since my planned game session tonight had to be cancelled for illness, I'm sitting at the computer and feeling bold. In the vein of Al of Beyond the Black Gate, I'm posting some megadungeon critters for your entertainment. I don't think I've posted any of these here before, but if I have .... well, sorry.
Undead Frog Warrior
No encountered: 1-12
Frequency: very rare
Size: M
HD: 3
Move: 60'
AC: 17
Attacks: 1-8
Special: Leap, Unholy Tongue
Saves: P
INT: non
Alignment: CE
Type: Undead
Treasure:
XP:
These foul undead are created by priests of Tsathogga. They appear as skeletons, albeit as some sort of cross between a biped and an amphibian (large thigh bones, crouching demeanor, exaggerated mouths). They typically attack either with a two-fisted smash (1d8) or with a crude stone spear (1d6). Their eyes glow with an unholy light that ranges across the spectrum from blue to red.
Special Abilities:
Leap: Undead frog warriors can leap up to 30' in any direction (including upwards). Doing so gives them a +3 bonus to hit, and may result in the Warrior knocking its enemy down.
Unholy Tongue: once every other round the Frog Warriors can emit a sickly green beam of energy from their mouths that resembles a tongue. If it hits, the tongue inflicts 1d6 acid damage and burns a permanent mark on the victim’s skin. The marks may be removed with a Remove Curse spell. Undead Frog Warriors target the faces of their enemies with their tongues.
Troll, Giant Intelligent
No encountered: 1 or 30-60
Frequency: extremely rare
Size: Large (10')
HD: 8
Move: 30'
AC: 16, or by armor
Attacks: 3 or by large weapon
Damage: 1d4+4/1d4+4/2d6, or weapon for 2d8+4
Special: Regeneration, possibility for magic use, rend, darkvision 60 ft, twilight vision, vulnerable to fire and acid
Saves: P and M
INT: Average to Very
Alignment: NE to CE
Type: Giant
Treasure:
XP:
The Giant Intelligent Trolls of the Halls of Arden Vul are the unusual product of ancient breeding programs. Those programs produced trolls with the ability to form societies, to reason, and to occasionally dabble in magic. Physically these creatures resemble their less intelligent brethren, even to the extent that they may attack with claws and teeth in a formidable manner. But they also use weapons, particularly large spears, clubs, flails, and occasionally great swords.
Special Abilities:
Rend: like normal trolls, if a Giant Intelligent Troll hits a foe with both claws, it may rend for an additional 1d6+1 damage.
Regeneration: starting in the third round of combat, Giant Intelligent Trolls regenerate 3 HP per round. Separated limbs will slowly reattach themselves. If unable to do so, the largest surviving piece will regenerate into a single troll.
Vulnerable to Acid and Fire: only acid or fire will prevent regeneration.
Magic Use: Giant Intelligent Trolls are capable of learning spells, although the gift is rare (1 in 100). Most such specimens are limited to use of 3rd level wizard spells, but there are rumors that the Troll Thegn’s chief Troll advisor is a potent high-level wizard.
Devil, Entrapment
No encountered: 1
Frequency: extremely rare
Size: any
HD: 10
Move: 30'
AC: 22
Attacks: claws (1d4/1d4), or spell
Special: Domination 3x/day, Polymorph self, Create Illusion, Spell Use, Teleport 2x/day, Gate 2x/day
Saves: P, M
INT: Supra
Alignment: LE
Type: Devil
Treasure:
XP:
Entrapment devils are greatly feared as the smooth, seductive face of evil. These creatures are often extremely knowledgeable about matters of history, magic, and/or general arcana in general, and are hence relatively frequent objects of summoning for those wizards seeking hidden knowledge. Although all summoning attempts are dangerous, those of Entrapment Demon are especially fraught, as their intelligence, craftiness, and deceptive natures renders them formidable foes. Not particularly imposing in a physical sense, these devils do minimal damage with their claws (d4 each, plus STR bonuses). They are much more likely to pose as benign allies, taking on forms designed to allay the suspicions of their victims. When possible, they use their feared Dominate ability to take command of victims, whom they attempt to manipulate into doing more of their work; if discovered, they will gate themselves and any dominated victims safely back to Hell, where such victims will be turned over to Erinyes for torture. Entrapment devils have specific names, which they are loathe to divulge. Knowing such a true name, however, may allow one to barter, albeit still at some risk, with an entrapment devil. Entrapment devils are known to use their illusion and polymorph abilities to create plausible physical and social circumstances likely to allow them to Dominate victims. These devils are strong (18 STR), extremely smart (19 INT), and highly charming (18 CHA).
Special Abilities:
Dominate: 3x/day an Entrapment Devil can attempt to dominate the mind of a victim. Domination takes the form of an advanced charm spell. Victims must save versus WIS; this save is modified by any WIS modifier as normal, but also by the victim’s level and the Entrapment Devil’s HD. Ex: an Entrapment Devil seeks to dominate an 8th level fighter with WIS 13 (not prime). The fighter’s CL would be 19 (base 18, +10 for Devil’s HD, -8 for fighter’s level, -1 for WIS 13).
Polymorph Self: Entrapment devils can take any form they wish, as many times per day as they like.
Create Illusion: Entrapment devils can create convincing illusions of physical objects, room conditions, and so forth.
Teleport: they may teleport unerringly 2x/day
Gate: 2x/day they may open a gate to their home circle of Hell. Almost always they will reserve one such gate for their own escape (if needed). If endangered, they might use the other Gate to summon an ally: an Erinyes (25% success), a Bone Devil (20%), and Barbed Devil (15%).
Dust Monster
No encountered: 1
Frequency: extremely rare
size: small, medium, or large
HD: 4, 6, or 8
Move: 90 ft
AC: 20
Attacks: dust fist (1d6, 1d10, or 3d6 depending on size)
Special: suffocation, blinding, immune to normal weapons, partial immunity to blunt weapons, susceptibility to liquid
Saves: P
INT: non
Alignment: neutral
Type: magical
Treasure:
XP:
Dust monsters are greatly feared by explorers of dungeons and arid wastes. It is not clear how they come into being, whether spontaneously in sites of magical power or as a byproduct of constant spell use, but they are clearly magical in nature, of limited intellect, and antithetical to all air-breathers. They generally lie quiescent until disturbed by a living creature; when disturbed a small vortex will be seen swirling among the dust. Within 1d4 rounds the vortex becomes a Dust Monster. The Dust Monster appears as a swirling, but generally formless, dust cloud ... until it attacks. Its attacks take the form of huge fists made of dust and grit which strike a victim for 1d6, 1d10 or 3d6 (depending on its size) damage. If struck by a fist, the victim must save versus CON or begin to suffocate.
Special Abilities:
Suffocation: If a Dust Monster hits its target with a fist, the victim will begin to suffocate from the dust/grit in its eyes and mouths. In the first round of the successful hit by a fist, the victim will take 1d4 dmg from suffocation; subsequent rounds increase the damage by a dice type (1d6, 1d8, 1d10, 1d12, 3d6, 4d6, etc). A suffocating victim can attempt to break the suffocation by making CON checks: normal in the second round, -2 in the third, -4 in the fourth, -6 in the fifth, and -10 in any subsequent rounds.
Blinding: during the 1d4 rounds in which the Dust Monster takes shape, it begins to spin dust and grit into a large cloud. This cloud extends in a 10' radius for small Dust Monsters, in a 15' radius for medium ones, and in a 25' radius for large ones. Any PC inside this radius without eye protection must make a WIS check to retain his/her sense of direction and full movement. Otherwise movement is halved and PCs must make a WIS check in order to move in the desired direction.
Immune to Normal Weapons: Dust monsters may only be hit by magical weapons.
Partial Immunity to Blunt Weapons: magical blunt weapons (e.g. maces) only do half damage.
Susceptibility to Liquids: dust monsters take regular damage from all liquids, whether magical or mundane. Create Water spells do 3d6 damage to Dust Monsters. Other water-based spells should be adjusted accordingly by the DM. A typical wine- or water-skin, if emptied on a Dust Monster, will do 1d6 damage.
Forbidden One [inspired by M.A.R. Barker]
No encountered: 1, or 20-40
Frequency: rare
Size: M
HD: 8
Move: 90'
AC: 14, but 22 within Darkness
Attacks: Mental Attacks (variable; see below), Plasma Pistol (1d8/1d12)
Special: Mental attacks, Spell Use, Telepathy, Technology, Darkness
Saves: M
INT: Genius
Alignment: Neutral Evil
Type: alien
Treasure: equipment, bag of platinum dust worth 5d100 gp; more in lair.
XP:
Forbidden Ones are members of an alien race. Most will ‘see’ them only as a roiling cloud of darkness from which thought commands and the occasional physical attack emerge. In fact, they are skinny, wrinkled grey bipeds with extra large craniums and no noses. They wear webbed harnesses of unfamiliar material, from which they hang pouches and strange items (like their portable darkness generators). They may be present on the Material Plane for a variety of reasons, including being stranded, being engaged on a specific research mission, or being engaged in exploration of a new trans-dimensional portal. Although they occasionally establish small outposts on the Material Plane, it is more common to encounter them singly. They have access to high technology, although they do not build such devices while on the Material Plane. In addition to technological weapons, they have highly developed mental abilities, including mental attacks and the ability to converse telepathically. The atmosphere of the Material Plane is inimical to these beings, so they must always travel with breathers; should a Forbidden One lose its respirator, it will die in 1d3 rounds. They avoid combat, preferring to immobilize any opponent before deciding whether to slay them or ignore them. They are obsessed with spiritualism and the occult. They refer to most animals (including humans) as ‘meat-sacks’.
Special Abilities:
Darkness: almost all (95%) of Forbidden Ones carry a portable darkness-creating device. The device creates a roiling cloud of darkness in a 15' radius around its holder. The darkness impedes sight, and also imposes confusion on those who enter it: save versus CHA at -5 or stumble around in a daze for 1d6 rounds.
Mental Attacks: Mental thrust: 1d6 damage; once per round
Mental Assault: 3d10 damage, save versus CHA (-10) for half; once per day
Mass Hold: acts as hold person on up to 10 creatures in sight of the Forbidden One, 3x per day.
Telepathy: Forbidden Ones may project their thoughts into any sentient being, and can read the thoughts of such beings at will.
Technology: Forbidden Ones travel with strange alien devices, some shaped like eyes which shoot rays that emulate spell-like effects. Most also carry a plasma pistol (1d8/1d12 damage).
Spell Use: 50% of Forbidden Ones will have access to 15 spell-levels of clerical or wizard spells.
Megadungeon monsters
Megadungeon monsters
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtop ... 22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080