Trick or Treat

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Dangersaurus
Ungern
Posts: 99
Joined: Mon Jun 11, 2007 7:00 am

Trick or Treat

Post by Dangersaurus »

More monsters for Halloween. I've done quite a few more monsters - so it's hard to remember what I have and haven't posted. Forgive me any repeats. As usual, I've (snipped) the original 1e flavor text that I use in my notes:

BOOKA

NO. ENCOUNTERED: 1-4

SIZE: Small

HD: 1 (d4)

MOVE: 30 ft., 40 ft. (fly)

AC: 13

ATTACKS: None

SPECIAL: Twilightvision, invisibility

SAVES: M

INT: High

ALIGNMENT: Neutral

TYPE: Fey

TREASURE: 2

XP: 7+1

(snip)

Invisibility: Booka are able to become invisible at will.

CAVE CRICKET

NO. ENCOUNTERED: 1-8

SIZE: Small to Medium

HD: 1 (d12)

MOVE: 15 ft., 30 ft. (hop)

AC: 16

ATTACKS: 1 kick (1d4) or 1 jump kick (1d4)

SPECIAL: Jump kick, darkvision

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Vermin

TREASURE: Nil

XP: 9+1

(snip)

Jump Kick: If alarmed by an attack or sudden movement, the cave cricket has a 1 in 6 chance of leaping on a single creature (determined randomly) within 30 feet. This causes 1d4 damage. If the cricket doesn't land on anyone, it still makes a single attack against one random creature within 10 feet of its landing spot.

CAVE FISHER

NO. ENCOUNTERED: 1-4

SIZE: Medium

HD: 3 (d8)

MOVE: 5 ft. (climb)

AC: 16

ATTACKS: 2 claws (2d4)

SPECIAL: Darkvision, filament

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Aberration

TREASURE: Nil

XP: 30+3

(snip)

Filament: To trap its prey, a cave fisher employs a super-strong, highly adhesive filament which extends from its proboscis. This filament is 60-feet long, and tipped with a powerful adhesive sucker. A cave fisher can shoot this filament from its proboscis with great speed and accuracy, attacking with a +3 to hit. It will then "reel in" its prey at a rate of 15 feet per round, using a complex organic winch housed in an armored protuberance behind its head. A cave fisher can pull in prey weighing up to 400 pounds. The adhesive on the sucker head also coats the filament, and it can be dissolved by liquids with a high alcohol content or a cave fisher's blood, which also contains a lot of alcohol.The filaments are so strong that they can be cut only by the sharpest of edged weapons (magical or expert) and so thin that there is only a 20% chance of noticing them within 10 feet and no chance beyond that distance.

CAVE MORAY

NO. ENCOUNTERED: 4-16

SIZE: Medium

HD: 5 (d8)

MOVE: 5 ft.

AC: 20

ATTACKS: 1 bite (2d4)

SPECIAL: Darkvision

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Vermin

TREASURE: Nil

XP: 80+5

(snip)

Cave morays look like rocks. They have brownish-gray skin, their heads are knobby and splotched, and their eyes are dull brown and bulbous.

CRAB, GIANT

NO. ENCOUNTERED: 2-12

SIZE: Large

HD: 3 (d8)

MOVE: 20 ft., 20 ft. (swim)

AC: 17

ATTACKS: 2 claws (2d4)

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 20+3

(snip)

CRABMEN

NO. ENCOUNTERED: 2-12

SIZE: Large

HD: 3 (d8)

MOVE: 20 ft., 15 ft. (swim)

AC: 16

ATTACKS: 2 claws (1d4)

SPECIAL: Darkvision

SAVES: P

INT: Low

ALIGNMENT: Neutral

TYPE: Monstrous Humanoid

TREASURE: 3

XP: 20+3

(taste like crab, talk like people)

CYCLOPSKIN

NO. ENCOUNTERED: 1-8

SIZE: Large

HD: 5 (d10)

MOVE: 30 ft.

AC: 17

ATTACKS: 1 weapon (+2)

SPECIAL: Duskvision, great strength, poor depth perception

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

TYPE: Giant

TREASURE: 5

XP: 120+5

(snip)

Great Strength: Cyclopskin receive a +2 to damage they do with all weapons built for their size, as well as with 2-handed "human size" weapons.

Poor Depth Perception: Because of their poor depth perception, cyclopskin use missile weapons at -2 to hit.

DERRO

NO. ENCOUNTERED: 3-30

SIZE: Small

HD: 3-7 (d8), savants 5-8 (d8)

MOVE: 20 ft.

AC: 12 (15 with studded leather armor)

ATTACKS: 1 by weapon

SPECIAL: Darkvision (30'), vulnerability to sunlight (nausea)

SAVES: M, P

INT: High

ALIGNMENT: Chaotic Evil

TYPE: Humanoid

TREASURE: Equal to HD

XP:

3 HD: 20+3

4 HD: 40+4

5 HD: 80+5

6 HD: 120+6

7 HD: 180+7

5 HD Savant: 600+5

6 HD Savant: 900+6

7 HD Savant: 1,350+7

8 HD Savant: 1,925+8

(snip)

Vulnerability to Sunlight: Derro never expose themselves to direct sunlight; it nauseates them. Sunlight will kill a derro if he is exposed to it for several days.

Derro Savants

Derro savants are sage-like, with the ability to use any sort of magic item or weapon. They have between 5 and 8 hit dice, and cast spells as a spellcaster 4 levels higher than their hit dice. Regardless of hit dice and caster level, they typically can cast the following spells, each once per day: affect normal fires, antimagic shell, blink, charm person, cloudkill, detect thoughts, hold monster, hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt, minor creation, repulsion, spider climb, ventriloquism, wall of fog and wall of force.

DEVIL - NUPPERIBO (LEAST DEVIL)

NO. ENCOUNTERED: 10-100

SIZE: Medium

HD: 1 (d12)

MOVE: 15 ft.

AC: 11

ATTACKS: 2 claws (1d2) or 1 weapon

SPECIAL: Immunity (full): fire; immunity (half): cold, poison; teleportation without error, regeneration 1 (holy, special)

SAVES: P

INT: Animal

ALIGNMENT: Neutral Evil

TYPE: Extraplanar

TREASURE: Nil

XP: 35+1

(snip)

Regeneration: In the Infernal Region or areas of total Evil, nupperibos regenerate at 1 hit point per round, but elsewhere this power is lost. If a holy object (water, weapon) is used against them, regeneration is not possible.

LEMURE (LEAST DEVIL)

NO. ENCOUNTERED: 10-100

SIZE: Medium

HD: 3 (d6)

MOVE: 10 ft.

AC: 13

ATTACKS: 1 claw, club or bite (1d3)

SPECIAL: Battle drive, mindless, regeneration 1 (holy)

SAVES: None

INT: Inferior

ALIGNMENT: Lawful Evil

TYPE: Extraplanar

TREASURE: Nil

XP: 40+3

(snip)

Battle Drive: When the success of a battle is more important the the loss of great numbers of lemures, a more powerful devil may command lemures to form a battle drive. When the battle drive is used, a horde of lemures are formed into a wedge formation of up to 1,000 or more lemures. Then, on command from a superior the lemures begin a march towards their goal or destination. Once set upon a goal, the lemures gain +2 on their chances to hit, and may not be turned from the goal (even by their commanders).

Mindless: Lemures are immune to mind-affecting spells such as sleep, charm, and most illusions.

DIRE CORBY

NO. ENCOUNTERED: 1-12

SIZE: Medium

HD: 2 (d8)

MOVE: 30 ft.

AC: 14

ATTACKS: 2 claws (1d6)

SPECIAL: Darkvision

SAVES: P

INT: Low

ALIGNMENT: Neutral Evil

TYPE: Humanoid

TREASURE: 2

XP: 10+2

(snip)

DUERGAR

NO. ENCOUNTERED: 2-8, or 201-300

SIZE: Small

HD: 1 (d8)

MOVE: 20 ft.

AC: 16

ATTACKS: 1 hand axe (1d6)

SPECIAL: Immunities (full): illusion, paralyis, poison; deepvision, determine depth/direction, defensive expertise, resistant to arcane magic, stonecraft, spell-like abilities

SAVES: P

INT: Average

ALIGNMENT: Lawful Evil

TYPE: Humanoid

TREASURE: 1

XP: 21+1

(snip)

Determine Depth and Direction: The world beneath mountains and in the deeps of the earth is the natural home of duergar. Duergar can sense their approximate depth underground as naturally as a human can sense which way is up. The duergar can also determine direction underground as easily.

Defensive Expertise (Giants/Ogres): Long regarded as a food source by many giants, duergars have developed expertise in fighting them. Combined with their small size, this tactical expertise allows duergar to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.

Resistant to Arcane Magic: Duergar are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.

Stonecraft: Duergar spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard. This gives them various bonuses and abilities. Duergar are capable of spotting unusual or unique stonework features. These features include new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings, or secret and/or concealed doorways constructed of or disguised as stone. A duergar passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature as if actively looking for it. Should a duergar actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful check will reveal other bits of knowledge, such as which race created the feature, its approximate age, and its rough value, if applicable.

Spell-like Abilities: Duergar have the ability to use any of the following spell-like abilities, one at a time, at will: enlarge, invisibility, reduce. Each ability may only be targeted upon the duergar casting it.

EAR SEEKER

NO. ENCOUNTERED: 1-4

SIZE: Small

HD: 1 (d1)

MOVE: 5 ft.

AC: 11

ATTACKS: None

SPECIAL: Infest ear

SAVES: None

INT: None

ALIGNMENT: Neutral

TYPE: Vermin

TREASURE: Nil

XP: 186

(snip)

Infest: If this creature is presented with an ear, it will crawl inside. Once it enters this warm cozy nest, it will always lay d8+8 tiny eggs and then crawl out to die. When the eggs hatch (4d6 hours) the larvae eat the surrounding flesh, generally burrowing inwards to where the most food and body heat is, killing their host unless a constitution save with a challenge level of 6 is made. A remove disease spell will destroy the eggs.

FLAIL SNAIL

NO. ENCOUNTERED: 1

SIZE: Large

HD: 4-6 (d8)

MOVE: 10 ft. (climb)

AC: 16

ATTACKS: 1 per tentacle (1d8)

SPECIAL: Immunity (full): fire, poison; scintillating shell

SAVES: P

INT: Low

ALIGNMENT: Neutral

TYPE: Vermin

TREASURE: Nil

XP:

(snip)

Scintillating Shell: The shell of a flail snail acts as a robe of scintillating colors: one round after being attacked the colors on the shell begin to flow. All living creatures that can see this within 30 feet must make a wisdom save or be dazed for 1d4+1 rounds. This also gives the snail progressively better concealment, equalling a 10% cumulative chance to miss for each round after the first, to a maximum of a 50% miss chance. The scintillating effects for 10 rounds longer than any combat the flail snail is engaged in.

In addition, if the flail snail is targetted with magic or spells, roll on the following table:

[quote]Code:


FORMIAN (CENTAUR-ANT)

FORMIAN, MYRMARCH (GYMARCH, QUEEN)

NO. ENCOUNTERED: 5-8

SIZE: Large

HD: 7 (d8)

MOVE: 35 ft.

AC: 19

ATTACKS: 1 bite (2d4) and 1 sting (1d2 + poison)

SPECIAL: Darkvision, poison, scent

SAVES: M, P

INT: High

ALIGNMENT: Lawful Neutral

TYPE: Monstrous Humanoid

TREASURE: Nil

XP: 405+7 (270+7 for queen)

FORMIAN, WARRIOR

NO. ENCOUNTERED: 21-40

SIZE: Medium

HD: 3 (d8)

MOVE: 35 ft.

AC: 18

ATTACKS: 1 bite (1d6), 2 claws (1d4), and 1 sting (1 + poison)

SPECIAL: Darkvision, poison, scent

SAVES: P

INT: Low

ALIGNMENT: Lawful Neutral

TYPE: Monstrous Humanoid

TREASURE: Nil

XP: 55+3

FORMIAN, WORKER

NO. ENCOUNTERED: 100-400

SIZE: Small

HD: 1 (d8)

MOVE: 45 ft.

AC: 17

ATTACKS: 1 bite (1d4)

SPECIAL: Darkvision, scent

SAVES: P

INT: Low

ALIGNMENT: Lawful Neutral

TYPE: Monstrous Humanoid

TREASURE: Nil

XP: 7+1

The race of intelligent ant men, the formians, are sometimes called centaur-ants. They dwell in cities of above- and below-ground construction. At first glance, these odd habitations appear to be normal walled cities made by humans. However, the structures inside the smooth-walled enclosure are truncated cones, cylinders, or hemispheres and have entry only at the top or along the upper portion. The chambers in these structures have sloping ramps or vertical shafts leading downward to a complex of tunnels and chambers forming the underground portion of the city - always about 3 times larger than the upper part.

Workers are only 10% likely to be accompanied by warriors. If warriors are indicated, then the group is a raiding party, probably involved in attacking another city or a giant termite nest.

Myrmarches are formian nobles and are generally encountered only in the cities of the centaur-ants.

Gyrmarches are attendents to the queen, and are only found in her chamber. They are usually identical to myrmarches in all respects, although there will be the occasional spellcaster among their ranks.

The queen is a noncombatant myrmarch found in a special royal chamber complex on a level near the bottom of the underground city. There will be 1d4+1 gymarches, 1d4 myrmarches, 1d10+10 warriors, and 1d10+30 workers attending the queen. The queen's chamber will contain the city's treasure, usually equal to treasure type 10.

The formian worker is about the size of a large dog, the warrior is pony-sized, and the myrmarches are horse-sized. Gymarches are as large as draft horses and the queen half again as large. All formians are ant-like, but their waists are flexible and they often go about on 4 legs with thorax and head raised. Thus, they resemble centaur-ants. The forelegs are jointed at the wrist and have 3 opposing claws. In workers these claws are clumsy and in warriors enlarged, but in the others they are nearly as useful as human hands. The color of the formian indicates its city of origin. Each city continually wars with any other nearby. The colors known are: solid dark brown, striped brown and tan, tan, red, striped red and tan, red head with black body, black head with red body, black, striped black and gray, and dark gray.

Formians communicate silently (telepathically) by touching other individuals with 1 or both of their antennae. Myrmarches, gyrmarches and queens are 75% likely to be able to speak Common, although with a limited vocabulary.

Poison: Myrmarches, gyrmarches possess a powerful poison that does 4d4 damage. A successful constitution save reduces this by half. The stings of warriors are also poisonous, but less so. Their stings do 2d4 damage (half damage on successful save).

GIANT, VERBEEG (BEHEMOTH)

NO. ENCOUNTERED: 1-6 or 5-30

SIZE: Large

HD: 6 (d6)

MOVE: 45 ft.

AC: 16 (plus armor)

ATTACKS: 2 fists (2d4), or 1 club (2d6), or 1 spear (2d6)

SPECIAL: Darkvision

SAVES: P

INT: Average

ALIGNMENT: Neutral Evil

TYPE: Giant

TREASURE: 5

XP: 120+6

(snip)

Verbeeg do not have any special skill at throwing and catching boulders like their larger cousins.

GRELL

NO. ENCOUNTERED: 1, or 1-4

SIZE: Medium

HD: 5 (d8)

MOVE: 30 ft. (float)

AC: 16

ATTACKS: 1d10 tentacles (1d4) and 1 bite (1d6)

SPECIAL: Immunity: electricity (full), blindsight, paralyzation

SAVES: M

INT: Average

ALIGNMENT: Neutral Evil

TYPE: Aberration

TREASURE: Nil

XP: +5

(snip)

Paralyzation: A grell's tentacles are covered in small spines which can inject a poison into a victim; this will paralyse the victim for 1d4 rounds unless he makes a constitution save. The grell will automatically take hold of a paralyzed victim with two tentacles, then use the remaining tentacles and its beak to rip the target to shreds on the following rounds.

HOOK HORROR

NO. ENCOUNTERED: 2-12

SIZE: Large

HD: 5 (d8)

MOVE: 20 ft.

AC: 17

ATTACKS: 2 hooks (1d8)

SPECIAL: Darkvision (30')

SAVES: P

INT: Low

ALIGNMENT: Neutral

TYPE: Aberration

TREASURE: 5

XP: 80+5

(snip)

IRON COBRA

NO. ENCOUNTERED: 1

SIZE: Small

HD: 1 (d10)

MOVE: 30 ft.

AC: 20

ATTACKS: 1 bite (1d3 + poison)

SPECIAL: Immunity to normal weapons (half), darkvision, poison, stealth, track, SR 10

SAVES: P

INT: None

ALIGNMENT: Neutral

TYPE: Construct

TREASURE: Nil

XP: 13+1

(snip)

Poison: An iron cobra has an internal reservoir of poison that is administered by bite. A victim of this bite must make a constitution save or suffer damage from the poison (as Type III poison, see M&T). An iron cobra usually only contains enough poison for three injections, but some are constructed with more.

Stealth: An iron cobra moves silently and hides as an 8th level rogue.

Track: An iron cobra sent after a specific target can track down its quarry by homing in on his psychic vibrations (the victim can block these, if he is aware of the pursuit of the cobra, by mind blank or a similar spell). This has a maximum range of one mile.

KAMADAN

NO. ENCOUNTERED: 1

SIZE: Large

HD: 4 (d8)

MOVE: 45 ft.

AC: 16

ATTACKS: 2 claws (1d3), 1 bite (1d6), and 6 snake bites (1d4)

SPECIAL: Duskvision, breath weapon

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

TYPE: Magical Beast

TREASURE: 4

XP: 100+4

(snip)

Breath Weapon: A kamadan can breath a cone of sleep gas 30' long and 10' wide at the end. Creatures with 4 HD or less are automatically put to sleep. All others must make a charisma saving throw.

LAVA CHILDREN

NO. ENCOUNTERED: 3-18

SIZE: Medium

HD: 4-5 (d8)

MOVE: 20 ft.

AC: 16

ATTACKS: 2 claws (1d6) and 1 bite (2d6)

SPECIAL: Immunity to fire (full), darkvision, ignore metal

SAVES: P (M, P for magus and shaman)

INT: Average

ALIGNMENT: Neutral

TYPE: Monstrous Humanoid

TREASURE: 5

XP:

4 HD: 110+4

5 HD: 220+5

Magus: 540+5

Shaman: 500+5

(snip)

Ignore Metal: Lava children are peculiarly "immune" to metal. Metal simply does not exist for lava children. Thus any metal object can pass through them without harming them and they can move through metal without hindrance. Any metal worn by a victim of their attack is ignored for the purposes of armor class.

Lava Child Magus

Lava child magi are lava children with 5 hit dice and the ability to use the following spell-like abilities, each once per day: affect normal fires, burning hands, feather fall, light, fools gold, pyrotechnics, fireball, and slow.

Lava Child Shaman

Lava child priests are lava children with 5 hit dice and the ability to use the following spell-like abilities, each once per day: cure light wounds, light, remove fear, find traps, slow poison, continual flame, dispel magic.

LEUCROTTA

NO. ENCOUNTERED: 1-4

SIZE: Large

HD: 6 (d6)

MOVE: 45 ft.

AC: 16

ATTACKS: 1 bite (3d6), or 1 rear kick (2d6)

SPECIAL: Darkvision, imitation

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

TYPE: Magical Beast

TREASURE: 6

XP: 180+6

(snip)

Imitation: A leucrotta can perfectly imitate the voice of a human man or woman. Only the wary and truly suspicious may detect this subterfuge, and even then they must succeed on an intelligence check to detect the ruse.

MEPHIT

NO. ENCOUNTERED: 1

SIZE: Small

HD: 3 (d8)

MOVE: 30 ft., 60 ft. (fly)

AC: 14

ATTACKS: 2 claws (1d3 + 1 fire or heat damage)

SPECIAL: Immunity to fire (full), deepvision, breath weapon, spell-like abilities, various (see below)

SAVES: P

INT: Average

ALIGNMENT: Chaotic, Lawful, or Neutral Evil

TYPE: Extraplanar

TREASURE: Nil

XP:

Fire: 80+3

Lava: 105+3

Smoke 105+3

Steam: 95+3

(snip)

Fire Mephit

These mischievous creatures are dull red in colour, with thin streaks of black. Their bodies are surrounded with wisps of flame - touching them with bare hands will cause 1 hit point of damage.

Breath Weapon: A fire mephit can breath a jet of flame 15' long and 1' wide that deals 2d4+1 fire damage. Damage is halved on a successful dexterity save.

Spell-Like Abilities: A fire mephit can use heat metal and magic missile once each day. Once every hour it may attempt to gate in another mephit with a 25% chance of success. The type of mephit arriving should be randomly determined.

Lava Mephit

These mephits are dull red in colour and constantly ooze molten lava from their bodies in small drops, just as though it were very heavy perspiration. The heat from their bodies can be sensed 30' away and anyone touching a lava mephit with bare flesh receives 1d8 hit points of damage.

Breath Weapon: A lava mephit can spit forth a blob of molten lava eight times each day. On a successful touch attack, the blob deals 1d6 points of fire damage.

Regenerate: A lava mephit that is in contact with lava regenerates 2 hit points each round.

Spell-Like Abilities: A lava mephit can polymorph into a pool of lava at will. Once every hour it may attempt to gate in 1d2 other mephits with a 25% chance of success. The type of mephits arriving should be randomly determined, although if two appear they will both be of the same type.

Smoke Mephit

The smoke mephit is black in colour and has smoke oozing from its body. It will inhabit smoky and dark areas while on the Prime Material Plane and will never emerge into bright light unless forced to do so.

Death Throes: When a smoke mephit dies, it deals one hit point of heat damage to everyone within 10'.

Breath Weapon: A smoke mephit can spit forth a sooty ball of smoke with a range of 20' every other round. On a successful touch attack, the ball deals 1d4 points of heat damage, and the victim is blinded for 1d2 rounds unless he or she makes a successful constitution save.

Spell-Like Abilities: A smoke mephit can use invisibility and dancing lights once each day. Once every hour it may attempt to gate in 1d2 other mephits with a 20% chance of success. The type of mephits arriving should be randomly determined, although if two appear they will both be of the same type.

Steam Mephit

These mephits are grey in color and constantly ooze hot water, leaving a trail of water behind them when they move. Touching a steam mephit with bare flesh will deliver 1 hit point of heat damage.

Breath Weapon: A steam mephit can direct a jet of scalding water at any victim within 20' every other round. On a successful touch attack, the jet deals 1d3 points of heat damage, and the victim is stunned for one round unless he or she makes a successful constitution save.

Spell-Like Abilities: A steam mephit can create a steam storm (as ice storm, but only 2d6 damage) once each day. Once per hour it may contaminate water (as a reversed purify food and water). Once every hour it may also attempt to gate in 1d2 other mephits with a 30% chance of success. The type of mephits arriving should be randomly determined, although if two appear they will both be of the same type.

MYCONID

MYCONID, CIRCLE MEMBERS

NO. ENCOUNTERED: 1-12 OR 20-200

SIZE: Small (1-2 HD), Medium (3-4 HD) or Large (5 HD)

HD: 1-5 (d8)

MOVE: 25 ft.

AC: 10

ATTACKS: 1 slam (1d4 per hit die)

SPECIAL: Deepvision, poison, spores

SAVES: M

INT: Average

ALIGNMENT: Lawful Neutral

TYPE: Plant

TREASURE: 2

XP:

1 HD: 7+1

2 HD: 15+2

3 HD: 30+3

4 HD: 90+4

5 HD: 240+5

MYCONID, ANIMATED GUARDIAN

NO. ENCOUNTERED: Varies

SIZE: Small or Medium

HD: 1 (d6)

MOVE: 25 ft.

AC: 10

ATTACKS: 2 claws (1d3)

SPECIAL: Darkvision, always strike last

SAVES: M

INT: None

ALIGNMENT: Neutral

TYPE: Plant

TREASURE: Nil

XP: 5+1

MYCONID, KING

NO. ENCOUNTERED: 1-12 OR 20-200

SIZE: Large

HD: 6 (d8)

MOVE: 25 ft.

AC: 10

ATTACKS: 1 slam (1d4 per hit die)

SPECIAL: Deepvision, poison, spores

SAVES: M

INT: Average

ALIGNMENT: Lawful Neutral

TYPE: Plant

TREASURE: 2

XP: 450+6

(snip)

Spores: The myconids have the ability to spew forth clouds of specialized spores. The number and kind of spores they can emit increases as they grow. As each myconid advances to another size level, it gains the ability to spray another type of spores, and the number of times per day each type of spore can be emitted also increases. A myconid can emit each of its spore types a number of times per day equal to its hit dice. For example, at 3 hit dice, a myconid will be able to spray 3 different types of spores, and each may be sprayed 3 times a day. The spore types are listed and explained below, in the order in which the abilities are gained:

[quote]Code:


Distress: This spore type is used to alert other myconids to danger or a need for aid. The cloud, which expands at the rate of 40 feet per round, will gain the attention of all myconids around the emitter. It will expand to 120 feet maximum.

Reproducer: These spores are emitted only at the proper time for growing new myconids so that the population may be properly controlled. They are also automatically ejected by a dying myconid.

Rapport: These spores are used primarily in the melding process. However, they can also be used by the myconids to communicate with other species (since the fungus men do not talk). A small cloud of spores may be puffed at 1 creature; if the being fails a constitution save, it will be able to go into telepathic rapport with myconids, speaking mind-to-mind in a normal manner. Willing recipients of the spores may deliberately fail their save. The duration of the effect is equal to the hit dice of the myconid times 10 minutes.

Pacifier: This type of spore cloud may be spewed at a single creature. If the creature fails to make a constitution save, it will be unable to do anything, becoming totally passive. The affected creature may only observe; it may take no action, even if under attack. This effect lasts for a number of rounds equal to the hit dice of the myconid.

Hallucinator: These spores are also primarily used in the melding ritual. However, they will affect other creatures as well. The spore cloud may be shot at 1 creature, and if that creature fails a constitution save, it will suffer violent hallucinations for a number of turns equal to the hit dice of the myconid responsible. Hallucinating creatures will react as follows:

[quote]Code:


Animator: This spore ability is gained at the 6 hit dice level, the level which only the king may achieve. The king can use these spores to infect a dead person or animal. A purple fungus will cover the corpse, taking over the dead body systems and putting them back to work, animating the corpse so that it resembles a zombie. It is not undead, however, and cannot be turned by a cleric. The animated bodies are slower than they were in life, and they always strike last in a melee round (another resemblance to zombies). The body continues to rot and the fungus gradually replaces missing parts, becoming specialized to take over their functions. Eventually, however,the decay proceeds too far, and the body stops functioning, able to rest at last. Animation takes place 1d4 days after infection, and the corpse will be animated for 1d4+1 weeks before it decays. Animated creatures will follow simple orders (given by the animator with rapport spores) to the best of their ability. Orders take priority over self-preservation.

Poison: The skin of myconids, except on their hands, oozes a substance poisonous to animal flesh. Personal contact with a myconid in most places will result in 1d4 points of poison damage.

NECROPHIDIUS

NO. ENCOUNTERED: 1

SIZE: Large

HD: 2 (d10)

MOVE: 20 ft.

AC: 18

ATTACKS: 1 bite (1d8 + paralyzation)

SPECIAL: Deepvision, dance of death, paralyzation, stealth

SAVES: P

INT: Average

ALIGNMENT: Neutral

TYPE: Construct

TREASURE: Nil

XP: 29+2

(snip)

Dance of Death: A necrophidius may begin the dance of death by swaying hypnotically back and forth in front of its intended victims. This has the same effect as the hypnotism spell.

Paralyzation: The bite of a necrophidius is paralytic; the victim must make a constitution save or be rendered unconscious and paralyzed for 1d4x10 minutes.

Stealth: A necrophidius may hide and move silently as a 4th level rogue.

OBLIVIAX (MEMORY MOSS)

NO. ENCOUNTERED: 2-12

SIZE: Small

HD: 1 (d2)

MOVE: 1 ft.

AC: 10

ATTACKS: None

SPECIAL: Darkvision, steal memories

SAVES: M

INT: Average

ALIGNMENT: Neutral Evil

TYPE: Plant

TREASURE: Nil

XP: 10+1 (special, see below)

(snip)

Steal Memories: Obliviax has the magical power to steal memories from others. When an intelligent creature is within 60 feet it must make and intelligence save with a CL of 6 or the moss will steal all the creature's memories from the last 24 hours (including memorized spells). It can try to steal from 1 creature per round until it succeeds, and then it will not attack again for 24 hours.

If an obliviax with stolen memories is threatened, it will form a part of itself into a tiny moss imitation of the creature whose memories it stole. This mossling remains attached to the parent moss and can defend itself only by casting any stolen spells.

The only way to regain stolen memories is to eat the living obliviax. This takes 1 round. If a constitution save is made, the eater will gain all the stolen memories (including spells) one minute later. If the save fails the eater will become very ill for 1d3 hours. It is possible to gain another's memories by eating this moss. Anyone who gains spells by eating the obliviax can cast them. The memories gained this way fades in 24 hours.

Experience: Memory moss is worth an additional 50 experience points per spell level for each spell level it steals. Therefore a moss that steals 1st-3rd level spells will be worth 300 additional experience points (50 + 100 + 150).

PAINSHRIEKER

NO. ENCOUNTERED: 1

SIZE: Medium

HD: 5 (d8)

MOVE: 30 ft.

AC: 15

ATTACKS: 2 handscythes (1d4)

SPECIAL: Blindsight (120 ft.), handscythes, shock, sonic barrage, +1 or better weapons to hit

SAVES: P

INT: High

ALIGNMENT: Chaotic Evil

TYPE: Aberration (Extraplanar)

TREASURE: 5

XP: 320+5

The painshrieker is a horrid monster believed to have originated on the infernal planes. Though not a demon or devil, it is nonetheless a purely evil creature. They are now found in the underdark regions with some regularity, and can also be called forth from their homes on other planes.

Blindsight: A painshrieker can "see" by emitting high-frequency sounds that are inaudible to most creatures.

Handscythes: The handscythes of a painshrieker are unwieldy but incredibly sharp. They are able to damage creatures that require +1 or better weapons to hit, and inflict double the normal bonus damage on a critical hit.

Shock: The sight of a painshrieker is so horrible that it requires the viewer to make a charisma save or be paralyzed with fear for 1d3 rounds. Once a character has made this save, no further saves are ever necessary.

Sonic Barrage: A painshrieker can create a devastating sonic attack in a 50-ft. long cone (15' wide at the end). Anyone within the cone immediately takes 1d8 damage. They must also make a constitution save. Any target that fails this save and stays within the cone begins to shake as the harmonics rise in a frenzied pitch. This causes 1d10 damage on the second round within the cone and 1d12 damage on the third round and further rounds within the cone.

PYROLISK

NO. ENCOUNTERED: 1-4

SIZE: Small

HD: 5 (d8)

MOVE: 15 ft., 45 ft. (fly)

AC: 14

ATTACKS: 1 bite (1d4)

SPECIAL: Immunity to fire (full), gaze, spell-like abilities

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Magical Beast

TREASURE: 5

XP: 220+5

(snip)

Gaze: Any living being that looks into a pyrolisk's eyes must succeed at a wisdom save or spontaneously combust. The victim will immediately suffer 2d6 damage, and will take 2d6 damage each round until the fire is extinguished.

Spell-like abilities: A pyrolisk can cast pyrotechnics at will. This is identical to the spell, save that the range is only 30. This can be used on a victim of the pyrolisk's gaze.

QUICKLING

NO. ENCOUNTERED: 4-16

SIZE: Small

HD: 2-4 (d6)

MOVE: 240 ft.

AC: 23

ATTACKS: 1 dagger (1d4)

SPECIAL: Twilightvision, invisibility, sleep poison, spell-like abilities

SAVES: M, P

INT: High

ALIGNMENT: Chaotic Evil

TYPE: Fey

TREASURE: 3

XP: 6 2

2 HD: 54+2

3 HD: 120+3

4 HD: 240+4

(snip)

Invisibility: When motionless in natural cover, quicklings are completely invisible. While moving and attacking, they may be seen as a blur.

Sleep Poison: Quickling leaders (those with 3 or 4 HD) commonly use a fast-acting sleep poison on their small blades. A victim hit by their daggers must make a constitution save or fall into a drugged slumber.

Spell-like Abilities: All quicklings may use the following powers, once per day, at will: ventriloquism, forget, levitate, shatter, dig, and fire charm.

RAPPER

NO. ENCOUNTERED: 1-4

SIZE: Medium

HD: 4 (d12)

MOVE: 20 ft.

AC: 18

ATTACKS: 1 claw or mining tool (1d8+1 plus misdirection)

SPECIAL: Invisibility, misdirection, tapping, magic weapons to hit

SAVES: M, P

INT: varies

ALIGNMENT: Neutral Evil

TYPE: Undead (Extraordinary)

TREASURE: 6

XP: 160+4

(snip - from Roger Moore's Demihuman Gods articles)

Invisibility: Trappers can become invisible twice each day, up to an hour each time. They become visible only if they physically attack.

Misdirection: Anyone struck by a rappers weapon or by the rapper itself must make a wisdom save or become unable to tell directions for 1d6 rounds. All of the victim's attacks will be made at -10, and the victim cannot move unless led by hand or by force.

Tapping: Rappers will hide in small corners of underground tunnels and make a constant, rhythmic tapping sound with their tools or weapons against the tunnel wall. This sound carries in a 120 radius through the underground corridors and rooms; it is never very loud, but is annoying to listen to. Within the 120 radius this tapping noise will reduce the chance of successfully listening for other sounds by 4.

After listening to this tapping sound for longer than an hour, a humanoid creature must make an intelligence save at challenge class 14, or else develop monomania, a form of insanity. There is a 20% chance that an affected character or creature will also develop kleptomania.

Those who saved the first time against this power must save again after listening to it for a second consecutive hour, again after a third hour, and so forth.

Rappers can keep up their tapping for an infinitely long duration.

SNYAD (PESTIE)

NO. ENCOUNTERED: 1-8

SIZE: Small

HD: 1 (d4)

MOVE: 50 ft.

AC: 24

ATTACKS: 1 bite (1)

SPECIAL: Darkvision, silence, thievery

SAVES: M, P

INT: Low

ALIGNMENT: Neutral

TYPE: Humanoid

TREASURE: Nil

XP: 9+1

(snip)

Silence: Snyads always move with complete silence.

Thievery: Snyads are able to climb, hide and pick pockets as a 3rd level rogue.

THOQQUA (ROCKWORM)

NO. ENCOUNTERED: 1-2

SIZE: Small

HD: 3 (d8)

MOVE: 30 ft., 5 ft. (burrow), 120 ft. (burrowing charge)

AC: 18

ATTACKS: 1 slam (1d6 + 1d6 fire)

SPECIAL: Immunity to fire (full), tremorsense (120'), burrowing charge, heat healing, vulnerability to cold (x2)

INT: Low

ALIGNMENT: Neutral

TYPE: Magical Beast

TREASURE: 3 (gems only)

XP: 65+3

(snip)

Burrowing Charge: Once per turn a thoqqua can release a great amount of heat and charge up to 120' through solid rock. A thoqqua that is able to charge at least 30 feet in this manner causes 4d6 damage on a successful hit. 2d6 of the damage is from heat and the rest is from the impact.

When a victim is struck by this charge, the prominent items he is wearing or carrying on the side of his body at which the attack is directed must save against normal fire or be rendered useless.

Heat Healing: Fire and heat damage heals thoqquas.

TROLL

Trolls are horrid carnivores found in nearly every clime. They are feared by most creatures. However, certain creatures have cross-bred with them to produce fearsome sub-species of the troll race.

All trolls are able to direct their various attacks at different opponents if desired.

All trolls have great strength, adding +3 to the damage dealt when wielding weapons.

Note: The trolls here replace or live alongside those presented in Monsters & Treasures.

TROLL

NO. ENCOUNTERED: 1-8

SIZE: Large

HD: 7 (d8)

MOVE: 30 ft.

AC: 16

ATTACKS: 2 claws (2d4) and 1 bite (2d6), or by weapon

SPECIAL: Rend, darkvision (90'), regeneration 3, scent

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

Type: Giant

TREASURE: 5

XP: 585+7

(snip)

Rend: If a troll successfully hits with both of its claw attacks on the same opponent, it is able to make a fierce dig with those claws to rip the victims flesh. This attack automatically inflicts an additional 1d4+1 points of damage on the victim.

Regeneration: Three rounds after a troll suffers damage, its body begins to repair itself. Trolls regenerate at a rate of three hit points per round. Trolls cannot heal damage caused by fire or acid. Unless a troll is scorched with flame or dissolved by acid, it is not permanently dead. A troll that falls in battle will reform 3d6 rounds after falling, and will continue to fight. Total physical destruction is required; if any pieces survive destruction the troll can reform at the location of the largest surviving piece.

TROLL, GIANT

NO. ENCOUNTERED: 1-8

SIZE: Large

HD: 9 (d8)

MOVE: 30 ft.

AC: 16

ATTACKS: 2 claws (2d6) or by weapon

SPECIAL: Rend, darkvision (90'), regeneration 2, scent

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

Type: Giant

TREASURE: 8

XP: 1,300+9

(snip)

Rend: If a giant troll successfully hits with both of its claw attacks on the same opponent, it is able to make a fierce dig with those claws to rip the victims flesh. This attack automatically inflicts an additional 1d6+2 points of damage on the victim.

Regeneration: Three rounds after a giant troll suffers damage, its body begins to repair itself. Giant trolls regenerate at a rate of two hit points per round. Giant trolls cannot heal damage caused by fire or acid. Unless a giant troll is scorched with flame or dissolved by acid, it is not permanently dead. A giant troll that falls in battle will reform 3d6 rounds after falling, and will continue to fight. Total physical destruction is required; if any pieces survive destruction the giant troll can reform at the location of the largest surviving piece.

TROLL, ICE

NO. ENCOUNTERED: 1-6

SIZE: Large

HD: 2 (d8)

MOVE: 25 ft.

AC: 12

ATTACKS: 2 claws (1d8)

SPECIAL: Immune to cold (full), darkvision (90'), regeneration 2, scent, vulnerable to fire (double), +1 or better weapon to hit

SAVES: P

INT: Inferior

ALIGNMENT: Chaotic Evil

TYPE: Giant

TREASURE: 2

XP: 32+2

(snip)

Regeneration: Three rounds after an ice troll suffers damage, its body begins to repair itself. Ice trolls regenerate at a rate of two hit points per round. Ice trolls cannot heal damage caused by fire or acid. Unless a troll is scorched with flame or dissolved by acid, it is not permanently dead. An ice troll that falls in battle will reform 3d6 rounds after falling, and will continue to fight. Total physical destruction is required; if any pieces survive destruction the ice troll can reform at the location of the largest surviving piece.

Ice trolls can only regenerate in moist environments. Severed pieces will always move towards water if there is any available.

TROLL, MARINE (SCRAG)

NO. ENCOUNTERED: 1-8

SIZE: Large

HD: 6 (d8)

MOVE: 10 ft., 35 ft. (swim)

AC: 17

ATTACKS: 2 claws (1d4) and 1 bite (3d4), or by weapon

SPECIAL: Rend, darkvision (90'), regeneration 3, scent

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

Type: Giant

TREASURE: 5

XP: 390+6

(snip)

Rend: If a marine troll successfully hits with both of its claw attacks on the same opponent, it is able to make a fierce dig with those claws to rip the victims flesh. This attack automatically inflicts an additional 1d4+1 points of damage on the victim.

Regeneration: Three rounds after a marine troll suffers damage, its body begins to repair itself. Scrags regenerate at a rate of three hit points per round. Marine trolls cannot heal damage caused by fire or acid, nor can they heal when out of water. Unless a marine troll is scorched with flame or dissolved by acid, it is not permanently dead. A marine troll that falls in battle will reform 3d6 rounds after falling, and will continue to fight. Total physical destruction is required; if any pieces survive destruction the scrag can reform at the location of the largest surviving piece.

TROLL, TWO-HEADED

NO. ENCOUNTERED: 1-8

SIZE: Large

HD: 10 (d8)

MOVE: 30 ft.

AC: 16

ATTACKS: 2 claws (2d6) and 2 bites (1d10), or by weapon

SPECIAL: Rend, darkvision (90'), regeneration 1, scent

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

Type: Giant

TREASURE: 10

XP: 1,950+10

(snip)

Rend: If a two-headed troll successfully hits with both of its claw attacks on the same opponent, it is able to make a fierce dig with those claws to rip the victims flesh. This attack automatically inflicts an additional 1d6+2 points of damage on the victim.

Regeneration: Three rounds after a two-headed troll suffers damage, its body begins to repair itself. Two-headed trolls regenerate at a rate of one hit point each round. Two-headed trolls cannot heal damage caused by fire or acid. Unless a two-headed troll is scorched with flame or dissolved by acid, it is not permanently dead. A two-headed troll that falls in battle will reform 3d6 rounds after falling, and will continue to fight. Total physical destruction is required; if any pieces survive destruction the two-headed troll can reform at the location of the largest surviving piece.

VEGEPYGMY

NO. ENCOUNTERED: 30-300

SIZE: Small

HD: 1-6 (d6)

MOVE: 30 ft.

AC: 16

ATTACKS: 1 claw (1d4) or by weapon

SPECIAL: Immunity to electricity (full), darkvision, camouflage, resistance to piercing

SAVES: P

INT: Low

ALIGNMENT: Neutral

TYPE: Plant

TREASURE: HD-1

XP:

1 HD: 9+1

2 HD: 20+2

3 HD: 40+3

4 HD: 80+4

5 HD: 160+5

6 HD: 240+6

(snip)

Camouflage: A motionless vegepygmy in natural surroundings is effectively invisible to creatures more than 5 feet distant. If a creature moves within 5 feet of a camouflaged vegepygmy it is allowed a Wisdom or mental save to notice the vegepygmy before it strikes.

Resistance to Piercing: Attacks from piercing weapons such as arrows and spears do only 1 point of damage to vegepygmies.

WEBBIRD

NO. ENCOUNTERED: 12-48

SIZE: Small

HD: 1 (d4)

MOVE: 5 ft., 45 ft. (fly)

AC: 12

ATTACKS: Special

SPECIAL: Flock, inject grubs

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Vermin

TREASURE: Nil

XP: 11+1

(snip)

Flock: When large, warm-blooded creatures come within sight, a flock of webbirds will take to the air. They then gather together and make low passes over the heads of the intended victims. Each webbird can emit a 7-12 foot long strand of sticky, inflammable web, once per round. The effectiveness of a flocks attack is determined by rolling 1 d6 and adding 1 for every 6 webbirds in the flock. The area of attack is 12 feet by 12 feet square. Attacks are as follows:

[quote]Code:


An ensnared creature may shorten the duration by his or her strength bonus, with a minimun duration of 1. Alcohol dissolves the strands, 1 flask of wine being sufficient to free 1 medium creature.

Inject Grubs: As soon as a victim is held fast, 1d4 webbirds will alight upon it. Next round the webbirds will insert their chest appendages in exposed flesh and inject 2d4 eggs. Grubs hatch from the eggs in 30-60 minutes, and each grub eats its way into the host and inflicts 1 point of damage per round (per grub), eventually killing it. Fledgling webbirds will emerge from a corpse within an hour after the victim has died. Pain from grubs is excruciating. A remove disease spell will kill the grubs.

WHIPWEED

NO. ENCOUNTERED: 1-2

SIZE: Small

HD: 4 (d8)

MOVE: 5 ft.

AC: 15

ATTACKS: 2 stalks (1d10)

SPECIAL: Darkvision, frenzy

SAVES: M

INT: Inferior

ALIGNMENT: Neutral

TYPE: Plant

TREASURE: Nil

XP: 70+4

(snip)

Frenzy: If the whipweed is reduced to 0 hit points or lower, it immediately goes into a mad frenzy, attacking up to three targets each with its two stalks (no opponent will be targeted more than once, however). The whipweed then dies.

ZYGOM

NO. ENCOUNTERED: 1-3

SIZE: Small

HD: 3 (d8)

MOVE: 5 ft.

AC: 12

ATTACKS: Special

SPECIAL: Glue, infest

SAVES: None

INT: None

ALIGNMENT: Neutral

TYPE: Plant

TREASURE: Nil

XP: 40+3

(snip)

Glue: Whever a colony of zygoms comes into rough contact with any creature, there is a 20% chance that the pale blue "milk" of a broken cap will stick fast to the creature. This milk is extremely sticky, and it has the power to glue materials together for 1d4+1 days before the substance dries and crumbles. This can cause weapons to stick to targets, boots to stone, etc. Immersion in alcohol or vinegar will dissolve the glue in 1d4 minutes.

Infest: If the milk from a zygom is touched to flesh, a colony of zygom spores will infect the creature and begin growth by the time the substance dries up. At this point a constitution save is needed, or the zygom takes control of the host.

This infestation controls the host creature by brain and nerve connections. A host creature moves, attacks, and defends according to the dictates of the possessing zygoms. The host retains its original statistics, although it loses any bonus to AC from Dexterity and attacks and saves as a 3 HD creature. Host creatures may not use spells or spell-like abilities, nor any ability that requires individual initiative or concentration.

Infestation leads to death in 1d4 weeks (each HD above 4 or point of constitution bonus adds an additional week). Only a remove disease or a heal spell will remove the infestation.

....

Phew.

Happy Halloween!

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Post by pactmaster »

Hey, thanks for the offerings. They are very much appreciated and many will make an appearance in my game.

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Post by Stuie »

Good stuff as always Dangersaurus! Thanks!
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Post by Maliki »

Good stuff, thanks for sharing.
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Post by Lurker »

GOOD stuff... I'm tired just from copying & pasting this!
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Post by Dangersaurus »

Whoops - edited to fix Kamadan/Iron Cobra. Kamadan was accidentally pasted in the middle of the Iron Cobra's description.

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Post by Julian Grimm »

Nice, your conversion work is tight and easy to use.
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Post by Omote »

Oh my... *copied*

-O
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Post by Aladar »

Cool. Thanks for all your hard work. I will have to put these in my game.
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Post by Alarick »

those are awesome has any body converted a be holder

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Post by Aladar »

Cool monster conversions. Thanks.
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