Monster thread -inspired by rabindranath72's Derro entry
- slimykuotoan
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Monster thread -inspired by rabindranath72's Derro entry
Originally in Fiend Folio:
Orgrillon
NO. ENCOUNTERED: 1-4 (5-30 in lair)
SIZE: M
HD: 2
MOVE: 30 ft.
AC: 14
ATTACKS: 2-7/2-7
SPECIAL: n/a
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
TREASURE: 2-8 gp each (type 2 in lair)
X.P. Value: 28 + 2 per hit point
The orgrillon is a smaller species of the ogre, being an orc-ogre crossbreed and displays the same general behavior as its larger cousin (see Monsters & Treasure -Ogre) with one exception it never weilds a weapon and fights with its horny fists. Because of the creature's strength, each fist deals 2-7 points of damage.
In appearance these creatures usually resemble orcs and will often accociate with them for short periods. It is 90% unlikely that an orgrillon can be distinguished from an orc, even when the two types of creature are in the same group. However, some (10%) are ogrish in appearance though smaller. These also associate with orcs although they are distinguishable.
Ogrillons speak giant.
Orgrillon
NO. ENCOUNTERED: 1-4 (5-30 in lair)
SIZE: M
HD: 2
MOVE: 30 ft.
AC: 14
ATTACKS: 2-7/2-7
SPECIAL: n/a
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
TREASURE: 2-8 gp each (type 2 in lair)
X.P. Value: 28 + 2 per hit point
The orgrillon is a smaller species of the ogre, being an orc-ogre crossbreed and displays the same general behavior as its larger cousin (see Monsters & Treasure -Ogre) with one exception it never weilds a weapon and fights with its horny fists. Because of the creature's strength, each fist deals 2-7 points of damage.
In appearance these creatures usually resemble orcs and will often accociate with them for short periods. It is 90% unlikely that an orgrillon can be distinguished from an orc, even when the two types of creature are in the same group. However, some (10%) are ogrish in appearance though smaller. These also associate with orcs although they are distinguishable.
Ogrillons speak giant.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
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Fiend Folio:
Norker
NO. ENCOUNTERED: 3-30
SIZE: S (4' tall)
HD: 1 (d10)
MOVE: 20 ft.
AC: 17
ATTACKS: 1-3/1-6
SPECIAL: n/a
SAVES: P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
TREASURE: 3
X.P. Value: 20+2 per hit point
Far distant relatives of hobgoblins, norkers are similar in appearance to their hobgoblin cousins, but have developed 3" fangs which they use in melee to inflict 1-3 points of damage. In the same round they can also attack the same opponent with a club for 1-6 points of damage, but if they are disarmed they have no effective claw attack.
The norker also has a very tough skin -a form of exoskeleton- which gives it armor class 17.
In all other respects they are similar to hobgoblins (see Monsters & Treasure).
Norker
NO. ENCOUNTERED: 3-30
SIZE: S (4' tall)
HD: 1 (d10)
MOVE: 20 ft.
AC: 17
ATTACKS: 1-3/1-6
SPECIAL: n/a
SAVES: P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
TREASURE: 3
X.P. Value: 20+2 per hit point
Far distant relatives of hobgoblins, norkers are similar in appearance to their hobgoblin cousins, but have developed 3" fangs which they use in melee to inflict 1-3 points of damage. In the same round they can also attack the same opponent with a club for 1-6 points of damage, but if they are disarmed they have no effective claw attack.
The norker also has a very tough skin -a form of exoskeleton- which gives it armor class 17.
In all other respects they are similar to hobgoblins (see Monsters & Treasure).
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
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Fiend Folio:
Hook Horror
NO. ENCOUNTERED: 2-12
SIZE: L (9' tall)
HD: 5
MOVE: 20 ft.
AC: 17
ATTACKS: 1-8/1-8
SPECIAL: n/a
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Humanoid
TREASURE: 1
X.P. Value: 90+5 per hit point
Large, powerful bipeds, hook horrors have vulture-like heads and a hard plated exoskeleton which is motted grey in colour. They inhabit deep underground corridors and chambers.
Though their vision is very poor, their hearing is extremely acute, thus the chance to surprise a hook horror is CL 12. The creature's arms end in sharp hook-like talons which it uses in melee, each inflicting 1-10 points of damage.
A hook horror cannot speak but communicates with others of its kind by making clacking noises with the exoskeleton -an eerie sound which can alarm the unwary as it echoes around dungeon corridors.
Hook Horror
NO. ENCOUNTERED: 2-12
SIZE: L (9' tall)
HD: 5
MOVE: 20 ft.
AC: 17
ATTACKS: 1-8/1-8
SPECIAL: n/a
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Humanoid
TREASURE: 1
X.P. Value: 90+5 per hit point
Large, powerful bipeds, hook horrors have vulture-like heads and a hard plated exoskeleton which is motted grey in colour. They inhabit deep underground corridors and chambers.
Though their vision is very poor, their hearing is extremely acute, thus the chance to surprise a hook horror is CL 12. The creature's arms end in sharp hook-like talons which it uses in melee, each inflicting 1-10 points of damage.
A hook horror cannot speak but communicates with others of its kind by making clacking noises with the exoskeleton -an eerie sound which can alarm the unwary as it echoes around dungeon corridors.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
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MMII:
Rock Reptile
NO. ENCOUNTERED: 1-2
SIZE: M-L (5'-12' long)
HD: 5+1 hp/ foot of length
MOVE: 10 ft.
AC: 17
ATTACKS: 1-4+ 1 point/ foot of length
SPECIAL ATTACK: Surprise: CL as hit die +2
SPECIAL DEFENCE: Chameleon powers- hide: CL as hit die +2
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: 3
X.P. Value M: 400+7 /hit point
L: 600+9 /hit point
This weird lizard has a lumpy, warty hide and chameleon-like powers. It can thus lie in wait in rocky areas, appearing to be nothing more than a pile of rubble or rocks. The rock reptile favours darkness but will occasionally venture out in daylight if it is sufficiently hungry. Its intial rush is at twice normal speed, thus gaining the ability to surprise prey: CL as hit die + 2. As it drags some prey to its lair, there might be bits of treasure therein - 25% each for types 1, 2 or 3. If two of the monsters are encountered they have double the number of gems only.
Rock Reptile
NO. ENCOUNTERED: 1-2
SIZE: M-L (5'-12' long)
HD: 5+1 hp/ foot of length
MOVE: 10 ft.
AC: 17
ATTACKS: 1-4+ 1 point/ foot of length
SPECIAL ATTACK: Surprise: CL as hit die +2
SPECIAL DEFENCE: Chameleon powers- hide: CL as hit die +2
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: 3
X.P. Value M: 400+7 /hit point
L: 600+9 /hit point
This weird lizard has a lumpy, warty hide and chameleon-like powers. It can thus lie in wait in rocky areas, appearing to be nothing more than a pile of rubble or rocks. The rock reptile favours darkness but will occasionally venture out in daylight if it is sufficiently hungry. Its intial rush is at twice normal speed, thus gaining the ability to surprise prey: CL as hit die + 2. As it drags some prey to its lair, there might be bits of treasure therein - 25% each for types 1, 2 or 3. If two of the monsters are encountered they have double the number of gems only.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Quote:
Why don't we see if we can get each Forum member to convert one of their favorite old-time D&D monsters into C&C. Keeping as close to the original as possible.
I did. Its called Monsters and Treasure I and II.
But, really, what the game needs is not more "old." It needs more "original." C&C is not AD&D, even if they are similar in some ways.
That said, interesting anyway.
Quote:
Where is M&T 2???
Coming...
Quote:
I noticed that M&T stayed away from te "plus" ++ to HD. So Ogres arent HD4+1, simply HD4. If a bonus was needed,they just raised the dice to d10.
Yes and no. Sometimes, it was just dropped. Sometimes, another HD was added. Sometimes, HD was modified to reflect "average." There was no single "formula" for it.
Sorry, slimy. Nice conversions. Anyone have one for the wolf-in-sheep's-clothing?
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MMII
Thri-Kreen (Mantis Warrior)
NO. ENCOUNTERED: 2-12
SIZE: M (6')
HD: 6
MOVE: 35
AC: 5 or 3
ATTACKS: 1-4 (X 4), 1-4 or by weapon
SPECIAL ATTACK: See below
SPECIAL DEFENSE: Dodge missles on successful Siege check (see below)
SAVES: M/P
INT: High
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid
TREASURE: 1 (gems only)
X.P. Value: 800+8 /hit point
The thri-kreen are a carnivorous race of insectmen who inhabit deserts and dry grasslands. they live in small, lightless burrows and are not social creatures. Thri-kreen warriors are strong and agile, able to leap 20 feet upward and 50 feet forward.
The thri-kreen often use 2 specialized weapons of their own design. One is a pole arm with a blade on each end which can be used to slash like a glave or be thrown as a spear (damage 3-8). the other weapon is a small triangular 'throwing wedge' carved from a hard crystalline substance. These wedges will return to the thrower and thus may be caught to be thrown again if they miss their target. A thri-kreen may carry up to 10 of the wedges and can throw them to a distance of 30' (damage 3-6).
A thri-kreen can successfully dodge missles by making a successful Siege check: ie. roll d20 + thri-kreen's hit die vers. CL or hit die of attacker.
Even unarmed, the insect warriors attack with 4 clawed, arm like appendages (damage 1-4) and bite with their mandibles (damage 2-5). Anyone bitten must make a CON save or be paralyzed for 2-16 rounds.
Thri-Kreen (Mantis Warrior)
NO. ENCOUNTERED: 2-12
SIZE: M (6')
HD: 6
MOVE: 35
AC: 5 or 3
ATTACKS: 1-4 (X 4), 1-4 or by weapon
SPECIAL ATTACK: See below
SPECIAL DEFENSE: Dodge missles on successful Siege check (see below)
SAVES: M/P
INT: High
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid
TREASURE: 1 (gems only)
X.P. Value: 800+8 /hit point
The thri-kreen are a carnivorous race of insectmen who inhabit deserts and dry grasslands. they live in small, lightless burrows and are not social creatures. Thri-kreen warriors are strong and agile, able to leap 20 feet upward and 50 feet forward.
The thri-kreen often use 2 specialized weapons of their own design. One is a pole arm with a blade on each end which can be used to slash like a glave or be thrown as a spear (damage 3-8). the other weapon is a small triangular 'throwing wedge' carved from a hard crystalline substance. These wedges will return to the thrower and thus may be caught to be thrown again if they miss their target. A thri-kreen may carry up to 10 of the wedges and can throw them to a distance of 30' (damage 3-6).
A thri-kreen can successfully dodge missles by making a successful Siege check: ie. roll d20 + thri-kreen's hit die vers. CL or hit die of attacker.
Even unarmed, the insect warriors attack with 4 clawed, arm like appendages (damage 1-4) and bite with their mandibles (damage 2-5). Anyone bitten must make a CON save or be paralyzed for 2-16 rounds.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
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serleran wrote:
Sometimes, it was just dropped. Sometimes, another HD was added. Sometimes, HD was modified to reflect "average." There was no single "formula" for it.
Altering...
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
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MMII
Wolf-In-Sheep's-Clothing
NO. ENCOUNTERED: 1
SIZE: S (effective)
HD: 9 (see below)
MOVE: 1
AC: 17 (root tentacles)/ 15 (body stump)/ 13 (eyestalks)
ATTACKS: 1-4
SPECIAL ATTACK: 1-3 attacks (see below)
SPECIAL DEFENSE: Nil
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Plant
TREASURE: Nil
X.P. Value: 900+14 /hit point
The weird vegetable monster lurks in undergrowth or in grassy meadowlands. It creeps slowly from place to place, using its 7 root tentacles for locomotion, early feeding, and even to capture live prey. its 2 or 3 eyestalks are long enough to give the monster excellent, wide-angle vision.
While the actual body (stump) of the Wolf-In-Sheep's-Clothing can stand 9 hit dice of damage, its appendages can be severed or broken without permanent harm to the monster, as it can regenerate them in 1-4 weeks. Root tentacles take 9-22 hit points each and eyestalks 3-16 hit points. The creature's attack is to lure prey within 12 feet and then strike and grasp with 1-3 of its gnarled root tentacles. A successful strike inflicts 1-4 points of damage and entwines the victim. The prey will then be drawn to the stump's maw next round. Damage will be another 1-4 hit points plus a certain bite for another 7-12 hit points unless the victim manages to break free of the grasping root or roots.
Breaking a root tentacle by brute strength requires an unhindered grasp. Thus a character held by a root cannot break it, but the creature may break free. Breaking free requires a 13 or greater strength. Only creatures with exceptional strength can break a root tentacle.
The Wolf-In-Sheep's-Clothing is 90% likely to attack by suprise. It uses its resemblance to a tree stump or its ability to sprout a growth resembling a small furry creature to attract prey. the lure-growth is moved so as 'to look' at approaching prey, and then it will 'freeze' so as to be 'unnoticed'.
The body of the Wolf-In-Sheep's-Clothing appears to be a greyish-brown tree stumpfrom 2-3 feet in diameter. Eyestalks are 10-15 feet long, brown near the base, green near the tips, and with pinkinsh or violet flower-like eyes. Roots are from 9-12 feet long. The vertical maw located in the trunk has jagged teeth and thick, black lips. When shut, it appears to be an old scar on a normal tree trunk.
Wolf-In-Sheep's-Clothing
NO. ENCOUNTERED: 1
SIZE: S (effective)
HD: 9 (see below)
MOVE: 1
AC: 17 (root tentacles)/ 15 (body stump)/ 13 (eyestalks)
ATTACKS: 1-4
SPECIAL ATTACK: 1-3 attacks (see below)
SPECIAL DEFENSE: Nil
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Plant
TREASURE: Nil
X.P. Value: 900+14 /hit point
The weird vegetable monster lurks in undergrowth or in grassy meadowlands. It creeps slowly from place to place, using its 7 root tentacles for locomotion, early feeding, and even to capture live prey. its 2 or 3 eyestalks are long enough to give the monster excellent, wide-angle vision.
While the actual body (stump) of the Wolf-In-Sheep's-Clothing can stand 9 hit dice of damage, its appendages can be severed or broken without permanent harm to the monster, as it can regenerate them in 1-4 weeks. Root tentacles take 9-22 hit points each and eyestalks 3-16 hit points. The creature's attack is to lure prey within 12 feet and then strike and grasp with 1-3 of its gnarled root tentacles. A successful strike inflicts 1-4 points of damage and entwines the victim. The prey will then be drawn to the stump's maw next round. Damage will be another 1-4 hit points plus a certain bite for another 7-12 hit points unless the victim manages to break free of the grasping root or roots.
Breaking a root tentacle by brute strength requires an unhindered grasp. Thus a character held by a root cannot break it, but the creature may break free. Breaking free requires a 13 or greater strength. Only creatures with exceptional strength can break a root tentacle.
The Wolf-In-Sheep's-Clothing is 90% likely to attack by suprise. It uses its resemblance to a tree stump or its ability to sprout a growth resembling a small furry creature to attract prey. the lure-growth is moved so as 'to look' at approaching prey, and then it will 'freeze' so as to be 'unnoticed'.
The body of the Wolf-In-Sheep's-Clothing appears to be a greyish-brown tree stumpfrom 2-3 feet in diameter. Eyestalks are 10-15 feet long, brown near the base, green near the tips, and with pinkinsh or violet flower-like eyes. Roots are from 9-12 feet long. The vertical maw located in the trunk has jagged teeth and thick, black lips. When shut, it appears to be an old scar on a normal tree trunk.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
-
rabindranath72
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slimykuotoan wrote:
Altering...
Great stuff Slimy! Can I call you Slimy? Maybe the Norker should be HD1(d10) like the Hobgoblin. The Hobgoblin was HD1+1 and the Norker was HD1+2(i think). very minor, just saying.
I have a few in the works now myself.The Thoul, Rockman & Brain collector from Mystara. Any special formula for converting the AC(old D&D to new C&C)?
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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BLOOD AXE wrote:
Great stuff Slimy! Can I call you Slimy?
Absolutely!
BLOOD AXE wrote:
Maybe the Norker should be HD1(d10) like the Hobgoblin. The Hobgoblin was HD1+1 and the Norker was HD1+2(i think). very minor, just saying.
Yeah, I think you're right on this.
BLOOD AXE wrote:
I have a few in the works now myself.The Thoul, Rockman & Brain collector from Mystara. Any special formula for converting the AC(old D&D to new C&C)?
Awesome! please post 'em if you have 'em.
As to the process of conversion, pretty much what serleren said regarding AC, then using logical deduction on everything else.
For example, the thri-kreen weapon was a result of a comparison with thrown weapons from the C&C PHB, and adding my knowledge of boomerang fun.
Surprise for the rock reptile used a bit of reasoning in terms of finding out what the average chance of being surprised was in AD&D, then going from there.
Treasure type resulted from comparing AD&D tables with M&T tables, then going with what seemed most logical.
Converting things to Siege checks involves eyeballing probability and numbers a tad.
It's actually kinda fun!
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
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Norkers rule your world! I shall be using this write-up in an upcoming session quite soon!
Good deal.
-O
_________________
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Good deal.
-O
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Fiend Folio
Death Dog
NO. ENCOUNTERED: 5-50
SIZE: M (4' high at shoulder)
HD: 2
MOVE: 30
AC: 13
ATTACKS: 1-10/1-10
SPECIAL ATTACK: Disease
SPECIAL DEFENSE: Nil
SAVES: P
INT: Animal
ALIGNMENT: Neutral with evil tendencies
TYPE: Beast
TREASURE: Nil
X.P. Value: 105+3 /hit point
Large black hounds with two heads, death dogs can attack with each head independently. They usually hunt in packs, in deserts or dry areas underground.
Each bite delivers 1-10 hit points of damage and the victim of a bite must save against poison or die as a result of a slow rotting disease in 4-24 days. Cure disease will be an effective remedy.
When attacking, the death dog usually aims for its victims legs - a natural roll of a 19 or 20 against a human sized or smaller victim means that the victim has been knocked to the ground.
These vicious hounds, which usually attack humans and near-humans on sight (85% chance), are said to be the decendants of Cerberus; their loud penetrating double bark tends to lend support to this theory.
Death Dog
NO. ENCOUNTERED: 5-50
SIZE: M (4' high at shoulder)
HD: 2
MOVE: 30
AC: 13
ATTACKS: 1-10/1-10
SPECIAL ATTACK: Disease
SPECIAL DEFENSE: Nil
SAVES: P
INT: Animal
ALIGNMENT: Neutral with evil tendencies
TYPE: Beast
TREASURE: Nil
X.P. Value: 105+3 /hit point
Large black hounds with two heads, death dogs can attack with each head independently. They usually hunt in packs, in deserts or dry areas underground.
Each bite delivers 1-10 hit points of damage and the victim of a bite must save against poison or die as a result of a slow rotting disease in 4-24 days. Cure disease will be an effective remedy.
When attacking, the death dog usually aims for its victims legs - a natural roll of a 19 or 20 against a human sized or smaller victim means that the victim has been knocked to the ground.
These vicious hounds, which usually attack humans and near-humans on sight (85% chance), are said to be the decendants of Cerberus; their loud penetrating double bark tends to lend support to this theory.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
serleran wrote:
20 - listed in the case of either AD&D editions; 19 - listed AC for anything else. Pretty simple.
Great. Thank you very much. Is there a thread on conversion anywhere? I have the Mystara Monster Compendium handy so Im going to work on a few from there. It seems Slimy is hitting the Fiend Folio.(and some others) Maybe we can work on a few that werent in the M&T but were in the MM. (Carrion crawler, Lurker above, Peryton,etc.)
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- slimykuotoan
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MM
Ixitxachitl
NO. ENCOUNTERED: 10-100
SIZE: M
HD: 1
MOVE: 30
AC: 14
ATTACKS: 3-12
SPECIAL ATTACK: Evil clerical spells
SPECIAL DEFENSE: Nil
SAVES: M/P
INT: Average to High
ALIGNMENT: Chaotic Evil
TYPE: Magical Beast
TREASURE: Type 4 (+Type 9 'magic items only' if leader encountered; see below)
X.P. Value: 8+1 /hit point
cleric: dependant upon hit die (+special I or II as per level of clerical spells; see below)
vampiric: 100+4 /hit point
Ixitxachitl are a race of intelligent rays which dwell in shallow tropical seas. They are of evil disposition and clerical in nature.
For every 10 encountered there will be one which is the equivalent of a 2nd level human cleric with regard to spell use; for every 20 encountered there will be a 3rd level equivalent; and for every 50 encountered there will be a 5th level equivalent. If more than 50 are encountered there will be the following additional ixitxachitl with the group: a leader with 8th level clerical spell ability and quadruple hit dice, two guards with 6th level clerical spell ability and triple normal hit dice.
Also, some of these monsters are vampiric. For every 50 ixitxachitl encountered there is a 50% chance that there will be a vampiric form in the group. Vampiric ixitxachitl are similar to their fellows, but they regenerate 3 hit points per melee round, drain an energy level each time they strike an opponent, and have double normal hit dice.
Discovering an ixitxachitl lair is difficult, for they are typically made in coral reefs and hidden by a secret entrance. If a leader is encountered there is a possibility that it and its guards will possess type 9 magic items which can be worn, or used without hands if the creatures are in their lair.
Ixitxachitl
NO. ENCOUNTERED: 10-100
SIZE: M
HD: 1
MOVE: 30
AC: 14
ATTACKS: 3-12
SPECIAL ATTACK: Evil clerical spells
SPECIAL DEFENSE: Nil
SAVES: M/P
INT: Average to High
ALIGNMENT: Chaotic Evil
TYPE: Magical Beast
TREASURE: Type 4 (+Type 9 'magic items only' if leader encountered; see below)
X.P. Value: 8+1 /hit point
cleric: dependant upon hit die (+special I or II as per level of clerical spells; see below)
vampiric: 100+4 /hit point
Ixitxachitl are a race of intelligent rays which dwell in shallow tropical seas. They are of evil disposition and clerical in nature.
For every 10 encountered there will be one which is the equivalent of a 2nd level human cleric with regard to spell use; for every 20 encountered there will be a 3rd level equivalent; and for every 50 encountered there will be a 5th level equivalent. If more than 50 are encountered there will be the following additional ixitxachitl with the group: a leader with 8th level clerical spell ability and quadruple hit dice, two guards with 6th level clerical spell ability and triple normal hit dice.
Also, some of these monsters are vampiric. For every 50 ixitxachitl encountered there is a 50% chance that there will be a vampiric form in the group. Vampiric ixitxachitl are similar to their fellows, but they regenerate 3 hit points per melee round, drain an energy level each time they strike an opponent, and have double normal hit dice.
Discovering an ixitxachitl lair is difficult, for they are typically made in coral reefs and hidden by a secret entrance. If a leader is encountered there is a possibility that it and its guards will possess type 9 magic items which can be worn, or used without hands if the creatures are in their lair.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
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- slimykuotoan
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MMII
Oblivax (Memory Moss)
NO. ENCOUNTERED: 2-12
SIZE: S (1/2' square)
HD: 1-2 hp
MOVE: Nil
AC: 10
ATTACKS: Nil
SPECIAL ATTACK: See below
SPECIAL DEFENSE: See below
SAVES: M
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Magical Plant
TREASURE: Nil
X.P. Value: 30+1 /hit point
This evil black moss has the magical power to steal memories form others. When an intelligent creature is within 60 feet it must make an INT save 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 oblivax with stolen memories is attacked, it will, in 1 round, 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 stolen spells.
The only way to regain stolen memories is to eat the oblivax. This takes 1 round. If a CON save is successful, the eater will gain all the stolen memories, including spells. If the save fails, the eater will become very ill for 3-18 turns. It is possible to gain another's memories by eating this moss. Anyone who gains spells by eating the oblivax can cast them. The memory gained this way fades in 24 hours.
Oblivax (Memory Moss)
NO. ENCOUNTERED: 2-12
SIZE: S (1/2' square)
HD: 1-2 hp
MOVE: Nil
AC: 10
ATTACKS: Nil
SPECIAL ATTACK: See below
SPECIAL DEFENSE: See below
SAVES: M
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Magical Plant
TREASURE: Nil
X.P. Value: 30+1 /hit point
This evil black moss has the magical power to steal memories form others. When an intelligent creature is within 60 feet it must make an INT save 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 oblivax with stolen memories is attacked, it will, in 1 round, 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 stolen spells.
The only way to regain stolen memories is to eat the oblivax. This takes 1 round. If a CON save is successful, the eater will gain all the stolen memories, including spells. If the save fails, the eater will become very ill for 3-18 turns. It is possible to gain another's memories by eating this moss. Anyone who gains spells by eating the oblivax can cast them. The memory gained this way fades in 24 hours.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
MMII
Vegepygmy
NO. ENCOUNTERED: 30-300
SIZE: S
HD: 1-6
MOVE: 30
AC: 16
ATTACKS: 1-6 or by weapon
SPECIAL ATTACK: See below
SPECIAL DEFENSE: See below
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Plant
TREASURE: 10 (coins only)
X.P. Value:
1 HD 53+1 /hp
2HD 81+2
3HD 120+3
4 HD 175+4
5 HD 245+5
6 HD 425+6
Vegepygmies are vegetable creatures of low intelligence. They organize themselves into regional bands and live by scavenging and hunting. Meat forms their diet, and they will eat it no matter its condition.
Vegepygmies very in colour and size. Usually their colours will be similar to their normal surroundings. When encountered in areas that match their coloration, they will blend into the background, surprising CL as their hit die +2. they have 1-4 hit dice, although leaders will have more. The composition of a force will be 1 hit die 50%; 2 hit dice 25%; 3 hit dice 15%; 4 hit dice 10%.
Those with 1 hit dice will be 2 feet tall. One-half foot is added for every hit dice over 1.
For every 50 vegepygmies there will be one subchief of 5 hit dice and 2-5 bodyguards of four hit dice each.
Attacks from piercing weapons such as arrows and spears do only 1 point of damage to vegepygmies. Electrical attacks do no damage. Fire and cold attacks do normal damage. Vegepygmies are immune to all charm/enchantment spells accept those that affect plants. They always have saving throws against enchantment, even if one is not normally given.
Vegepygmy lairs are usually found in warm areas underground, although some may be found in dark forests. They form bands near their main food supply and are usually well-organized in their defence of this food supply. They coexist well with other forms of plant life. There is a 40% chance that there will be 1-3 shriekers guarding their lair. Vegepygmies of the same band have the ability to pass by shriekers unnoticed. There is a 70% chance that russet mold will be found in the vicinity of the lair.
Vegepygmies are short bipedal creatures with sharp thorn-like claws. their shoulders, abdomens and limbsare fringed with leaf-like tendrils. Their heads have a topknot of small leaves. They eat carrion and meat. Vegepygmies reproduce by russet mold or by propagating buds from their bodies. Although they do not have a spoken language, they they are capable of vocalized cries. Their main mode of communication is a code of chest slappings and thumpings. They live with dog-like creatures (thornies) with the following statistics: AC 17, MV 35, HD 4, Attack 2-5 (plus 3-12 ripping damage from their thorn-like growthsif in close combat), animal intelligence, size M.
Vegepygmy
NO. ENCOUNTERED: 30-300
SIZE: S
HD: 1-6
MOVE: 30
AC: 16
ATTACKS: 1-6 or by weapon
SPECIAL ATTACK: See below
SPECIAL DEFENSE: See below
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Plant
TREASURE: 10 (coins only)
X.P. Value:
1 HD 53+1 /hp
2HD 81+2
3HD 120+3
4 HD 175+4
5 HD 245+5
6 HD 425+6
Vegepygmies are vegetable creatures of low intelligence. They organize themselves into regional bands and live by scavenging and hunting. Meat forms their diet, and they will eat it no matter its condition.
Vegepygmies very in colour and size. Usually their colours will be similar to their normal surroundings. When encountered in areas that match their coloration, they will blend into the background, surprising CL as their hit die +2. they have 1-4 hit dice, although leaders will have more. The composition of a force will be 1 hit die 50%; 2 hit dice 25%; 3 hit dice 15%; 4 hit dice 10%.
Those with 1 hit dice will be 2 feet tall. One-half foot is added for every hit dice over 1.
For every 50 vegepygmies there will be one subchief of 5 hit dice and 2-5 bodyguards of four hit dice each.
Attacks from piercing weapons such as arrows and spears do only 1 point of damage to vegepygmies. Electrical attacks do no damage. Fire and cold attacks do normal damage. Vegepygmies are immune to all charm/enchantment spells accept those that affect plants. They always have saving throws against enchantment, even if one is not normally given.
Vegepygmy lairs are usually found in warm areas underground, although some may be found in dark forests. They form bands near their main food supply and are usually well-organized in their defence of this food supply. They coexist well with other forms of plant life. There is a 40% chance that there will be 1-3 shriekers guarding their lair. Vegepygmies of the same band have the ability to pass by shriekers unnoticed. There is a 70% chance that russet mold will be found in the vicinity of the lair.
Vegepygmies are short bipedal creatures with sharp thorn-like claws. their shoulders, abdomens and limbsare fringed with leaf-like tendrils. Their heads have a topknot of small leaves. They eat carrion and meat. Vegepygmies reproduce by russet mold or by propagating buds from their bodies. Although they do not have a spoken language, they they are capable of vocalized cries. Their main mode of communication is a code of chest slappings and thumpings. They live with dog-like creatures (thornies) with the following statistics: AC 17, MV 35, HD 4, Attack 2-5 (plus 3-12 ripping damage from their thorn-like growthsif in close combat), animal intelligence, size M.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
-
pactmaster
- Red Cap
- Posts: 208
- Joined: Mon Jan 22, 2007 8:00 am
I must say that I appreciate a norker or five as well and they will be tormenting my party next time around. Any chance of seeing the githyanki and githzerai?
_________________
Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
J. R. R. Tolkien
_________________
Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
J. R. R. Tolkien
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Fiend Folio
Githyanki
NO. ENCOUNTERED: 1-4
SIZE: M
HD: Variable (upper limit of 11)
MOVE: Variable
AC: Variable
ATTACKS: Variable (as human)
SPECIAL ATTACK: Psionics
SPECIAL DEFENSE: Psionics
SAVES: M
INT: Exceptional or genius
ALIGNMENT: Variable but always evil
TYPE: Extraplaner
TREASURE: Individually: type 1 (gems only); in lair: type 1 and 10 (X2)
X.P. Value: Variable
Millenia ago the mind flayers conquered a race of evil humans and bound them to service, usually employing them as slaves, but from time to time selecting particularily choice victims for food. The humans haboured deep resentment for centuries but could not summon sufficient strength to free themselves from the mind flayer yoke. Gradually, in secret they developed their powers and strength. Then, under the leadership of the supreme leader Gith, they rebelled against their captors, and after a long and vicious struggle, succeeded in gaining their autonomy. From that moment, the race became known as the githyanki, and they quickly gained a reputation as powerful psionicists and deadly fighters with an instinct for violence.
The githyanki now dwell in the Astral Plane, but from time to time project themselves to the Prime Material Plane (an innate ability common to all members of the race) and set up temporary refuges underground, using these as bases from which they mount raids on humans and mind flayers alike. (If githyanki encounter humans and mind flayers simultaniously they will destroy the mind flayers first, and may appear to be cooperating with the humans, but as soon as the mind flayers are killed, the githyanki will turn on those humans and attempt to destroy them too.)
The githyanki worship a witch-queen said to have powers at the 24th level of magic use or possibly higher.
Githyanki progress as fighters, magic-users or fighter/magic-users (see Gygax's Options & Skills); they have no ranger, monk, druid or assasin classthrough illusionists are infrequently (5%) met and their is a form of anti-paladin class -the knight. they have never been known to progress beyond the 11th level of experienceand rarely above the 9th - it is assumed that the lich-queen destroys any githyanki who becomes powerful enough to risk challenging her supremacy.
The githyanki dwell in huge castles on the Astral Plane, each being ruled by a supreme leader - a fighter/magic-user of 10th/8th or 11th 9th level.The supreme leaders have power of life and deathover all under their rule. Each castle will also contain 40 knights (9th level) - the supreme leader's elite supporting force and personal guard - and up to 1,000 githyanki of lower status.
They use armor and weapons as men do, though the ornateness of their design is often a distinguishing feature. When on war expeditions they wear +4 splintmail but do not carry shields. Fighters and fighter/magic-users of 5th level and above will usually (50% chance) carry two-handed swords of +1 bonus, otherwise using normal two-handed swords. A githyanki fighter of 7th level and above will usually (60%) carry a +2 or +3 longsword, while a knight of 7th level and above will have (100%) a silver sword - a +3 two-handed sword which if used astrally, has a 20% chance per melee round of cutting the silver chord. A supreme leader will wield a special silver sword which is +5, fully vorpal. the silver swords are not aligned, though they have an intelligence of 8 of eight or more and appropriate powers. githyanki will go to almost any lengths to to prevent any of these silver swords from falling into human hands, and the loss of a silver sword will promote the formation of an very powerful raiding partyof githyanki whose task it is to recover the sword - failure to do so means instant death.
Outside their Prime material Plane lairs, githyanki will rarely be encountered in parties larger than 4, a typical party consisting of two trainees of any of the three classes (levels 1-3), one fighter of level 4-6 and a leader fighter/magic-user of 7th/6th level. Rarely (10%) the githyanki parties encountered will have a special mission in which case there will be only one trainee and the party will be lead by a knight of 8th level.
1 supreme leader: 11th level fighter or 7th/8th level fighter/magic-user.
2 captains: 8th level fighter and 7th/8th level fighter/magic-user
1 knight: 8th level
2 warlocks: magic-users of 4-7 level
3 sergeants: fighters of 4-7 level
2 'gish': fighter/magic-users of 4th/4th level
10-19 lower levels; evenly distributed between the 3 possible classes and with experience levels 1-3
Very infrequently, githyanki parties larger than four in number will be encountered (5% chance). These will be on particularly purposeful missions (though not in search of a lost silver sword - that activity promotes an even larger and stronger party and will be stronger than normal); 5-10 indvividuals can be expected, led by the supreme leader of the lair, supported by one of the captains, the knight and 2-7 'lower ranks', evenly distributed. Both in the lair and in a large party, there is a 5% chance that there will be an illusionist of 6th level instead of one of the lower level types.
Githyanki have normal human chances for magic item distribution other than swords.
A Prime Material Plane lair will contain 5-10 magical items, selected as being particularly approptriate to the mission. In a small githyanki party there will usually (75%) be one magic item and a larger party will have 1-10.
Githyanki have a pact with a group of red dragons (see Monsters & Treasure) which, in return for shelter, food and treasure, assist the githyanki when on the Prime Material Plane when acting as steeds. The dragons transport 4-6 and 1-5 githyanki each according to size/age(above sub-adult); thus a small young adult dragon could transport 5 githyanki (4 for size, 1 for age), an average-sized old dragon could transport 8 (5 for size, 3 for age) and a huge ancient dragon could transport 11 (6 for size, 5 for age). These red dragons will obey only githyanki when the latter are on the Prime Material Plane.
Githyanki movement rate is 240 ft on the Astral Plane.
Githyanki
NO. ENCOUNTERED: 1-4
SIZE: M
HD: Variable (upper limit of 11)
MOVE: Variable
AC: Variable
ATTACKS: Variable (as human)
SPECIAL ATTACK: Psionics
SPECIAL DEFENSE: Psionics
SAVES: M
INT: Exceptional or genius
ALIGNMENT: Variable but always evil
TYPE: Extraplaner
TREASURE: Individually: type 1 (gems only); in lair: type 1 and 10 (X2)
X.P. Value: Variable
Millenia ago the mind flayers conquered a race of evil humans and bound them to service, usually employing them as slaves, but from time to time selecting particularily choice victims for food. The humans haboured deep resentment for centuries but could not summon sufficient strength to free themselves from the mind flayer yoke. Gradually, in secret they developed their powers and strength. Then, under the leadership of the supreme leader Gith, they rebelled against their captors, and after a long and vicious struggle, succeeded in gaining their autonomy. From that moment, the race became known as the githyanki, and they quickly gained a reputation as powerful psionicists and deadly fighters with an instinct for violence.
The githyanki now dwell in the Astral Plane, but from time to time project themselves to the Prime Material Plane (an innate ability common to all members of the race) and set up temporary refuges underground, using these as bases from which they mount raids on humans and mind flayers alike. (If githyanki encounter humans and mind flayers simultaniously they will destroy the mind flayers first, and may appear to be cooperating with the humans, but as soon as the mind flayers are killed, the githyanki will turn on those humans and attempt to destroy them too.)
The githyanki worship a witch-queen said to have powers at the 24th level of magic use or possibly higher.
Githyanki progress as fighters, magic-users or fighter/magic-users (see Gygax's Options & Skills); they have no ranger, monk, druid or assasin classthrough illusionists are infrequently (5%) met and their is a form of anti-paladin class -the knight. they have never been known to progress beyond the 11th level of experienceand rarely above the 9th - it is assumed that the lich-queen destroys any githyanki who becomes powerful enough to risk challenging her supremacy.
The githyanki dwell in huge castles on the Astral Plane, each being ruled by a supreme leader - a fighter/magic-user of 10th/8th or 11th 9th level.The supreme leaders have power of life and deathover all under their rule. Each castle will also contain 40 knights (9th level) - the supreme leader's elite supporting force and personal guard - and up to 1,000 githyanki of lower status.
They use armor and weapons as men do, though the ornateness of their design is often a distinguishing feature. When on war expeditions they wear +4 splintmail but do not carry shields. Fighters and fighter/magic-users of 5th level and above will usually (50% chance) carry two-handed swords of +1 bonus, otherwise using normal two-handed swords. A githyanki fighter of 7th level and above will usually (60%) carry a +2 or +3 longsword, while a knight of 7th level and above will have (100%) a silver sword - a +3 two-handed sword which if used astrally, has a 20% chance per melee round of cutting the silver chord. A supreme leader will wield a special silver sword which is +5, fully vorpal. the silver swords are not aligned, though they have an intelligence of 8 of eight or more and appropriate powers. githyanki will go to almost any lengths to to prevent any of these silver swords from falling into human hands, and the loss of a silver sword will promote the formation of an very powerful raiding partyof githyanki whose task it is to recover the sword - failure to do so means instant death.
Outside their Prime material Plane lairs, githyanki will rarely be encountered in parties larger than 4, a typical party consisting of two trainees of any of the three classes (levels 1-3), one fighter of level 4-6 and a leader fighter/magic-user of 7th/6th level. Rarely (10%) the githyanki parties encountered will have a special mission in which case there will be only one trainee and the party will be lead by a knight of 8th level.
1 supreme leader: 11th level fighter or 7th/8th level fighter/magic-user.
2 captains: 8th level fighter and 7th/8th level fighter/magic-user
1 knight: 8th level
2 warlocks: magic-users of 4-7 level
3 sergeants: fighters of 4-7 level
2 'gish': fighter/magic-users of 4th/4th level
10-19 lower levels; evenly distributed between the 3 possible classes and with experience levels 1-3
Very infrequently, githyanki parties larger than four in number will be encountered (5% chance). These will be on particularly purposeful missions (though not in search of a lost silver sword - that activity promotes an even larger and stronger party and will be stronger than normal); 5-10 indvividuals can be expected, led by the supreme leader of the lair, supported by one of the captains, the knight and 2-7 'lower ranks', evenly distributed. Both in the lair and in a large party, there is a 5% chance that there will be an illusionist of 6th level instead of one of the lower level types.
Githyanki have normal human chances for magic item distribution other than swords.
A Prime Material Plane lair will contain 5-10 magical items, selected as being particularly approptriate to the mission. In a small githyanki party there will usually (75%) be one magic item and a larger party will have 1-10.
Githyanki have a pact with a group of red dragons (see Monsters & Treasure) which, in return for shelter, food and treasure, assist the githyanki when on the Prime Material Plane when acting as steeds. The dragons transport 4-6 and 1-5 githyanki each according to size/age(above sub-adult); thus a small young adult dragon could transport 5 githyanki (4 for size, 1 for age), an average-sized old dragon could transport 8 (5 for size, 3 for age) and a huge ancient dragon could transport 11 (6 for size, 5 for age). These red dragons will obey only githyanki when the latter are on the Prime Material Plane.
Githyanki movement rate is 240 ft on the Astral Plane.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
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pactmaster
- Red Cap
- Posts: 208
- Joined: Mon Jan 22, 2007 8:00 am
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
-
pactmaster
- Red Cap
- Posts: 208
- Joined: Mon Jan 22, 2007 8:00 am
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Yeah, without psionics, I'd just as soon not use githys, mind flayers and such.
I mean, that's what made them so frightening.
csperkins has done some work on it, so I'll have a look there.
I mean, that's what made them so frightening.
csperkins has done some work on it, so I'll have a look there.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Had to add my favorite dino:
MM
Stegosaurus
NO. ENCOUNTERED: 2-8
SIZE: L (25' long, 8' + high)
HD: 18
MOVE: 15
AC: 18/15
ATTACKS: 5-20
SPECIAL: Twilight Vision
SAVES: P
INT: Non-
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
X.P. Value: 4500+18/hit point
The stegosaurus -or plated lizard- is a large, very stupid herbivorous dinosaur with aggressive defences. It thrives nearly anywhere and is often found in Jurassic-like plains or jungles.
Its great plates allow the creature to defend 90% of the time at AC 18. Its tail, with four or more boney spikes of one to over two feet in length, has its own brain; and the stegosaurus turns its rear continually toward an enemy, while tucking its head low. It anything near it seems threatening, it will react in this manner.
MM
Stegosaurus
NO. ENCOUNTERED: 2-8
SIZE: L (25' long, 8' + high)
HD: 18
MOVE: 15
AC: 18/15
ATTACKS: 5-20
SPECIAL: Twilight Vision
SAVES: P
INT: Non-
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
X.P. Value: 4500+18/hit point
The stegosaurus -or plated lizard- is a large, very stupid herbivorous dinosaur with aggressive defences. It thrives nearly anywhere and is often found in Jurassic-like plains or jungles.
Its great plates allow the creature to defend 90% of the time at AC 18. Its tail, with four or more boney spikes of one to over two feet in length, has its own brain; and the stegosaurus turns its rear continually toward an enemy, while tucking its head low. It anything near it seems threatening, it will react in this manner.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
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rabindranath72
- Lore Drake
- Posts: 1102
- Joined: Wed May 17, 2006 7:00 am
Here are some Dragonlance critters, which would be well at home in many other settings. Some of these actually come from generic sources, like the FF and MM2
Some creatures do not have the XP calculated; I was quite lazy, if someone wants to supply them, I would be quite happy Aghar (Gully Dwarves)
NO. ENCOUNTERED: 1-4, 2-20
SIZE: Small
HD: 1 to 4 (d8)
MOVE: 30 ft.
AC: by armor type (usually rags, equivalent to AC 12)
ATTACKS: 1 fist (1d4) and 1 bite (1d4); or one weapon
SPECIAL: Improved Saves
SAVES: P
INT: Low
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid
TREASURE: 1 / 1 / 2 / 2
XP: 1 HD 7+1 / 2 HD 15+2 / 3 HD 30+3 / 4 HD 60+4
Improved Saves: Due to the extreme living conditions in which they thrive, aghar developed special defenses which grant them a +2 bonus to all saving throws.
Bear, Ice
NO. ENCOUNTERED: 1-4
SIZE: Large
HD: 6 (d12)
MOVE: 40 ft.
AC: 15
ATTACKS: 2 claw (1d12) and 1 bite (3d10)
SPECIAL: Hug, Track, Immune to Cold
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
XP:
These carnivorous great white bears mainly eat fish. However, any other prey that stumbles into an ice bears path is likely to be consumed as well. While they are white-colored, ice bears resemble cave bears in their size and ferocity. Ice bears and thanoi (q.v.) have developed an unusual cooperative relationship. Although occasionally seen in small groups of their own kind, most ice bears are found with the walrus-men.
Hug: As other bear species (M&T p.12).
Track: Ice bears are exceptional trackers (treat as ranger). If no snow has fallen in the meanwhile, and the track is at most one day old, they can automatically find it. For each day that passes, and for each inch of snow fallen, the CL of the check increases by one. A check per day is allowed, and if it fails, the track is lost.
Immunity to Cold: Ice bears are immune to all forms of cold, both natural and magical.
COOSHEE (Elven Dog)
NO. ENCOUNTERED: 1-8
SIZE: Medium
HD: 3 (d10)
MOVE: 30 ft., 50ft. sprint
AC: 15
ATTACKS: Bite (2d4)
SPECIAL: Sprint, Overbearing, Camoflage, Twilight vision, Scent
SAVES: P
INT: Inferior
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: Nil
XP: 60+3
A cooshee is found only in the lands habitated by elves. It is about 3 feet tall at the shoulder, typically weighing about 170 pounds. It has greenish fur with brown spots, and a fuzzy tail that curls over its back.
Sprint: When jogging or running in a straight line, the cooshee's base movement rate is considered to be 50 ft.
Overbearing: When fighting a cooshee first likes to knock over its opponent with its massive paws. The cooshee receives a +2 bonus to the overbearing check, and does not suffer the usual -2 penalty for overbearing. A successful overbearing attack grants the cooshee an immediate bite attack.
Camoflage: Its mottled green-brown fur allows a cooshee to hide in woodlands with great success. It gets a +8 bonus to hide checks in woodland areas.
Death Knight
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 9 (d10)
MOVE: 30 ft.
AC: 20
ATTACKS: 1 weapon (80% chance it is a magic sword)
SPECIAL: SR 16, Reflect Spells, Turn Immunity, Spell-like Abilities, Control Undead, Fear Aura, Nightmare Mount, Heightened Senses
SAVES: P+M
INT: Average to Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead (Unique)
TREASURE: Nil
XP:
Death knights are powerful undead created upon the death of a knight who in some way betrayed his vows.
Reflect Spells: Whenever a spellcaster makes a check to overcome the death knight's spell resistance, a result of 1 or 2 means that the spell is reflected back at the caster.
Turn Immunity: Death knights cannot be turned, nor affected by a dispel evil spell. However they are affected by holy word.
Control Undead: Death knights can control undead like 6th level evil clerics (C&C PHB p.121).
Fear Aura: Death knights continuosly radiate fear in a 5' radius around them.
Heightened Senses: Their otherworldy senses allow death knights to detect magic and see invisibility at will.
Spell-like Abilities: Death knights have a vast array of powers: wall of ice at will, dispel magic 2/day, any one power word spell 1/day, symbol (pain, fear) 1/day, fireball 1/day.
Where applicable, spells are cast at 20th level of ability, but are saved against at the death knight level, 9.
Nightmare Mount: The death knight is usually served by a Nightmare (M&T p.62), like a paladin by his divine mount. If the steed is killed, one year and one day must pass before another one can be summoned.
Draconians
The draconians, or dragon-men, are wicked creatures created by corrupting the eggs of good dragons by means of fouls sorceries. They were created just before the War of the Lance to supplement the forces of the Dragon Highlords, but even after the end of the war, they can still be found in the service of powerful individuals. The most powerful draconians like Sivaks and Auraks, are instead often the leaders of band of marauders and mercenary armies.
Five kinds of draconians exist, corresponding to the type of dragon egg from which they were spawn: Baaz from brass, Bozak from bronze, Kapak from copper, Sivak from silver and Auraks from gold.
Baaz
NO. ENCOUNTERED: 2-20
SIZE: Medium
HD: 2 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (glide)
AC: 16
ATTACKS: 2 Claw (1d4) or weapon
SPECIAL: Death Throes, SR 5
SAVES: P
INT: Average
ALIGNMENT: Lawful (some times Chaotic) Evil
TYPE: Monstrous Humanoid
TREASURE: 1
XP: 27 + 2
Increased Maneuverability: Baaz have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or glide (for a distance 4 times greater than the height from which they launch).
Death Throes: When a Baaz reaches 0 hit points it turns into a stone statue. The wielder of the weapon who struck the death blow must make a dexterity save (CL 2) or lose its weapon, which becomes stuck in the statue. The statue crumbles to dust after 1d4 rounds, leaving behind its weapons, armor and the weapon which killed it.
Bozak
NO. ENCOUNTERED: 2-20
SIZE: Medium
HD: 4 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (glide)
AC: 18
ATTACKS: 2 Claw (1d4) or One Weapon
SPECIAL: Death Throes, SR 5, Spells, Improved Saves
SAVES: M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 3
XP: 280 + 4
Increased Maneuverability: Bozak have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or glide (for a distance 4 times greater than the height from which they launch).
Spells: Bozaks are proficient magic-users (equivalent to 4th level wizards). Their preferred spells are: endure elements, ghost sound, charm person, sleep, shield, burning hands, alter size, magic missile, shocking grasp, darkness, invisibility, levitate, fog cloud, mirror image, web.
Improved Saves: Due to their strongly magical natures, Bozaks receive a +2 bonus to all saving throws.
Death Throes: When a Bozak reaches 0 hit points its flesh crumbles from its bones. These immediately explode causing 1d6 points of damage to all creatures within 10 ft. (no saving throw allowed).
Kapak
NO. ENCOUNTERED: 2-20
SIZE: Medium
HD: 3 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (glide)
AC: 16
ATTACKS: 1 Bite (1d4) or One Weapon
SPECIAL: Death Throes, SR 5, Venomous Saliva
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 2
XP: 65 + 3
Increased Maneuverability: Kapak have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or glide (for a distance 4 times greater than the height from which they launch).
Death Throes: When a Kapak reaches 0 hit points its body dissolves into a 10-foot wide acid pool. All within the pool take 1d8 points of damage each round they stay there. The acid evaporates within 1d6 rounds. All items worn by the Kapak are destroyed.
Venomous Saliva: Before entering combat Kapaks lick their weapons (one round is needed; usually short swords). The poison lasts three rounds before evaporating. Those stuck by a poisoned weapon must do a saving throw vs. poison or be paralyzed for 2d6 turns.
Sivak
NO. ENCOUNTERED: 2-20
SIZE: Large (9 ft.)
HD: 6 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (fly)
AC: 19
ATTACKS: 2 Claws (1d6) and Tail (2d6) or 2 edged swords (1d10) and Tail (2d6)
SPECIAL: Death Throes, SR 5, Shapeshifting
SAVES: P
INT: High
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 5
XP: 480 + 6
Increased Maneuverability: Sivak have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or fly.
Shapeshifting: When a Sivak kills a humanoid creature its size or smaller, it can shapeshift into the form of its victim. He does not take any of its abilities, but perfectly imitates the physical appearance of the victim. If they revert back to their forms, they cannot shapechange again until they kill someone else.
Death Throes: Sivaks who are killed by creatures larger than themselves burst into flames, inflicting 2d4 points of damage to all within 10 feet (no saving throw allowed). Otherwise, they simply die and take the shape of their killer; they retain this shape for three days, then the entire body decomposes into black soot.
Aurak
NO. ENCOUNTERED: 1-2
SIZE: Medium (7 ft.)
HD: 8 (d10)
MOVE: 40 ft.
AC: 20
ATTACKS: 2 Claws (1d4) and Bite (1d6) or 2 energy blasts (1d8+2, up to 60 ft. distance)
SPECIAL: Death Throes, SR 7, Breath Weapon, Spell-like Abilities, Improved Saves, Heightened Senses, Mind Control, Shapeshifting, Spells
SAVES: P+M
INT: Superior
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 8
XP:
Death Throes: When an Aurak reaches 0 hit points, it does not die, but immolates itself with green fire. He goes berserker for six rounds, gaining +2 to hit and damage. Anyone attacking it suffers 1d6 points of damage per round (dexterity saving throw allowed to avoid damage). After six rounds have passed (or if the creature reaches -20 hit points), the Aurak transforms into a ball of lightning, attacking as a 13 HD monster and inflicting 2d6 hit points to all those stuck. After three rounds it explodes, stunning all creatures within 10 ft. for 1d4 rounds (double if underwater) and causing 3d6 points of damage (no saving throw allowed). Even items must save or be destroyed by the explosion.
Improved Saves: Due to their strongly magical natures, Auraks enjoy a +4 bonus to all saving throws.
Heightened Senses: Auraks have darkvision at 60 ft., and can detect hidden and invisible creatures within 10 ft. They are also capable of seeing through all illusions.
Shapeshifting: Auraks can polymorph self into the shape of any animal 3/day, and can change self 3/day to resemble any human or humanoid (perfectly imitating its voice) for 2d6+6 rounds. When using change self the energy blast attacks seem to be performed by normal weapons (appropriate for the distance).
Breath Weapon: Auraks can breathe a noxious cloud within 5 ft. 3/day. All those caught in the cloud must save vs. breath weapon (halving damage), or suffer 20 hit points of damage and be blinded for 1d4 rounds.
Mind Control: Once per day Auraks have the capability to control the actions of a subject of equal or fewer level/hit dice (charisma saving throw to avoid) as if it were its own body. Such control lasts for 2d6 rounds, during which the Aurak must be fully concentrated.
Furthermore, Auraks can use suggestion 1/turn at will (but must concentrate to do so).
Spell-like Abilities: Auraks can dimension door 3/day up to 60 ft. and cover themselves in invisibility 1/turn until they attack.
Spells: Auraks are proficient magic-users. Each day they can cast two spells of each level, from 1st to 4th. Their favored spells are: alter size, shocking grasp, detect thoughts, stinking cloud, blink, lightning bolt, fire shield, wall of fire.
Thanoi (Walrus Men)
NO. ENCOUNTERED: 1-20
SIZE: Large (8 ft.)
HD: 4 (d8)
MOVE: 20 ft., 35 ft. swimming
AC: 16
ATTACKS: 1 tusk (1d8) or one weapon (+2 to damage)
SPECIAL: Immunity to Cold, Vulnerability to Heat
SAVES: P
INT: Low
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 2
XP: 40 + 4
Combat: Thanoi are skilled fighters, and they will use either their tusks to attack, or a weapon, gaining in this case a +2 to damage due to their tremendous strength.
Immunity to Cold: Thanoi are immune to all forms of cold, both natural and magical.
Vulnerability to Heat: Thanoi that are exposed to above-freezing temperatures lose one hit die per week of exposure. Furthermore, they suffer an extra point of damage per die from any fire-based attack, whether magical or normal.
Wolf, Dread
NO. ENCOUNTERED: 3-12
SIZE: Small
HD: 4 (d8)
MOVE: 45 ft.
AC: 14
ATTACKS: 1 bite (1d10)
SPECIAL: Disease, Immunity to Cold, Regeneration 3, Trip, Scent, Track, Twilight Vision,
Mental Link, Resilience, Stink
SAVES: P
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP:
Dread wolves are magically animated undead, originally created from the bodies of dead wolves by the renegade wizard Galan Dracos, during the Third Dragon War. These undead beasts are the eyes and ears of any wizard who creates them.
Trip, Scent, Track, Twilight Vision: As wolf (M&T p.83).
Stink: Dread wolves reach a state of rotten decay soon after they are created. Their fur falls out, showing the dead-white skin, which exudes a rotting stink which can be smelled up to 120 feet downwind.
Disease: Those bitten must pass a constitution save within our hour, or contract a rotting disease which inflicts 1 hit point of damage per hour until death. Treatment within the first hour (by healing, herbalism etc.) gives a +2 bonus to the saving throw. Only a cure disease spell can stop the disease.
Immunity to Cold: Dread Wolves are immune to all forms of cold, both natural and magical.
Regeneration: The round after being wounded, dread wolves start regenerating 3 hit points per round. Only acid, fire or dismemberment can permanently kill the creature. To completely dismember the monster it must be brought to negative hit points total equal to or greater than its positive total.
Resilience: Dread wolves fight until they reach -10 hit points, at which point they go down, until they regenerate to at least 0 hit points.
Mental Link: Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
Some creatures do not have the XP calculated; I was quite lazy, if someone wants to supply them, I would be quite happy Aghar (Gully Dwarves)
NO. ENCOUNTERED: 1-4, 2-20
SIZE: Small
HD: 1 to 4 (d8)
MOVE: 30 ft.
AC: by armor type (usually rags, equivalent to AC 12)
ATTACKS: 1 fist (1d4) and 1 bite (1d4); or one weapon
SPECIAL: Improved Saves
SAVES: P
INT: Low
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid
TREASURE: 1 / 1 / 2 / 2
XP: 1 HD 7+1 / 2 HD 15+2 / 3 HD 30+3 / 4 HD 60+4
Improved Saves: Due to the extreme living conditions in which they thrive, aghar developed special defenses which grant them a +2 bonus to all saving throws.
Bear, Ice
NO. ENCOUNTERED: 1-4
SIZE: Large
HD: 6 (d12)
MOVE: 40 ft.
AC: 15
ATTACKS: 2 claw (1d12) and 1 bite (3d10)
SPECIAL: Hug, Track, Immune to Cold
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
XP:
These carnivorous great white bears mainly eat fish. However, any other prey that stumbles into an ice bears path is likely to be consumed as well. While they are white-colored, ice bears resemble cave bears in their size and ferocity. Ice bears and thanoi (q.v.) have developed an unusual cooperative relationship. Although occasionally seen in small groups of their own kind, most ice bears are found with the walrus-men.
Hug: As other bear species (M&T p.12).
Track: Ice bears are exceptional trackers (treat as ranger). If no snow has fallen in the meanwhile, and the track is at most one day old, they can automatically find it. For each day that passes, and for each inch of snow fallen, the CL of the check increases by one. A check per day is allowed, and if it fails, the track is lost.
Immunity to Cold: Ice bears are immune to all forms of cold, both natural and magical.
COOSHEE (Elven Dog)
NO. ENCOUNTERED: 1-8
SIZE: Medium
HD: 3 (d10)
MOVE: 30 ft., 50ft. sprint
AC: 15
ATTACKS: Bite (2d4)
SPECIAL: Sprint, Overbearing, Camoflage, Twilight vision, Scent
SAVES: P
INT: Inferior
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: Nil
XP: 60+3
A cooshee is found only in the lands habitated by elves. It is about 3 feet tall at the shoulder, typically weighing about 170 pounds. It has greenish fur with brown spots, and a fuzzy tail that curls over its back.
Sprint: When jogging or running in a straight line, the cooshee's base movement rate is considered to be 50 ft.
Overbearing: When fighting a cooshee first likes to knock over its opponent with its massive paws. The cooshee receives a +2 bonus to the overbearing check, and does not suffer the usual -2 penalty for overbearing. A successful overbearing attack grants the cooshee an immediate bite attack.
Camoflage: Its mottled green-brown fur allows a cooshee to hide in woodlands with great success. It gets a +8 bonus to hide checks in woodland areas.
Death Knight
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 9 (d10)
MOVE: 30 ft.
AC: 20
ATTACKS: 1 weapon (80% chance it is a magic sword)
SPECIAL: SR 16, Reflect Spells, Turn Immunity, Spell-like Abilities, Control Undead, Fear Aura, Nightmare Mount, Heightened Senses
SAVES: P+M
INT: Average to Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead (Unique)
TREASURE: Nil
XP:
Death knights are powerful undead created upon the death of a knight who in some way betrayed his vows.
Reflect Spells: Whenever a spellcaster makes a check to overcome the death knight's spell resistance, a result of 1 or 2 means that the spell is reflected back at the caster.
Turn Immunity: Death knights cannot be turned, nor affected by a dispel evil spell. However they are affected by holy word.
Control Undead: Death knights can control undead like 6th level evil clerics (C&C PHB p.121).
Fear Aura: Death knights continuosly radiate fear in a 5' radius around them.
Heightened Senses: Their otherworldy senses allow death knights to detect magic and see invisibility at will.
Spell-like Abilities: Death knights have a vast array of powers: wall of ice at will, dispel magic 2/day, any one power word spell 1/day, symbol (pain, fear) 1/day, fireball 1/day.
Where applicable, spells are cast at 20th level of ability, but are saved against at the death knight level, 9.
Nightmare Mount: The death knight is usually served by a Nightmare (M&T p.62), like a paladin by his divine mount. If the steed is killed, one year and one day must pass before another one can be summoned.
Draconians
The draconians, or dragon-men, are wicked creatures created by corrupting the eggs of good dragons by means of fouls sorceries. They were created just before the War of the Lance to supplement the forces of the Dragon Highlords, but even after the end of the war, they can still be found in the service of powerful individuals. The most powerful draconians like Sivaks and Auraks, are instead often the leaders of band of marauders and mercenary armies.
Five kinds of draconians exist, corresponding to the type of dragon egg from which they were spawn: Baaz from brass, Bozak from bronze, Kapak from copper, Sivak from silver and Auraks from gold.
Baaz
NO. ENCOUNTERED: 2-20
SIZE: Medium
HD: 2 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (glide)
AC: 16
ATTACKS: 2 Claw (1d4) or weapon
SPECIAL: Death Throes, SR 5
SAVES: P
INT: Average
ALIGNMENT: Lawful (some times Chaotic) Evil
TYPE: Monstrous Humanoid
TREASURE: 1
XP: 27 + 2
Increased Maneuverability: Baaz have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or glide (for a distance 4 times greater than the height from which they launch).
Death Throes: When a Baaz reaches 0 hit points it turns into a stone statue. The wielder of the weapon who struck the death blow must make a dexterity save (CL 2) or lose its weapon, which becomes stuck in the statue. The statue crumbles to dust after 1d4 rounds, leaving behind its weapons, armor and the weapon which killed it.
Bozak
NO. ENCOUNTERED: 2-20
SIZE: Medium
HD: 4 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (glide)
AC: 18
ATTACKS: 2 Claw (1d4) or One Weapon
SPECIAL: Death Throes, SR 5, Spells, Improved Saves
SAVES: M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 3
XP: 280 + 4
Increased Maneuverability: Bozak have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or glide (for a distance 4 times greater than the height from which they launch).
Spells: Bozaks are proficient magic-users (equivalent to 4th level wizards). Their preferred spells are: endure elements, ghost sound, charm person, sleep, shield, burning hands, alter size, magic missile, shocking grasp, darkness, invisibility, levitate, fog cloud, mirror image, web.
Improved Saves: Due to their strongly magical natures, Bozaks receive a +2 bonus to all saving throws.
Death Throes: When a Bozak reaches 0 hit points its flesh crumbles from its bones. These immediately explode causing 1d6 points of damage to all creatures within 10 ft. (no saving throw allowed).
Kapak
NO. ENCOUNTERED: 2-20
SIZE: Medium
HD: 3 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (glide)
AC: 16
ATTACKS: 1 Bite (1d4) or One Weapon
SPECIAL: Death Throes, SR 5, Venomous Saliva
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 2
XP: 65 + 3
Increased Maneuverability: Kapak have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or glide (for a distance 4 times greater than the height from which they launch).
Death Throes: When a Kapak reaches 0 hit points its body dissolves into a 10-foot wide acid pool. All within the pool take 1d8 points of damage each round they stay there. The acid evaporates within 1d6 rounds. All items worn by the Kapak are destroyed.
Venomous Saliva: Before entering combat Kapaks lick their weapons (one round is needed; usually short swords). The poison lasts three rounds before evaporating. Those stuck by a poisoned weapon must do a saving throw vs. poison or be paralyzed for 2d6 turns.
Sivak
NO. ENCOUNTERED: 2-20
SIZE: Large (9 ft.)
HD: 6 (d10)
MOVE: 10 ft., 40 ft. (running on all fours), 50 ft. (fly)
AC: 19
ATTACKS: 2 Claws (1d6) and Tail (2d6) or 2 edged swords (1d10) and Tail (2d6)
SPECIAL: Death Throes, SR 5, Shapeshifting
SAVES: P
INT: High
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 5
XP: 480 + 6
Increased Maneuverability: Sivak have three different types of movement. They can walk, run on all four limbs while flapping their wings (they must have wings free) or fly.
Shapeshifting: When a Sivak kills a humanoid creature its size or smaller, it can shapeshift into the form of its victim. He does not take any of its abilities, but perfectly imitates the physical appearance of the victim. If they revert back to their forms, they cannot shapechange again until they kill someone else.
Death Throes: Sivaks who are killed by creatures larger than themselves burst into flames, inflicting 2d4 points of damage to all within 10 feet (no saving throw allowed). Otherwise, they simply die and take the shape of their killer; they retain this shape for three days, then the entire body decomposes into black soot.
Aurak
NO. ENCOUNTERED: 1-2
SIZE: Medium (7 ft.)
HD: 8 (d10)
MOVE: 40 ft.
AC: 20
ATTACKS: 2 Claws (1d4) and Bite (1d6) or 2 energy blasts (1d8+2, up to 60 ft. distance)
SPECIAL: Death Throes, SR 7, Breath Weapon, Spell-like Abilities, Improved Saves, Heightened Senses, Mind Control, Shapeshifting, Spells
SAVES: P+M
INT: Superior
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 8
XP:
Death Throes: When an Aurak reaches 0 hit points, it does not die, but immolates itself with green fire. He goes berserker for six rounds, gaining +2 to hit and damage. Anyone attacking it suffers 1d6 points of damage per round (dexterity saving throw allowed to avoid damage). After six rounds have passed (or if the creature reaches -20 hit points), the Aurak transforms into a ball of lightning, attacking as a 13 HD monster and inflicting 2d6 hit points to all those stuck. After three rounds it explodes, stunning all creatures within 10 ft. for 1d4 rounds (double if underwater) and causing 3d6 points of damage (no saving throw allowed). Even items must save or be destroyed by the explosion.
Improved Saves: Due to their strongly magical natures, Auraks enjoy a +4 bonus to all saving throws.
Heightened Senses: Auraks have darkvision at 60 ft., and can detect hidden and invisible creatures within 10 ft. They are also capable of seeing through all illusions.
Shapeshifting: Auraks can polymorph self into the shape of any animal 3/day, and can change self 3/day to resemble any human or humanoid (perfectly imitating its voice) for 2d6+6 rounds. When using change self the energy blast attacks seem to be performed by normal weapons (appropriate for the distance).
Breath Weapon: Auraks can breathe a noxious cloud within 5 ft. 3/day. All those caught in the cloud must save vs. breath weapon (halving damage), or suffer 20 hit points of damage and be blinded for 1d4 rounds.
Mind Control: Once per day Auraks have the capability to control the actions of a subject of equal or fewer level/hit dice (charisma saving throw to avoid) as if it were its own body. Such control lasts for 2d6 rounds, during which the Aurak must be fully concentrated.
Furthermore, Auraks can use suggestion 1/turn at will (but must concentrate to do so).
Spell-like Abilities: Auraks can dimension door 3/day up to 60 ft. and cover themselves in invisibility 1/turn until they attack.
Spells: Auraks are proficient magic-users. Each day they can cast two spells of each level, from 1st to 4th. Their favored spells are: alter size, shocking grasp, detect thoughts, stinking cloud, blink, lightning bolt, fire shield, wall of fire.
Thanoi (Walrus Men)
NO. ENCOUNTERED: 1-20
SIZE: Large (8 ft.)
HD: 4 (d8)
MOVE: 20 ft., 35 ft. swimming
AC: 16
ATTACKS: 1 tusk (1d8) or one weapon (+2 to damage)
SPECIAL: Immunity to Cold, Vulnerability to Heat
SAVES: P
INT: Low
ALIGNMENT: Lawful Evil
TYPE: Monstrous Humanoid
TREASURE: 2
XP: 40 + 4
Combat: Thanoi are skilled fighters, and they will use either their tusks to attack, or a weapon, gaining in this case a +2 to damage due to their tremendous strength.
Immunity to Cold: Thanoi are immune to all forms of cold, both natural and magical.
Vulnerability to Heat: Thanoi that are exposed to above-freezing temperatures lose one hit die per week of exposure. Furthermore, they suffer an extra point of damage per die from any fire-based attack, whether magical or normal.
Wolf, Dread
NO. ENCOUNTERED: 3-12
SIZE: Small
HD: 4 (d8)
MOVE: 45 ft.
AC: 14
ATTACKS: 1 bite (1d10)
SPECIAL: Disease, Immunity to Cold, Regeneration 3, Trip, Scent, Track, Twilight Vision,
Mental Link, Resilience, Stink
SAVES: P
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP:
Dread wolves are magically animated undead, originally created from the bodies of dead wolves by the renegade wizard Galan Dracos, during the Third Dragon War. These undead beasts are the eyes and ears of any wizard who creates them.
Trip, Scent, Track, Twilight Vision: As wolf (M&T p.83).
Stink: Dread wolves reach a state of rotten decay soon after they are created. Their fur falls out, showing the dead-white skin, which exudes a rotting stink which can be smelled up to 120 feet downwind.
Disease: Those bitten must pass a constitution save within our hour, or contract a rotting disease which inflicts 1 hit point of damage per hour until death. Treatment within the first hour (by healing, herbalism etc.) gives a +2 bonus to the saving throw. Only a cure disease spell can stop the disease.
Immunity to Cold: Dread Wolves are immune to all forms of cold, both natural and magical.
Regeneration: The round after being wounded, dread wolves start regenerating 3 hit points per round. Only acid, fire or dismemberment can permanently kill the creature. To completely dismember the monster it must be brought to negative hit points total equal to or greater than its positive total.
Resilience: Dread wolves fight until they reach -10 hit points, at which point they go down, until they regenerate to at least 0 hit points.
Mental Link: Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.