dangerousdungeons:chapter5
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====== DANGEROUS DUNGEONS - DRAFT CHAPTER 5 ====== | ====== DANGEROUS DUNGEONS - DRAFT CHAPTER 5 ====== | ||
- | ---- | + | |
**Draft 09/18** | **Draft 09/18** | ||
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- 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. | ||
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- | || **HUGE** | + | | | **HUGE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **DOLPHIN** | + | | | **DOLPHIN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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**Porpoise**: | **Porpoise**: | ||
- | Porpoises are smaller, less intelligent relatives of dolphins. Unlike dolphins they cannot be used as an aquatic mount. | + | Porpoises are smaller, less intelligent relatives of dolphins. Unlike dolphins they cannot be used as an aquatic mount. |
- | // //**Treasure**: | + | **Treasure**: |
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**Narwhal**: | **Narwhal**: | ||
- | Narwhals are a species of whale often called the " | + | Narwhals are a species of whale often called the " |
- | **Treasure**: | + | **Treasure**: |
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**Killer Whale (Orca)**: | **Killer Whale (Orca)**: | ||
- | Killer whales are predatory mammals. While not naturally hostile, they are deadly killers and will attack almost any creature if hungry or provoked. They attack with a powerful bite and if successful will hold the victim in their jaws and automatically bite each successive round unless the victim makes a successful Saving Throw vs. Paralysation. If attacking a surface dwelling creature they will attempt to drag it below the surface to drown the prey. When encountered in a group (a pod) they will typically be accompanied by 1d8 calves (2HD, move 150', bite for 2d4). Killer whales are occasionally seen accompanying aquatic elves or even serving as their mounts. In the latter capacity they are difficult to train but fiercely protective of their riders. | + | Killer whales are predatory mammals. While not naturally hostile, they are deadly killers and will attack almost any creature if hungry or provoked. They attack with a powerful bite and if successful will hold the victim in their jaws and automatically bite each successive round unless the victim makes a successful Saving Throw vs. Paralysation. If attacking a surface dwelling creature they will attempt to drag it below the surface to drown the prey. When encountered in a group (a pod) they will typically be accompanied by 1d8 calves (2HD, move 150', bite for 2d4). Killer whales are occasionally seen accompanying aquatic elves or even serving as their mounts. In the latter capacity they are difficult to train but fiercely protective of their riders. |
- | **Treasure**: | + | **Treasure**: |
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If encountered singly or in a pair in their lair they will also have 1d4 cubs which do not fight. Both parents will fight to the death to protect the cubs with no morale check required. If defending their their young, cheetahs gain +2 to-hit/ | If encountered singly or in a pair in their lair they will also have 1d4 cubs which do not fight. Both parents will fight to the death to protect the cubs with no morale check required. If defending their their young, cheetahs gain +2 to-hit/ | ||
- | **Treasure**: | + | **Treasure**: |
**Deer** | **Deer** | ||
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- | || **ELK** | + | | | **ELK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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**Treasure**: | **Treasure**: | ||
- | |||
- | |||
- | ** ** | ||
**Dragonfish** | **Dragonfish** | ||
- | |||
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- | || **AXEBEAK** | + | | | **AXEBEAK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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**Axebeak**: | **Axebeak**: | ||
- | Much like hippogriffs and griffons, hatchling axebeaks may be raised to serve as cavalry steeds, but only when isolated from others of their type and if trained and ridden by the same handler since the first month of its life. Thus, a single terror bird may be used as a mount if raised in isolation, but a brood of axebeaks will never be trainable and will instead attack any human coming within range. | + | Much like hippogriffs and griffons, hatchling axebeaks may be raised to serve as cavalry steeds, but only when isolated from others of their type and if trained and ridden by the same handler since the first month of its life. Thus, a single terror bird may be used as a mount if raised in isolation, but a brood of axebeaks will never be trainable and will instead attack any human coming within range. |
When mounted axebeaks move at three quarters of their natural rate (180 feet per round) and can charge at 360' per round once every five rounds. Axebeaks are highly unpredictable and will attack allied creatures 10% of the time, even while under control of their master. Likewise, an axebeak' | When mounted axebeaks move at three quarters of their natural rate (180 feet per round) and can charge at 360' per round once every five rounds. Axebeaks are highly unpredictable and will attack allied creatures 10% of the time, even while under control of their master. Likewise, an axebeak' | ||
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- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **MANTA** | + | | | **MANTA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | **CELESTIALS** | + | ===== Celestials ===== |
- | ---- | + | |
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- | || **KERUBIM** | + | | | **KERUBIM** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **ASTRAL ELOHIM** | + | | | **ASTRAL ELOHIM** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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In combat, seraphim have four attacks per round. They are armed with both a bow (360' range) with //**arrows of slaying **//and a // | In combat, seraphim have four attacks per round. They are armed with both a bow (360' range) with //**arrows of slaying **//and a // | ||
- | All seraphim have the following spell-like abilities which they may use one at a time, once per round, at will as a 12< | + | All seraphim have the following spell-like abilities which they may use one at a time, once per round, at will as a 12< |
Seraphim also possess darkvision up to 240' and normal hearing and vision at twice the normal human range. Their Charisma is 24. | Seraphim also possess darkvision up to 240' and normal hearing and vision at twice the normal human range. Their Charisma is 24. | ||
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Once per hour a seraphim can summon a creature from their home plane. Lawful Good seraphim summon 1d2 ki-rin. Neutral Good summon 1d2 phoenixes. Chaotic Good seraphim summon 1d2 titans. Once per day a seraphim can gate in either a kerubim or 1d8 elohim of any sort. | Once per hour a seraphim can summon a creature from their home plane. Lawful Good seraphim summon 1d2 ki-rin. Neutral Good summon 1d2 phoenixes. Chaotic Good seraphim summon 1d2 titans. Once per day a seraphim can gate in either a kerubim or 1d8 elohim of any sort. | ||
- | Seraphim are susceptible to the same attacks as elohim except that they are immune to acid. They may only be struck by +5 weapons. They are never surprised and always gain the initiative against opponents of 21 DEX or less. Additionally, | + | Seraphim are susceptible to the same attacks as elohim except that they are immune to acid. They may only be struck by +5 weapons. They are never surprised and always gain the initiative against opponents of 21 DEX or less. Additionally, |
- | The corporeal form of a seraphim can only be destroyed on their home plane. Elsewhere their soul will instantly return to their home plane and re-form a new corporeal form, which takes 70 years. | + | The corporeal form of a seraphim can only be destroyed on their home plane. Elsewhere their soul will instantly return to their home plane and re-form a new corporeal form, which takes 70 years. |
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Kerubim are powerful angels that serve as marshals and leaders of the celestial hosts of good. They are always attached to a particular good deity and in their service may travel at wiil anywhere except the lower planes of evil - where they will only go if commanded by their patrol deity. | Kerubim are powerful angels that serve as marshals and leaders of the celestial hosts of good. They are always attached to a particular good deity and in their service may travel at wiil anywhere except the lower planes of evil - where they will only go if commanded by their patrol deity. | ||
- | Kerubim wield large //**+4 bastard swords**// with the qualities of both // | + | Kerubim wield large //**+4 bastard swords**// with the qualities of both // |
Kerubim possess spell-like abilities equivalent to that of a 7< | Kerubim possess spell-like abilities equivalent to that of a 7< | ||
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**Elohim** | **Elohim** | ||
- | The elohim serve as messengers and foot-soldiers of good-aligned deities. They are all commonly found on the good-aligned planes but only rarely encountered in the other planes, typically in the service of a diety for a specific purpose. They can operate equally well in any environment, | + | The elohim serve as messengers and foot-soldiers of good-aligned deities. They are all commonly found on the good-aligned planes but only rarely encountered in the other planes, typically in the service of a diety for a specific purpose. They can operate equally well in any environment, |
- | When encountered on the //Prime Material// or any //Elemental Plane//, they are only susceptible to physical destruction and their spirit will return immediately to their home plane for 10 years before renewing their corporeal form. On any other plane however, they are susceptible to actual death. | + | When encountered on the //Prime Material// or any //Elemental Plane//, they are only susceptible to physical destruction and their spirit will return immediately to their home plane for 10 years before renewing their corporeal form. On any other plane however, they are susceptible to actual death. |
- | The elohim will not negotiatiate or parlay with Evil characters or creatures but may, in certain circumstances, | + | The elohim will not negotiatiate or parlay with Evil characters or creatures but may, in certain circumstances, |
- | In combat, elohim will typically attack the most powerful foe, or if more practical, divide their attacks amongst a number of opponents. | + | In combat, elohim will typically attack the most powerful foe, or if more practical, divide their attacks amongst a number of opponents. |
- | All the elohim have the following spell-like abilities which they may use at will one at a time, once per round: //Cure Disease// (3/day), //Cure Light Wounds// (7/day), //Cure Serious Wounds// (3/day), //Detect Evil//, //Detect Illusion//, //Detect Magic//, //Detect Traps// (7/day//), Dispel Magic// (7/day), // | + | All the elohim have the following spell-like abilities which they may use at will one at a time, once per round: //Cure Disease// (3/day), //Cure Light Wounds// (7/day), //Cure Serious Wounds// (3/day), //Detect Evil//, //Detect Illusion//, //Detect Magic//, //Detect Traps// (7/day//), Dispel Magic// (7/day), // |
- | The elohim are immune to cold, electricity, | + | The elohim are immune to cold, electricity, |
**Astral elohim** resemble tall, winged humanoids with golden skin. Their Charisma is 20. They are usually found traversing the Astral Plane or the Lower Evil Planes in service of good. They wield a //**+3 mace**// in combat that also has the qualities of a //**mace of disruption**// | **Astral elohim** resemble tall, winged humanoids with golden skin. Their Charisma is 20. They are usually found traversing the Astral Plane or the Lower Evil Planes in service of good. They wield a //**+3 mace**// in combat that also has the qualities of a //**mace of disruption**// | ||
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**Aetheral Elohim** may project light up to a 30' radius and protection from evil in a 15' radius but only of half normal power. In addition to the spell-like powers common to all elohim they can also //Hold Monster// (1 elemental only, 8 rounds, 3/ | **Aetheral Elohim** may project light up to a 30' radius and protection from evil in a 15' radius but only of half normal power. In addition to the spell-like powers common to all elohim they can also //Hold Monster// (1 elemental only, 8 rounds, 3/ | ||
- | **Material Elohim** resemble slender, winged humanoids with reddish skin. Their Charisma is 18. They are typically found serving on the //Prime, Positive// and //Negative Material Planes//. They wield a //**+1 longsword**// | + | **Material Elohim** resemble slender, winged humanoids with reddish skin. Their Charisma is 18. They are typically found serving on the //Prime, Positive// and //Negative Material Planes//. They wield a //**+1 longsword**// |
Material Elohim may project light up to a 20' radius and protection from evil in a 10' radius but only of half normal power. In addition to the spell-like powers common to all elohim they can also //Cause //or //Cure Blindness//, | Material Elohim may project light up to a 20' radius and protection from evil in a 10' radius but only of half normal power. In addition to the spell-like powers common to all elohim they can also //Cause //or //Cure Blindness//, | ||
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**Ahuras (Celestial Hosts)** | **Ahuras (Celestial Hosts)** | ||
- | ---- | ||
- | Ahuras make up the bulk of the planar armies of Good. They may be Lawful, Neutral or Chaotic depending on their particular plane of origin. In addition to the abilities unique to their particular type they all possess darkvision and and are capable of //Continual Light//, //Tongues// and //Teleport Without Error// at will. Ahuras do not normally hoard treasure of any kind. | + | Ahuras make up the bulk of the planar armies of Good. They may be Lawful, Neutral or Chaotic depending on their particular plane of origin. In addition to the abilities unique to their particular type they all possess darkvision and and are capable of //Continual Light//, //Tongues// and //Teleport Without Error// at will. Ahuras do not normally hoard treasure of any kind. |
- | || **BEACON AHURA** | + | | | **BEACON AHURA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | || **LEONINE AHURA** | + | | | **LEONINE AHURA** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
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- | **DAEMONS ** | + | ===== Daemons ===== |
- | ---- | + | |
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Cephalodaemons are raised in incredibly strict, aescetic environments. Trained to be killing machines, Cephalodaemons attack with their fists and feet three times per round, doing 4d4 points of damage with every successful strike. They also possess the following Kung-Fu Monk abilities, performed at the 13< | Cephalodaemons are raised in incredibly strict, aescetic environments. Trained to be killing machines, Cephalodaemons attack with their fists and feet three times per round, doing 4d4 points of damage with every successful strike. They also possess the following Kung-Fu Monk abilities, performed at the 13< | ||
- | Prone fighting allows the daemon to fight without penalty from a prone position, provided its arms and legs are free. Throw foe may be performed against any mortal humanoid of less than 10 feet in height and 12 or fewer hit dice. The cephalodaemon sacrifices all of its attacks and actions that round and must roll a successful "to hit" roll to perform the throw. If successful, the target is thrown 1d10' in a direction chosen by the daemon, will land prone, and has a 50% chance of dropping anything it is carrying. The creature can get up the next round but will lose all its actions in the process. Blind fighting allows Cephalodaemons to disregard any penalties incurred while fighting blind. These daemons have senses so finely honed that they disregard all such penalties. Likewise, their heightened senses mean that they can only be surprised on a d6 roll of " | + | Prone fighting allows the daemon to fight without penalty from a prone position, provided its arms and legs are free. Throw foe may be performed against any mortal humanoid of less than 10 feet in height and 12 or fewer hit dice. The cephalodaemon sacrifices all of its attacks and actions that round and must roll a successful "to hit" roll to perform the throw. If successful, the target is thrown 1d10' in a direction chosen by the daemon, will land prone, and has a 50% chance of dropping anything it is carrying. The creature can get up the next round but will lose all its actions in the process. Blind fighting allows Cephalodaemons to disregard any penalties incurred while fighting blind. These daemons have senses so finely honed that they disregard all such penalties. Likewise, their heightened senses mean that they can only be surprised on a d6 roll of " |
A cephalodaemon can perform a stunning strike on a foe during any round, but the target must be a mortal humanoid and its level or hit dice must be lower than the 12< | A cephalodaemon can perform a stunning strike on a foe during any round, but the target must be a mortal humanoid and its level or hit dice must be lower than the 12< | ||
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- | Kellridaemons are used by daemon lords as bullyboys and enforcers, overseeing small groups (2-7) of hordling rabble (only those with lowest levels of Intelligence and Hit Dice). Not overly intelligent themselves, kellridaemons can be relied upon to follow simple directions and plans, but must be actively monitored by more intelligent agents to ensure that they keep their squads on task. | + | Kellridaemons are used by daemon lords as bullyboys and enforcers, overseeing small groups (2-7) of hordling rabble (only those with lowest levels of Intelligence and Hit Dice). Not overly intelligent themselves, kellridaemons can be relied upon to follow simple directions and plans, but must be actively monitored by more intelligent agents to ensure that they keep their squads on task. |
- | Kellridaemon physiques are incongruous, | + | |
- | Like all daemon-kind, | + | Kellridaemon physiques are incongruous, |
- | A kellridaemon' | + | |
- | **Treasure**: | + | Like all daemon-kind, |
+ | |||
+ | A kellridaemon' | ||
+ | |||
+ | **Treasure**: | ||
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- | As marshals to the daemonic barons of the Caves of Sheol, the Fields of Perdition and Erebos, Kynidaemons range across their lieges' | + | As marshals to the daemonic barons of the Caves of Sheol, the Fields of Perdition and Erebos, Kynidaemons range across their lieges' |
- | Kynidaemons are able to fly at moderate speeds with their own reticulated bat-wings. However, these daemons prefer the more rapid movement (360') found astride one of their flying nightmare steeds. If at all possible, kynidaemons fall upon their prey from a commanding height, where they may possibly surprise opponents and bring to bear the full powers of their massive, barbed spears. To lesser creatures, one of the marshal-daemons oversized spears acts simply as magical //**spear +2**//. In the hands of any greater daemon, however, such a spear bypasses the daemon' | + | |
- | A kynidaemon' | + | Kynidaemons are able to fly at moderate speeds with their own reticulated bat-wings. However, these daemons prefer the more rapid movement (360') found astride one of their flying nightmare steeds. If at all possible, kynidaemons fall upon their prey from a commanding height, where they may possibly surprise opponents and bring to bear the full powers of their massive, barbed spears. To lesser creatures, one of the marshal-daemons oversized spears acts simply as magical //**spear +2**//. In the hands of any greater daemon, however, such a spear bypasses the daemon' |
- | Like all daemons, kynidaemons possess darkvision, and may perform the equivalent of //word of recall// once per day, and have the following at-will, spell-like abilities: //detect invisible, read magic, comprehend languages, invisibility, | + | |
- | **Treasure**: | + | A kynidaemon' |
+ | |||
+ | Like all daemons, kynidaemons possess darkvision, and may perform the equivalent of //word of recall// once per day, and have the following at-will, spell-like abilities: //detect invisible, read magic, comprehend languages, invisibility, | ||
+ | |||
+ | **Treasure**: | ||
**Mezzodaemon** (Greater Daemon) | **Mezzodaemon** (Greater Daemon) | ||
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**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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- | ** **The Plane of Narak is ruled by the Demon Lords. The Demon Lords are all extremely powerful and maintain their predominant roles through force of will and sheer force. The politics of Narak are constantly in flux, with changing alliances and feuds between the Demon Lords and their servitors common. | + | The Plane of Narak is ruled by the Demon Lords. The Demon Lords are all extremely powerful and maintain their predominant roles through force of will and sheer force. The politics of Narak are constantly in flux, with changing alliances and feuds between the Demon Lords and their servitors common. |
- | Sages are unsure of the exact number and identities of all the Demon Lords, and disagree on whether or not these beings constitute deities in the normal sense. Several of them do have worshippers on the Prime Material Plane, but are believed to be incapable of granting clerical spell use to their adherents as do deities. | + | Sages are unsure of the exact number and identities of all the Demon Lords, and disagree on whether or not these beings constitute deities in the normal sense. Several of them do have worshippers on the Prime Material Plane, but are believed to be incapable of granting clerical spell use to their adherents as do deities. |
- | All Demon Lords possess the same abilities and restrictions common to all demons (q.v. __OSRIC__, p. 211). Additionally they also possess the following spell-like abilities which they can employ one at a time, once per round at the 20th-lvl of ability as desired: //Detect Magic, Detect Invisible, Dispel Magic, Know Alignment, Read Languages,// | + | All Demon Lords possess the same abilities and restrictions common to all demons (q.v. __OSRIC__, p. 211). Additionally they also possess the following spell-like abilities which they can employ one at a time, once per round at the 20th-lvl of ability as desired: //Detect Magic, Detect Invisible, Dispel Magic, Know Alignment, Read Languages,// |
- | |||
- | ** | ||
- | |||
- | ** | ||
**Baphomet **(The Beastlord) | **Baphomet **(The Beastlord) | ||
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Baphomet has the following innate 20< | Baphomet has the following innate 20< | ||
- | Baphomet has darkvision extending up to 120' and has very keen hearing equivalent to double that of normal men. Baphomet can speak any languages (including those of animals) telepathically. | + | Baphomet has darkvision extending up to 120' and has very keen hearing equivalent to double that of normal men. Baphomet can speak any languages (including those of animals) telepathically. |
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Koschei is a powerfully strong demon lord that is both feared and hated by nearly all of his own kind. His appearance is that of a powerfully muscled and hairless giant with pale yellow skin. Koschei is constantly accompanied by a pair of leucrotta. He is also served by frost giants and ghould and often rides an ancient white dragon. | Koschei is a powerfully strong demon lord that is both feared and hated by nearly all of his own kind. His appearance is that of a powerfully muscled and hairless giant with pale yellow skin. Koschei is constantly accompanied by a pair of leucrotta. He is also served by frost giants and ghould and often rides an ancient white dragon. | ||
- | In melee, Koschei wields a massive iron warhammer inlaid with silver. Any opponent struck by it must make a Saving Throw vs. Paralysis or be stunned and unable to act for 1d2 rounds. | + | In melee, Koschei wields a massive iron warhammer inlaid with silver. Any opponent struck by it must make a Saving Throw vs. Paralysis or be stunned and unable to act for 1d2 rounds. |
- | He also has the following innate spell-like abilities which he can use once per round at will at the 20< | + | He also has the following innate spell-like abilities which he can use once per round at will at the 20< |
- | **Treasure**: | + | **Treasure**: |
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**Orcus **(The Demon Lord of the Tomb) | **Orcus **(The Demon Lord of the Tomb) | ||
- | |||
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Pazuzu is the patron demon of primeval kobolds, pregnant women and swarming animals and insects. His head is that of a grossly gigantic kobold with bulging eye, a body like that of a lizardman and the legs and talons of a tengu. His particular talents lie in perverting the law for selfish ends and beasts of the air. | Pazuzu is the patron demon of primeval kobolds, pregnant women and swarming animals and insects. His head is that of a grossly gigantic kobold with bulging eye, a body like that of a lizardman and the legs and talons of a tengu. His particular talents lie in perverting the law for selfish ends and beasts of the air. | ||
- | He is represented with a rather canine face with abnormally bulging eyes, a scaly body, a snake-headed penis, the talons of a bird and usually four wings. He is often regarded as an evil demon lord, but at times he has played a beneficent role as a protector against pestilential winds when it suits his purposes.** ** | + | He is represented with a rather canine face with abnormally bulging eyes, a scaly body, a snake-headed penis, the talons of a bird and usually four wings. He is often regarded as an evil demon lord, but at times he has played a beneficent role as a protector against pestilential winds when it suits his purposes.** ** |
- | ** **Pazuzu has the following innate spell-like abilities which he can use one at time, once per round at will: // | + | Pazuzu has the following innate spell-like abilities which he can use one at time, once per round at will: // |
He prefers not to personally engage in melee, preferring instead to direct his bodygyard of 6 Ekivu demons or employ his breath weapon which he can use 3 times per day with the following effects: //Creeping Doom//, //Insect Plague//, and Poison Gas (as a green dragon). | He prefers not to personally engage in melee, preferring instead to direct his bodygyard of 6 Ekivu demons or employ his breath weapon which he can use 3 times per day with the following effects: //Creeping Doom//, //Insect Plague//, and Poison Gas (as a green dragon). | ||
- | Pazuzu can //Gate// in 4d4 harpies (50% chance of success), 3d4 perytons (25% chance of success) or 3d4 gargoyles (90%). Once per day he can attempt to //Gate// in 1d4 succubi with a 75% chance of success. | + | Pazuzu can //Gate// in 4d4 harpies (50% chance of success), 3d4 perytons (25% chance of success) or 3d4 gargoyles (90%). Once per day he can attempt to //Gate// in 1d4 succubi with a 75% chance of success. |
**Treasure**: | **Treasure**: | ||
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- | |||
- | ** | ||
- | ** | ||
**Ye-Gou **(Demon Lord of Gnolls) | **Ye-Gou **(Demon Lord of Gnolls) | ||
Line 2199: | Line 2157: | ||
Ye-Gou, the "Wild Dog" is one of the most feared and unpredictable of the Demon Lords. He resembles a giant feral humanoid hyena with paws for hands and feet - lean and covered with a putrescent scab of mangy flesh covering his neck and chest. He has luminescent amber eyes that belie his crafty and hungry nature. Ye Gou is the patron god of gnolls and always surrounds himself with a pack of 6d6 of them (all 1d3+13hp each). He also is known as a patron of ghouls and can summon 1d10+6 of their number. | Ye-Gou, the "Wild Dog" is one of the most feared and unpredictable of the Demon Lords. He resembles a giant feral humanoid hyena with paws for hands and feet - lean and covered with a putrescent scab of mangy flesh covering his neck and chest. He has luminescent amber eyes that belie his crafty and hungry nature. Ye Gou is the patron god of gnolls and always surrounds himself with a pack of 6d6 of them (all 1d3+13hp each). He also is known as a patron of ghouls and can summon 1d10+6 of their number. | ||
- | In melee Ye Gou prefers to wield his adamantite // | + | In melee Ye Gou prefers to wield his adamantite // |
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Asag. Demon Lord of Filth | Asag. Demon Lord of Filth | ||
- | **DEVILS** | + | ===== Devils ===== |
- | ---- | + | |
Line 2251: | Line 2208: | ||
1:Titivilus | 1:Titivilus | ||
- | |||
- | |||
- | |||
- | |||
- | |||
Line 2281: | Line 2233: | ||
- | Amon is a tall, muscular humanoid with a wolf's head. He is a general in the service of Geryon, and commands several legions of bone devils. In melee he attacks with a //**+3 mace**// and can bite as well. He is always accompanied by a giant-sized winter wolf (q.v.) which attacks with +3 to-hit and damage and has a 25% resistance to magic. | + | Amon is a tall, muscular humanoid with a wolf's head. He is a general in the service of Geryon, and commands several legions of bone devils. In melee he attacks with a //**+3 mace**// and can bite as well. He is always accompanied by a giant-sized winter wolf (q.v.) which attacks with +3 to-hit and damage and has a 25% resistance to magic. |
- | In addition to the abilities possessed by all devils, Asmodeus has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: | + | In addition to the abilities possessed by all devils, Asmodeus has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | **Treasure**: | + | **Treasure**: |
Line 2316: | Line 2268: | ||
Asmodeus is the undisputed Overlord of the nine planes of Hell, and rules through both intelligence and strength. He appears as a very handsome, horned man. Once per year, he holds a Grand Conventicle in which all of the other Lords of Hell are required to appear before him in his steel palace on the ninth layer of Hell to pay homage and renew their vows of fealty to his Overlordship. Asmodeus' | Asmodeus is the undisputed Overlord of the nine planes of Hell, and rules through both intelligence and strength. He appears as a very handsome, horned man. Once per year, he holds a Grand Conventicle in which all of the other Lords of Hell are required to appear before him in his steel palace on the ninth layer of Hell to pay homage and renew their vows of fealty to his Overlordship. Asmodeus' | ||
- | In addition to the abilities possessed by all devils, Asmodeus has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: | + | In addition to the abilities possessed by all devils, Asmodeus has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | Asmodeus is nearly always encountered wielding the //**Ruby Scepter of Hell**//. This artifact acts as a //rod of absorption// | + | Asmodeus is nearly always encountered wielding the //**Ruby Scepter of Hell**//. This artifact acts as a //rod of absorption// |
- | **Treasure**: | + | **Treasure**: |
Line 2326: | Line 2278: | ||
**Vassals and Servants of Asmodeus** | **Vassals and Servants of Asmodeus** | ||
- | Adramelech, Chancellor | + | Adramelech, Chancellor |
- | Alastor, Hell's Executioner | + | Alastor, Hell's Executioner |
- | Baalberith, Majordomo | + | Baalberith, Majordomo |
- | Buer, General | + | Buer, General |
- | Bune, General | + | Bune, General |
- | Glasya, Consort | + | Glasya, Consort |
- | Martinet, Constable | + | Martinet, Constable |
- | Morax, General | + | Morax, General |
- | Rimmon, Inquisitor | + | Rimmon, Inquisitor |
- | Zagum, General | + | Zagum, General |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
**Bael **(The Diabolical Prince of Blasphemy) | **Bael **(The Diabolical Prince of Blasphemy) | ||
Line 2373: | Line 2321: | ||
- | Bael is a tall, golden-skinned humanoid with the head of an orc and small, curled bull's horns. He rules the fourth level of hell from a smoke-shrouded mountain fortress surrounded by the crucified corpses of those who have displeased him. | + | Bael is a tall, golden-skinned humanoid with the head of an orc and small, curled bull's horns. He rules the fourth level of hell from a smoke-shrouded mountain fortress surrounded by the crucified corpses of those who have displeased him. |
- | In combat Bael wears a set of baroque bronze plate armour and wields //**morning star+2**// which can telescope from 4' to 8' in length as he desires. | + | In combat Bael wears a set of baroque bronze plate armour and wields //**morning star+2**// which can telescope from 4' to 8' in length as he desires. |
- | In addition to the abilities possessed by all devils, Bael has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: | + | In addition to the abilities possessed by all devils, Bael has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | ** Treasure: | + | **Treasure: |
Line 2408: | Line 2356: | ||
- | Beelzebub, an arch-devil second only in power to Asmodeus, rules the eighth layer of Hell. His appearance is that of a muscular male human with the head of a fly and the horns of a bull. He is served by legions of Horned Devils. | + | Beelzebub, an arch-devil second only in power to Asmodeus, rules the eighth layer of Hell. His appearance is that of a muscular male human with the head of a fly and the horns of a bull. He is served by legions of Horned Devils. |
- | In addition to the abilities possessed by all devils, Beelzebub has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: | + | In addition to the abilities possessed by all devils, Beelzebub has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | **Treasure**: | + | **Treasure**: |
Line 2418: | Line 2366: | ||
**Vassals and Servants of Beelzebub: | **Vassals and Servants of Beelzebub: | ||
- | ** **Abigor, General | + | Abigor, General |
- | Barbatos, Marshal | + | Barbatos, Marshal |
- | Bensozia, Consort | + | Bensozia, Consort |
Gorson, Bailiff | Gorson, Bailiff | ||
Line 2429: | Line 2377: | ||
Zepar, General | Zepar, General | ||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
- | |||
**Belial **(The Diabolical Prince of Pain and Pleasure) | **Belial **(The Diabolical Prince of Pain and Pleasure) | ||
Line 2465: | Line 2401: | ||
- | Belial is a vassal of Beelzebub and dwells in a monolithic basalt palace on the eighth level of Hell. He is served by legions of manalishi, barbed devils, bearded devils, bone devils and spined devils. In melee he wields a wickedly sharp // | + | Belial is a vassal of Beelzebub and dwells in a monolithic basalt palace on the eighth level of Hell. He is served by legions of manalishi, barbed devils, bearded devils, bone devils and spined devils. In melee he wields a wickedly sharp // |
Line 2494: | Line 2430: | ||
- | The arch-devil Dispater rules the second layer of Hell from the Iron City of Dis, which is inhabited by his servitors: zombies, erinyes, barbed and horned devils. Dispater apprears as horned, shaven-headed man a spiked tail and a cloven left foot. | + | The arch-devil Dispater rules the second layer of Hell from the Iron City of Dis, which is inhabited by his servitors: zombies, erinyes, barbed and horned devils. Dispater apprears as horned, shaven-headed man a spiked tail and a cloven left foot. |
- | | + | In addition to the abilities possessed by all devils, Beelzebub has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | Dispater wields the //**Rod of Iron Might**//, which has both the powers of a //**rod of rulership**// | + | Dispater wields the //**Rod of Iron Might**//, which has both the powers of a //**rod of rulership**// |
- | **Treasure**: | + | **Treasure**: |
Line 2506: | Line 2442: | ||
**Vassals and Servants of Dispater:** | **Vassals and Servants of Dispater:** | ||
- | ** **Alocer, General | + | Alocer, General |
- | + | ||
- | Arioch, Avenger | + | |
- | Baalzephon, Prime Minister | + | Arioch, Avenger |
- | Bel, General | + | Baalzephon, Prime Minister |
- | Biffant, Provost | + | Bel, General |
- | Bitru, General | + | Biffant, Provost |
- | Furcas, General | + | Bitru, General |
- | Lilis, Consort | + | Furcas, General |
+ | Lilis, Consort | ||
Line 2547: | Line 2482: | ||
- | Geryon has the head and torso of a handsome man with the lower body of a great serpent ending in a spiked, venomous tail, similar to that of a wyvern. His arms, which resemble those of a carnivorous ape, are muscular with taloned claws that he uses to rip his victims limb from limb. Geryon rules from a fortress on the fifth layer of Hell which is surrounded by dense thickets of poisonous brambles. | + | Geryon has the head and torso of a handsome man with the lower body of a great serpent ending in a spiked, venomous tail, similar to that of a wyvern. His arms, which resemble those of a carnivorous ape, are muscular with taloned claws that he uses to rip his victims limb from limb. Geryon rules from a fortress on the fifth layer of Hell which is surrounded by dense thickets of poisonous brambles. |
- | In melee, Geryon prefers to fight with his two taloned claws and his poison sting (Save vs. Poison at -4 or die). He also carries the //**Horn of the Bull**//, which can //summon// 5d4 minotaurs once per week. | + | In melee, Geryon prefers to fight with his two taloned claws and his poison sting (Save vs. Poison at -4 or die). He also carries the //**Horn of the Bull**//, which can //summon// 5d4 minotaurs once per week. |
- | In addition to the abilities possessed by all devils, Geryon has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: | + | In addition to the abilities possessed by all devils, Geryon has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | **Treasure**: | + | **Treasure**: |
Line 2559: | Line 2494: | ||
**Vassals and Servants of Geryon:** | **Vassals and Servants of Geryon:** | ||
- | ** **Agares, General | + | Agares, General |
- | Amon, General | + | Amon, General |
- | Cozbi, Consort | + | Cozbi, Consort |
- | Fecor, General | + | Fecor, General |
- | Herodias, Magistrate | + | Herodias, Magistrate |
- | Machalas, General | + | Machalas, General |
- | + | ||
- | + | ||
**Hutijin**** **(The Diabolic Prince of Disease & Pestilence) | **Hutijin**** **(The Diabolic Prince of Disease & Pestilence) | ||
Line 2593: | Line 2526: | ||
|**Alignment: | |**Alignment: | ||
|**Level / XP: | |**Level / XP: | ||
- | |||
- | |||
- | |||
Line 2623: | Line 2553: | ||
- | Mephistopheles is a tall, bluish-black skinned humanoid male with horns, leathery bat-like wings and hands that end in sharp, taloned claws. Mephistopheles rules the eighth layer of Hell and is a rival of Beelzebub and especially Asmodeus, who he constantly seeks to displace as the Overlord of Hell. He plots and intrigues from his palace, known as the Frozen Citadel. His servants include legions of horned devils, pit fiends, and ice devils. | + | Mephistopheles is a tall, bluish-black skinned humanoid male with horns, leathery bat-like wings and hands that end in sharp, taloned claws. Mephistopheles rules the eighth layer of Hell and is a rival of Beelzebub and especially Asmodeus, who he constantly seeks to displace as the Overlord of Hell. He plots and intrigues from his palace, known as the Frozen Citadel. His servants include legions of horned devils, pit fiends, and ice devils. |
- | In melee, Mephistopheles wields a +3 trident, which is capable of causing and addition 3d4hp of either cold, electrical or fire damage as he commands (a Saving Throw is possible). Each of these functions can be used up to three times per day, and the damage inflicted is cumulative with any other damage caused by the trident. | + | In melee, Mephistopheles wields a +3 trident, which is capable of causing and addition 3d4hp of either cold, electrical or fire damage as he commands (a Saving Throw is possible). Each of these functions can be used up to three times per day, and the damage inflicted is cumulative with any other damage caused by the trident. |
- | In addition to the abilities possessed by all devils, Mephistopheles has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: | + | In addition to the abilities possessed by all devils, Mephistopheles has the following innate spell-like abilities which he can employ one at a time, once per round, at will as a 20th-lvl spellcaster: |
- | **Treasure**: | + | **Treasure**: |
Line 2635: | Line 2565: | ||
**Vassals and Servants of Mephistopheles: | **Vassals and Servants of Mephistopheles: | ||
- | ** **Adonides, Steward | + | Adonides, Steward |
- | Baalphegor, Consort of Mephistopheles | + | Baalphegor, Consort of Mephistopheles |
- | Barbas, Chamberlain | + | Barbas, Chamberlain |
- | Bele, Justiciar | + | Bele, Justiciar |
- | Bifrons, General | + | Bifrons, General |
- | Nexroth, General | + | Nexroth, General |
- | |||
**Moloch**, (The Diabolical Prince of Famine & Privation) | **Moloch**, (The Diabolical Prince of Famine & Privation) | ||
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**Vassals and Servants of Moloch: **WiP | **Vassals and Servants of Moloch: **WiP | ||
- | |||
- | |||
- | |||
- | |||
- | |||
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- | + | ===== Dragons ===== | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | **DRAGONS** | + | |
- | ---- | + | |
Line 2869: | Line 2785: | ||
Derketan possess the natural //awe// ability of all normal dragons, but are of low intelligence and can neither cast spells nor be subdued. Derketan consume most of their meals on the spot, but will sometimes drag a kill back to one of the six or seven lairs that they have established, | Derketan possess the natural //awe// ability of all normal dragons, but are of low intelligence and can neither cast spells nor be subdued. Derketan consume most of their meals on the spot, but will sometimes drag a kill back to one of the six or seven lairs that they have established, | ||
- | **Treasure**: | + | **Treasure**: |
**Dragon, Umbral** | **Dragon, Umbral** | ||
Line 2918: | Line 2834: | ||
| | ||
- | **FAE / SYLVAN CREATURES** | + | ===== Fae / Sylvan Creatures ===== |
- | ---- | + | |
**Bookha** (Brewling) | **Bookha** (Brewling) | ||
- | |||
Line 3144: | Line 3058: | ||
Five mermonoceri are able to collectively //Conjure A Water Elemental// once per week (performed at the level of an 11< | Five mermonoceri are able to collectively //Conjure A Water Elemental// once per week (performed at the level of an 11< | ||
- | **Treasure**: | + | **Treasure**: |
**Pictree **(Man-in-the-Oak) | **Pictree **(Man-in-the-Oak) | ||
Line 3213: | Line 3127: | ||
**Treasure**: | **Treasure**: | ||
- | |||
- | |||
- | |||
- | ** ** | ||
**Spoorn** | **Spoorn** | ||
Line 3222: | Line 3132: | ||
- | || **CUTTIE-SPOORN** | + | | | **CUTTIE-SPOORN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3329: | Line 3239: | ||
**Treasure**: | **Treasure**: | ||
- | **GIANTS** | + | ===== Giants ===== |
- | ---- | + | |
**Cyclops, Lesser** | **Cyclops, Lesser** | ||
Line 3381: | Line 3291: | ||
- | Brobdingnags are a race of human giant hybrids which live in hills or mountainous areas on the edge of civilization. They are often (30%) encountered commanding | + | Brobdingnags are a race of human giant hybrids which live in hills or mountainous areas on the edge of civilization. They are often (30%) encountered commanding |
Line 3393: | Line 3303: | ||
- | Brobdingnag lairs will have a leader (18/99 STR, hp 40). There will also be a number of females equal to the number of males plus 1. Females fight as males. Young number 50% of the males. Young fight as bugbears. Brobdingnag may also (population x 2% chance) have a Shaman of level 1d6+1. Brobdingnags also will have 2d4 wolves (75%) or 1d4 worgs (25%) as guards. | + | Brobdingnag lairs will have a leader (18/99 STR, hp 40). There will also be a number of females equal to the number of males plus 1. Females fight as males. Young number 50% of the males. Young fight as bugbears. Brobdingnag may also (population x 2% chance) have a Shaman of level 1d6+1. Brobdingnags also will have 2d4 wolves (75%) or 1d4 worgs (25%) as guards. |
- | ** Treasure: | + | **Treasure: |
**Giant, Hekatonkheires** | **Giant, Hekatonkheires** | ||
Line 3421: | Line 3331: | ||
Hekatonkheires are a hideous race of giants that live in remote mountains or dungeons. They have a tough, rubbery hide covered in patches of wiry hair and warts and have gangly, misshapen limbs. Despite their ungainly appearance, hekatonkheires are stealthy predators and gain +1 to +3 to-surprise depending on the terrain and other conditions (GM's discretion). They cannot normally be surprised. | Hekatonkheires are a hideous race of giants that live in remote mountains or dungeons. They have a tough, rubbery hide covered in patches of wiry hair and warts and have gangly, misshapen limbs. Despite their ungainly appearance, hekatonkheires are stealthy predators and gain +1 to +3 to-surprise depending on the terrain and other conditions (GM's discretion). They cannot normally be surprised. | ||
- | In melee, hekatonkheires do not hurl rocks as do other giants, but wield crude morning stars, flails and halberds. | + | In melee, hekatonkheires do not hurl rocks as do other giants, but wield crude morning stars, flails and halberds. |
- | A hekatonkheires lair will (25% chance) have 1d2 females for every male. There will also be 1d3 young for every female. Females fight as do males. For young, consult the table below: | + | A hekatonkheires lair will (25% chance) have 1d2 females for every male. There will also be 1d3 young for every female. Females fight as do males. For young, consult the table below: |
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**Norker ** | **Norker ** | ||
- | |||
Line 3599: | Line 3508: | ||
- | || **FRESHWATER SCRAG** | + | | | **FRESHWATER SCRAG** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3656: | Line 3565: | ||
**Treasure**: | **Treasure**: | ||
- | **HUMANOIDS** | + | ===== Humanoids ===== |
- | ---- | + | |
Line 3839: | 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 3904: | Line 3807: | ||
- | || **Nephiltari**\\ **' | + | | | **Nephiltari**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3923: | Line 3826: | ||
- | || **Agalori**\\ **' | + | | | **Agalori**\\ **' |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 3954: | Line 3857: | ||
- | || **Lake Elf** | **Ocean Elf** | | + | | | **Lake Elf** | **Ocean Elf** | |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4146: | Line 4049: | ||
- | || **FIGHTER** | + | | | **FIGHTER** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4250: | Line 4153: | ||
**Treasure**: | **Treasure**: | ||
- | **MEN** | + | ===== Men ===== |
- | ---- | + | |
Line 4330: | Line 4232: | ||
**Treasure**: | **Treasure**: | ||
- | **LYCANTHROPES** | + | ===== Lycanthropes ===== |
Line 4376: | Line 4277: | ||
**Treasure**: | **Treasure**: | ||
- | **OTHER** | + | ===== Other ===== |
- | ---- | + | |
**Abolengo** (Soulstealer) | **Abolengo** (Soulstealer) | ||
Line 4400: | Line 4301: | ||
- | It is unknown whether abolengo are related to the beings known as aboleth, but it is posited by the most knowledgeable human sages that the creatures are one and the same; abolengo simply being aboleth in their larval stage. The truth of matter is known only to the creatures themselves, and perhaps to those brain squids and other chthonic horrors that share the monsters' | + | It is unknown whether abolengo are related to the beings known as aboleth, but it is posited by the most knowledgeable human sages that the creatures are one and the same; abolengo simply being aboleth in their larval stage. The truth of matter is known only to the creatures themselves, and perhaps to those brain squids and other chthonic horrors that share the monsters' |
- | What is obvious is that hoary abolengo both resemble aboleth in many ways and are sometimes found in the larger creatures' | + | |
- | Abolengo, known as soulstealers by the dvergar, are able to employ all of their abilities, including a form of ESP (equivalent to the Magic-User spell of the same name) out to a distance of 60'. Sensing and studying the surface thoughts of an appropriate creature [essentially any intelligent, | + | |
- | Using the combination of its illusion-creating and telepathic abilities to convince the prospective host to relax and sleep (taking helmets off, if applicable), | + | |
- | At that point, the victim will be jerked out its reverie and react, attempting to dislodge the abolengo. Given a single Saving Throw vs. Paralysation, | + | |
- | After asserting itself over the victim, the abolengo-host pair will have all of the host's normal physical abilities, with the abolengo being able to freely acquire all of the creature' | + | |
- | The abolengo-host will have the abolengo' | + | |
- | ** Treasure**: | + | What is obvious is that hoary abolengo both resemble aboleth in many ways and are sometimes found in the larger creatures' |
+ | |||
+ | Abolengo, known as soulstealers by the dvergar, are able to employ all of their abilities, including a form of ESP (equivalent to the Magic-User spell of the same name) out to a distance of 60'. Sensing and studying the surface thoughts of an appropriate creature [essentially any intelligent, | ||
+ | |||
+ | Using the combination of its illusion-creating and telepathic abilities to convince the prospective host to relax and sleep (taking helmets off, if applicable), | ||
+ | |||
+ | At that point, the victim will be jerked out its reverie and react, attempting to dislodge the abolengo. Given a single Saving Throw vs. Paralysation, | ||
+ | |||
+ | After asserting itself over the victim, the abolengo-host pair will have all of the host's normal physical abilities, with the abolengo being able to freely acquire all of the creature' | ||
+ | |||
+ | The abolengo-host will have the abolengo' | ||
+ | |||
+ | **Treasure**: | ||
Line 4535: | Line 4442: | ||
- | || **WARRIOR-MAGE** | + | | | **WARRIOR-MAGE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4616: | 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 4726: | Line 4633: | ||
- | || **Uffish** | + | | | **Uffish** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 4821: | 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: | ||
Line 5006: | Line 4913: | ||
- | || **Common** | + | | | **Common** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5324: | Line 5231: | ||
- | 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 5352: | Line 5259: | ||
- | 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 5378: | Line 5285: | ||
- | 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 5455: | Line 5360: | ||
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 5461: | Line 5366: | ||
- | **Charnel**** ****Worm** | + | **Charnel Worm** |
Line 5485: | Line 5390: | ||
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 5623: | Line 5528: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5651: | Line 5556: | ||
**Cooshee** | **Cooshee** | ||
- | |||
Line 5776: | Line 5680: | ||
- | || **Dark Scrivener** | + | | | **Dark Scrivener** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5797: | Line 5701: | ||
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 | + | **Treasure**: |
- | **Treasure**: Aside from the books and/or scrolls found near a dark scrivener, | + | **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 | + | **Treasure**: Dark minstrels |
- | **Treasure**: | + | **Dark Philosopher**: |
- | **Dark Philosopher**: | + | |
- | ** Treasure**: | + | **Treasure**: |
**Decapus** | **Decapus** | ||
Line 5844: | Line 5749: | ||
- | || **YOUNG HYBRID** | + | | | **YOUNG HYBRID** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 5899: | Line 5804: | ||
- | 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 5925: | Line 5830: | ||
- | 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 5955: | Line 5860: | ||
- | 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 5991: | Line 5890: | ||
- | 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 6027: | Line 5926: | ||
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 6243: | 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**: |
Line 6311: | Line 6210: | ||
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 6339: | Line 6238: | ||
**Treasure**: | **Treasure**: | ||
- | |||
- | |||
- | ** | ||
- | ** | ||
**Eblis** | **Eblis** | ||
Line 6556: | Line 6451: | ||
- | || **DOG** | + | | | **DOG** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6619: | Line 6514: | ||
- | || **MYRMACH** | + | | | **MYRMACH** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6768: | Line 6663: | ||
- | 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 6776: | Line 6671: | ||
- | || **KAPOACINTH** | + | | | **KAPOACINTH** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 6831: | 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 6841: | Line 6736: | ||
- | || **JANNI** | + | | | **JANNI** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 7012: | Line 6907: | ||
- | || **STONE**\\ **GUARDIAN** | + | | | **STONE**\\ **GUARDIAN** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 7047: | 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**: | ||
Line 7211: | Line 7106: | ||
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 7281: | Line 7180: | ||
- | || **ANNIS** | + | | | **ANNIS** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8171: | Line 8070: | ||
- | || **WATER** | + | | | **WATER** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8606: | 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 8640: | Line 8539: | ||
- | || **Dust ** | **Heat** | + | | | **Dust ** | **Heat** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8758: | Line 8657: | ||
- | || **NORMAL** | + | | | **NORMAL** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 8879: | 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**: | ||
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- | || **BLACK** | + | | | **BLACK** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 9359: | Line 9258: | ||
**Sea Horse, Giant** | **Sea Horse, Giant** | ||
- | |||
- | ** ** | ||
|**Frequency: | |**Frequency: | ||
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- | 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: | ||
Line 9641: | Line 9540: | ||
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** | ||
Line 9739: | Line 9638: | ||
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 9745: | Line 9644: | ||
- | || **SLITHY TOVE** | + | | | **SLITHY TOVE** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 9832: | Line 9731: | ||
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: | ||
Line 10859: | Line 10765: | ||
- | 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: | ||
Line 11465: | Line 11371: | ||
- | || **LESSER VOLLGRIM** | + | | | **LESSER VOLLGRIM** |
|**Frequency: | |**Frequency: | ||
|**No. Encountered: | |**No. Encountered: | ||
Line 11533: | Line 11439: | ||
- | **RANDOM MONSTERS BY TYPE** | + | ===== Random Monsters By Type ===== |
- | ---- | + | |
dangerousdungeons/chapter5.1559160278.txt.gz · Last modified: 2019/05/29 20:04 by robertfreemanday