Creatures of Mystara
Chevall
CHEVALL
NO. ENCOUNTERED- 1-3
SIZE- L
HD- 7
MOVE- 50
AC- 18 horse/ 15 centaur
ATTACKS- Horse- 2 hooves 2-8/2-8 and 1 bite 2-8
Centaur 2 hooves 2-8/2-8 ans 1 weapon +3 damage
SPECIAL- shapechange, woodland stride,weapon immunity,tracking
summon horses, command horses
SAVES- P
INT- high
ALIGNMENT- Neutral Good
TYPE- monstrous humanoid
TREASURE- 5
XP- 450 +7/hp
According to the legends of the Chevalls themselves, they were created long ago by a God who wanted to protect horses and stop them from being mistreated by their human masters. They have two forms, that they can freely shift to, one is powerful warhorse, the other a centaur.They speak common, centaur, the sylvan tongue and they can communicate with horses.(of course) They are vegetarians by nature. The Chevall will collect treasure for trading with centaurs or other friendly creatures. They often check on the welfare of nearby horses, disguised in its own horse form.
They typically fight with their hooves and a large club or a bow in their centaur form. In horse form they strike with hooves and bite. In either form, a magic or silver weapon is needed to harm them. The Chevall can command any horse, wild or domestic, with no save. A Paladin's warhorse is immune to this. Once per day a Chevall can summon 1-6 horses that will arrive in 1-6 rounds.They can track as a level 10 Ranger and have the Druid's woodland stride ability.
NO. ENCOUNTERED- 1-3
SIZE- L
HD- 7
MOVE- 50
AC- 18 horse/ 15 centaur
ATTACKS- Horse- 2 hooves 2-8/2-8 and 1 bite 2-8
Centaur 2 hooves 2-8/2-8 ans 1 weapon +3 damage
SPECIAL- shapechange, woodland stride,weapon immunity,tracking
summon horses, command horses
SAVES- P
INT- high
ALIGNMENT- Neutral Good
TYPE- monstrous humanoid
TREASURE- 5
XP- 450 +7/hp
According to the legends of the Chevalls themselves, they were created long ago by a God who wanted to protect horses and stop them from being mistreated by their human masters. They have two forms, that they can freely shift to, one is powerful warhorse, the other a centaur.They speak common, centaur, the sylvan tongue and they can communicate with horses.(of course) They are vegetarians by nature. The Chevall will collect treasure for trading with centaurs or other friendly creatures. They often check on the welfare of nearby horses, disguised in its own horse form.
They typically fight with their hooves and a large club or a bow in their centaur form. In horse form they strike with hooves and bite. In either form, a magic or silver weapon is needed to harm them. The Chevall can command any horse, wild or domestic, with no save. A Paladin's warhorse is immune to this. Once per day a Chevall can summon 1-6 horses that will arrive in 1-6 rounds.They can track as a level 10 Ranger and have the Druid's woodland stride ability.
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.
Choker
CHOKER
NO. ENCOUNTERED- 1-6
SIZE- M
HD- 3
MOVE- 30
AC- 16
ATTACKS- 1-4 claw or strangle 2-8
SPECIAL- strangle attack, spider climb, camouflage
SAVES- P
INT- inferior
ALIGNMENT- Chaotic Evil
TYPE- monstrous humanoid
TREASURE- 1
XP- 40 +3/hp
The Choker is vicious , but cowardly creature, that dwells in caves and deep underground. Their skin color can change slightly from mottled grey, to stony brown, acting as a natural camouflage. The torso and head are as small as a human baby, but the limbs are very long & flexible, made of cartlidge, not bone. They also have wicked claws, but prefer to strangle their prey. These creatures can climb walls easily and hunt by hiding on a rocky wall or ceiling and attempting to strangle a victim by suprise.
The first round they grab their target onl 1-4 damage is caused as a Choker gains a hold. But every round there-after 2-8 damage is taken automatically. A Strength check is needed to break free. If a Choker takes 5 HP of damage it will release its prey and attempt to escape. It will also let go and flee if their victim puts up to much of a fight.(doesnt die within 4 rounds) They are cowards at heart. Luckily, a Choker's favorite prey are Goblins. Strangely, according to an ancient Goblin legend, Chokers were Goblins who turned on their Elders and devoured them, and were cursed by the Goblin Gods forever.
NO. ENCOUNTERED- 1-6
SIZE- M
HD- 3
MOVE- 30
AC- 16
ATTACKS- 1-4 claw or strangle 2-8
SPECIAL- strangle attack, spider climb, camouflage
SAVES- P
INT- inferior
ALIGNMENT- Chaotic Evil
TYPE- monstrous humanoid
TREASURE- 1
XP- 40 +3/hp
The Choker is vicious , but cowardly creature, that dwells in caves and deep underground. Their skin color can change slightly from mottled grey, to stony brown, acting as a natural camouflage. The torso and head are as small as a human baby, but the limbs are very long & flexible, made of cartlidge, not bone. They also have wicked claws, but prefer to strangle their prey. These creatures can climb walls easily and hunt by hiding on a rocky wall or ceiling and attempting to strangle a victim by suprise.
The first round they grab their target onl 1-4 damage is caused as a Choker gains a hold. But every round there-after 2-8 damage is taken automatically. A Strength check is needed to break free. If a Choker takes 5 HP of damage it will release its prey and attempt to escape. It will also let go and flee if their victim puts up to much of a fight.(doesnt die within 4 rounds) They are cowards at heart. Luckily, a Choker's favorite prey are Goblins. Strangely, according to an ancient Goblin legend, Chokers were Goblins who turned on their Elders and devoured them, and were cursed by the Goblin Gods forever.
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.
Coltpixy
COLTPIXY
NO ENCOUNTERED- 1
SIZE- S to L (shapechange)
HD- 3
MOVE- 200 (yes,that fast!)
AC- 14
ATTACKS- 2 hooves 1/1 and 1 bite 1 - small; or as heavy warhorse- large
SPECIAL- shapechange, incredible speed, spell immunity, twilight vision, invisibility, ignore terrain, SR6
SAVES- M
INT- low
ALIGNMENT- Chaotic Neutral
TYPE- fey
TREASURE- 0
XP- 90 +3/hp
The Coltpixy is an enchanted pony used as a mount by important fey.(sprites, pixies, brownies,etc.) They can shapechange from a horse of small size(1') to a large warhorse. They can also change their color at will. They are immune to all sleep, charm, hold spells/effects. They can turn themselves and a mortal rider invisible.(but not a fey rider) They ignore all terrain when moving, passing over rocky terrain or even water, with ease. They are incredibly fast, but are not tireless. A Coltpixy is a distant relative of the Unicorn. They might bear a mortal rider in times of dire need.
NO ENCOUNTERED- 1
SIZE- S to L (shapechange)
HD- 3
MOVE- 200 (yes,that fast!)
AC- 14
ATTACKS- 2 hooves 1/1 and 1 bite 1 - small; or as heavy warhorse- large
SPECIAL- shapechange, incredible speed, spell immunity, twilight vision, invisibility, ignore terrain, SR6
SAVES- M
INT- low
ALIGNMENT- Chaotic Neutral
TYPE- fey
TREASURE- 0
XP- 90 +3/hp
The Coltpixy is an enchanted pony used as a mount by important fey.(sprites, pixies, brownies,etc.) They can shapechange from a horse of small size(1') to a large warhorse. They can also change their color at will. They are immune to all sleep, charm, hold spells/effects. They can turn themselves and a mortal rider invisible.(but not a fey rider) They ignore all terrain when moving, passing over rocky terrain or even water, with ease. They are incredibly fast, but are not tireless. A Coltpixy is a distant relative of the Unicorn. They might bear a mortal rider in times of dire need.
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.
Crone of Chaos
CRONE OF CHAOS
NO ENCOUNTERED- 1
SIZE- M
HD- 6
MOVE- 30
AC- 13
ATTACKS- 1-4/1-4- 2 claws or spells
SPECIAL-animal control, daggers of sorcery, spells, twilight vision
SAVES- M
INT- high
ALIGNMENT- Chaotic Evil
TYPE- humanoid
TREASURE- 6
XP- 400+ 6/hp
A Crone of Chaos is a very intelligent, extremely evil creature, that enjoys inflicting pain and torture. It is a relative of other "hags".(Night Hag, Annis, Green Hag) It is usually solitary, but occasionally forms a "Coven". They have the powers of a 3rd level Wizard. They can Alter Self at will to take the form of a beautiful woman. Their true form is a hideous old woman with wrinkled skin, wiry hair, jagged teeth and long sharp claws. A Crone is usually accompanied by charmed animal "pets" or some weak humanoids (Goblins, Kobolds) as servants.
Along with her spells,a Crone also has the powers of "Animal Control", having the ability to use - Summon Animals (Druid spell level 4) and Charm Animals (Druid spell level 2) 3x day each. They can also conjure "Daggers of Chaos". These take 2 forms- the first is 1-6 magic missiles. (as level 1 Wizard spell) The second is 1-6 daggers that act as a kind of Spritual Weapon spell( level 2 Cleric spell). The Crone designates a target( or several) and these daggers will fly around to attack. They cause 1-4 damage and strike as if the Crone were weilding them herself and will remain for 10 rounds before disappearing. The daggers can be destroyed, the daggers have only 1HP and are AC-18. The person who destroys the dagger must make a Constitution save or become dizzy & nauseous(-2 all rolls, non- cumulative) for 1-6 rounds. They can use each version 3x day each.
NO ENCOUNTERED- 1
SIZE- M
HD- 6
MOVE- 30
AC- 13
ATTACKS- 1-4/1-4- 2 claws or spells
SPECIAL-animal control, daggers of sorcery, spells, twilight vision
SAVES- M
INT- high
ALIGNMENT- Chaotic Evil
TYPE- humanoid
TREASURE- 6
XP- 400+ 6/hp
A Crone of Chaos is a very intelligent, extremely evil creature, that enjoys inflicting pain and torture. It is a relative of other "hags".(Night Hag, Annis, Green Hag) It is usually solitary, but occasionally forms a "Coven". They have the powers of a 3rd level Wizard. They can Alter Self at will to take the form of a beautiful woman. Their true form is a hideous old woman with wrinkled skin, wiry hair, jagged teeth and long sharp claws. A Crone is usually accompanied by charmed animal "pets" or some weak humanoids (Goblins, Kobolds) as servants.
Along with her spells,a Crone also has the powers of "Animal Control", having the ability to use - Summon Animals (Druid spell level 4) and Charm Animals (Druid spell level 2) 3x day each. They can also conjure "Daggers of Chaos". These take 2 forms- the first is 1-6 magic missiles. (as level 1 Wizard spell) The second is 1-6 daggers that act as a kind of Spritual Weapon spell( level 2 Cleric spell). The Crone designates a target( or several) and these daggers will fly around to attack. They cause 1-4 damage and strike as if the Crone were weilding them herself and will remain for 10 rounds before disappearing. The daggers can be destroyed, the daggers have only 1HP and are AC-18. The person who destroys the dagger must make a Constitution save or become dizzy & nauseous(-2 all rolls, non- cumulative) for 1-6 rounds. They can use each version 3x day each.
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.
- Omote
- Battle Stag
- Posts: 11560
- Joined: Wed May 03, 2006 7:00 am
- Location: The fairest view in the park, Ohio.
- Contact:
I'm lovin' this thread. makes me want to run some C&C in the Known World like NOW. Thx for these conversions BLOODAXE.
-O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
-O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
You a very welcome OMOTE. "C" is done, now working on "D". Trying to work through the whole book alphabetically, except for special requests.(like the Lightning Zombie)
I figure these are monsters that everybody is NOT familiar with, like the old stand-bys of Orcs,Trolls,Owlbears,etc.
I figure these are monsters that everybody is NOT familiar with, like the old stand-bys of Orcs,Trolls,Owlbears,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.
Darkhood
DARKHOOD
NO. ENCOUNTERED- 1
SIZE- M
HD- 13
MOVE- 50
AC- 20
ATTACKS- 1 chil touch 1-6 damage+ fear, terror gaze
SPECIAL- terror, fear, chilling touch, incorporeal, darkvision 60, magic weapons to hurt
SAVES- M
INT- high
ALIGNMENT- Neutral Evil
TYPE- undead
TREASURE- 3
XP- 3,000+ 13/hp
The Darkhood is a special undead creature that thrives on fear. It rarely causes much actual physical harm to a party, but it usually leaves a group of adventurers scattered, weakened and fleeing in terror. A group in such a state is vulnerable to other monsters. Little is known about this rare undead.
The Darkhood appears as a grey translucent figure in a cowled robe with its face hidden. All who see a Darkhood are effected as a Fear spell(level 4 Wizard spell). It attacks by its touch 1-4 chilling damage and fear. It can also go near a victim and let it look beneath its hood. he victim sees his worse fears & nightmares and is effected as a Symbol of Fear(8th level cleric spell). It can drift thru walls to attacks, as it is incorporeal. Magic weapons are needed to harm a Darkhood.
These undead creatures are linked to a certain territory and cannot leave. They will keep attacking until alll potential victims are cowering in fear, fleeing in terror or leave its territory. If it is destroyed, it reforms 24 hours later. No one has found a way to communicate with a Darkhood. It is thought they are created by someone who died from experiencing extreme teror, particularly fear of death itself. Sometimes a Darkhood can be laid to rest by performing certain actions. (proper burial, a quest,etc.)
NO. ENCOUNTERED- 1
SIZE- M
HD- 13
MOVE- 50
AC- 20
ATTACKS- 1 chil touch 1-6 damage+ fear, terror gaze
SPECIAL- terror, fear, chilling touch, incorporeal, darkvision 60, magic weapons to hurt
SAVES- M
INT- high
ALIGNMENT- Neutral Evil
TYPE- undead
TREASURE- 3
XP- 3,000+ 13/hp
The Darkhood is a special undead creature that thrives on fear. It rarely causes much actual physical harm to a party, but it usually leaves a group of adventurers scattered, weakened and fleeing in terror. A group in such a state is vulnerable to other monsters. Little is known about this rare undead.
The Darkhood appears as a grey translucent figure in a cowled robe with its face hidden. All who see a Darkhood are effected as a Fear spell(level 4 Wizard spell). It attacks by its touch 1-4 chilling damage and fear. It can also go near a victim and let it look beneath its hood. he victim sees his worse fears & nightmares and is effected as a Symbol of Fear(8th level cleric spell). It can drift thru walls to attacks, as it is incorporeal. Magic weapons are needed to harm a Darkhood.
These undead creatures are linked to a certain territory and cannot leave. They will keep attacking until alll potential victims are cowering in fear, fleeing in terror or leave its territory. If it is destroyed, it reforms 24 hours later. No one has found a way to communicate with a Darkhood. It is thought they are created by someone who died from experiencing extreme teror, particularly fear of death itself. Sometimes a Darkhood can be laid to rest by performing certain actions. (proper burial, a quest,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.
Darkwing
DARKWING
NO. ENCOUNTERED- 10-40
SIZE- M (5' tall)
HD- 3
MOVE- 20 ground/ 75 fly
AC- 15
ATTACKS- 1 bite 1-6 & 2 claws 1-4/1-4
SPECIAL- light vulnerability
SAVES- P
INT- low
ALIGNMENT- Neutral Evil
TYPE- monstrous humanoid
TREASURE- 3
XP- 40 +3/hp
Darkwings are flying humanoids that flock together and attack at night.(usually livestock) They have green scaly bodies, leathery black wings long claws and a large mouth full of sharp teeth. They speak their own language and some know a few words of common or other humanoid languages.
These beasts are cowards at heart and will flee from a determined defense. They prey on herds of livestock. Like wolves they prefer to hunt the weak, young or sick. Darkwings hate bright light, suffering -2 all rolls in daylight or magical light.
They sleep in their caves during the day, going out at night to hunt, like bats.
NO. ENCOUNTERED- 10-40
SIZE- M (5' tall)
HD- 3
MOVE- 20 ground/ 75 fly
AC- 15
ATTACKS- 1 bite 1-6 & 2 claws 1-4/1-4
SPECIAL- light vulnerability
SAVES- P
INT- low
ALIGNMENT- Neutral Evil
TYPE- monstrous humanoid
TREASURE- 3
XP- 40 +3/hp
Darkwings are flying humanoids that flock together and attack at night.(usually livestock) They have green scaly bodies, leathery black wings long claws and a large mouth full of sharp teeth. They speak their own language and some know a few words of common or other humanoid languages.
These beasts are cowards at heart and will flee from a determined defense. They prey on herds of livestock. Like wolves they prefer to hunt the weak, young or sick. Darkwings hate bright light, suffering -2 all rolls in daylight or magical light.
They sleep in their caves during the day, going out at night to hunt, like bats.
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.
Decapus
DECAPUS
NO ENCOUNTERED- 1
SIZE- M (4' diamter globe) 10- 10' long tentacles
HD- 4
MOVE- 10 ground/30 climb
AC- 15
ATTACKS- 8 tentacles 1-6 damage
SPECIAL- climb, infravision 30
SAVES- P
INT- average
ALIGNMENT- Chaotic Evil
TYPE- aberation
TREASURE- 3
XP- 100 +4/hp
The Decapus looks like a bloated hairy globe with 10 long tentacles. It travels by swinging from the trees and is clumsy on the ground. They are found in any type of forest. It supports itself from a stout tree by 2 tentacles and attacks with its other 8 tentacles. Each tentacles is covered with a hard,thorny ridge. Its diet typically consists of squirrels, rabbits or deer, but it will add Elf, or Human to its menu.
NO ENCOUNTERED- 1
SIZE- M (4' diamter globe) 10- 10' long tentacles
HD- 4
MOVE- 10 ground/30 climb
AC- 15
ATTACKS- 8 tentacles 1-6 damage
SPECIAL- climb, infravision 30
SAVES- P
INT- average
ALIGNMENT- Chaotic Evil
TYPE- aberation
TREASURE- 3
XP- 100 +4/hp
The Decapus looks like a bloated hairy globe with 10 long tentacles. It travels by swinging from the trees and is clumsy on the ground. They are found in any type of forest. It supports itself from a stout tree by 2 tentacles and attacks with its other 8 tentacles. Each tentacles is covered with a hard,thorny ridge. Its diet typically consists of squirrels, rabbits or deer, but it will add Elf, or Human to its menu.
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.
Deep Glaurant
DEEP GLAURANT
NO ENCOUNTERED- 1-2
SIZE- L 8' tall
HD- 7
MOVE- 30
AC- 16
ATTACKS- 2 claws 2-8/2-8 & 1 bite 1-6
PECIAL- glide, climb,darkness, infravision 90
SAVES- P
INT- low
ALIGNMENT- Chaotic Neutral
TYPE- monstrous humanoid
TREASURE- 7 (magic items only)
XP- 270 +7/hp
Deep Glaurants are subterranean predators that look like demons.(but are not) They are 8' tall, have green scaled skin, horns ,small black bat wings, long claws & teeth. heir wings are too small and weak to fly, but they can be used to glide. Deep Glaurants like to climb a cavern wall then glide down to attack under cover of darkness.
They can create Darkness 5'R that lasts 2 rounds, one time every 3 rounds.(so they must remain visible at least one round every 3 rounds)
They covet magic items for some reason, ignoring other treasures. Deep Glaurants prefer to atack by ambush. They wil continue to attack until seriously injured.
NO ENCOUNTERED- 1-2
SIZE- L 8' tall
HD- 7
MOVE- 30
AC- 16
ATTACKS- 2 claws 2-8/2-8 & 1 bite 1-6
PECIAL- glide, climb,darkness, infravision 90
SAVES- P
INT- low
ALIGNMENT- Chaotic Neutral
TYPE- monstrous humanoid
TREASURE- 7 (magic items only)
XP- 270 +7/hp
Deep Glaurants are subterranean predators that look like demons.(but are not) They are 8' tall, have green scaled skin, horns ,small black bat wings, long claws & teeth. heir wings are too small and weak to fly, but they can be used to glide. Deep Glaurants like to climb a cavern wall then glide down to attack under cover of darkness.
They can create Darkness 5'R that lasts 2 rounds, one time every 3 rounds.(so they must remain visible at least one round every 3 rounds)
They covet magic items for some reason, ignoring other treasures. Deep Glaurants prefer to atack by ambush. They wil continue to attack until seriously injured.
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.
Dusanu
DUSANU
NO ENCOUNTERED- 1-4
SIZE- M
HD- 8
MOVE- 30
AC- 16
ATTACKS- 2 claws 1-8/1-8 + spores
SPECIAL- spores
SAVES- P
INT- average
ALIGNMENT- Chaotic Neutral
TYPE- plant
TREASURE- 4
XP- 500 +8/hp
The Dusanu (or Rot Fiend)appears to be undead, but it is not. It appears as yellow mold-encrusted rotted humanoid skeleton. They are intelligent & cunning, but no attempts to communicate with these beasts has been succesful. The mold covering the Dusanu is non-conductive and gives them immunity to all electrical attacks & magic missiles.
These creatures attack with their bony claws. When they attack they also release a spore cloud at the victim- they must resist poison or take an extra 1-8 damage and be infected.
If infected, the victim shows no outward signs for 1-4 days except for an itchy skin rash. No "cure wounds" spells will work on the infected though. At the end of the 1-4 day incubation period, yellowish mold starts to burst from the victims skin and he must save vs. death or die each day after until cured. (by cure disease or equivalent) If the save is failed, the victim will die 2 hours later. 1-3 days after death,the mold will animate & control the body, becoming a new Dusanu. The new Rot Fiend has no former abilities or memories.
These foul creatures are typically found roaming deep caverns, dark forests or swamps.
NO ENCOUNTERED- 1-4
SIZE- M
HD- 8
MOVE- 30
AC- 16
ATTACKS- 2 claws 1-8/1-8 + spores
SPECIAL- spores
SAVES- P
INT- average
ALIGNMENT- Chaotic Neutral
TYPE- plant
TREASURE- 4
XP- 500 +8/hp
The Dusanu (or Rot Fiend)appears to be undead, but it is not. It appears as yellow mold-encrusted rotted humanoid skeleton. They are intelligent & cunning, but no attempts to communicate with these beasts has been succesful. The mold covering the Dusanu is non-conductive and gives them immunity to all electrical attacks & magic missiles.
These creatures attack with their bony claws. When they attack they also release a spore cloud at the victim- they must resist poison or take an extra 1-8 damage and be infected.
If infected, the victim shows no outward signs for 1-4 days except for an itchy skin rash. No "cure wounds" spells will work on the infected though. At the end of the 1-4 day incubation period, yellowish mold starts to burst from the victims skin and he must save vs. death or die each day after until cured. (by cure disease or equivalent) If the save is failed, the victim will die 2 hours later. 1-3 days after death,the mold will animate & control the body, becoming a new Dusanu. The new Rot Fiend has no former abilities or memories.
These foul creatures are typically found roaming deep caverns, dark forests or swamps.
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.
Hey, you skipped devil swine!
Oh well, not to infringe, but here's my take on it:
DEVIL SWINE
No. Appearing: 1-3
Size: M
HD: 6 (d8)
Move: 40' (animal form)
AC: 18
Attacks: Gore (2d6) or by weapon
Special: Lycanthropy, Alternate Form, Twilight Vision, Spell-like Ability
Saves: P,M
Int: High
Alignment: CE
Type: Humanoid
Treasure: 7
XP: 200+6/hp
A devil swine appears as either a huge hog or a grossly fat human. It is a lycanthrope, harmed only by silver or magical weapons and regenerates all other damage at Regen 1. Although it can change shape freely during the night, it must keep one shape throughout the daylight hours. Unlike other lycanthropes, devil swine are not contagious.
Devil swine prefer the fringes of human settlements, especially those near swamps or forests. They are carnivorous, especially fond of human flesh, and will ambush if possible. Each devil swine can cast a charm person spell 3 times per day (CHA save CL8). It can use this spell in either human or swine form. Each devil swine normally has 0-3 (1d4-1) humans under its control.
Oh well, not to infringe, but here's my take on it:
DEVIL SWINE
No. Appearing: 1-3
Size: M
HD: 6 (d8)
Move: 40' (animal form)
AC: 18
Attacks: Gore (2d6) or by weapon
Special: Lycanthropy, Alternate Form, Twilight Vision, Spell-like Ability
Saves: P,M
Int: High
Alignment: CE
Type: Humanoid
Treasure: 7
XP: 200+6/hp
A devil swine appears as either a huge hog or a grossly fat human. It is a lycanthrope, harmed only by silver or magical weapons and regenerates all other damage at Regen 1. Although it can change shape freely during the night, it must keep one shape throughout the daylight hours. Unlike other lycanthropes, devil swine are not contagious.
Devil swine prefer the fringes of human settlements, especially those near swamps or forests. They are carnivorous, especially fond of human flesh, and will ambush if possible. Each devil swine can cast a charm person spell 3 times per day (CHA save CL8). It can use this spell in either human or swine form. Each devil swine normally has 0-3 (1d4-1) humans under its control.
“Style is the perfection of a point of view.”