dangerousdungeons:chapter5
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====== DANGEROUS DUNGEONS - DRAFT CHAPTER 5 ====== | ====== DANGEROUS DUNGEONS - DRAFT CHAPTER 5 ====== | ||
- | ---- | + | |
**Draft 09/18** | **Draft 09/18** | ||
Line 35: | Line 35: | ||
- William Butler Yeats | - William Butler Yeats | ||
+ | ===== Animals ===== | ||
- | |||
- | **ANIMALS** | ||
- | |||
- | **CELESTIALS** | ||
- | |||
- | **DAEMONS** | ||
- | |||
- | **DEMONS** | ||
- | |||
- | **DEVILS** | ||
- | |||
- | **DRAGONS** | ||
- | |||
- | **FAE/ | ||
- | |||
- | **GIANTS** | ||
- | |||
- | **HUMANOIDS** | ||
- | |||
- | **DEMI-HUMANS** | ||
- | |||
- | **MEN ** | ||
- | |||
- | **LYCANTHROPES** | ||
- | |||
- | **OTHER** | ||
- | |||
- | **UNDEAD** | ||
- | |||
- | **RANDOM MONSTERS BY TYPE** | ||
- | |||
- | |||
- | |||
- | **ANIMALS** | ||
- | ---- | ||
- | ** ** | ||
//The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which. | //The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which. | ||
Line 122: | Line 87: | ||
- | || **HUGE** | + | | | **HUGE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 249: | Line 214: | ||
- | || **DOLPHIN** | + | | | **DOLPHIN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 336: | Line 301: | ||
- | || **ELK** | + | | | **ELK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 394: | Line 359: | ||
- | || **AXEBEAK** | + | | | **AXEBEAK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 547: | Line 512: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 740: | Line 705: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 773: | Line 738: | ||
- | || **MANTA** | + | | | **MANTA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 952: | Line 917: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | **CELESTIALS** | + | ===== Celestials ===== |
- | ---- | + | |
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- | || **BEACON AHURA** | + | | | **BEACON AHURA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 1153: | Line 1117: | ||
- | || **LEONINE AHURA** | + | | | **LEONINE AHURA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 1192: | Line 1156: | ||
- | **DAEMONS ** | + | ===== Daemons ===== |
- | ---- | + | |
Line 1773: | Line 1736: | ||
**Treasure**: | **Treasure**: | ||
- | **DEMONS** | + | ===== Demons ===== |
//The Annuna, the judges of the underworld, surrounded her.. | //The Annuna, the judges of the underworld, surrounded her.. | ||
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Asag. Demon Lord of Filth | Asag. Demon Lord of Filth | ||
- | **DEVILS** | + | ===== Devils ===== |
- | ---- | + | |
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- | **DRAGONS** | + | ===== Dragons ===== |
- | ---- | + | |
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| | ||
- | **FAE / SYLVAN CREATURES** | + | ===== Fae / Sylvan Creatures ===== |
- | ---- | + | |
**Bookha** (Brewling) | **Bookha** (Brewling) | ||
- | |||
Line 3280: | Line 3239: | ||
**Treasure**: | **Treasure**: | ||
- | **GIANTS** | + | ===== Giants ===== |
- | ---- | + | |
**Cyclops, Lesser** | **Cyclops, Lesser** | ||
Line 3549: | Line 3508: | ||
- | || **FRESHWATER SCRAG** | + | | | **FRESHWATER SCRAG** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3606: | Line 3565: | ||
**Treasure**: | **Treasure**: | ||
- | **HUMANOIDS** | + | ===== Humanoids ===== |
- | ---- | + | |
Line 3789: | Line 3747: | ||
Lizard tyrants are a larger, more intelligent breed of lizard men and usually encountered lording it over their ' | Lizard tyrants are a larger, more intelligent breed of lizard men and usually encountered lording it over their ' | ||
- | Lizard tyrants wield vicious tridents in melee which inflict 5d4 points of damage. If their to-hit roll result is 18-20, they have impaled their victim and inflict double normal damage. These weapons are unwieldy and anyone except a Lizard Tyrant that attempts to use them in combat will suffer the standard untrained penalty and cannot impale victims. | + | Lizard tyrants wield vicious tridents in melee which inflict 5d4 points of damage. If their to-hit roll result is 18-20, they have impaled their victim and inflict double normal damage. These weapons are unwieldy and anyone except a Lizard Tyrant that attempts to use them in combat will suffer the standard untrained penalty and cannot impale victims. Other than the exceptions noted, lizard tyrants are identical to normal lizard men in all other respects. |
**Treasure**: | **Treasure**: | ||
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- | **DEMI-HUMANS** | + | ===== Demi-Humans ===== |
- | ---- | + | |
- | + | ||
**Derro ** | **Derro ** | ||
- | |||
- | |||
|**Frequency: | |**Frequency: | ||
Line 3854: | Line 3807: | ||
- | || **Nephiltari**\\ **' | + | | | **Nephiltari**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3873: | Line 3826: | ||
- | || **Agalori**\\ **' | + | | | **Agalori**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3904: | Line 3857: | ||
- | || **Lake Elf** | **Ocean Elf** | | + | | | **Lake Elf** | **Ocean Elf** | |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4096: | Line 4049: | ||
- | || **FIGHTER** | + | | | **FIGHTER** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4200: | Line 4153: | ||
**Treasure**: | **Treasure**: | ||
- | **MEN** | + | ===== Men ===== |
- | ---- | + | |
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**Treasure**: | **Treasure**: | ||
- | **LYCANTHROPES** | + | ===== Lycanthropes ===== |
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**Treasure**: | **Treasure**: | ||
- | **OTHER** | + | ===== Other ===== |
- | ---- | + | |
**Abolengo** (Soulstealer) | **Abolengo** (Soulstealer) | ||
Line 4491: | Line 4442: | ||
- | || **WARRIOR-MAGE** | + | | | **WARRIOR-MAGE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4572: | Line 4523: | ||
- | Giant ant lions are large, predatory insects that live in rocky desert areas. They construct tapered pits (around 60' diameter) that often (50% chance) appear like cave mouths. Any creature entering their pit may (1 in 2 chance per round) trip and slide further down the rocky, loose sides to the bottom where the ant lion buries itself awaiting the prey. It will burst out of the soil and attack with its two large mandibles. If it successfully hits, the victim will be held fast and cannot escape unless the ant lion is killed. Each round the mandibles will automatically inflict 5d4 points of damage to trapped prey. | + | Giant ant lions are large, predatory insects that live in rocky desert areas. They construct tapered pits (around 60' diameter) that often (50% chance) appear like cave mouths. Any creature entering their pit may (1 in 2 chance per round) trip and slide further down the rocky, loose sides to the bottom where the ant lion buries itself awaiting the prey. It will burst out of the soil and attack with its two large mandibles. If it successfully hits, the victim will be held fast and cannot escape unless the ant lion is killed. Each round the mandibles will automatically inflict 5d4 points of damage to trapped prey. |
- | ** Treasure**: | + | **Treasure**: |
Line 4682: | Line 4633: | ||
- | || **Uffish** | + | | | **Uffish** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4777: | Line 4728: | ||
- | Greater basilisks are larger, more fearsome cousins of the common basilisk (q.v. __OSRIC__, pp. 262-3). Because of their bellicose nature and powerful abilities they are often employed as guardians of treasure hoards. | + | Greater basilisks are larger, more fearsome cousins of the common basilisk (q.v. __OSRIC__, pp. 262-3). Because of their bellicose nature and powerful abilities they are often employed as guardians of treasure hoards. |
- | In melee, a greater basilisk attacks with it's two front claws and a bite. It's claws drip with a weak poison (+ to Saving Throws) and it's breath is also poisonous (all within a 5' radius must Save vs. Poison at +2 or die). It's most terrible attack is its petrifying gaze effective up to 50' away. Attempts to reflect the greater basilisk' | + | In melee, a greater basilisk attacks with it's two front claws and a bite. It's claws drip with a weak poison (+ to Saving Throws) and it's breath is also poisonous (all within a 5' radius must Save vs. Poison at +2 or die). It's most terrible attack is its petrifying gaze effective up to 50' away. Attempts to reflect the greater basilisk' |
- | Most sages believe greater basilisks originate on the Elemental Plane of Fire. Like lesser basilisks they are capable of seeing into both the Astral and Æthereal Planes. | + | Most sages believe greater basilisks originate on the Elemental Plane of Fire. Like lesser basilisks they are capable of seeing into both the Astral and Æthereal Planes. |
**Treasure: | **Treasure: | ||
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- | || **Common** | + | | | **Common** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5577: | Line 5528: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **Dark Scrivener** | + | | | **Dark Scrivener** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5798: | Line 5749: | ||
- | || **YOUNG HYBRID** | + | | | **YOUNG HYBRID** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6191: | Line 6142: | ||
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**: |
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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 6287: | Line 6238: | ||
**Treasure**: | **Treasure**: | ||
- | |||
- | |||
- | ** | ||
- | ** | ||
**Eblis** | **Eblis** | ||
Line 6504: | Line 6451: | ||
- | || **DOG** | + | | | **DOG** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6567: | Line 6514: | ||
- | || **MYRMACH** | + | | | **MYRMACH** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | 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) | ||
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- | || **KAPOACINTH** | + | | | **KAPOACINTH** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6779: | Line 6726: | ||
- | 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 6789: | Line 6736: | ||
- | || **JANNI** | + | | | **JANNI** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6960: | Line 6907: | ||
- | || **STONE**\\ **GUARDIAN** | + | | | **STONE**\\ **GUARDIAN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6995: | Line 6942: | ||
**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**: | ||
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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 7229: | Line 7180: | ||
- | || **ANNIS** | + | | | **ANNIS** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8119: | Line 8070: | ||
- | || **WATER** | + | | | **WATER** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8554: | Line 8505: | ||
- | 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 8588: | Line 8539: | ||
- | || **Dust ** | **Heat** | + | | | **Dust ** | **Heat** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8706: | Line 8657: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8827: | Line 8778: | ||
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 8908: | Line 8859: | ||
- | || **BLACK** | + | | | **BLACK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 9307: | Line 9258: | ||
**Sea Horse, Giant** | **Sea Horse, Giant** | ||
- | |||
- | ** ** | ||
|**Frequency: | |**Frequency: | ||
Line 9358: | Line 9307: | ||
- | 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**: | ||
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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< | ||
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- | || **RED **\\ **SLAASTHAKI**\\ **' | + | | | **RED **\\ **SLAASTHAKI**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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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) | ||
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- | 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** | ||
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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 ** | ||
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- | || **SLITHY TOVE** | + | | | **SLITHY TOVE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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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: ** |
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- | 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) | ||
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- | 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**: | ||
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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**: | ||
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- | 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** | ||
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**Treasure**: | **Treasure**: | ||
- | **Tar**** ****Fiend**** ** | + | **Tar Fiend** |
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- | || **VEGEPYGMY** | + | | | **VEGEPYGMY** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | 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**: | ||
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- | **UNDEAD** | + | ===== Undead ===== |
- | ---- | + | |
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- | || **HAUNT** | + | | | **HAUNT** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **LESSER VOLLGRIM** | + | | | **LESSER VOLLGRIM** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | **RANDOM MONSTERS BY TYPE** | + | ===== Random Monsters By Type ===== |
- | ---- | + | |
dangerousdungeons/chapter5.txt · Last modified: 2020/05/25 20:27 by robertfreemanday