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dangerousdungeons:chapter5 [2019/06/03 00:18] – clean up beginning robertfreemandaydangerousdungeons:chapter5 [2020/05/25 20:27] (current) – Removed some extra tab stops robertfreemanday
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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/SYLVAN CREATURES** 
- 
-**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**  |  **GIANT**  |+ |  **HUGE**  |  **GIANT**  |
 |**Frequency:**|  Rare  |  Rare  | |**Frequency:**|  Rare  |  Rare  |
 |**No. Encountered:**|  4d10  |  3d12  | |**No. Encountered:**|  4d10  |  3d12  |
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-||  **DOLPHIN**  |  **PORPOISE**  |  **NARWHAL**  |  **KILLER WHALE (ORCA)**  |+ |  **DOLPHIN**  |  **PORPOISE**  |  **NARWHAL**  |  **KILLER WHALE (ORCA)**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Uncommon  | |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Uncommon  |
 |**No. Encountered:**|  2d10  |  2d10  |  1d6  |  5d6  | |**No. Encountered:**|  2d10  |  2d10  |  1d6  |  5d6  |
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-||  **ELK**  |  **FALLOW/RED**  |  **IRISH**  |  **MOOSE**  |  **REINDEER/CARIBOU**  |+ |  **ELK**  |  **FALLOW/RED**  |  **IRISH**  |  **MOOSE**  |  **REINDEER/CARIBOU**  |
 |**Frequency:**|  Rare  |  Common  |  Rare  |  Rare  |  Uncommon  | |**Frequency:**|  Rare  |  Common  |  Rare  |  Rare  |  Uncommon  |
 |**No. Encountered:**|  2d4  |  3d6  |  2d4  |  2d4  |  10d6  | |**No. Encountered:**|  2d4  |  3d6  |  2d4  |  2d4  |  10d6  |
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-||  **AXEBEAK**  |  **CLUBNEK**  |  **DINORNIS**  |+ |  **AXEBEAK**  |  **CLUBNEK**  |  **DINORNIS**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  | |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  |
 |**No. Encountered:**|  1d6  |  2d4  |  1d2  | |**No. Encountered:**|  1d6  |  2d4  |  1d2  |
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-||  **NORMAL**  |  **HUGE**  |+ |  **NORMAL**  |  **HUGE**  |
 |**Frequency:**|  Uncommon  |  Rare  | |**Frequency:**|  Uncommon  |  Rare  |
 |**No. Encountered:**|  1d2  |  1d2  | |**No. Encountered:**|  1d2  |  1d2  |
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-||  **NORMAL**  |  **GIANT**  |+ |  **NORMAL**  |  **GIANT**  |
 |**Frequency:**|  Common  |  Rare  | |**Frequency:**|  Common  |  Rare  |
 |**No. Encountered:**|  4d10  |  4d4  | |**No. Encountered:**|  4d10  |  4d4  |
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-||  **MANTA**  |  **STING**  |+ |  **MANTA**  |  **STING**  |
 |**Frequency:**|  Uncommon  |  Common  | |**Frequency:**|  Uncommon  |  Common  |
 |**No. Encountered:**|  1  |  1d3  | |**No. Encountered:**|  1  |  1d3  |
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-||  **NORMAL**  |  **GIANT**  |+ |  **NORMAL**  |  **GIANT**  |
 |**Frequency:**|  Common  |  Very Rare  | |**Frequency:**|  Common  |  Very Rare  |
 |**No. Encountered:**|  4d6  |  2d6  | |**No. Encountered:**|  4d6  |  2d6  |
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-**CELESTIALS** +===== Celestials =====
-----+
  
  
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-||  **KERUBIM**  |  **SERAPHIM (Archangels)**  |+ |  **KERUBIM**  |  **SERAPHIM (Archangels)**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  | |**No. Encountered:**|  1  |  1  |
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-||  **ASTRAL ELOHIM**  |  **AÆTHEREAL ELOHIM**  |  **MATERIAL ELOHIM**  |+ |  **ASTRAL ELOHIM**  |  **AÆTHEREAL ELOHIM**  |  **MATERIAL ELOHIM**  |
 |**Frequency:**|  Very Rare  |  Rare  |  Uncommon  | |**Frequency:**|  Very Rare  |  Rare  |  Uncommon  |
 |**No. Encountered:**|  1d3  |  1d4  |  1d6  | |**No. Encountered:**|  1d3  |  1d4  |  1d6  |
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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 //**two-handed sword +5**// with the powers of both a //**sword of dancing**// and a //**sword of sharpness**// In combat, seraphim have four attacks per round. They are armed with both a bow (360' range) with //**arrows of slaying **//and a //**two-handed sword +5**// with the powers of both a //**sword of dancing**// and a //**sword of sharpness**//
  
-  All seraphim have the following spell-like abilities which they may use one at a time, once per round, at will as a 12<sup>th</sup> -level Cleric, Druid, Magic-User, or Illusionist: //Antipathy/Sympathy//  (3/day//), Animate Object// (3/day), //Astral Spell//  (1/day) , //Confusion// (3/day), //Control Weather//, //Creeping Doom// (1/day),  //Earthquake// (3/day) , //Finger Of Death// (1/day) , //Fire Storm// (1/day) , //Holy Word//  (3/day),  //Imprisonment//  (1/day),  //Improved  Invisibility//,  //Instant  Summons// (double effect),  //Mass Charm// (3/day),  //Permanency//  (3/day),  //Polymorph Any Object// (1/day), //Power Word// (1/day),  //Polymorph Self//  (1/day),  //Prismatic Spray//  (1/day),  //Read  Magic//,  //Regenerate// (1/day),  //Restoration// (1/day),  //Resurrection// (3/day),  //Shape Change// (3/day),  //Symbol //(any, 3/day), //Teleport Without Error//,  //Wish// (1/day), //Vanish//  (3/day),  //Vision//  (1/day),  //Wind Walk// (7/day). Additionally, seraphim can //Commune// at will, //Cure// (any ailment) by touch, //Detect// (any form, automatic), //Dispel// (any type) by gaze, //Know Alignment// (automatic), //Read// and //Comprehend Languages// (automatic), communicate via //ESP// or //Tongues// (automatic), and bestow a perfect adaptation and immunity to any environment by touch for up to 100 years. Finally, seraphim can create a dual //Globe Of Protection From Evil/Normal Missiles// (150% normal effect i.e. +3/-3) that also functions as a //Minor Globe Of Invulnerability //up to a 70' radius at will. +All seraphim have the following spell-like abilities which they may use one at a time, once per round, at will as a 12<sup>th</sup> -level Cleric, Druid, Magic-User, or Illusionist: //Antipathy/Sympathy//  (3/day//), Animate Object// (3/day), //Astral Spell//  (1/day) , //Confusion// (3/day), //Control Weather//, //Creeping Doom// (1/day),  //Earthquake// (3/day) , //Finger Of Death// (1/day) , //Fire Storm// (1/day) , //Holy Word//  (3/day),  //Imprisonment//  (1/day),  //Improved  Invisibility//,  //Instant  Summons// (double effect),  //Mass Charm// (3/day),  //Permanency//  (3/day),  //Polymorph Any Object// (1/day), //Power Word// (1/day),  //Polymorph Self//  (1/day),  //Prismatic Spray//  (1/day),  //Read  Magic//,  //Regenerate// (1/day),  //Restoration// (1/day),  //Resurrection// (3/day),  //Shape Change// (3/day),  //Symbol //(any, 3/day), //Teleport Without Error//,  //Wish// (1/day), //Vanish//  (3/day),  //Vision//  (1/day),  //Wind Walk// (7/day). Additionally, seraphim can //Commune// at will, //Cure// (any ailment) by touch, //Detect// (any form, automatic), //Dispel// (any type) by gaze, //Know Alignment// (automatic), //Read// and //Comprehend Languages// (automatic), communicate via //ESP// or //Tongues// (automatic), and bestow a perfect adaptation and immunity to any environment by touch for up to 100 years. Finally, seraphim can create a dual //Globe Of Protection From Evil/Normal Missiles// (150% normal effect i.e. +3/-3) that also functions as a //Minor Globe Of Invulnerability //up to a 70' radius at will. 
  
 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, they are immune to level drain from undead or magical draining attacks and cannot be //Beguiled, Charmed, Held, Confused//, dominated, //Feeblemind//ed, paralyzed or petrified. They are immune to death magic and their souls cannot be trapped or imprisoned.  All seraphim regenerate 7hp/round. +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, they are immune to level drain from undead or magical draining attacks and cannot be //Beguiled, Charmed, Held, Confused//, dominated, //Feeblemind//ed, paralyzed or petrified. They are immune to death magic and their souls cannot be trapped or imprisoned.  All seraphim regenerate 7hp/round. 
  
- 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 //**defender**// and //**keenblade**// (effective only vs. Evil-aligned creatures). For purposed of attack and initiative they have a DEX of 21. +Kerubim wield large //**+4 bastard swords**// with the qualities of both //**defender**// and //**keenblade**// (effective only vs. Evil-aligned creatures). For purposed of attack and initiative they have a DEX of 21. 
  
 Kerubim possess spell-like abilities equivalent to that of a 7<sup>th</sup>-level Cleric or Druid with a WIS of 21. They may use these innate abilities one at a time, one per round at will: //Animate Object// (1/day), //Blade  Barrier// (3/day), //Continual Light 10' radius//, //Control Weather// (1/day), //Dispel Evil// (3/day), //Dispel Illusion// (7/day), //Dispel Magic// (3/day), //Earthquake// (1/day), //Ætherealness//, //Feeblemind// (1/day), //Fire Storm// (1/day), //Flamestrike// (3/day), //Heal// (3/day), //Holy Word// (1/day), //Improved Invisibility 10' radius, Insect Plague// (1/day), //Limited Wish// (1/day), //Polymorph Object//, //Polymorph Self//, //Raise Dead// (3/day), //Read Magic//, //Remove Curse//, //Remove Fear//, //Resist Cold/Fire// (x2 effect), //Restoration// (1/day), //Shape Change// (1/day),// Speak With Dead//, //Symbol// (any, 1/day), //Teleport Without Error//, //True Seeing// (3/day), //Weather Summoning// (1/day), and //Wind Walk// (7/day). Kerubim possess spell-like abilities equivalent to that of a 7<sup>th</sup>-level Cleric or Druid with a WIS of 21. They may use these innate abilities one at a time, one per round at will: //Animate Object// (1/day), //Blade  Barrier// (3/day), //Continual Light 10' radius//, //Control Weather// (1/day), //Dispel Evil// (3/day), //Dispel Illusion// (7/day), //Dispel Magic// (3/day), //Earthquake// (1/day), //Ætherealness//, //Feeblemind// (1/day), //Fire Storm// (1/day), //Flamestrike// (3/day), //Heal// (3/day), //Holy Word// (1/day), //Improved Invisibility 10' radius, Insect Plague// (1/day), //Limited Wish// (1/day), //Polymorph Object//, //Polymorph Self//, //Raise Dead// (3/day), //Read Magic//, //Remove Curse//, //Remove Fear//, //Resist Cold/Fire// (x2 effect), //Restoration// (1/day), //Shape Change// (1/day),// Speak With Dead//, //Symbol// (any, 1/day), //Teleport Without Error//, //True Seeing// (3/day), //Weather Summoning// (1/day), and //Wind Walk// (7/day).
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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, including aÆthereally, although only the astral elohim are able to travel the //Astral Plane//+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, including aÆthereally, although only the astral elohim are able to travel the //Astral Plane//
  
- 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, do so with those of Neutral alignments. +The elohim will not negotiatiate or parlay with Evil characters or creatures but may, in certain circumstances, do so with those of Neutral alignments. 
  
- 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), //Ætherealness//, //Heal //(1/day), //Know Alignment//, //Invisibility// (up to 10' radius), //Light//, //Polymorph Self//, //Read Magic//, //Remove Curse//, //Remove Fear//, //Teleport// //Without Error//, //Tongues//, //Ultravision//, and //Protection From Evil//+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), //Ætherealness//, //Heal //(1/day), //Know Alignment//, //Invisibility// (up to 10' radius), //Light//, //Polymorph Self//, //Read Magic//, //Remove Curse//, //Remove Fear//, //Teleport// //Without Error//, //Tongues//, //Ultravision//, and //Protection From Evil//
  
- The elohim are immune to cold, electricity, //Magic Missiles//, petrifaction, poison, and normal fire and gas attacks, level drain attacks, death magic, and their souls can never be trapped or imprisoned. They take ½ damage from dragon breath and magical fire and full damage from acid attacks. They can only be struck by magical weapons. +The elohim are immune to cold, electricity, //Magic Missiles//, petrifaction, poison, and normal fire and gas attacks, level drain attacks, death magic, and their souls can never be trapped or imprisoned. They take ½ damage from dragon breath and magical fire and full damage from acid attacks. They can only be struck by magical weapons. 
  
 **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**//. When they deal more than 20hp of damage the affected creature must Save vs. Spells or be stunned for 1d4 rounds.  **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**//. When they deal more than 20hp of damage the affected creature must Save vs. Spells or be stunned for 1d4 rounds. 
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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/day),  and //Project Image// (1/day). **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/day),  and //Project Image// (1/day).
  
- **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**// with the qualities of a //**flaming blade**//+**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**// with the qualities of a //**flaming blade**//
  
 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//, //Detect Traps//, and //Neutralize Poison// (3/day).  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//, //Detect Traps//, and //Neutralize Poison// (3/day). 
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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**  |  **CANINE AHURA**  |  **URSINE AHURA**  |+ |  **BEACON AHURA**  |  **CANINE AHURA**  |  **URSINE AHURA**  |
 |**Frequency:**|  Common  |  Common  |  Uncommon  | |**Frequency:**|  Common  |  Common  |  Uncommon  |
 |**No. Encountered:**|  2d10  |  1d6  |  1d6  | |**No. Encountered:**|  2d10  |  1d6  |  1d6  |
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-||  **LEONINE AHURA**  |  **AVIAN AHURA**  |+ |  **LEONINE AHURA**  |  **AVIAN AHURA**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  1d4  |  1d3  | |**No. Encountered:**|  1d4  |  1d3  |
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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<sup>th</sup>-level: //prone fighting//, //throw foe//, //blind fighting//, //enhanced surprise//, //stunning blow //and //avoid arrows, quarrels and missile weapons//. 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<sup>th</sup>-level: //prone fighting//, //throw foe//, //blind fighting//, //enhanced surprise//, //stunning blow //and //avoid arrows, quarrels and missile weapons//.
  
- 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 "1".+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 "1".
  
 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<sup>th</sup> level. The daemon determines that it will perform the stunning blow before the initiative dice are rolled and sacrifices all of its other actions that round in order to attempt the move. Rolling a "to hit" roll in melee, if successful, the target is then incapacitated and unable to act for 2d4 rounds. 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<sup>th</sup> level. The daemon determines that it will perform the stunning blow before the initiative dice are rolled and sacrifices all of its other actions that round in order to attempt the move. Rolling a "to hit" roll in melee, if successful, the target is then incapacitated and unable to act for 2d4 rounds.
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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, with the lower portions of their bodies being quite saurian in nature, while their torsos, arms and visages are entirely goblin-like. The daemons' unusual appearances are made more ludicrous by pairs of elephantine ears that jut angrily from their heads and from the over-reticulated bat wings that seem to be affixed to them as an afterthought. Despite its ungainly appearance, a kellridaemon is capable of maintaining fairly rapid and manoeuvreable flight (aerial agility class III), and using its tail to quickly sweep a small or medium-sized humanoid off of its feet on a successful hit and the victim's subsequent failed save versus paralyzation.  + 
- Like all daemon-kind, kellridaemons possess both infra- and ultravision, 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, telepathy//. Kellridaemons' enormous ears allow them to both detect and discern sounds at distances up to six times farther than human beings, and to quietly steal upon others. As a result, kellridaemons are surprised only 10% the time, and are able to surprise others two-thirds of the time. If surprise is gained on an opponent, a kellridaemon will attempt to backstab the foe with its trident, as a thief of 10th level. In the manner of a thief, such a strike does four times the normal damage, plus the bonuses associated with the daemon's powerful weapon. +Kellridaemon physiques are incongruous, with the lower portions of their bodies being quite saurian in nature, while their torsos, arms and visages are entirely goblin-like. The daemons' unusual appearances are made more ludicrous by pairs of elephantine ears that jut angrily from their heads and from the over-reticulated bat wings that seem to be affixed to them as an afterthought. Despite its ungainly appearance, a kellridaemon is capable of maintaining fairly rapid and manoeuvreable flight (aerial agility class III), and using its tail to quickly sweep a small or medium-sized humanoid off of its feet on a successful hit and the victim's subsequent failed save versus paralyzation.  
- A kellridaemon's trident is a most fearsome weapon, capable of killing or incapacitating a variety of creatures. Used to goad their hordling lackeys, the trident delivers an additional d8 electrical damage to a victim each time it successfully strikes. Additionally, the kellridaemon can cause the trident to stun creatures that have been hit thrice per day, the effects replicating the 7th level arcane spell //power word, stun// in all respects. + 
- **Treasure**: Kellridaemons not bound to a daemon lord will lair in broken ground, preferably amongst mountain crags and ruins. There, the creatures will have secreted away 1d100 pp, 1d100 gp, 1d4 gems worth 1d6x100gp each, and a few magic items that they have come across (1d4 scrolls, potions and minor items, randomly rolled). +Like all daemon-kind, kellridaemons possess both infra- and ultravision, 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, telepathy//. Kellridaemons' enormous ears allow them to both detect and discern sounds at distances up to six times farther than human beings, and to quietly steal upon others. As a result, kellridaemons are surprised only 10% the time, and are able to surprise others two-thirds of the time. If surprise is gained on an opponent, a kellridaemon will attempt to backstab the foe with its trident, as a thief of 10th level. In the manner of a thief, such a strike does four times the normal damage, plus the bonuses associated with the daemon's powerful weapon. 
 + 
 +A kellridaemon's trident is a most fearsome weapon, capable of killing or incapacitating a variety of creatures. Used to goad their hordling lackeys, the trident delivers an additional d8 electrical damage to a victim each time it successfully strikes. Additionally, the kellridaemon can cause the trident to stun creatures that have been hit thrice per day, the effects replicating the 7th level arcane spell //power word, stun// in all respects. 
 + 
 +**Treasure**: Kellridaemons not bound to a daemon lord will lair in broken ground, preferably amongst mountain crags and ruins. There, the creatures will have secreted away 1d100 pp, 1d100 gp, 1d4 gems worth 1d6x100gp each, and a few magic items that they have come across (1d4 scrolls, potions and minor items, randomly rolled). 
  
  
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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' fiefs, meting out punishment to deserving subjects and conscripting levies when needed. Possessing immense power and physical strength (equivalent STR of 18/00), these highly anthropomorphic creatures are feared by all but the strongest of daemons. +As marshals to the daemonic barons of the Caves of Sheol, the Fields of Perdition and Erebos, Kynidaemons range across their lieges' fiefs, meting out punishment to deserving subjects and conscripting levies when needed. Possessing immense power and physical strength (equivalent STR of 18/00), these highly anthropomorphic creatures are feared by all but the strongest of daemons. 
- 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's normal magical resistance and displays the following additional properties: able to act as a non-consumable //**javelin of lightning**// once per turn; able to //transfix// any mortal creature, lesser demon, lesser devil, or lesser daemon for a period of d4 rounds when successfully thrown and a victim's Save vs. Paralysation is not made; will //teleport// back to the wielder's hand one segment after the greater daemon so commands it (crossing planes of existence, if needed). Tansfixion means that the spear has physically pierced some portion of the victim's body and the victim is then both paralyzed and anchored to the nearest surface (floor, wall, tree, and so on). + 
- A kynidaemon's favored combat tactic is to swoop down upon a target, casting and unleashing its spear's lightning ability as it descends. If its prey is then transfixed, the kynidaemon will literally fall upon the unfortunate with its nightmare steed, allowing the steed's hooves to deliver double their normal damage, resulting in 4d4+4 damage per hoof. Leaping aside, the kynidaemon will then either finish the creature off, if still transfixed, or recall its spear and utilize its other innate powers. During this time, the daemon's steed will attempt to circle around the target and deliver attacks to the opponent's back. +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's normal magical resistance and displays the following additional properties: able to act as a non-consumable //**javelin of lightning**// once per turn; able to //transfix// any mortal creature, lesser demon, lesser devil, or lesser daemon for a period of d4 rounds when successfully thrown and a victim's Save vs. Paralysation is not made; will //teleport// back to the wielder's hand one segment after the greater daemon so commands it (crossing planes of existence, if needed). Tansfixion means that the spear has physically pierced some portion of the victim's body and the victim is then both paralyzed and anchored to the nearest surface (floor, wall, tree, and so on). 
- 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, telepathy//. Kynidaemons that are vassals of daemonic lords will possess eternal, inextinguishable rune-flames above their heads, the runes marking the kynidaemon's status as a representative of its lord. This symbol grants the kynidaemon the at-will abilities of //lightning bolt// and //shocking grasp// (both as a 12<sup>th-</sup>lvl Magic-User) each once per day and ensures that there is a base 10% chance that the daemon lord is observing its vassal's actions at any given time. That chance increases cumulatively by 10% for every round of combat that the kynidaemon engages in, with the rune-flame acting as a conduit through which the daemon's lord may view and perceive everything around its vassal. This effect is as if both //clairaudience// and //clairvoyance// spells are in place, with the daemon lord being able to cast (ignoring the kynidaemon's magic resistance) the following spells through the symbol as if the lord were physically present (as a 17th level cleric, once per day, independent of the kynidaemon's other actions): //animate dead, earthquake, flame strike, gate, insect plague, symbol// (the rune acts as the symbol.) Thus, the kynidaemon may serve as a means for the daemon lord to gate itself to its vassal's location. + 
- **Treasure**: Kynidaemons have no need for treasure or wealth, but will carry 1d100 pp with them if on the Prime Material plane. Instead, their chief delight is terrorizing and slaying those creatures less powerful than they. +A kynidaemon's favored combat tactic is to swoop down upon a target, casting and unleashing its spear's lightning ability as it descends. If its prey is then transfixed, the kynidaemon will literally fall upon the unfortunate with its nightmare steed, allowing the steed's hooves to deliver double their normal damage, resulting in 4d4+4 damage per hoof. Leaping aside, the kynidaemon will then either finish the creature off, if still transfixed, or recall its spear and utilize its other innate powers. During this time, the daemon's steed will attempt to circle around the target and deliver attacks to the opponent's back. 
 + 
 +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, telepathy//. Kynidaemons that are vassals of daemonic lords will possess eternal, inextinguishable rune-flames above their heads, the runes marking the kynidaemon's status as a representative of its lord. This symbol grants the kynidaemon the at-will abilities of //lightning bolt// and //shocking grasp// (both as a 12<sup>th-</sup>lvl Magic-User) each once per day and ensures that there is a base 10% chance that the daemon lord is observing its vassal's actions at any given time. That chance increases cumulatively by 10% for every round of combat that the kynidaemon engages in, with the rune-flame acting as a conduit through which the daemon's lord may view and perceive everything around its vassal. This effect is as if both //clairaudience// and //clairvoyance// spells are in place, with the daemon lord being able to cast (ignoring the kynidaemon's magic resistance) the following spells through the symbol as if the lord were physically present (as a 17th level cleric, once per day, independent of the kynidaemon's other actions): //animate dead, earthquake, flame strike, gate, insect plague, symbol// (the rune acts as the symbol.) Thus, the kynidaemon may serve as a means for the daemon lord to gate itself to its vassal's location. 
 + 
 +**Treasure**: Kynidaemons have no need for treasure or wealth, but will carry 1d100 pp with them if on the Prime Material plane. Instead, their chief delight is terrorizing and slaying those creatures less powerful than they.
  
 **Mezzodaemon** (Greater Daemon) **Mezzodaemon** (Greater Daemon)
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 **Treasure**: If encountered in their lair, a group of yagnodaemon will have a cached hoard containing 2d4 x 1,000gp (40%), 1d6 x 100pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%). **Treasure**: If encountered in their lair, a group of yagnodaemon will have a cached hoard containing 2d4 x 1,000gp (40%), 1d6 x 100pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%).
  
-**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,// and //Read Magic. //+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,// and //Read Magic. //
  
   
- 
-** 
- 
-** 
  
 **Baphomet **(The Beastlord) **Baphomet **(The Beastlord)
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 Baphomet has the following innate 20<sup>th</sup>-lvl spell-like abilities which he can use one at a time, once per round at will: //Darkness// (10' radius), //Detect Invisibility, Detect Magic, Dispel Magic, Levitation, Phantasmal Force, Teleport// (without error), and //Telekinesis// (up to 75,000gp). Thrice per day he can cast //Maze, Passwall, Shapechange// and //Wall of Stone// Once per day he can attempt to //Gate// in a Class C Demon with an 90% chance of success and/or 1d4+1 Minotaurs with a 95% chance of success.  Baphomet has the following innate 20<sup>th</sup>-lvl spell-like abilities which he can use one at a time, once per round at will: //Darkness// (10' radius), //Detect Invisibility, Detect Magic, Dispel Magic, Levitation, Phantasmal Force, Teleport// (without error), and //Telekinesis// (up to 75,000gp). Thrice per day he can cast //Maze, Passwall, Shapechange// and //Wall of Stone// Once per day he can attempt to //Gate// in a Class C Demon with an 90% chance of success and/or 1d4+1 Minotaurs with a 95% chance of success. 
  
- 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<sup>th</sup>-lvl of ability: //Command//, //Curse//, //Darkness 15' radius//, //Dispel Good//, //Know Alignment//, //Protection from Good 10' radius//, //Speak with Monsters//, //Teleport Without Error//, and //Telekinesis// (5,000gp). Twice per day he can cast //Poison// and //Windwalk//. Once per day he can use //Harm// and an //Unholy Word//. He is also able to //Gate// 1d4 Babau demons (35%) 1d4+1 Uduk demons (65%) or 2d12 ghouls (80%). He can communicate telepathically in any language. +He also has the following innate spell-like abilities which he can use once per round at will at the 20<sup>th</sup>-lvl of ability: //Command//, //Curse//, //Darkness 15' radius//, //Dispel Good//, //Know Alignment//, //Protection from Good 10' radius//, //Speak with Monsters//, //Teleport Without Error//, and //Telekinesis// (5,000gp). Twice per day he can cast //Poison// and //Windwalk//. Once per day he can use //Harm// and an //Unholy Word//. He is also able to //Gate// 1d4 Babau demons (35%) 1d4+1 Uduk demons (65%) or 2d12 ghouls (80%). He can communicate telepathically in any language. 
  
- **Treasure**: If encountered on the Prime Material plane, Koschei will have a hoard consisting of 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp, 4d6 x 100pp (25%), 6d10 gems (60%), 4d10 pieces of jewelry (50%), any four magic items (30%), 2d4 potions (40%) and 1d4 scrolls (50%)+**Treasure**: If encountered on the Prime Material plane, Koschei will have a hoard consisting of 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp, 4d6 x 100pp (25%), 6d10 gems (60%), 4d10 pieces of jewelry (50%), any four magic items (30%), 2d4 potions (40%) and 1d4 scrolls (50%)
  
  
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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: //Astral  Travel//, //Call  Lightning//,  //Control Weather//,  //Darkness// (within a 20-foot  radius),  //Flesh to Stone//,  //Shapechange//,  //Statue//, //Symbol//,  //Tongues//,  //Unholy  Word//, and //Windwalk//. Once per day he can cast //Wish//. He has darkvision double that of normal and can regenerate 1hp/round.+Pazuzu has the following innate spell-like abilities which he can use one at time, once per round at will: //Astral  Travel//, //Call  Lightning//,  //Control Weather//,  //Darkness// (within a 20-foot  radius),  //Flesh to Stone//,  //Shapechange//,  //Statue//, //Symbol//,  //Tongues//,  //Unholy  Word//, and //Windwalk//. Once per day he can cast //Wish//. He has darkvision double that of normal and can regenerate 1hp/round.
  
 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**: If encountered on the Prime Material Plane, Pazuzu will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 10d6 gems (55%), 5d6 pieces of jewelry (50%), 2d4 random potions (40%), 1d4 random scrolls (50%), 1d3 magic weapons or Armour (85%), and 1d3 random miscellaneous magic items (50%).  **Treasure**: If encountered on the Prime Material Plane, Pazuzu will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 10d6 gems (55%), 5d6 pieces of jewelry (50%), 2d4 random potions (40%), 1d4 random scrolls (50%), 1d3 magic weapons or Armour (85%), and 1d3 random miscellaneous magic items (50%). 
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- 
-** 
-** 
  
 **Ye-Gou **(Demon Lord of Gnolls) **Ye-Gou **(Demon Lord of Gnolls)
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 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 //**+**//**3 /**//** **//**+4**//** vs. Good **//**footman's Flail** "Hideripper"  For each successful hit the GM should roll on the following table to determine the effect: +In melee Ye Gou prefers to wield his adamantite //**+**//**3 /**//** **//**+4**//** vs. Good **//**footman's Flail** "Hideripper"  For each successful hit the GM should roll on the following table to determine the effect: 
  
  
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 Asag. Demon Lord of Filth Asag. Demon Lord of Filth
  
-**DEVILS** +===== Devils =====
-----+
   
  
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 1:Titivilus 1:Titivilus
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- 
- 
- 
- 
  
  
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- 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: //Animate Dead, Charm Monster, Detect Magic, Detect Invisible, Dispel Magic, Fly, Geas, Know Alignment, Polymorph Self, Produce Flame, Read Languages, Read Magic, Suggestion, Teleportation, Wall of Ice, //and (fulfill another being's) //Limited Wish//. Once per day he can employ a //Symbol of Hopelessness//. He can always //summon// 1d4 bone devils with a 60% chance of success. On the Prime Material Plane Amon can //summon// and control all wolves and werewolves within a one mile radius. His gaze causes //fear //(Saving Throw vs. Spells is allowed). +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: //Animate Dead, Charm Monster, Detect Magic, Detect Invisible, Dispel Magic, Fly, Geas, Know Alignment, Polymorph Self, Produce Flame, Read Languages, Read Magic, Suggestion, Teleportation, Wall of Ice, //and (fulfill another being's) //Limited Wish//. Once per day he can employ a //Symbol of Hopelessness//. He can always //summon// 1d4 bone devils with a 60% chance of success. On the Prime Material Plane Amon can //summon// and control all wolves and werewolves within a one mile radius. His gaze causes //fear //(Saving Throw vs. Spells is allowed). 
  
- **Treasure**: If encountered on the Prime Material plane, Amon will possess a hoard that includes 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 10d4 x 1,000gp (50%), 1d20 x 100pp (50%), 5d4 gems (30%), 1d10 pieces of jewelry (25%), and any 4 random magic items and 1 scroll (35%). +**Treasure**: If encountered on the Prime Material plane, Amon will possess a hoard that includes 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 10d4 x 1,000gp (50%), 1d20 x 100pp (50%), 5d4 gems (30%), 1d10 pieces of jewelry (25%), and any 4 random magic items and 1 scroll (35%). 
  
  
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 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' most powerful servants are pit fiends which serve both as his personal guard and as enforcers of his diabolical will. Additionally, Asmodeus commands the service of several other greater devils and legions of lesser devils.  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' most powerful servants are pit fiends which serve both as his personal guard and as enforcers of his diabolical will. Additionally, Asmodeus commands the service of several other greater devils and legions of lesser devils. 
  
- 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: //Beguile//, //Continual Light//, //Detect Invisible//, //Dispel Magic//, //Geas//, //Hold Monster//, //Hold Person//, //Ice Storm//, //Invisibility//, //Locate Object//, //Mass Charm//, //Produce Flame//, //Pyrotechnics//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Restoration//, //Rulership// (as a //**rod of rulership**//), //Shapechange//, //Wall of Fire//, //Wall of Ice// and (fulfill another being's) //Wish//. Once per day Asmodeus can use the following abilities: //Unholy Word//, //Symbol of Pain//, //Symbol of Insanity//, and //Symbol of Hopelessness// (the target must Save vs. Spells or submit to the will of Asmodeus). Asmodeus can always //summon// 2 lesser or 1 greater devil (usually a pit fiend). His withering gaze causes //fear//, //fear// and //weakness//, or //chill// (slows the target 50% and gives a -5 penalty to all die rolls). A Saving Throw vs. Spells is possible to resist his gaze.+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: //Beguile//, //Continual Light//, //Detect Invisible//, //Dispel Magic//, //Geas//, //Hold Monster//, //Hold Person//, //Ice Storm//, //Invisibility//, //Locate Object//, //Mass Charm//, //Produce Flame//, //Pyrotechnics//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Restoration//, //Rulership// (as a //**rod of rulership**//), //Shapechange//, //Wall of Fire//, //Wall of Ice// and (fulfill another being's) //Wish//. Once per day Asmodeus can use the following abilities: //Unholy Word//, //Symbol of Pain//, //Symbol of Insanity//, and //Symbol of Hopelessness// (the target must Save vs. Spells or submit to the will of Asmodeus). Asmodeus can always //summon// 2 lesser or 1 greater devil (usually a pit fiend). His withering gaze causes //fear//, //fear// and //weakness//, or //chill// (slows the target 50% and gives a -5 penalty to all die rolls). A Saving Throw vs. Spells is possible to resist his gaze.
  
- Asmodeus is nearly always encountered wielding the //**Ruby Scepter of Hell**//. This artifact acts as a //rod of absorption// and can //Cause Serious Wounds// to anyone struck by it. Upon command, the Sceptre can shoot forth the following (as per the particular dragon breath weapon): a cone of frost, a jet of acid, or a lightning bolt. +Asmodeus is nearly always encountered wielding the //**Ruby Scepter of Hell**//. This artifact acts as a //rod of absorption// and can //Cause Serious Wounds// to anyone struck by it. Upon command, the Sceptre can shoot forth the following (as per the particular dragon breath weapon): a cone of frost, a jet of acid, or a lightning bolt. 
  
- **Treasure**: If encountered on the Prime Material plane, Asmodeus will have a treasure hoard including 2d4 x 1,000gp (40%), 13d6 x 100pp (45%), 16d10 gems (65%), 7d6 pieces of jewelry (60%), and 3 of each kind of magic item excluding potions and potions and scrolls (85%).+**Treasure**: If encountered on the Prime Material plane, Asmodeus will have a treasure hoard including 2d4 x 1,000gp (40%), 13d6 x 100pp (45%), 16d10 gems (65%), 7d6 pieces of jewelry (60%), and 3 of each kind of magic item excluding potions and potions and scrolls (85%).
  
  
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 **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)
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- 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: //Alter Self//, //Animate Dead//, //Cause Serious Wounds//, //Detect Invisible//, //Detect Magic//, //Dispel Magic//, //Invisibility//, //Know Alignment//, //Produce Fire//, //Pyrotechnics//, //Read Languages//, //Read Magic//, //Suggestion//, //Teleportation//, //Wind Walk//, and (fullfill another being's) //Wish//. Twice per day he can //Shapechange//, and once per day employ a //Symbol of Stunning//. His gaze is capable of causing //fear// unless the victim succeeds at a Saving Throw vs. Spells. He can always summon 1d4 barbed devils with a 65% chance of success. He regenerates 1hp per round. +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: //Alter Self//, //Animate Dead//, //Cause Serious Wounds//, //Detect Invisible//, //Detect Magic//, //Dispel Magic//, //Invisibility//, //Know Alignment//, //Produce Fire//, //Pyrotechnics//, //Read Languages//, //Read Magic//, //Suggestion//, //Teleportation//, //Wind Walk//, and (fullfill another being's) //Wish//. Twice per day he can //Shapechange//, and once per day employ a //Symbol of Stunning//. His gaze is capable of causing //fear// unless the victim succeeds at a Saving Throw vs. Spells. He can always summon 1d4 barbed devils with a 65% chance of success. He regenerates 1hp per round. 
  
-** Treasure: ** If encountered on the Prime Material plane, Bael will possess a treasure hoard that includes 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 10d4 x 1,000gp (50%), 1d20 x 100pp (50%), 5d4 gems (30%), 1d10 pieces of jewelry (25%), and any four random magic items and one scroll (35%).  +**Treasure:** If encountered on the Prime Material plane, Bael will possess a treasure hoard that includes 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 10d4 x 1,000gp (50%), 1d20 x 100pp (50%), 5d4 gems (30%), 1d10 pieces of jewelry (25%), and any four random magic items and one scroll (35%).  
  
  
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- 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: //Beguile, Charm Monster//, //Continual Light//, //Detect Invisible//, //Dispel Magic, Geas, Hold Person//, //Invisibility//, //Locate Object//, //Produce Flame//, //Pyrotechnics//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Restoration//, //Rulership// (as a //**rod of rulership**//), //Shapechange//, //Wall of Fire//, and (fulfill another being's) //Wish//. Once per day he can employ a //Symbol of Insanity//, a //Symbol of Pain//, and an //Unholy Word//. He can always //Summon// 1d4 Horned Devils. His gaze causes //fear// and //weakness// (the target must Save vs. Spells or cower in abject fear for 1d4 rounds after the gaze is lifted).   +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: //Beguile, Charm Monster//, //Continual Light//, //Detect Invisible//, //Dispel Magic, Geas, Hold Person//, //Invisibility//, //Locate Object//, //Produce Flame//, //Pyrotechnics//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Restoration//, //Rulership// (as a //**rod of rulership**//), //Shapechange//, //Wall of Fire//, and (fulfill another being's) //Wish//. Once per day he can employ a //Symbol of Insanity//, a //Symbol of Pain//, and an //Unholy Word//. He can always //Summon// 1d4 Horned Devils. His gaze causes //fear// and //weakness// (the target must Save vs. Spells or cower in abject fear for 1d4 rounds after the gaze is lifted).   
  
- **Treasure**: If encountered on the Prime Material plane, Beelzebub will possess a treasure hoard that includes 1d10 x 1,000cp (5%), 1d12 x 1,000sp (25%), 1d6 x 1,000ep (25%), 3d8 x 1,000gp (40%), 10d6 x 100pp (50%), 6d8 gems (30%), 1d20 pieces of jewelry (25%), and 1d8 random magic items including one potion and one scroll (50%).+**Treasure**: If encountered on the Prime Material plane, Beelzebub will possess a treasure hoard that includes 1d10 x 1,000cp (5%), 1d12 x 1,000sp (25%), 1d6 x 1,000ep (25%), 3d8 x 1,000gp (40%), 10d6 x 100pp (50%), 6d8 gems (30%), 1d20 pieces of jewelry (25%), and 1d8 random magic items including one potion and one scroll (50%).
  
  
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 **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
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 Zepar, General Zepar, General
- 
- 
- 
- 
- 
- 
- 
- 
- 
-  
- 
- 
  
 **Belial **(The Diabolical Prince of Pain and Pleasure) **Belial **(The Diabolical Prince of Pain and Pleasure)
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- 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 //**military fork +4**// which causes any victim smitten to Save vs. Spells or react as if struck by a //Symbol of Pain//+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 //**military fork +4**// which causes any victim smitten to Save vs. Spells or react as if struck by a //Symbol of Pain//
  
  
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- 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: //Beguile, Detect Invisibility, Geas//, //Light//, //Produce Flame//, //Pyrotechnics//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Restoration//, //Shapechange//, //Wall of Fire//, and (fulfill another being's) //Wish//. He can always //summon// 1d3 erinyes (75%) or a pit fiend (75%) with a 90% chance of success. Once per day he can employ a //Symbol of Pain// and an //Unholy Word//. Dispater's gaze causes //fear //or //chill// (slows the target 50% and gives a -5 penalty to all die rolls). A Saving Throw vs. Spells is possible to resist his gaze.+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: //Beguile, Detect Invisibility, Geas//, //Light//, //Produce Flame//, //Pyrotechnics//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Restoration//, //Shapechange//, //Wall of Fire//, and (fulfill another being's) //Wish//. He can always //summon// 1d3 erinyes (75%) or a pit fiend (75%) with a 90% chance of success. Once per day he can employ a //Symbol of Pain// and an //Unholy Word//. Dispater's gaze causes //fear //or //chill// (slows the target 50% and gives a -5 penalty to all die rolls). A Saving Throw vs. Spells is possible to resist his gaze.
  
- Dispater wields the //**Rod of Iron Might**//, which has both the powers of a //**rod of rulership**// and a //**staff of striking**// that causes 4d6 points of damage on a succesful hit.+Dispater wields the //**Rod of Iron Might**//, which has both the powers of a //**rod of rulership**// and a //**staff of striking**// that causes 4d6 points of damage on a succesful hit.
  
- **Treasure**: If encountered on the Prime Material plane, Dispater will have a treasure hoard that includes 10d4 gems (50%) and 2d4 potions (40%).+**Treasure**: If encountered on the Prime Material plane, Dispater will have a treasure hoard that includes 10d4 gems (50%) and 2d4 potions (40%).
  
  
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 **Vassals and Servants of Dispater:** **Vassals and Servants of Dispater:**
  
-** **Alocer, General +Alocer, General
- +
- Arioch, Avenger+
  
- BaalzephonPrime Minister+AriochAvenger
  
- BelGeneral+BaalzephonPrime Minister
  
- BiffantProvost+BelGeneral
  
- BitruGeneral+BiffantProvost
  
- Furcas, General+Bitru, General
  
- LilisConsort+FurcasGeneral
  
 +Lilis, Consort
  
  
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- 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: //Beguile//, //Detect Invisibility//, //Dispel Magic//, //Geas//, //Ice Storm//, //Light//, //Locate Object//, //Read Languages//, //Read Magic//, //Raise Dead Fully//, //Wall of Ice//, and (fullfill another being's) //Wish// Once per day he can employ a //Symbol of Pain// and an //Unholy Word//. He can always //summon// 1d2 bone devils (60%) or an ice devil (40%) with a 95% chance of success. His gaze causes //fear// in those who fail their Saving Throws vs. Spells.+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: //Beguile//, //Detect Invisibility//, //Dispel Magic//, //Geas//, //Ice Storm//, //Light//, //Locate Object//, //Read Languages//, //Read Magic//, //Raise Dead Fully//, //Wall of Ice//, and (fullfill another being's) //Wish// Once per day he can employ a //Symbol of Pain// and an //Unholy Word//. He can always //summon// 1d2 bone devils (60%) or an ice devil (40%) with a 95% chance of success. His gaze causes //fear// in those who fail their Saving Throws vs. Spells.
  
- **Treasure**:  If encountered on the Prime Material plane, Geryone will possess a treasure hoard made up of 5d6 x 1,000cp (25%), 1d100 x 1,000sp (40%), 10d4 x 1,000ep (40%), 12d6 x 1,000gp (55%), 10d10 x 100pp (25%), 1d100 gems (50%), 12d4 pieces of jewelry (50%), and any four random magic items plus one potion and one scroll (15%).+**Treasure**:  If encountered on the Prime Material plane, Geryone will possess a treasure hoard made up of 5d6 x 1,000cp (25%), 1d100 x 1,000sp (40%), 10d4 x 1,000ep (40%), 12d6 x 1,000gp (55%), 10d10 x 100pp (25%), 1d100 gems (50%), 12d4 pieces of jewelry (50%), and any four random magic items plus one potion and one scroll (15%).
  
  
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 **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)
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 |**Alignment:**|  Lawful Evil  | |**Alignment:**|  Lawful Evil  |
 |**Level / XP:**|  10 / 30,000  | |**Level / XP:**|  10 / 30,000  |
- 
- 
- 
  
  
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- 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: //Animate Dead//, //Beguile//, //Charm Person//, //Cone of Cold//, //Detect Invisible//, //Detect Magic//, //Dispel Illusion//, //Dispel Magic//, //Geas//, //Ice Storm//, //Illusion//, //Invisibility//, //Know Alignment//, //Produce Flame//, //Polymorph Self//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Suggestion//, //Teleportation//, //Wall of Ice//, and (fullfill another being's) //Wish//. Once per day can employ each of the following: //Rulership// (as a //**rod of rulership**//), //Shapechange//, and //Unholy Word//. He can always //summon// 1d3 ice devils with a 90% chance of success. His gaze causes fear to all within a 10' radius (Save vs. Spells is possible). +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: //Animate Dead//, //Beguile//, //Charm Person//, //Cone of Cold//, //Detect Invisible//, //Detect Magic//, //Dispel Illusion//, //Dispel Magic//, //Geas//, //Ice Storm//, //Illusion//, //Invisibility//, //Know Alignment//, //Produce Flame//, //Polymorph Self//, //Raise Dead Fully//, //Read Languages//, //Read Magic//, //Suggestion//, //Teleportation//, //Wall of Ice//, and (fullfill another being's) //Wish//. Once per day can employ each of the following: //Rulership// (as a //**rod of rulership**//), //Shapechange//, and //Unholy Word//. He can always //summon// 1d3 ice devils with a 90% chance of success. His gaze causes fear to all within a 10' radius (Save vs. Spells is possible).
  
- **Treasure**: WiP+**Treasure**: WiP
  
  
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 **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** +
-----+
  
  
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 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, scattered throughout their hunting territory. Characters knowledgeable in such things will know that a derketa's lair that has just been found is just one of many spread over a region of 1000+ square miles. 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, scattered throughout their hunting territory. Characters knowledgeable in such things will know that a derketa's lair that has just been found is just one of many spread over a region of 1000+ square miles.
  
- **Treasure**: WiP+**Treasure**: WiP
  
 **Dragon, Umbral** **Dragon, Umbral**
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-**FAE SYLVAN CREATURES** +===== Fae Sylvan Creatures =====
-----+
  
  
 **Bookha** (Brewling) **Bookha** (Brewling)
- 
  
  
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 Five mermonoceri are able to collectively //Conjure A Water Elemental// once per week (performed at the level of an 11<sup>th</sup>-lvl Magic-User). Doing this requires an hour of casting, during which time the mermonoceri swim in a circle at an ever-quickening pace. This eventually creates a vortex in the water, within which the elemental appears. Five mermonoceri are able to collectively //Conjure A Water Elemental// once per week (performed at the level of an 11<sup>th</sup>-lvl Magic-User). Doing this requires an hour of casting, during which time the mermonoceri swim in a circle at an ever-quickening pace. This eventually creates a vortex in the water, within which the elemental appears.
  
- **Treasure**: WiP+**Treasure**: WiP
  
 **Pictree **(Man-in-the-Oak) **Pictree **(Man-in-the-Oak)
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 **Treasure**: 10d4 gems (50%), 2d4 potions (40%) **Treasure**: 10d4 gems (50%), 2d4 potions (40%)
- 
- 
- 
-** ** 
  
 **Spoorn** **Spoorn**
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-||  **CUTTIE-SPOORN**  |  **HUDSKIN (FLAY-SPOORN)**  |  **SPOORN**  |+ |  **CUTTIE-SPOORN**  |  **HUDSKIN (FLAY-SPOORN)**  |  **SPOORN**  |
 |**Frequency:**|  Rare  |  Uncommon  |  Uncommon  | |**Frequency:**|  Rare  |  Uncommon  |  Uncommon  |
 |**No. Encountered:**|  6d4  |  4d12  |  1d8  | |**No. Encountered:**|  6d4  |  4d12  |  1d8  |
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 **Treasure**: WiP **Treasure**: WiP
  
-**GIANTS** +===== Giants ===== 
-----+
 **Cyclops, Lesser** **Cyclops, Lesser**
  
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- 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  hill giants and ogres. Brobdingnags wear piecemeal armour fashioned from skins, furs, and pieces of metal or chainmail. In melee they typically are armed with clubs or spears although they will eagerly take up better weaponry if available. Brobdingnags do not us bows or crossbows but carry 1d3 heavy spears which they can hurl to great effect. Brobdingnag strength scores range from 18/50 to 18/99. If required, roll on the following table: +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  hill giants and ogres. Brobdingnags wear piecemeal armour fashioned from skins, furs, and pieces of metal or chainmail. In melee they typically are armed with clubs or spears although they will eagerly take up better weaponry if available. Brobdingnags do not us bows or crossbows but carry 1d3 heavy spears which they can hurl to great effect. Brobdingnag strength scores range from 18/50 to 18/99. If required, roll on the following table: 
  
  
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- 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:** Individual brobdingnag carry a belt pouch with 3d6sp, 2d6ep, and 2d4 x5gp. In their lair they will have a hoard with 1d8 x 1,000cp (50%), 1d6 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d3 x 1,000gp (25%), 1d8 gems (30%), 1d3 pieces of jewelry (20%) and a sword or other miscellaneous magical weapon usually wielded by the leader (25%).+**Treasure:** Individual brobdingnag carry a belt pouch with 3d6sp, 2d6ep, and 2d4 x5gp. In their lair they will have a hoard with 1d8 x 1,000cp (50%), 1d6 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d3 x 1,000gp (25%), 1d8 gems (30%), 1d3 pieces of jewelry (20%) and a sword or other miscellaneous magical weapon usually wielded by the leader (25%).
  
 **Giant, Hekatonkheires** **Giant, Hekatonkheires**
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 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 **
- 
  
  
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-||  **FRESHWATER SCRAG**  |  **SALTWATER SCRAG**  |+ |  **FRESHWATER SCRAG**  |  **SALTWATER SCRAG**  |
 |**Frequency:**|  Rare  |  Uncommon  | |**Frequency:**|  Rare  |  Uncommon  |
 |**No. Encountered:**|  1d6  |  1d8  | |**No. Encountered:**|  1d6  |  1d8  |
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 **Treasure**: **Individuals**: 1d4 gems (50%); **Lairs**: 1d8 x 1,000cp (10%), 1d12 x 1,000sp (15%), 1d8 x 1,000ep (15%), 1d6 x 1,000gp (50%), 1d10 gems (30%), 1d6 jewelry (25%), any 2 magic items and 1 potion (15%) **Treasure**: **Individuals**: 1d4 gems (50%); **Lairs**: 1d8 x 1,000cp (10%), 1d12 x 1,000sp (15%), 1d8 x 1,000ep (15%), 1d6 x 1,000gp (50%), 1d10 gems (30%), 1d6 jewelry (25%), any 2 magic items and 1 potion (15%)
  
-**HUMANOIDS** +===== Humanoids =====
-----+
  
  
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 Lizard tyrants are a larger, more intelligent breed of lizard men and usually encountered lording it over their 'lesser' brethren. Unlike normal lizard men, they often engage in cannibalism if no other fresh meat is available to satiate their rapacious hunger. Lizard tyrants are a larger, more intelligent breed of lizard men and usually encountered lording it over their 'lesser' brethren. Unlike normal lizard men, they often engage in cannibalism if no other fresh meat is available to satiate their rapacious hunger.
  
-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. +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**: Lizard tyrants are exceptionally greedy and if encountered in their lair will have a hoard containing 1d10 x 1,000cp (10%), 1d12 x 1,000sp (25%), 1d6 x 1,000ep (25%), 1d8 x 1,000gp (25%), 1d12 gems (15%), 1d8 pieces of jewelry (10%), and 1d4 magic items (25%).  **Treasure**: Lizard tyrants are exceptionally greedy and if encountered in their lair will have a hoard containing 1d10 x 1,000cp (10%), 1d12 x 1,000sp (25%), 1d6 x 1,000ep (25%), 1d8 x 1,000gp (25%), 1d12 gems (15%), 1d8 pieces of jewelry (10%), and 1d4 magic items (25%). 
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-**DEMI-HUMANS** +===== Demi-Humans =====
----- +
- +
  
  
 **Derro ** **Derro **
- 
- 
  
 |**Frequency:**|  Very Rare  | |**Frequency:**|  Very Rare  |
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-||  **Nephiltari**\\ **'Commoners'**  |  **Danak**\\ **'Corporals'**  |  **Kamundu**\\ **'Sergeants'**  |  **Meniltari**\\ **'Lieutenants'**  |  **Leodumo**\\ **'Captains'**  |+ |  **Nephiltari**\\ **'Commoners'**  |  **Danak**\\ **'Corporals'**  |  **Kamundu**\\ **'Sergeants'**  |  **Meniltari**\\ **'Lieutenants'**  |  **Leodumo**\\ **'Captains'**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  2d4 (20d10 in lair)  |  1d2 (1d20+40 in lair)  |  1 (1d6+12 in lair)  |  1 (1d6+12 in lair)  |  1d4+2 (lairs only)  | |**No. Encountered:**|  2d4 (20d10 in lair)  |  1d2 (1d20+40 in lair)  |  1 (1d6+12 in lair)  |  1 (1d6+12 in lair)  |  1d4+2 (lairs only)  |
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-||  **Agalori**\\ **'Majors'**  |  **Gamak**\\ **'Colonels'**  |  **Egungu**\\ **'Priests'**  |  **Gamletari**\\ **'Assassins'**  |  **Jogong**\\ **'Juniors'**  |+ |  **Agalori**\\ **'Majors'**  |  **Gamak**\\ **'Colonels'**  |  **Egungu**\\ **'Priests'**  |  **Gamletari**\\ **'Assassins'**  |  **Jogong**\\ **'Juniors'**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d2+2 (lairs only)  |  1 (lairs only)  |  1d4+2 (lairs only)  |  1d+2 (lairs only)  |  1d10+20 (lairs only)  | |**No. Encountered:**|  1d2+2 (lairs only)  |  1 (lairs only)  |  1d4+2 (lairs only)  |  1d+2 (lairs only)  |  1d10+20 (lairs only)  |
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-||  **Lake Elf**  |  **Ocean Elf**  |+ |  **Lake Elf**  |  **Ocean Elf**  |
 |**Frequency:**|  Rare  |  Uncommon  | |**Frequency:**|  Rare  |  Uncommon  |
 |**No. Encountered:**|  6d6  |  12d20  | |**No. Encountered:**|  6d6  |  12d20  |
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-||  **FIGHTER**  |  **SERGEANT**  |  **CAPTAIN**  |+ |  **FIGHTER**  |  **SERGEANT**  |  **CAPTAIN**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  | |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  |
 |**No. Encountered:**|  1d20 x 10  |  See below  |  See below  | |**No. Encountered:**|  1d20 x 10  |  See below  |  See below  |
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 **Treasure**: **Individuals**: 3d6 sp, 3d4 gems **Treasure**: **Individuals**: 3d6 sp, 3d4 gems
  
-**MEN** +===== Men =====
-----+
  
  
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 **Treasure**: Girovaghi are typically not rich. Individuals will have only 3d8cp and 3d6sp, and the band as a whole will keep a combined hoard of 1d12 x 1,000cp (20% chance), 1d6 x 1,000sp (30% chance), 1d4 x 1,000ep (10% chance), 1d6 gems (25% chance), 1d3 pieces of jewelry (20%) and a 10% chance of any two magic items. This treasure will usually be secreted away and spread across several wagons or boats. **Treasure**: Girovaghi are typically not rich. Individuals will have only 3d8cp and 3d6sp, and the band as a whole will keep a combined hoard of 1d12 x 1,000cp (20% chance), 1d6 x 1,000sp (30% chance), 1d4 x 1,000ep (10% chance), 1d6 gems (25% chance), 1d3 pieces of jewelry (20%) and a 10% chance of any two magic items. This treasure will usually be secreted away and spread across several wagons or boats.
  
-**LYCANTHROPES** +===== Lycanthropes =====
  
  
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 **Treasure**: Most northlander werewolves do not gather treasure. However, a werewolf which was wealthy as a human, or a former adventurer of some kind, may well have treasure of considerable value in its lair. Also, northlander werewolf hides are highly prized, since they are capable of being enchanted in a variety of different ways.  **Treasure**: Most northlander werewolves do not gather treasure. However, a werewolf which was wealthy as a human, or a former adventurer of some kind, may well have treasure of considerable value in its lair. Also, northlander werewolf hides are highly prized, since they are capable of being enchanted in a variety of different ways. 
  
-**OTHER** +===== Other ===== 
-----+
 **Abolengo** (Soulstealer) **Abolengo** (Soulstealer)
  
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- 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' deep, subterranean waters+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' deep, subterranean waters.
- What is obvious is that hoary abolengo both resemble aboleth in many ways and are sometimes found in the larger creatures' domains. Wherever they are found, abolengo swim languidly through the deepest of subterranean lakes and waterways, mingle in loose pods and communicate with each other telepathically. Feeding upon tiny stygofauna for years, perhaps even decades, abolengo wait patiently for opportunities to employ their startling mental powers upon suitable hosts. +
- 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, soft-skinned creature, such as a brain squid or a humanoid; even a behir could be affected], a soulstealer will wait until the target is alone to send the equivalent of an improved phantasmal force its way. +
- Using the combination of its illusion-creating and telepathic abilities to convince the prospective host to relax and sleep (taking helmets off, if applicable), the abolengo will creep towards the prone target after it has settled down and been made susceptible (1d4 rounds has elapsed). Reaching the target, the abolengo will crawl up and over the creature's head and nape, and position itself to simultaneously clamp into the target's skin, hide or scales with its caterpillar-like legs and plunge all four of its 2'-long tentacles into the unfortunate's eyes and ears/tympanic membranes. This attack will always occur with a bonus of +4 to-hit against a simple Armour Class of 10, with only magical rings, amulets, charms and the like providing the victim with any added protection. Factors such as the victim's armour type or the possession of heavy scales are unimportant, as the abolengo will be able to find hinges, holes and gaps to lock on to before it commits to the attack. If successful (often on a roll of 2 or greater), the soulstealer's tentacles will pierce down, into the victims brain, and cause 4 points of immediate, permanent damage. Any creature with 4 or fewer HP will immediately perish, and surviving host creatures will thereafter be permanently blinded and deafened. +
- 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, if the victim fails its roll it immediately loses control of its mind and body to the insidious parasite. If the save is successful, the victim may then attempt one attack against the thing, at a penalty of -6 to hit its Armour Class of 4. If successful, the victim has managed to dislodge the abolengo before the monster has had an opportunity to take control of the victim's mind. If the desperate attack fails, the abolengo immediately asserts control over the victim, and the host loses its will until the parasite is removed by some external agent. +
- 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's skills, memories, and non-clerical, non-alignment based abilities at the rate of 10% per week (e.g. a paladin's special abilities will not be acquired). After 10 weeks have elapsed, the abolengo will have fully integrated itself to the host, and the host creature will perish if the abolengo is ever involuntarily removed. +
- The abolengo-host will have the abolengo's visual acuity (one-half a human's ability to see in the visible spectrum, heat vision to 90') and hearing ability (one quarter that of a human), but it will still possess all of its normal mental faculties (i.e. telepathy, ESP, and illusion-creation to a distance of 60'). Abolengo-hosts will pursue projects in accordance to the abolengo's individual interests, knowing full well that it is considered anathema to its host's civilization+
  
-** Treasure**: WiP+What is obvious is that hoary abolengo both resemble aboleth in many ways and are sometimes found in the larger creatures' domains. Wherever they are found, abolengo swim languidly through the deepest of subterranean lakes and waterways, mingle in loose pods and communicate with each other telepathically. Feeding upon tiny stygofauna for years, perhaps even decades, abolengo wait patiently for opportunities to employ their startling mental powers upon suitable hosts. 
 + 
 +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, soft-skinned creature, such as a brain squid or a humanoid; even a behir could be affected], a soulstealer will wait until the target is alone to send the equivalent of an improved phantasmal force its way. 
 + 
 +Using the combination of its illusion-creating and telepathic abilities to convince the prospective host to relax and sleep (taking helmets off, if applicable), the abolengo will creep towards the prone target after it has settled down and been made susceptible (1d4 rounds has elapsed). Reaching the target, the abolengo will crawl up and over the creature's head and nape, and position itself to simultaneously clamp into the target's skin, hide or scales with its caterpillar-like legs and plunge all four of its 2'-long tentacles into the unfortunate's eyes and ears/tympanic membranes. This attack will always occur with a bonus of +4 to-hit against a simple Armour Class of 10, with only magical rings, amulets, charms and the like providing the victim with any added protection. Factors such as the victim's armour type or the possession of heavy scales are unimportant, as the abolengo will be able to find hinges, holes and gaps to lock on to before it commits to the attack. If successful (often on a roll of 2 or greater), the soulstealer's tentacles will pierce down, into the victims brain, and cause 4 points of immediate, permanent damage. Any creature with 4 or fewer HP will immediately perish, and surviving host creatures will thereafter be permanently blinded and deafened. 
 + 
 +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, if the victim fails its roll it immediately loses control of its mind and body to the insidious parasite. If the save is successful, the victim may then attempt one attack against the thing, at a penalty of -6 to hit its Armour Class of 4. If successful, the victim has managed to dislodge the abolengo before the monster has had an opportunity to take control of the victim's mind. If the desperate attack fails, the abolengo immediately asserts control over the victim, and the host loses its will until the parasite is removed by some external agent. 
 + 
 +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's skills, memories, and non-clerical, non-alignment based abilities at the rate of 10% per week (e.g. a paladin's special abilities will not be acquired). After 10 weeks have elapsed, the abolengo will have fully integrated itself to the host, and the host creature will perish if the abolengo is ever involuntarily removed. 
 + 
 +The abolengo-host will have the abolengo's visual acuity (one-half a human's ability to see in the visible spectrum, heat vision to 90') and hearing ability (one quarter that of a human), but it will still possess all of its normal mental faculties (i.e. telepathy, ESP, and illusion-creation to a distance of 60'). Abolengo-hosts will pursue projects in accordance to the abolengo's individual interests, knowing full well that it is considered anathema to its host's civilization.  
 + 
 +**Treasure**: WiP
  
  
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-||  **WARRIOR-MAGE**  |  **PRIESTS**  |  **WARLOCK**  |  **KNIGHT**  |  **QUEEN**  |+ |  **WARRIOR-MAGE**  |  **PRIESTS**  |  **WARLOCK**  |  **KNIGHT**  |  **QUEEN**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d4  |  1d2  |  1d2  |  1  |  1  | |**No. Encountered:**|  1d4  |  1d2  |  1d2  |  1  |  1  |
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- 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**: Ant lions do not value treasure, but there is a 30% of 1d4 items of incidental treasure that belonged to former victims. The GM should roll on the following table to determine such treasure: +**Treasure**: Ant lions do not value treasure, but there is a 30% of 1d4 items of incidental treasure that belonged to former victims. The GM should roll on the following table to determine such treasure: 
  
  
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-||  **Uffish**  |  **Frumious**  |+ |  **Uffish**  |  **Frumious**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  | |**No. Encountered:**|  1  |  1  |
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- 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's gaze will fail unless within 10' of the beast and have a 10% of success per round. +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's gaze will fail unless within 10' of the beast and have a 10% of success per round. 
  
- 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:**  If encountered in their lair a greater basilisk will have 5d6 x 1,000cp (25%), 1d100 x 1,000sp (40%), 10d4 x 1,000ep (40%), 10d6 x 1,000gp (55%), 5d10 x 100pp (25%), 1d100 gemstones (50%), 10d4 pieces of jewelry (50%), 1d4 random magic items, 1 potion and 1 scroll (15%). **Treasure:**  If encountered in their lair a greater basilisk will have 5d6 x 1,000cp (25%), 1d100 x 1,000sp (40%), 10d4 x 1,000ep (40%), 10d6 x 1,000gp (55%), 5d10 x 100pp (25%), 1d100 gemstones (50%), 10d4 pieces of jewelry (50%), 1d4 random magic items, 1 potion and 1 scroll (15%).
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-||  **Common**  |  **Avenger**  |+ |  **Common**  |  **Avenger**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  6d6  |  6d6  | |**No. Encountered:**|  6d6  |  6d6  |
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- 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**: None **Treasure**: None
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- 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**: Cave fisher lairs are usually littered with the bones and possessions of its victims. The GM should place appropriate incidental treasure.+**Treasure**: Cave fisher lairs are usually littered with the bones and possessions of its victims. The GM should place appropriate incidental treasure.
  
 **Cave Moray** **Cave Moray**
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- 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**: None+**Treasure**: None
  
 **Cephaloids** (Brain Eaters) **Cephaloids** (Brain Eaters)
  
  
- 
-|    |    | 
 |**Frequency:**|  Rare  | |**Frequency:**|  Rare  |
 |**No. Encountered:**|  1d4 or 4d4+8  | |**No. Encountered:**|  1d4 or 4d4+8  |
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 These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim's brain, a cerebral stalker will scamper off to hunt for new prey. These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim's brain, a cerebral stalker will scamper off to hunt for new prey.
  
- **Treasure**: None+**Treasure**: None
  
  
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-**Charnel**** ****Worm**+**Charnel Worm**
  
  
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 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's flesh to rot and die, doing an additional 2d6 damage and leaving permanent scarring. The dead flesh is then consumed by the worm. Though extremely tough despite their soft appearance, the worms are susceptible to fire (Saves are at -2 and damage is +1 per die). Larger versions are rumored to exist in some places. 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's flesh to rot and die, doing an additional 2d6 damage and leaving permanent scarring. The dead flesh is then consumed by the worm. Though extremely tough despite their soft appearance, the worms are susceptible to fire (Saves are at -2 and damage is +1 per die). Larger versions are rumored to exist in some places.
  
- **Treasure**: (WiP)+**Treasure**: (WiP)
  
 **Cheiropteran ** **Cheiropteran **
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-||  **NORMAL**  |  **GHOUL**  |+ |  **NORMAL**  |  **GHOUL**  |
 |**Frequency:**|  Common  |  Rare  | |**Frequency:**|  Common  |  Rare  |
 |**No. Encountered:**|  2d6 (2d100 nest)  |  2d6 (nest 2d00)  | |**No. Encountered:**|  2d6 (2d100 nest)  |  2d6 (nest 2d00)  |
Line 5647: Line 5556:
  
 **Cooshee**  **Cooshee** 
- 
  
  
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-||  **Dark Scrivener**  |  **Dark Minstrel**  |  **Dark Philosopher**  |+| |  **Dark Scrivener**  |  **Dark Minstrel**  |  **Dark Philosopher**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  |  1  | |**No. Encountered:**|  1  |  1  |  1  |
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 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, but it is known that they are not undead. Some have surmised that they may be the victims of a particularly potent curse which compels them to spend a millennium or more toiling away at their appointed task. Three varieties of dark things have been documented here, and the GM is encouraged to develop their own varieties with unique tasks. 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, but it is known that they are not undead. Some have surmised that they may be the victims of a particularly potent curse which compels them to spend a millennium or more toiling away at their appointed task. Three varieties of dark things have been documented here, and the GM is encouraged to develop their own varieties with unique tasks.
  
-** Dark Scrivener**: These creatures resemble human-sized skeletons clad in tattered and dusty robes. When encountered, a dark scrivener will be found sitting at a desk or writing table, writing in a book or on a scroll. Dark scriveners will almost certainly be surrounded by several dusty bookshelves or piles of scrolls. If examined, fully 60% of these books or scrolls will be //cursed //or otherwise harmful (//Explosive Runes//, etc.). The remainder will contain Magic-User spells of 1st-9th lvl, determined randomly by the GM. When a dark scrivener has completed a particular book or scroll, a fresh volume or parchment will magically appear before them and they will begin  writing anew. If disturbed in any way, a dark scrivener will //teleport// the interloper(s) either 3d100 feet away on the same dungeon level (25%), 1d3 dungeon levels away (up or down determined randomly) (50%), or 1d10 miles away on the surface (25%). A Saving Throw vs. Spells is possible. Merely examining the books and scrolls surrounding a Scrivener is not considered disturbing it.+**Dark Scrivener**: These creatures resemble human-sized skeletons clad in tattered and dusty robes. When encountered, a dark scrivener will be found sitting at a desk or writing table, writing in a book or on a scroll. Dark scriveners will almost certainly be surrounded by several dusty bookshelves or piles of scrolls. If examined, fully 60% of these books or scrolls will be //cursed //or otherwise harmful (//Explosive Runes//, etc.). The remainder will contain Magic-User spells of 1st-9th lvl, determined randomly by the GM. When a dark scrivener has completed a particular book or scroll, a fresh volume or parchment will magically appear before them and they will begin  writing anew. If disturbed in any way, a dark scrivener will //teleport// the interloper(s) either 3d100 feet away on the same dungeon level (25%), 1d3 dungeon levels away (up or down determined randomly) (50%), or 1d10 miles away on the surface (25%). A Saving Throw vs. Spells is possible. Merely examining the books and scrolls surrounding a Scrivener is not considered disturbing it
 + 
 +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's writing will also spur the creature to attack. Scriveners are completely immune to any mind-affecting spells in addition to a 50% resistance to other magic. Dark scriveners will not respond to any attempts to parlay
  
- 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's writing will also spur the creature to attack. Scriveners are completely immune to any mind-affecting spells in addition to a 50% resistance to other magic. Dark scriveners will not respond to any attempts to parlay+**Treasure**: Aside from the books and/or scrolls found near a dark scrivener, they possess no treasure
  
- **Treasure**: Aside from the books and/or scrolls found near a dark scrivener, they possess no treasure+**Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, they will always be playing the same endlessly tedious ballad. Those approaching within 10' of the minstrel must make Saving Throw vs. Spells. Those victims that fail their Saving Throw are magically //held// and must listen to the dark minstrel's endless noodling until they die from thirst and starvation or the effect is //dispelled// 
  
-** 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 lutelyre or other musical instrument. When encounteredthey will always be playing the same endlessly tedious ballad. Those approaching within 10' of the minstrel must make a Saving Throw vs. Spells. Those victims that fail their Saving Throw are magically //held// and must listen to the dark minstrel's endless noodling until they die from thirst and starvation or the effect is //dispelled// +**Treasure**: Dark minstrels possess no treasure but the corpses of their previous victimsif any, will often have incidental treasure to be determined by the GM
  
- **Treasure**: Dark minstrels possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM.  +**Dark Philosopher**: These are identical to the dark scrivener except in the following ways: They are skeletal in appearance and clad in the tattered and dusty robes of a pedant or other academic. When encountered, they will be ranting about a philosophical conundrum with no possible correct answer:  how many angels can dance on the head of a pin, how deep is the abyss of Narak, where does magic come from, why do all clerics abhor edged weapons, etc. This soliloquy will be understood by any intelligent being regardless of what language they speak. Like the dark minstrel, victims approaching within 10' must make a Saving Throw vs. Spells or be magically //held// forced to  listen to the dark philosopher's tedious drivel until they die from thirst and starvation or the effect is //dispelled//
- **Dark Philosopher**: These are identical to the dark scrivener except in the following ways: They are skeletal in appearance and clad in the tattered and dusty robes of a pedant or other academic. When encountered, they will be ranting about a philosophical conundrum with no possible correct answer:  how many angels can dance on the head of a pin, how deep is the abyss of Narak, where does magic come from, why do all clerics abhor edged weapons, etc. This soliloquy will be understood by any intelligent being regardless of what language they speak. Like the dark minstrel, victims approaching within 10' must make a Saving Throw vs. Spells or be magically //held// forced to  listen to the dark philosopher's tedious drivel until they die from thirst and starvation or the effect is //dispelled//+
  
-** Treasure**: Dark philosophers possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. +**Treasure**: Dark philosophers possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. 
  
 **Decapus** **Decapus**
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-||  **YOUNG HYBRID**  |  **MATURE **\\ **HYBRID**  |  **ANCIENT **\\ **HYBRID**  |  **PURE**  |+ |  **YOUNG HYBRID**  |  **MATURE **\\ **HYBRID**  |  **ANCIENT **\\ **HYBRID**  |  **PURE**  |
 |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  2d6 (5d20 in lair)  |  1d6 (3d20 in lair)  |  1d3 (1d20 in lair)  |  1 (1d6 in lair)  | |**No. Encountered:**|  2d6 (5d20 in lair)  |  1d6 (3d20 in lair)  |  1d3 (1d20 in lair)  |  1 (1d6 in lair)  |
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- 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. 
  
  
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- 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's grasp and the farastu will gain the initiative on the following round. +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's grasp and the farastu will gain the initiative on the following round. 
  
- All farastu 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 19. +All farastu 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 19. 
  
- Farastu can use the following innate spell-like abilities once per round at will as an 11<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Three times per day they can employ //Fog Cloud// or //Weakness//. Twice per day they can use //Dispel Magic//. On the Fields of Perdition they can //Gate// in 1d2 other farastu with a 40% chance of success.  +Farastu can use the following innate spell-like abilities once per round at will as an 11<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Three times per day they can employ //Fog Cloud// or //Weakness//. Twice per day they can use //Dispel Magic//. On the Fields of Perdition they can //Gate// in 1d2 other farastu with a 40% chance of success.  
  
- **Treasure:** If encountered in their lair on the Fields of Perdition, a farastu will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). +**Treasure:** If encountered in their lair on the Fields of Perdition, a farastu will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). 
  
 **Kelubar Demodand ** **Kelubar Demodand **
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- The kelubar are the earls of the demodands. They are dark-skinned, squat, thickly-built humanoids with large bat-like wings. The skin of a kelubar excretes an acidic substance that will cause an additional 1d6hp of damage with each successful hit unless the victim makes a Saving Throw vs. Poison. If a kelubar successfully hits with all three of its attacks it has grappled and enslimed the victim causing an additional 4d6hp of damage (Save vs. Poison for half damage).  +The kelubar are the earls of the demodands. They are dark-skinned, squat, thickly-built humanoids with large bat-like wings. The skin of a kelubar excretes an acidic substance that will cause an additional 1d6hp of damage with each successful hit unless the victim makes a Saving Throw vs. Poison. If a kelubar successfully hits with all three of its attacks it has grappled and enslimed the victim causing an additional 4d6hp of damage (Save vs. Poison for half damage). 
- +
- 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<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can employ //Dispel Magic//, //Fog Cloud//, and //Weakness//. Once per day they can use a //Ray Of// //Enfeeblement//. On the Fields of Perdition they can //Gate// in 1d2 other kelubar with a 50% chance of success.  +
- +
-** Treasure:** If encountered in their lair on the Fields of Perdition, a kelubar will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%).  +
- +
  
 +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<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can employ //Dispel Magic//, //Fog Cloud//, and //Weakness//. Once per day they can use a //Ray Of// //Enfeeblement//. On the Fields of Perdition they can //Gate// in 1d2 other kelubar with a 50% chance of success. 
  
 +**Treasure:** If encountered in their lair on the Fields of Perdition, a kelubar will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). 
  
  
 **Shator Demodand** **Shator Demodand**
  
-** ** 
  
 |**Frequency:**|  Very Rare  | |**Frequency:**|  Very Rare  |
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- 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 //darkvision// and have excellent hearing and smell and can be surprised only 10% of the time. Their loose hide affords them -1 to to-hit and damage from edged weapons. Additionally, they are immune to acid and poison and take half damage from cold and fire. They are immune to fear and phantasm magic. They have an effective Strength of 21. +All shator have //darkvision// and have excellent hearing and smell and can be surprised only 10% of the time. Their loose hide affords them -1 to to-hit and damage from edged weapons. Additionally, they are immune to acid and poison and take half damage from cold and fire. They are immune to fear and phantasm magic. They have an effective Strength of 21. 
  
- Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can //Dispel Magic// or employ //Weakness //and //Fog Cloud//. Once per day they can employ //Beguile// (as a //**rod of beguiling**//), //Cloudkill//, //Ray Of Enfeeblement//, and //Stinking Cloud//. On the Fields of Perdition they can //gate// in 1d8 other shator with a 60% chance of success. +Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can //Dispel Magic// or employ //Weakness //and //Fog Cloud//. Once per day they can employ //Beguile// (as a //**rod of beguiling**//), //Cloudkill//, //Ray Of Enfeeblement//, and //Stinking Cloud//. On the Fields of Perdition they can //gate// in 1d8 other shator with a 60% chance of success. 
  
- **Treasure**: If encountered in their lair on the Fields of Perdition, a shator will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 1d6 x 10 gemstones (55%), 5d6 pieces of jewelry (50%), and 1d2+3 magic items of any sort (50%). +**Treasure**: If encountered in their lair on the Fields of Perdition, a shator will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 1d6 x 10 gemstones (55%), 5d6 pieces of jewelry (50%), and 1d2+3 magic items of any sort (50%). 
  
  
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 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**: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), random magic sword, armour or misc. weapon (10%) +**Treasure**: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), random magic sword, armour or misc. weapon (10%) 
  
 **Devil Dog** **Devil Dog**
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 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**: None+**Treasure**: None
  
  
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 The blood of a water drake may be collected and used as a grenade-type weapon when thrown onto the surface of water (a pint of the stuff producing effects similar to that of a flask of oil does on land). There, it will burn hot for 1d4+2 rounds and will touch off any normal cloth or wood that it comes into contact with. Jars of water drake blood are used by the occasional navy, with the pots being launched by small catapults at enemy ships- the blood forming the basis of the fabled //hygron pyr//. The blood of a water drake may be collected and used as a grenade-type weapon when thrown onto the surface of water (a pint of the stuff producing effects similar to that of a flask of oil does on land). There, it will burn hot for 1d4+2 rounds and will touch off any normal cloth or wood that it comes into contact with. Jars of water drake blood are used by the occasional navy, with the pots being launched by small catapults at enemy ships- the blood forming the basis of the fabled //hygron pyr//.
  
- **Treasure**: None+**Treasure**: None
  
 **Ear Seeker** **Ear Seeker**
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 **Treasure**: None  **Treasure**: None 
  
- 
- 
-** 
-** 
  
 **Eblis** **Eblis**
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-||  **DOG**  |  **LION**  |+ |  **DOG**  |  **LION**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  2d4  |  1d4  | |**No. Encountered:**|  2d4  |  1d4  |
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-||  **MYRMACH**  |  **WARRIOR**  |  **WORKER**  |+ |  **MYRMACH**  |  **WARRIOR**  |  **WORKER**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Rare  |
 |**No. Encountered:**|  1d4+4  |  1d20+20  |  1d4 x 100  | |**No. Encountered:**|  1d4+4  |  1d20+20  |  1d4 x 100  |
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- Gambados are enchanted mollusk-like creatures that inhabit burrowed-out pits in old graveyards and battlefields and feed on the blood and other bodily fluids of living prey. They have a powerful upper muscle with two sharp-clawed appendages and a sightless, lamprey-like mouth which they conceal inside a scavenged humanoid or animal skull. Their lower body tapers into three hooked feet which they use to anchor themselves in their pit lairs. Gambados move by either springing upwards with their dorsal muscles or pulling themselves with their appendages. Gambados lure prey by burying themselves in loose soil or gravel up to 6' deep with only the skull left exposed as bait. When a living creature comes within 5' of their pit, they will spring forth attacking with a bite. Thereafter, they will attack with both a bite and their two claws. If a gambado is losing a fight it will retreat back into its pit or scurry away to find some other enclosed shelter. Dead gambados will regenerate within 3 months into 1d3 new gambados unless destroyed with fire or acid. +Gambados are enchanted mollusk-like creatures that inhabit burrowed-out pits in old graveyards and battlefields and feed on the blood and other bodily fluids of living prey. They have a powerful upper muscle with two sharp-clawed appendages and a sightless, lamprey-like mouth which they conceal inside a scavenged humanoid or animal skull. Their lower body tapers into three hooked feet which they use to anchor themselves in their pit lairs. Gambados move by either springing upwards with their dorsal muscles or pulling themselves with their appendages. Gambados lure prey by burying themselves in loose soil or gravel up to 6' deep with only the skull left exposed as bait. When a living creature comes within 5' of their pit, they will spring forth attacking with a bite. Thereafter, they will attack with both a bite and their two claws. If a gambado is losing a fight it will retreat back into its pit or scurry away to find some other enclosed shelter. Dead gambados will regenerate within 3 months into 1d3 new gambados unless destroyed with fire or acid. 
  
- **Treasure:** Gambados are attracted to shiny treasure like coins, gems and jewelry and their pit-lairs will have 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 2d4 x 1,000gp (40%), 10d6pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%)+**Treasure:** Gambados are attracted to shiny treasure like coins, gems and jewelry and their pit-lairs will have 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 2d4 x 1,000gp (40%), 10d6pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%)
  
 **Gargoyle** (Variants)  **Gargoyle** (Variants) 
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-||  **KAPOACINTH**  |  **MARLGOYLE**  |+ |  **KAPOACINTH**  |  **MARLGOYLE**  |
 |**Frequency:**|  Uncommon  |  Rare  | |**Frequency:**|  Uncommon  |  Rare  |
 |**No. Encountered:**|  2d8  |  2d4  | |**No. Encountered:**|  2d8  |  2d4  |
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- 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:** None **Treasure:** None
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-||  **JANNI**  |  **MARID**  |+ |  **JANNI**  |  **MARID**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d2 or 1d8  |  1  | |**No. Encountered:**|  1d2 or 1d8  |  1  |
Line 7008: Line 6907:
  
  
-||  **STONE**\\ **GUARDIAN**  |  **PHANTASMAL**\\ **GOLEM**  |  **PELLUCID**  |+ |  **STONE**\\ **GUARDIAN**  |  **PHANTASMAL**\\ **GOLEM**  |  **PELLUCID**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d4  |  1d3  |  1  | |**No. Encountered:**|  1d4  |  1d3  |  1  |
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 **Pellucid Golems** are created through the collaborative efforts of a Magic-User and an Illusionist both of 10<sup>th</sup> level or higher. To create a pellucid golem, the following spells must be cast: //Wish//, //polymorph any object//, //geas//, //glassteel//, and //colour spray//. If an illusionist wishes to create a pellucid golem on their own they must resort to using Magic-User scrolls with the requisite spells and a further application of the //alter real//ity spell. In any case, creating a pellucid golem will require spending at least 80,000gp and at least 4 months in research, construction and spellcasting.  **Pellucid Golems** are created through the collaborative efforts of a Magic-User and an Illusionist both of 10<sup>th</sup> level or higher. To create a pellucid golem, the following spells must be cast: //Wish//, //polymorph any object//, //geas//, //glassteel//, and //colour spray//. If an illusionist wishes to create a pellucid golem on their own they must resort to using Magic-User scrolls with the requisite spells and a further application of the //alter real//ity spell. In any case, creating a pellucid golem will require spending at least 80,000gp and at least 4 months in research, construction and spellcasting. 
  
- 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. //Glassteel// will completely restore the golem's hit point total. +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. //Glassteel// will completely restore the golem's hit point total. 
  
-  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**: None **Treasure**: None
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 Souls occasionally become lost in the ether, unable to complete their migrations from the prime material to the outer planes after the deaths of their host bodies. Over time, such wayword souls are devoured by predatory ethereal creatures, captured by nighthags and their minions, or slowly dissipate into nothingness. Those that have spent significant periods of time in the ethereal plane and have begun dispersing into the ether eventually lose much of their essential cohesion and, with that, both the intelligence and the psychic will required to resist being captured by an enterprising druid, magic user or creature with magical talent. Indeed, those "soul-remnants" or "fractured souls" may be brought into the Prime Material by spellcasters and consigned to specially prepared, elemental matrices. The resulting semi-intelligent or low-intelligence entity is termed an //elemental grume//. 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 "soul-remnants" or "fractured souls" may be brought into the Prime Material by spellcasters and consigned to specially prepared, elemental matrices. The resulting semi-intelligent or low-intelligence entity is termed an //elemental grume//.
- Druids of 6<sup>th</sup>  or higher level may create any of the four types of elemental grumes by first preparing a matrix of the appropriate type: a pot of smoldering coals (cindrous), a conglomeration of clay, mud and stone (fictile), an emulsion of water and insoluble, organic liquids (serous), an agitated mixture of gas and fine particulates (zephyrous). The preparation of the matrix requires three hours of constant work and involves the ritualized burning and admixture of mistletoe. Once the consecretated matrix is prepared, the druid places a //pyrotechnics//, //stone shape//, //water breathing// or //air breathing// spell upon it, with the spell determining the type of elemental grume that is to be created. Culminating the process is the casting of the 4th level druidic spell //animal summoning I//, which draws a fractured soul from the ether and infuses the matrix with its essence. Elemental grumes created through this druidic process are stronger and larger than those spawned by magic users, possessing 4 initial HD and the mass of a typical man. + 
- 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 //pyrotechnics//, //material//, //water breathing// or //air breathing// spell on it, followed immediately with the 4th level arcane spell //monster summoning II//. This less efficacious spell tends to draw more fragmented souls from the ether; thus, the resulting grumes' relatively low strengths and sizes. Note: //monster summoning III// and //IV// spells may be utilized by mages of higher levels and will produce elemental grumes of intermediate and full strengths, 3 and 4 HD, respectively. +Druids of 6<sup>th</sup>  or higher level may create any of the four types of elemental grumes by first preparing a matrix of the appropriate type: a pot of smoldering coals (cindrous), a conglomeration of clay, mud and stone (fictile), an emulsion of water and insoluble, organic liquids (serous), an agitated mixture of gas and fine particulates (zephyrous). The preparation of the matrix requires three hours of constant work and involves the ritualized burning and admixture of mistletoe. Once the consecretated matrix is prepared, the druid places a //pyrotechnics//, //stone shape//, //water breathing// or //air breathing// spell upon it, with the spell determining the type of elemental grume that is to be created. Culminating the process is the casting of the 4th level druidic spell //animal summoning I//, which draws a fractured soul from the ether and infuses the matrix with its essence. Elemental grumes created through this druidic process are stronger and larger than those spawned by magic users, possessing 4 initial HD and the mass of a typical man. 
- Elemental grumes, known collectively as //grummelkin//, continue to manifest on the prime material once animated. They accomplish this by drawing monads of energy through an ethereal conduit that is immediately established with their associated elemental plane. The connections are initially very tenuous, and grumes are not terribly effectual, appearing as small, granular versions of true elementals. Grumes follow their masters' instructions to the same degree as any creature under the influence of a //charm person ////or mammal// (druidic summoner) or //charm monster// (arcane summoner) spell, but have similar, periodic chances to break free. That is, druidic summoners will have to check a grume's loyalty every 1-3 months, while their arcane counterparts must check on a weekly basis. + 
- 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' special defenses, other than being immune to damage of their essential type (i.e. fire, water, etc). They are affected by mundane, non-magical attacks, and they cause only one-fourth as much damage as a greater elemental on a successful strike. Elemental grumes are dismissed to their elemental plane if successfully targeted by a //dispel magic// spell. +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 //pyrotechnics//, //material//, //water breathing// or //air breathing// spell on it, followed immediately with the 4th level arcane spell //monster summoning II//. This less efficacious spell tends to draw more fragmented souls from the ether; thus, the resulting grumes' relatively low strengths and sizes. Note: //monster summoning III// and //IV// spells may be utilized by mages of higher levels and will produce elemental grumes of intermediate and full strengths, 3 and 4 HD, respectively. 
 + 
 +Elemental grumes, known collectively as //grummelkin//, continue to manifest on the prime material once animated. They accomplish this by drawing monads of energy through an ethereal conduit that is immediately established with their associated elemental plane. The connections are initially very tenuous, and grumes are not terribly effectual, appearing as small, granular versions of true elementals. Grumes follow their masters' instructions to the same degree as any creature under the influence of a //charm person ////or mammal// (druidic summoner) or //charm monster// (arcane summoner) spell, but have similar, periodic chances to break free. That is, druidic summoners will have to check a grume's loyalty every 1-3 months, while their arcane counterparts must check on a weekly basis. 
 + 
 +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' special defenses, other than being immune to damage of their essential type (i.e. fire, water, etc). They are affected by mundane, non-magical attacks, and they cause only one-fourth as much damage as a greater elemental on a successful strike. Elemental grumes are dismissed to their elemental plane if successfully targeted by a //dispel magic// spell. 
  
 **Gryph** **Gryph**
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-||  **ANNIS**  |  **GREEN HAG**  |+ |  **ANNIS**  |  **GREEN HAG**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d3  |  1  | |**No. Encountered:**|  1d3  |  1  |
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-||  **WATER**  |  **ICE**  |  **MIST**  |+ |  **WATER**  |  **ICE**  |  **MIST**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  |  1  | |**No. Encountered:**|  1  |  1  |  1  |
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- 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**: If encountered in their lair, they possess 3d6 x100pp (35%), 2d10 gems (55%), 1d12 pieces of jewelry (50%), a map or random magical item (15%), 2d4 potions (40%), and 1d4 scrolls (50%). +**Treasure**: If encountered in their lair, they possess 3d6 x100pp (35%), 2d10 gems (55%), 1d12 pieces of jewelry (50%), a map or random magical item (15%), 2d4 potions (40%), and 1d4 scrolls (50%). 
  
 **Ooze, Crystal** **Ooze, Crystal**
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-||  **Dust **  |  **Heat**  |  **Frost**  |  **Vapour**  |+ |  **Dust **  |  **Heat**  |  **Frost**  |  **Vapour**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  |  1  |  1  | |**No. Encountered:**|  1  |  1  |  1  |  1  |
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-||  **NORMAL**  |  **GREATER**  |+| |  **NORMAL**  |  **GREATER**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  2d6  |  2d4  | |**No. Encountered:**|  2d6  |  2d4  |
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 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//, //detect illusion, detect Good// . Once per day they can //teleport//. They can also //curse// their victims (1/day) with their evil cawing. The bite of a Pit Crow is poisonous and will drain 1 point of Strength permanently unless the victim makes a Saving Throw vs. Poison. +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//, //detect illusion, detect Good// . Once per day they can //teleport//. They can also //curse// their victims (1/day) with their evil cawing. The bite of a Pit Crow is poisonous and will drain 1 point of Strength permanently unless the victim makes a Saving Throw vs. Poison. 
  
- Pit Crows delight in pecking out the eyes of their victims.  +Pit Crows delight in pecking out the eyes of their victims.  
  
 **Treasure**: Pit Crows are exceptionally greedy and attracted to shiny objects of all sorts. In their nests they will have up to 3d6 x 100pp (30%), 2d10 gems (55%), and 1d12 pieces of jewelry (50%) and a magic item (15%). **Treasure**: Pit Crows are exceptionally greedy and attracted to shiny objects of all sorts. In their nests they will have up to 3d6 x 100pp (30%), 2d10 gems (55%), and 1d12 pieces of jewelry (50%) and a magic item (15%).
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-||  **BLACK**  |  **BROWN**  |  **DUN**  |  **WHITE**  |+ |  **BLACK**  |  **BROWN**  |  **DUN**  |  **WHITE**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Rare  | |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Rare  |
 |**No. Encountered:**|  1 or 1d4  |  1 or 1d4  |  1 or 1d3  |  1 or 1d3  | |**No. Encountered:**|  1 or 1d4  |  1 or 1d4  |  1 or 1d3  |  1 or 1d3  |
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 **Sea Horse, Giant** **Sea Horse, Giant**
- 
-** ** 
  
 |**Frequency:**|  Common  | |**Frequency:**|  Common  |
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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**: The shantak's eggs are huge and richly-flavoured. Dragons love to eat them, and a shantak egg can sometimes be bargained with a dragon for great advantage.+Shantaks are nocturnal. They can be ridden, and occasionally serve as steeds for powerful creatures of evil. 
 + 
 +**Treasure**: The shantak's eggs are huge and richly-flavoured. Dragons love to eat them, and a shantak egg can sometimes be bargained with a dragon for great advantage.
  
  
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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// and //Polymorph Self//. Any intelligent being touched by a siren in melee must immediately make a Save vs. Poison or be rendered insane (q.v. __OSRIC__, p. 125-6). Such insanity can only be cured by a siren or by dispel magic. +All sirens possess the following innate magical abilities which they may use once per day at will: //Fog Cloud//, //Improved Invisibility// and //Polymorph Self//. Any intelligent being touched by a siren in melee must immediately make a Save vs. Poison or be rendered insane (q.v. __OSRIC__, p. 125-6). Such insanity can only be cured by a siren or by dispel magic. 
  
 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<sup>th</sup>-lvl Magic User and gain a +2 on Saving Throws vs. Poison.  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<sup>th</sup>-lvl Magic User and gain a +2 on Saving Throws vs. Poison. 
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-||  **RED **\\ **SLAASTHAKI**\\ **'Warriors'**  |  **BLUE SLAASTHAKI**\\ **'Servants'**  |  **GREEN SLAASTHAKI**\\ **'Magi'**  |  **GREY SLAASTHAKI**\\ **'Priests'**  |  **BLACK SLAASTHAKI**\\ **'Dread Master'**  |+ |  **RED **\\ **SLAASTHAKI**\\ **'Warriors'**  |  **BLUE SLAASTHAKI**\\ **'Servants'**  |  **GREEN SLAASTHAKI**\\ **'Magi'**  |  **GREY SLAASTHAKI**\\ **'Priests'**  |  **BLACK SLAASTHAKI**\\ **'Dread Master'**  |
 |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  3d6  |  2d6  |  1d6  |  1d2  |  1  | |**No. Encountered:**|  3d6  |  2d6  |  1d6  |  1d2  |  1  |
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 Parna-Pathzuul is the lord of one of the Slaashaki factions which rules part of the Astral Plane. He takes the form of either a tall, gold scaled slaasthak or that of an amoeba-like mass of golden protoplasm with a humanoid brain as a nucleus.  Parna-Pathzuul is the lord of one of the Slaashaki factions which rules part of the Astral Plane. He takes the form of either a tall, gold scaled slaasthak or that of an amoeba-like mass of golden protoplasm with a humanoid brain as a nucleus. 
  
- In melee, Parna-Pathzuul fights as an 18<sup>th</sup>-lvl Fighter with 18/99 STR wielding either a wickedly sharp two-handed sword (dmg 1d10+2, victims struck must Save vs. Spells or be incapacitated as per the 7<sup>th</sup>-lvl Arcane spell //Power Word: Stun//) or if in amoeboid-form, three extended pseudopods (10' long, dmg 2d8 each, drain 1d4 experience levels (Save vs. Poison allowed). +In melee, Parna-Pathzuul fights as an 18<sup>th</sup>-lvl Fighter with 18/99 STR wielding either a wickedly sharp two-handed sword (dmg 1d10+2, victims struck must Save vs. Spells or be incapacitated as per the 7<sup>th</sup>-lvl Arcane spell //Power Word: Stun//) or if in amoeboid-form, three extended pseudopods (10' long, dmg 2d8 each, drain 1d4 experience levels (Save vs. Poison allowed). 
  
- He has the following innate spell-like abilities which can be used at will: //Astral Projection//, //Blink//, //Darkness 15' radius//, //Death, Detect Invisibility// or //Magic//, //Dispel Magic// (as a 30<sup>th</sup>-lvl MU), //ESP//, //Fear//, //Flame Strike// (twice normal effect), //Know Alignment//, //Locate Object//, //Mass Charm//, //Symbol of Insanity// or //Gate// in another slaasthak of any type. Once per day he may use any //Power Word//, //Unholy Word//, or fulfil another's //Wish//+He has the following innate spell-like abilities which can be used at will: //Astral Projection//, //Blink//, //Darkness 15' radius//, //Death, Detect Invisibility// or //Magic//, //Dispel Magic// (as a 30<sup>th</sup>-lvl MU), //ESP//, //Fear//, //Flame Strike// (twice normal effect), //Know Alignment//, //Locate Object//, //Mass Charm//, //Symbol of Insanity// or //Gate// in another slaasthak of any type. Once per day he may use any //Power Word//, //Unholy Word//, or fulfil another's //Wish//
  
- 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<sup>th</sup>-lvl Fighter, striking twice per round with a 10' long +5 adamantium scythe that will kill anyone struck by it unless a Saving Throw vs. Poison is passed. If the victim escapes instant death they will receive 6d6hp of damage.  Only slaasthak lords or deities are immune to the death effect of Ygoniphlaak's scythe. +In combat, Ygoniphlaak fights as a 20<sup>th</sup>-lvl Fighter, striking twice per round with a 10' long +5 adamantium scythe that will kill anyone struck by it unless a Saving Throw vs. Poison is passed. If the victim escapes instant death they will receive 6d6hp of damage.  Only slaasthak lords or deities are immune to the death effect of Ygoniphlaak's scythe. 
  
- 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 //Invisibility, ESP, Flame Strike, Know Alignment, Phantasmal Killer, Sleep, //or a //Symbol Of Fear// or //Hopelessness//. Once per round, he can //Gate //in another slaasthak of any type except another lord. Once per day he can use //Power Word Kill//, any //Symbol,// or //Unholy Word//+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 //Invisibility, ESP, Flame Strike, Know Alignment, Phantasmal Killer, Sleep, //or a //Symbol Of Fear// or //Hopelessness//. Once per round, he can //Gate //in another slaasthak of any type except another lord. Once per day he can use //Power Word Kill//, any //Symbol,// or //Unholy Word//
  
 **Slime,** **Olive**  **Slime,** **Olive** 
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 When the slime creature dies, it becomes a patch of olive slime.  When the slime creature dies, it becomes a patch of olive slime. 
  
- **Treasure**: None+**Treasure**: None
  
 **Slithy Creatures ** **Slithy Creatures **
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-||  **SLITHY TOVE**  |  **SLITHY RATH**  |  **SLITHY BOROGOVE**  |+ |  **SLITHY TOVE**  |  **SLITHY RATH**  |  **SLITHY BOROGOVE**  |
 |**Frequency:**|  Rare  |  Rare  |  Rare  | |**Frequency:**|  Rare  |  Rare  |  Rare  |
 |**No. Encountered:**|  1d10  |  2d6  |  2d8  | |**No. Encountered:**|  1d10  |  2d6  |  2d8  |
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 These are huge versions of common black widow spiders, comparable in size to standard giant spiders. However, unlike their less intelligent cousins, these spiders are crafty and, worse, their two fore claws are prehensile enough to wield weapons. Thus, they will often arm themselves with the weapons of fallen victims, using them in addition to their virulently poisonous bite (Saves are at -2). Their webs generally conform to those of other giant spiders, i.e. they are clingy and a person with an 18 Strength will require 1 round to escape, a 17 Strength requires 2 rounds, etc. However, these webs are less flammable; they will burn, but not as rapidly or hotly as those of other spiders. These spiders are capable of speaking their own language, as well as others such as Common that they've picked up over the years. Spell-casting and magic item use are also possible in rare cases. 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've picked up over the years. Spell-casting and magic item use are also possible in rare cases.
  
-**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 will weave inflammable, funnel-shaped webs immediately below sinkhole openings and near the terminuses of slippery, down-sloping tunnels. Those creatures that fall into a colony's thick, near-impenetrable webs will find themselves irrevocably stuck unless they possess strength scores of 16 or greater. In those cases, the victims will be able to break through the spider webs at one-half that rate normally allowed for a //web// spell, but will be incapable of protecting themselves while doing so. + 
- Swarming spiders' bites cause 1 hp of damage per hit and inject strangely-acting paralytic poisons. Victims of swarming spider attacks may ignore the poisoning effects of a number of bites equal to the differences between 20 and their Saving Throws vs. Paralysation. Once that number is met, however, every subsequent bite causes a +1 penalty to the victim's base saving throw. Thus, a 2nd-level fighter with a saving throw vs paralyzation of 14 will be able to ignore six of the spiders' bites before being forced to make a save. The fighter will subsequently make progressively worse saves each time he is struck, and will be automatically paralyzed after the sixth additional bite. Failing a save indicates that the victim's hit points have fallen to 1 and that it will be paralysed for d10 turns. +When underground, swarming spiders will weave inflammable, funnel-shaped webs immediately below sinkhole openings and near the terminuses of slippery, down-sloping tunnels. Those creatures that fall into a colony's thick, near-impenetrable webs will find themselves irrevocably stuck unless they possess strength scores of 16 or greater. In those cases, the victims will be able to break through the spider webs at one-half that rate normally allowed for a //web// spell, but will be incapable of protecting themselves while doing so. 
- The number of swarming spiders that may attack a target each round is determined by the victim's size: large - 48, medium - 24, small - 12. These attacks are against the target's base armour class, modified only by magical adjustments (armour, ring, etc.) Swarm victims, on the other hand, are able to automatically slay a number of spiders equal to the damage done by their short and medium length melee weapons and natural attacks (i.e. maces - d6, daggers - d4, fists - d2, and so forth) with previously non-attacking members of the swarm automatically replacing those killed during the next round. + 
- 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' bites cause 1 hp of damage per hit and inject strangely-acting paralytic poisons. Victims of swarming spider attacks may ignore the poisoning effects of a number of bites equal to the differences between 20 and their Saving Throws vs. Paralysation. Once that number is met, however, every subsequent bite causes a +1 penalty to the victim's base saving throw. Thus, a 2nd-level fighter with a saving throw vs paralyzation of 14 will be able to ignore six of the spiders' bites before being forced to make a save. The fighter will subsequently make progressively worse saves each time he is struck, and will be automatically paralyzed after the sixth additional bite. Failing a save indicates that the victim's hit points have fallen to 1 and that it will be paralysed for d10 turns. 
 + 
 +The number of swarming spiders that may attack a target each round is determined by the victim's size: large - 48, medium - 24, small - 12. These attacks are against the target's base armour class, modified only by magical adjustments (armour, ring, etc.) Swarm victims, on the other hand, are able to automatically slay a number of spiders equal to the damage done by their short and medium length melee weapons and natural attacks (i.e. maces - d6, daggers - d4, fists - d2, and so forth) with previously non-attacking members of the swarm automatically replacing those killed during the next round. 
 + 
 +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 "heretical horrors." The mages now make spigres on a regular basis while the spider-worshipping houses view the creation of such monstrosities as blasphemy.  +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 "heretical horrors." The mages now make spigres on a regular basis while the spider-worshipping houses view the creation of such monstrosities as blasphemy.  
- 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' fortresses and buildings. + 
- Spigres' teeth have been altered to deliver a paralytic poison that is weaker than that of giant spiders. Allowed a +2 Save vs. Paralysation, victims of a spigre's poisonous bites will become immobilized for 1d4 turns, enough time for the monster to effectively cocoon its prey in sticky webs. Victims that have been fully cocooned cannot escape unless they possess super-normal Strength (i.e. above 18), but normal webbing acts as a //web// spell, allowing those with Strength scores of 13 or higher to escape in a number of rounds equal to one plus the difference between 18 and their Strength scores. Thus, a character with a Strength score of 16 will escape a spigre's webbing over a period of 1 + (18-16) = 3 rounds. Webs sprayed from a spigre's spinnerets conform in all respects to a //web// spell (including the 5%/round ability to suffocate victims), other than being flammable. +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' fortresses and buildings. 
- Spigres' chelicerae are not poisonous, but they end with sharp, piercing tips capable of penetrating anything softer than rock. Capable of delivering 1d6 hp of damage, they are effective weapons against all creatures. Spigres are also immune to the poisons of all mundane (i.e. normal to giant-sized) spiders, making them deadly foes of their originally intended prey. + 
 +Spigres' teeth have been altered to deliver a paralytic poison that is weaker than that of giant spiders. Allowed a +2 Save vs. Paralysation, victims of a spigre's poisonous bites will become immobilized for 1d4 turns, enough time for the monster to effectively cocoon its prey in sticky webs. Victims that have been fully cocooned cannot escape unless they possess super-normal Strength (i.e. above 18), but normal webbing acts as a //web// spell, allowing those with Strength scores of 13 or higher to escape in a number of rounds equal to one plus the difference between 18 and their Strength scores. Thus, a character with a Strength score of 16 will escape a spigre's webbing over a period of 1 + (18-16) = 3 rounds. Webs sprayed from a spigre's spinnerets conform in all respects to a //web// spell (including the 5%/round ability to suffocate victims), other than being flammable. 
 + 
 +Spigres' chelicerae are not poisonous, but they end with sharp, piercing tips capable of penetrating anything softer than rock. Capable of delivering 1d6 hp of damage, they are effective weapons against all creatures. Spigres are also immune to the poisons of all mundane (i.e. normal to giant-sized) spiders, making them deadly foes of their originally intended prey. 
  
 **Treasure**: WiP **Treasure**: WiP
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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's control and begin fighting for it. If the stone roper is slain, the victims will wander around in an aimless stupor until the venom eventually wears off after 10 full turns. Stone ropers can only inject two such victims per day, thereafter attacking with it's tentacles as normal melee weapons. Each tentacle is capable of inflicting weakness (STR is halved for 1d3 rounds) and the victim will be pulled 10' closer to the stone roper's maw. Breaking the grip of the stony tentacles is difficult (equivalent to twice the victim's adjusted chance to bend bars/lift gates). Once a victim is pulled into the stone roper's maw it will begin to eat the victim, causing 1d10 hp of biting damage per round.+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's control and begin fighting for it. If the stone roper is slain, the victims will wander around in an aimless stupor until the venom eventually wears off after 10 full turns. Stone ropers can only inject two such victims per day, thereafter attacking with it's tentacles as normal melee weapons. Each tentacle is capable of inflicting weakness (STR is halved for 1d3 rounds) and the victim will be pulled 10' closer to the stone roper's maw. Breaking the grip of the stony tentacles is difficult (equivalent to twice the victim's adjusted chance to bend bars/lift gates). Once a victim is pulled into the stone roper's maw it will begin to eat the victim, causing 1d10 hp of biting damage per round.
  
- 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**: Once killed, a stone roper corpse can be broken or pried into. Within may be found 2d4gp, 1d6pp and 2d4 gems (50%). **Treasure**: Once killed, a stone roper corpse can be broken or pried into. Within may be found 2d4gp, 1d6pp and 2d4 gems (50%).
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- The tabaxi are a reclusive race of humanoid felines that dwell in tropical jungles. They live in 'prides' of 1-3 adult males, 1-3 adult females, and 1-3 young (1HD).  +The tabaxi are a reclusive race of humanoid felines that dwell in tropical jungles. They live in 'prides' of 1-3 adult males, 1-3 adult females, and 1-3 young (1HD).  
  
- 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**: Individual tabaxi have a 5% chance of possessing a magical weapon.+**Treasure**: Individual tabaxi have a 5% chance of possessing a magical weapon.
  
 **Taer** **Taer**
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 **Treasure**: See above  **Treasure**: See above 
  
-**Tar**** ****Fiend**** **+**Tar Fiend**
  
  
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-||  **VEGEPYGMY**  |  **THORNY**  |+ |  **VEGEPYGMY**  |  **THORNY**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  30d10  |  3d10  | |**No. Encountered:**|  30d10  |  3d10  |
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- Adapted to live underground, the woolly cave pig has mutated over eons to thrive in that realm's strange radiation and conditions. Feeding upon the bacterial mats and fungal spreads found in and around wet caverns, these six-legged creatures seek to avoid contact with possible predators but will attack with their razor-sharp tusks if threatened. Nearly blind to normal light, and possessing only weak heat vision (out to 30 feet), the cave pigs are still able to avoid predators, and to defend themselves, through their keen sense of smell+Adapted to live underground, the woolly cave pig has mutated over eons to thrive in that realm's strange radiation and conditions. Feeding upon the bacterial mats and fungal spreads found in and around wet caverns, these six-legged creatures seek to avoid contact with possible predators but will attack with their razor-sharp tusks if threatened. Nearly blind to normal light, and possessing only weak heat vision (out to 30 feet), the cave pigs are still able to avoid predators, and to defend themselves, through their keen sense of smell.
- 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' poisonous tusks must save versus poison at -4, or die within ten rounds. Likewise, these unusual creatures are inured to all toxins and poisons and are not affected by such. Strangely enough, the deadly substances, that the cave pigs are constantly exposed to, fail to reach their own flesh and make the creatures a staple for most underground sapient species+
  
- **Treasure**: None+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' poisonous tusks must save versus poison at -4, or die within ten rounds. Likewise, these unusual creatures are inured to all toxins and poisons and are not affected by such. Strangely enough, the deadly substances, that the cave pigs are constantly exposed to, fail to reach their own flesh and make the creatures a staple for most underground sapient species.  
 + 
 +**Treasure**: None
  
  
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-**UNDEAD** +===== Undead =====
-----+
  
  
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-||  **HAUNT**  |  **POSSESSED VICTIM**  |+ |  **HAUNT**  |  **POSSESSED VICTIM**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  | |**No. Encountered:**|  1  |  1  |
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-||  **LESSER VOLLGRIM**  |  **GREATER VOLLGRIM**  |+ |  **LESSER VOLLGRIM**  |  **GREATER VOLLGRIM**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d8  |  1d4  | |**No. Encountered:**|  1d8  |  1d4  |
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-**RANDOM MONSTERS BY TYPE** +===== Random Monsters By Type =====
-----+
  
  
dangerousdungeons/chapter5.1559521123.txt.gz · Last modified: 2019/06/03 00:18 by robertfreemanday

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