- | **Treasure**: | + | **Treasure**: |
**Taer** | **Taer** | ||
Line 10109: | Line 10108: | ||
**Treasure**: | **Treasure**: | ||
- | **Tar**** ****Fiend**** ** | + | **Tar Fiend** |
Line 10586: | Line 10585: | ||
- | || **VEGEPYGMY** | + | | | **VEGEPYGMY** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 10815: | Line 10814: | ||
- | Adapted to live underground, | + | Adapted to live underground, |
- | Cave pigs' tusks are quite formidable in their own right, but through constant dredging through bacterial mats and the tearing of endless amounts of fungal tissues they become decidedly poisonous. Any non-cave pig that is even scratched by one of the beasts' | + | |
- | **Treasure**: | + | Cave pigs' tusks are quite formidable in their own right, but through constant dredging through bacterial mats and the tearing of endless amounts of fungal tissues they become decidedly poisonous. Any non-cave pig that is even scratched by one of the beasts' |
+ | |||
+ | **Treasure**: | ||
Line 11292: | Line 11292: | ||
- | || **HAUNT** | + | | | **HAUNT** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 11421: | Line 11421: | ||
- | || **LESSER VOLLGRIM** | + | | | **LESSER VOLLGRIM** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: |
dangerousdungeons/chapter5.txt · Last modified: 2020/05/25 20:27 by robertfreemanday