Monster - thom-mon
Monster - thom-mon
%in lair is the percentage chance that adventurers will encounter the
creature in its lair, NOT the percent of its time spent in the lair.
Treasure Types are defined in Monster Manual I, but if you use this
illustrious chart in the back of MMI as much as I do, feel free to describe
the usual
treasure found instead.
Author Bits and Author Header - a double line of ----- across the screen
Anything Within a Section - a single '-' at the left side of the screen
Tabel of Contents:
Author: Samantha
DRAGONS: (non-chromatic/metallic) (Oriental dragon named Wu Chan)
HUMOR
: Death of Mice
Ambode Animals
: Bunny, Deer, Eagle, Nhel'jar (felinoid)
Ambode Monsters
: Poser, Shade
DRAGONS: A Dragon
Chromatic/Metallics
- Ivory, Steel, Violet, Holocaust Dragon
Steeds:
Dune Runner
Elemental Servants
: Earth, Water, air, Fire
Famulus/Familiar
Fire Lizard (not a dragon)
Golems: Ceramic, Ceramic II, Marble, Rope, Silver, nw rules for golem
creation
Rabbit, giant
Rathorn
T'chnnal
UNDEAD: Zombie, Type II; Skeleton, Type II
WERE-Creatures
: Bunny
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DRAGONS (non-chromatic/metallic)
, Wu Chan
Frequency: each one is unique
# appearing: almost always 1
%in lair: 3%
Climate/Terrain: Wu Chan lives in the sky, but prefers being over coastal
regions.
No. Attacks: uses spells, but can cast two per round. If forced into physical
combat, has one attack (claw, bite, bludgeon, or special attacks)
Claw Damage: 2d10, Bite Damage: 5d10, Bludgeon Damage: crushing, 10d10
Move: 48" flight, never touches the ground except in another form in which case
he uses the move for that form
Special Defenses: magic weapon of +1 or better to hit, immune to air related
spells (winds, weather, lightning, etc.).
Special Attacks: Lightning Strike once per day, can create a hurricane force
wind once per day (blows everyone d10 miles away), spells.
Wu Chan is a very old and wise dragon, and is in charge of the clouds of the
sky, especially along coastal regions. There is usually where he resides as
an immaterial dragon-like cloud. When seen, this cloud is said to bring good
luck and happy omens (All Saves, to hits, and AC are at +2 that day, something
nice should happen for the lucky person - only the first person to spot the
cloud is so affected, for the cloud almost immediately begins to lose shape
and cohesion). Occasionally, when his duties give him rest, he appears on the
earth as one of the intelligent races. His personal favorites include a
handsome young prince, elven maiden, or a wise, wrinkled dwarf. He can shape
himself as anything desired however, and has also been known to appear as an
emerald green frog with a tiny diadem who could speak, and as a grasshopper in
a shop-keeper's cage. More so than most dragons, Wu Chan is interested in the
world outside of his specialty, especially the intelligent mortal races on the
surface of erth. He has been known to give good fortune and better advice to
those warriors who were truly honorable, testing them and in the testing giving
them some form of advice or training.
Like all Oriental dragons (as I see em), Wu Chan has the following abilities:
Control His Element (in this case, weather). Bestow Wish, once a year, to
someone who has performed an appropriate deed (decided by the dragon, but the
dragon must choose the mortal and deed, and if the mortal fails, no wish is
granted that year). Polymorph Self, unlimited usage and duration (though most
will never transform while someone is looking). Detect and Identify magic by
eye, Dispel Magic as a 20th level Magic User. Create Illusions of incredible
realism and depth, any senses, but these illusions can be eventually seen
through by those of noble heart and pure mind. Able to speak all languages
of all living creatures, and able to understand the whispered words of the
rocks and earth and wind and water and fire and trees. Cast spells as a
10th level Magic User (see Note 1). Geas once per year. Detect Alignment
at will.
Wu Chan in his dragon form resembles the Mist Dragon illustration in the
Monster Manual II, and his scales are rainbow-hued. He is the length of a
city block or so, and he is about as big around as a train.
Note 2 - The abilities listed are only to give a basic idea. The abilities
and powers of a true Oriental dragon could never truly be listed in such a
manner. For the most part, you can assume that Wu Chan has complete control
over everything that is within his realm, and that he has a Sphere of Influence
the way many dieties do. He can grant up to 5th level clerical spells to
worshippers, and can perform a few miracles in the same manner as the gods.
He has a constant degree of luck (something the Orient believed in strongly,
though it is not what we mean when we say 'lucky roll of the dice'). In many
ways he might be considered to be a demigod in that he works for demi-gods,
maintaining the weather patterns along coastal regions. There are probably
a few other coastal weather dragons, each in a defined area. If there are
peasants (in the Oriental manner) living along his section of coast, you may
find many legends of the sky dragon Wu Chan, but elsewhere you would hear of
other regional deities. His Spheres of Influence are Weather and Coastal
regions, with a few minor ones in Light and perhaps Magic.
Death of Mice
Frequency: Unique
# appearing: 1
%in lair: 70%
AC: -10
While this creature would not have much effect on those who are men, not mice,
meeting it could be a hair-raising experience. Just imagine a small, mouse-
like collection of bones in a black robe with a pair of incisors the length
of your index finger scuttling out of a hole in the wall at eye level,
accompanied by a little mousie ghost.
Ambode Creatures - All of these are from an Ambode campaign I ran; Ambode is a
dark,
violent world, in which the most successful species is the one most
capable of violence. The game I ran wasn't in AD&D,
but the animals there are easy enough to transfer.
Ambode Rabbit
Frequency: uncommon
# appearing: 4d4
%in lair: 30%
HD: 1d6
Size: S
These vicious little creatures more than make up for their size with a
degree of murderous intensity that is unbelievable. They will die in
order to help bring down the kill for the rabbit colony (encountering the
colony, by the way, can be a heart rending experience - usually a few
hundred rabbits popping out of holes in the ground everywhere around you.).
They generally attack larger creatures, biting at the ankles and calves
until their natural toxin brings the target down.
They look fairly similar to normal rabbits, but are leaner and more
muscular, and are not equipped with the normal buck teeth in front (they
have fangs instead). Their ears also have a protective position against
the sides of the skull.
The poison of Ambodian bunnies has little effect on the first bite against
a man sized creature - a save is made. If successful, the next bite will
not have any effect either. If unsuccessful, no effect will be noticeable
until the next bite. The next bite acts as a Slow spell, halving movement
and attacks if the saving throw is unsuccessful. The next bite paralyzes,
and the fourth successful bite lowers the metabolism low enough that the
target is essentially dead.
Ambodian bunnies are only mildly carnivorous, supplementing a diet of greens
with occasional meat. They, like most Ambodian creatures, kill for the sole
purpose of protecting themselves.
Ambode Deer
Frequency: uncommon
# appearing: 1
%in lair: 10%
Magic Resistance: 25% (almost all Ambode creatures have a degree of MR)
An Ambode deer looks much like normal American Whitetail, except that its
horns are sharper edged, and its hooves are decidedly unpleasant looking.
In addition, a close examination will reveal that it's eyes are set closer
together, and that its teeth are carnivorous.
Ambode deer have exceptionally keen senses of smell, hearing, and sight.
They are also very vicious. You don't lose the game when they smell you -
you get the game in your face.
Ambode deer are highly carnivorous, unlike their Earth cousins.
Note 1: An Ambode deer can build up a charge if more than 3" distance is
between its target and itself. A charge is -1 to hit, but does triple
damage with the antlers, and has a chance of impaling the target on the
antlers, effectively pinning the target until the target can work herself
off.
Ambode Eagle
HD: 5d8
Size: L (slightly larger than a man, + wings)
AC: 7
Special Attacks: dive from a height of at least 50 feet adds +4 to hit, and
does additional damage.
HD: 6d8
Size: L (8' at shoulder panther like. 12' long)
AC: 8
Magic Resistance: 45%
Claw Damage: d4
; Bite Damage: d8
Poser
Climate/terrain: victim's
Move: as victim
The Poser is a dreaded creature, told of in many legends. It has the ability
to exactly mimic the appearance and skills of an intelligent, humanoid
being. The Poser itself is a slender, ugly creature, with pulsating veins
on its surface, wan skin, and a shrunken face. When it chooses a victim,
it attacks the victim, attaching its skinny hands around the victim's
throat and choking him to death. Rules for suffocation can be used from
the Dungeoneer's Survival Guide. If the Poser successfully hits, then the
victim will suffocate unless she can kill the Poser before she dies (It
has an unbelievable grip - a Str of 20 has a 10% chance of breaking it,
anything higher will break it). Once the victim is dead, the Poser eats
the victim's insides, starting from the mouth, and slowly crawling into
the leftover skin. After it finishes eating, the body appears incredibly
distorted, with a bulge at the belly, and an empty appearance throughout.
A few minutes later, however, this appearance begins to look more normal
as the Poser uses its food to grow into the body properly. Any extra
mass will be shed as excrement.
Once fully entrenched in a body, a Poser is nearly undetectable, even
by close friends - it absorbs the memories of the victim at some point
in the eating, it is believed. It will use the new body to get another
victim, for it can only subsist on normal foods for a period of about a
year. It is believed that what it really needs are the memories...
Shade
- Note that this is NOT the Shade found in Monster Manual II.
Special Defenses: any damage done by nonmagical weapons is healed the very
next round, and magical damage is recovered at a rate of 1 hp per round. Plus
see Note 1.
Shades are normal people who followed the Path of evil far enough and
well enough to be granted the powers of a Shade. In return, they lost
their soul, though some managed to regain their souls at some point.
These are the most dangerous.
Shades live in the most competitive world possible - that of other
shades, all competing for victims and more power from the Path. They
tend, therefore, to be exceptionally intelligent, perceptive, and
magnetic (Int 15+, Wis & Chr 13+). In addition, it is not possible to
become a Shade below a high level (most campaigns, this is 12th+), so
a Shade will be at least that level in one or more classes.
In addition to the normal abilities and what not, Shades have the ability
to feed on the soul of those they encounter, and it is this ability which
makes them so fearsome and defines their evil. Those upon whose soul a
Shade has fed cannot be ressurected, restored, or brought back to life by
any other means (up to and including wish). The soul is GONE. Kaput.
This ability drains d10 hit points, 1 Int, 1 Wis, 1 Chr, and 1 Con per
each usage, and can be used once per round. If the Shade does not succeed
in entirely killing someone by this means, then the person will gradually
recover these stats, at a rate of one point in each attribute per year,
and the hit points will be recovered normally. If hit points, or any
single attribute is brought below zero, the victim is dead. Kaput. See
Note 2 for some additional information on this power.
Finally, it is to be noted that Shades gain only marginal benefits from
feeding on a soul - a number of hit points equal to the victims level is
recovered if any were lost, and for every d10+10 souls fed upon the Shade
can choose one of the powers under Note 1 to roll for again. The primary
reason that a Shade feeds is because she must. Once every month, the
Shade must feed or be consumed himself by the Path. This is where the
Shades who have recovered their souls are particularly dangerous. Other
Shades must reveal themselves eventually by feeding. Those with a soul
can hold off on it, feeding bits of their soul at a time to stave off the
hunger of the Path. They lose Int, Wis, Chr, Con, and hit points just as
victims do, at a rate of 1 per 2 days and 5 per day, that they do not feed.
By this means they can hold off for longer periods of time, throwing
suspicions off the Shade race. For every soul fed upon after that, a like
amount is recovered (1 Int, Wis, Chr, Con, and d5 hit points).
Note 1: A Shade often has abilities beyond the base abilities. These
are the chances of having each major type (feel free to make new ones up):
Flight (3d12" Maneuverabiity Class B): 20%
Walk on any sufficient surface, regardless of angle: 5%
Immunity to fire: 5% lightning: 5% cold: 5% chromatics: 5%
No need to sleep, eat, excrete, or breathe: 15%
Empathy (the ability to feel other's emotions): 25%
Telepathy (the ability to read other's surface thoughts): 10%
(Telepathy acts as ESP, essentially)
Polymorph Self at Will (humanoids only): 15%
Polymorph Self at Will (animal grouping, such as felines): 5%
Polymorph Self 3 times per day (animals): 1%
Induce Emotions (as Emotion spell): 5%
Clairvoyance & Clairaudience: 10%
Infravision (or Ultravision if already possessed): 5%
Invisibility three times a day: 2%
Ability to Animate Dead once per week: 2%
Telekinisis (as spell): 10%
Incredible strength (+d4 Str, minimum 18/50): 15%
Paralyzation (by gaze - one person at a time. when gaze is broken,
able to move): 5%
Finger of Death once a week: 1%
Note 2: The Shade's ability to feed upon souls is not without its
limitations. However, these limitations are no more than a bargain with
the Path which allowed them to have the ability at all. Thusly, the
particular limitations VARY from Shade to Shade! This can get very
annoying to characters who think they've got a handle on how to handle
Shades (gee, Bob, keeping the Shade from touching us worked before...)
The following limitations should give you an idea of the level of
limitations:
>>Requires contact (flesh on flesh) and extreme emotions. These emotions
are generally strong fear (knowing there's a Shade chasing you will do
that), love or lust (some Shades seduce their victims), or even extreme
pain, for the Shade who captures and tortures until he can feast. Some
Shades, like the infamous Jason DarKheist (an NPC) will even use the
hatred of those who would try to kill them.
>>Requires extreme emotions, but not contact. This is more powerful in
some ways, depending on the range (usually no more than 1"), but isn't
very much so. Sometimes this limitation will have an additional stipulation
that contact actually disrupts the process! (party meets Jason, then meets
this Shade.. or vice versa).
>>Requires painful, fearful death. This can be a pain to achieve, but is
not impossible. One party member dies and the Shade's fed.
>>Cannot feed on a certain type of being, such as Paladins and Clerics of
Lawful Good, or such as non-humans.
In addition to these limitations, often times a Shade will gain
compensatory abilities - with the first one, for example, Jason DarKheist
could also attack the soul at a long distance as long as the victim was
feeling strong emotions, but this attack was not a true feeding, and the
effect wore off after a few hours. But it was an excellent method for
slowing prey down.
Note 3: Just as a side note, I did weaken Shades tremendously for AD&D. In
the system previous, they fed on souls in a matter of seconds, not minutes,
for example, and the powers that they had were a bit more inclusive (these
are weakened more by the AD&D system than by me, however).
Frequency: unique
# appearing: 1
% in lair: no lair
This bugger looks a lot like a spider on steroids without the bloated
rear abdomen. Instead of the usual abdomen that a spider has, it has a
bony extension it uses for balance when leaping. It has approximately
twelve legs, all triple jointed like a spider's, and tipped with small
needle-like graspers. Its mouth consists of a straw, designed to suck
fluids.
It can percieve in the infra-red range, and targets larger hot objects,
so the tallest and strongest character is likely to get hit first. When
struck, it's twelve legs will leave tiny puncture marks, and some initial
pain, but which are unlikely to kill. Once struck, however, the character who
was hit will, on the following round, begin to suffer from the poison.
The poison is slow acting, but eventually deadly. If the character saves
the first round, the poison will take off an additional hit point, and do
no more damage (not enough got in the blood to begin reacting). If the
character does not save, strong stomach pains will set in the next round,
and the character will take 1 hp of damage and subtract 1 (temporary)
from Strength and Dexterity. Every round after that, the character must
again try to save vs. poison, at -1, or take an additional -1 hp, and -1
Strength and Dexterity. This will continue until 3 consecutive rounds
have been saved against successfully (irritated player - saves twice, and
then flubs it). If Hp, Str, or Dex are reduced to zero in this manner,
the character must make a save immediately, and then every hour after that,
or die. This save is at -2. Once the save is made twice consecutively, the
character has managed to fight off the poison, and will simply be unconsious
for the remainder of the day, and recover 1 Str and Dex every day after
that.
When struck, the creature may not necessarily die - it can stand the
loss of all its limbs without problem. When struck by any attack which
is not area effect (like Fireball), roll a d20. On a roll of 13+, the
creature's main body was struck - which can take 5 hp of damage. On any
roll below that, a leg was hit (each leg can take 1 hp). Every time a leg
is lost, subtract 1 from the roll necessary to hit the main body (that is,
a 12+ after the first leg, 11+ after the second leg, etc.).
This creature is a vicious, nasty little bugger with no fear. It's hard
to hit, and can take down the mightiest fighter with a single hit. On the
other hand, it only needs to be hit once or twice. Any characters above 8th
level, however, will tend to kill it near instantly, before it even gets a
chance to think about biting anybody.
-
Note 1: This creature does not have to be a sorceric creation as I presented
it. In some of the darker worlds (Athas, Ravenloft, Witchworld), it may
be a natural predator, with a name and everything. Meeting a nest of these
things would not be fun.
Holocaust Dragon
:: I was inspired. Forgive me, O great Net Beast, fo I have sinned.. and
:: besides, I thunk it up while I was writing the Dragon.
Frequency: unique # appearing: 1 %in lair: 25%
Treasure Type: Monty Haul, whatever that means for your game
Alignment: Opposite of the party in your game, so there'll be a fight
Climate/terrain: anywhere that you think the party's gonna head, or some
exotic far away locale that you just know they won't appreciate.
-
HD: 100d6 (if that doesn't so it, give it a few more) Size: S (3' long)
:: it has as high a hit die as it does because ALL wounds are scratches.
AC: whatever, doesn't matter since I'm telling you to fudge the rolls
Magic Resistance: If the spell ends the fight, 100%. If it's cute, 0%.
Otherwise, 45%.
-
No. Attacks: 1 (breath weapon or bite)
Bite Damage: 1 hp
Breath Damage: see below
-
Move: faster than anyone in the party running, faster than anyone in the
party flying too
-
Special Defenses: Doesn't need em
Special Attacks: Doesn't need em
-
Age Breath Spells
perpetual baby see below none
-
This dragon is a small (3 foot long) baby dragon with a cute little soft
expression, that vaguely resembles the hyperactive speedster on
The_Rescuers_Down_Under on speed.
Combat: When it feels threatened, this cute li'l dwagon open it's cute
li'l mouf, and it let out a most horrendous blast of holocaust. This
holocaust breath is actually a small nuclear reaction within the mouth to
which Baby is immune.
Breath weapon/special abilities: Baby can breathe a holocaust attack. The
precise effects are as follows:
Ground zero - 1/4 mile: dead without the grace of the gods, and even then
you lose half your hit points permanently and are blind, deaf, and can no
longer feel. Oh yeah, and lower your Consitution by 3 points. Any saves
will automatically fail, so all magic items are gone.
1/4 mile - 2 miles: take 50d6+50 damage, no save, and are permanently blind,
deaf, and touchless. With the grace of the gods, you will only lose 1/4
hit points. Oh yeah, and lower your Constitution by 2 points. All magic
items are gone.
2 miles - 5 miles: take 20d6 damage from blast, no save, you're blind, and
then take 20d6 damage from backlash. Note that this is only if you make your
saving throw vs. death spell - otherwise you're just dead. And lower
Constitution by 1 point. And find yourself about d8 miles away from your
starting point. All items gone unless saves are made.
5 miles - 10 miles: 10d6 damage from blast, and a pretty tattoo of your
clothing.
Habitat/society: Baby is all alone in the world, and was created by the
great god DM (pas Depeche Mode) in order to humble all who thought to sneer
at her power.
Ecology: Doesn't need to eat much, just a few peas now and again, doesn't
sleep except when you're awake, and does other baby things, like poop the
minute he's given any peas.
----------
Yet Another Dragon
:: I was reading through the Net Monster Manual again, looking for ideas,
:: and found the War dragon - instant inspiration. Dragons are such massive,
:: powerful creatures, inspiring awe and terror in equal parts. I wanna do
:: another dwagon! So I decided to work out another type of war dragon..
:: one used for interpersonal combat more than anything else.
Frequency: common in most campaigns, perhaps uncommon in a world with an
extreme aristocracy.
# appearing: 1 per person owning one %in lair: depends on owner
Treasure Type: P,Q Alignment: Neutral Good to Chaotic Good
Climate/terrain: almost anywhere, depending on breed
-
HD: see below Size: L (15-20' long)
AC: -2 (fast, with hard scales)
Magic Resistance: standard
-
No. Attacks: 5 or 2 or 1 (claw/claw/bite/claw/claw or rake/rake or breath)
Claw Damage: d6 (similar in size to short-sword length talons)
Bite Damage: d4 (large, serpent like mouth - doesn't unhinge, however) +
poison
Raking Damage (hind claws): 2d10 (great gashes)
Breath Damage: see below
-
Move: 24" running, 48" flight, 15" swimming
-
Special Defenses: hurt only by weapons weilded with 16+ Str, or enchanted
weapons (enchantment must be towards the damaging effect, such as sharpness
or the typical +1 sword).
Special Attacks: poison, breath, see below.
-
These small, swift dragons are the result of years of breeding. They are
primarily referred to as dragons because they are large reptiles with a
breath weapon, and are more powerful than most human beings, but a 'real'
dragon from most campaigns would eat one of these as a snack. In the world
I envision them being in, however, there are no more 'real' dragons, and
these are the reminders of a magnificent, dangerous past. Noblemen ride
these as most would ride horses, and have duels atop these incredible
steeds. They would have about the same training as a medium to heavy war
horse, and indeed might have the same status as a war horse in the world.
Owning one is a mark of status, but is relatively common among the rich
or noble. In fact, some of the wealthier estates might own a stable of
them, breeding them as one might race horses in modern society. Contracts
written out for the siring of exceptional lines would be at least as
difficult to obtain as well.
A dragon of this variety is a slender, almost delicate creature about
15 feet long, with a long neck topped by a serpentine head and jewel-like
eyes. The wings are wide and fragile looking, and the arms (not front
legs; _arms_) small and tipped with long, wicked looking claws. The hind
legs resemble those of a lion, only scaled, with powerful running muscles
and huge gripping claws. The legs pull up under the thick, oval torso in
flight. The tail is a long, whip-like extension, as long as the rest of
the body. Dragons have various colorations, but are usually a solid dark
color with a lighter underbody and mild scale discoloration (the edges of
the scales are of a different color than the major surface area). The
heads also tend to be lighter in coloration than the rest of the body, with
the flat top of the skull making a dark stripe down the forehead to lighten
just between the eyes. The teeth are slender stilletos retracted into the
roof of the mouth except when biting. The most common base colors are a
dark green, blue, or red.
-
Dragons have a base of 5d8 Hit Dice, but are intelligent enough to gain
levels of experience. For each level of experience beyond the first, add
d4 hit points. This is to represent the ability to avoid serious damage,
taking nicks and scratches a la AD&D. A dragon gains experience in the
same manner as anyone else, getting the same xp as the person who rode it
in a particular battle. They advance on the following table:
Lvl HP XP Thac0 PPD Petri Rod Breath Spell Dmg
1 5d8 0 17 14 15 16 13 15 +1
2 +d4 2500 17 14 15 16 13 15 +2
3 +2d4 5000 16 13 14 15 10 14 +3
4 +3d4 10,000 16 13 14 15 10 14 +4
5 +4d4 20,000 15 11 12 13 9 12 +5
6 +5d4 40,000 15 11 12 13 9 12 +6
7 +6d4 60,000 14 10 11 12 6 11 +7
8 +7d4 90,000 14 10 11 12 6 11 +8
9 +8d4 135,000 13 8 9 10 5 9 +9
10 +9d4 250,000 13 8 9 10 5 9 +10
11 +9d4+1 375,000 12 7 8 9 2 7 +11
12 +9d4+2 1,125,000 12 7 8 9 2 7 +12
13 +9d4+3 1,500,000 11 5 6 7 2 6 +13
14 +9d4+4 1,875,000 11 5 6 7 2 6 +14
+375,000 XP per level past 14, +1 hit point
PPD is Paralyzation, Poison, Death (but they get +2 on all saves vs. poison)
Petri is Pertify/Polymorph Rod is Rod, Staff, Wand Spell is just that
Breath is Breath Weapons
-
The breath weapon of these dragons is a straight line of fire about 3' wide
and up to 60' feet long (3 times the length of the dragon). This flame
does varying damage depending on the quality of the mount, and its level
(the damage bonus per level is added to its breath weapon as well).
-
Combat: A dragon mount has a basic selection of three modes of attack. It
can close to clawing distance and claw and bite, it can keep at close
distance and strike with its hind legs, or it can breath flame from a
distance.
When clawing, it strikes once with each arm before biting, then again with
each arm, using its superior speed to bring several hits to bear at once. For
purposes of initiative, treat the first claw attacks as the beginning of the
round, the bite as the middle, and the second claw attacks as the end. This
type of attack does not generally do as much damage as the others, but has
no penalties to hit or to AC. All of these attacks must be on one opponent.
In aerial combat, a dragon's attacks consist of engaging in a frenzied
moment of almost wrestling and then disengaging, or swift passes
accompanied by blast of flame. both of these assume that the opponent
can fly, and is similar in maneuverability to the dragon. In combat with
a creature with a lower Manueverability class, the dragon is likely to
simply harry it with blasts of flame, as hovering makes it difficult to
attack the creature. Against ground opponents, strafing with flames, or
raking with hind legs are the primary attacks, both executed from swift
passes. They cannot dive bomb.
When raking with its hindquarters, the dragon is essentially turning in
midair to a near vertical stance, or jumping several feet from the ground,
and putting its hindquarters in front of its abdomen, kicking hard and
pulling the claws down along the body. This does tremendous damage, but
adds +3 to the dragon's AC (to an AC of 1) and -3 to hit, due to imbalance.
When breathing flame at an opponent, the dragon is simply aiming the
stream of fire. This has a base of +1 to hit, but is at -1 per 10 feet,
rounding halves up (-2 1/2 = -3). Once it hits an opponent, the flame
stops there, and spreads out, doing 1/4 damage to everyone within 10 feet
to the side of the target. If fired at zero range, it backlashes, doing
half damage to the breathing dragon and rider, as well as damaging the
target.
For purposes of flight, a dragon has a Manueverability Class of B (this
means the dragon can turn 120 degrees per round, require 36 seconds to
reach full airspeed, and 30 seconds to come to a full stop. The dragon can
hover in one place for extended periods of time). This is similar to the
maneuverability of a giant wasp.
The dragon's bite leaves a small amount of poison in the target's blood
on any successful to hit. This toxin is not lethal, but slows the opponent
down. If struck on another dragon who fails the save, the dragon loses the
last two claw strikes, and can only do one raking attack per round. In
addition, the dragon will lose initiative automatically against an
unaffected dragon. Flight speed is reduced to 12", running speed to 6",
and swimming speed to 3". This is not a Slow spell! The target is weak
and slow reacting, not moving through time molasses. Anything other than
another dragon which is hit by this and fails the save loses one attack per
round (if only one attack per round is possible, loses one every other
round), divides movement rate by 4" (less than 1" is zero), and loses
initiative automatically against any creature of equal or greater speed.
This poison is not cumulative, but every new dosage requires a new save.
-
Quality: Like many steeds, dragons come in different degrees of quality, and
to a certain extent, there are certain breeds. The quality levels are
outlined below, as well as some more specialized breeds.
A poor quality dragon, referred to among horses as a nag, is truly a
sorry sight, and is generally killed soon. Riding one marks one for more
contempt than even the peasant class. The breath of such a dragon does
2d8 damage, and is almost always 1st level or less. Lower all movement
rates by 6", and increase AC by +1 (to a -1). Sometimes a dragon of this
quality is only such temporarily, due to some severe affliction or disease.
Such dragons usually suicide unless a decent chance of saving them exists.
A poor quality dragon can barely haul half its weight, and sometimes only as
much as a third.
A low quality dragon is in slightly better state than a poor quality
dragon. These do 4d8 damage with their breath weapon, and only decrease
movement rates by 3". Lower quality dragons are often used among those
families new to noble status, or with newborn wealth. Possessing one marks
one with a status of the uprising lower class. A low quality dragon can
generally carry its own weight or slightly more.
An average quality dragon is the standard, and is exactly as described in
the above sections. It does 5d8 with its breath weapon, and has normal
movement rates. An average quality dragon can carry a third again its own
weight.
A high quality dragon is a beautiful specimen of dragonhood, with a
healthy glow and activity. It does 8d8 damage with its breath weapon,
and adds 3" to all movement rates. These dragons are usually breath-
takingly beautiful as well, and show signs of high intelligence (14-15).
About 2% of these dragons may also be Magic-Users (in which case all
XP is divided between Dragon and Wizard). A high quality dragon can carry
twice its own weight.
An excellent quality dragon is an extreme rarity. To possess one is to
have previously unknown status. It does 10d8 damage with its breath, and
adds 6" to all movement rates. An excellent quality dragon is usually
highly intelligent as well (16+ Int), and 10% of them may be Magic Users.
An excellent quality dragon can carry three times its own weight. Also,
excellent quality dragons are usually slightly faster than normal dragons,
and may roll for each of the following exceptional abilities:
exceptional strength (carry X4 own weight): 20%
exceptional speed (add another 3" move): 10%
exceptional reflexes (may strike 3 times with hind legs, 5 times with front
claws, has -3 AC instead of -2, always gains initiative against normal
dragons): 5%
exceptional Intelligence (19): 5%
larger than normal (+1d8 hit points): 10%
-
Some Breeds:
Northern Dragon (or whatever location you want): These dragons are
smaller than average, around 12' long, but quicker and more intelligent
than most as well (add 3" movement rates, +1 Intelligence). They generally
weigh around 500 pounds, sometimes as much as 700. They are twice as
likely to be mages as the standard. Northern dragons subtract 1d8 from
their HD.
Dueling Dragon: These dragons are normal sized, about 15-17' long, and
much quicker! They always gain initiative against other dragon breeds,
unless that particular dragon is of excellent quality and has the
exceptional reflexes ability. Dueling dragons are not quite as smart as
other dragon breeds, however (-1 Intelligence). If trained, this dragon
breed adds +2 to hit and damage with all attacks. These dragons generally
weigh around 600-800 pounds, occasionally massing as much as 900 pounds.
Regardless of quality, a dueling breed of dragon will not be a wizard.
Tueron Dragon (or whatever family): named after the family that breeds
them, these dragons are automatically of High or better quality. Due to
extensive breeding, they are all of a gorgeous iridescent blue-green
color, and are slightly larger than most (18-19' long). They generally
weigh about 900-1200 pounds, sometimes as much as 1500 pounds. Tueron
dragons add 2d8 to their HD.
Minidragon: These were bred for pet purposes, never intended to be ridden
or used in dueling. They range from 5-8' long, and can be ridden only by
AD&D halfling sized or smaller. They have a -6" to flight and -3" to running
movement, but are much easier to stay on. Breath weapon does only a d8
damage, regardless of quality. They generally weigh about 200-300 pounds,
rarely more than 350 pounds. Their only real attraction is their loyalty
to a single person (usually the child who's pet it is) and their extreme
friendliness to anyone not threatening the source of their loyalty. They
make good pets, and represent high status. They do little else. A
minidragon has only 2d8 base HD, rather than the usual 5d8.
Standard Breed Dragon: use the given stats, and range from about 15-16'
in length. They generally weigh about 650-750 pounds, but with many
exceptions.
-
Riding a Dragon: There is nothing particularly difficult about sitting on
the back of a moving dragon, until you try to do something with it. All
manuevers that the dragon does not execute itself require a Dragon Riding
nonweapon proficiency or training (unless you don't use those). Any
maneuver involving more than 1/2 G, or being upside down for any period
of time, also require the proficiency.
There are several weapons that can be used astride a dragon. As long as
it remains upright, any bow may be used, with the long bows suffering a -3
penalty to hit. Lances, whips, and various weapons such as blowgun may
also be used, although the blowgun is not considered a gentleman's weapon
by most. For extremely close encounters, such as when the rider sets the
dragon to a claw/claw/bite attack, an exceptionally long sword referred to
as a dragonsword may also be used.
Dragonsword (120 gp weight, 3d4/4d4 dmg, 7' length, 8' space required to
wield, 10 speed factor).
-
Flying Mounts and General Data (from DMG 1st ed. p. 50+):
Dragons are fiercely loyal to their rider (or a few riders, depending),
but must be trained from adolescence on. The dragons will already know
they are to be trained, and it is not animal training! They are
intelligent, and often view the families that own them in the same
manner as the families view the dragon - they are trained in methods of
keeping the rider safe, when not to obey the rider, and when to take
the rider's car keys away, for example.
They require large amounts of meat, and generally prefer whole cattle
on a one per week basis. In addition, most dragons also like to hoard a
small amount of treasure somewhere hidden within their home.
-
Society: Dragons have an odd social relationship between themselves and
the humanoids who 'own' them. On the one hand, dragons choose their own
lives, who they ride with, who they live with, if they stay with a humanoid
at all, etc. On the other hand, they are fiercely loyal to both their own
family unit, and the household that they were raised in. Like daughters
of the midieval era, they will 'marry off' to increase the household status
and the standing of their own family. In duels and other competitive
events, good performance represents high prestige for both rider (who is
generally the closest friend a dragon will have) AND dragon. Not to
mention the fact that winning a lot means that the dragon will be a highly
prozed sire or dam - a heady prize indeed.
Most dragons also maintain a certain degree of businesslike aspects to
this relationship, and are provided domestic servants, a small hoard,
comforts, and food for their performance.
For a dragon, however, there are two things uppermost: their pride, which
is still almost as powerful a thing as that of the ancient true dragons,
and family prestige, both the humanoid adopted family and native dragon
family.
Combat will not take place between dragons of the same family unless a
serious breach of family honor has occurred. Also, many who own dragons
will often find that they are expected to reciprocate the services - they
will join their dragons in matters of honor, and fight duels with another
because of the dragons' purposes rather than their own. It is a two way
relationship between dragon and owner, or it is not a relationship at all.
----------
END OF DRAGONS
--------------------------------------------------------------------------------
Dune Runner
:: I am creating this creature right now just for the heck of it. It's a
:: fun idea for DMs with a large desert segment of their world, just to add
:: a little 'atmosphere' or perhaps an encounter for low levelers.
Frequency: uncommon in deserts # appearing: usually 1, sometimes 4d6
%in lair: 10% Treasure Type: none Alignment: Neutral
Climate/terrain: desert, preferably with strong winds
-
HD: 1d8 Size: S (about 4 1/2' tall)
AC: 3 while running, 6 otherwise
Magic Resistance: standard
-
No. Attacks: 1 if provoked (beak)
Beak Damage: 2d6 while running, d4 otherwise
-
Move: 48" while running, 12" otherwise (see below)
-
Special Defenses: while running, exact location is difficult to determine
due to speed and dust, and it is only in the location of a still object
for a miniscule amount of time before it has passed the object by. Because
of this, attacking creatures must have an initiative of 1, and still have
a 30% chance of attacking too late - in which case they will automatically
miss.
Special Attacks: sand in eyes - make save vs. paralysis or be blinded for
1 round
-
Dune runners are tall, thin birds, similar to a road runner in shape, but
with large, webbed feet and long talons extending past the webs. Also, the
crest is much higher and flattens while running. Dune runners are dull,
sand grey or brown, with a bright crest of red or green (the crest is only
visible while not running - when flattened it falls below the other
feathers). Their wings are only vestigal, and are not large enough to
even glide, despite top speeds.
Dune runners are semi-intelligent, being intelligent enough to enjoy
running for its own sake, to have a definite hierchal social form (a pecking
order - groan), and to be curious about changes in the environment (such as
adventurers wandering along, hoping the DM won't notice their encumbrance
numbers). Because of this, they are 30% likely to investigate, as a single
bird if only one was in the area, or as a small group if there was a social
gathering (think prairie dogs with a little less fear). In investigating,
they are unlikely to be running, as they need a good look - they will be
moving at their leisurely jog of 9-12" speed. While doing so, a dune
runner looks like a curious mix between a thin, bobbing turkey, and a
ducking road runner. It is also possible that adventurers will come across
a social gathering in progress, with the dune runners having missed
noticing them - this lack of notice will not continue if the adventurers
approach, of course. Dune runners will not approach closer than 10-15 feet
of anything strange, but they will trill to each other about it at great
length (whether this is real communication and analysis or just 'what the
hell is that?' 'I dunno, but what the hell is that thing beside it?').
If attacked (which is likely if adventurers see a dozen crested 4' tall
birds running at 12" movement down the slope of a dune at them), the poor
dears will just about have a fit - they will first peck at the adventurers
for one round of combat, spend the second round of combat 'revving', and
then take off at near ninety to nothing (full running speed). After taking
off, and getting their courage back up, the dune runners will see to it
that the menace to the immediate area is expunged - they will turn around,
still going at full speed, and charge the characters, pecking once as they
pass. Note tat if there is more than one dune runner there, they will run
one at a time (two per round) through the party, the rest circling the group
at about fifty yards (5"). This is so that if the threat turns out to be
particularly deadly, no more than one or two of the social group will be
lost at a time. If the first dune runner running through in a given round
is killed, the second one will not run that round, but will be the first
one on the next round. Note that if the party attempts to move in any
direction, these birds will shift position slightly, keeping a constant
5" radius circle around the group. It is unlikely that the party will be
able to outrun them.
There is a simple way to outmaneuver the birds, however - burying
oneself in the sand until no longer visible, while demeaning (we dug into
the sand so the nasty desert birds wouldn't eat us, mommy), will prevent
attacks, though a few will run through a few times just to check out what
happened, until the birds lose their interest and run off.
Dune runners may also be encountered in a different manner - rather than
actually meeting them, the party may simply see one or a few running by at
top speed, across a dune in the distance, for example. This is good for DMs
who are trying for some flavor in a desert world that these strange birds
fit into.
-
It takes a dune runner a full round to get its legs into full running speed,
during which the dune runner will run in place at the equivalent of 12" move
rate - near the end of the round the dune runner will suddenly disappear
into the distance at 48" move rate. Note that those attacking the dune
runners who have an initiative of last will be unable to strike the birds,
as they are no longer within reach. A dune runner cannot run at a slower
speed - it is all or nothing.
Dune runners are exceptionally maneuverable, even at top speed - they can
make tight turns (turns, NOT curves) up to 60 degrees. When turning,
dune runners will make the turn suddenly, then need another 6" distance
before being able to turn again. This essentially means that they can
turn 180 degrees within 3/8 of a round (22 seconds). This is only for TURNS
and not curves - they can execute a very tight curve without any distance
needed before the next curve is made. The smallest curve they can take is
a 3" radius circle (6" all the way across).
-
Ecology: Dune runners are omnivores, and eat mostly desert plants in small
amounts, along with some bugs and lizards. I think they'd fit best in the
Dark Sun (Athas) setting. If put there, you may wish to give them very
little need for water.
-
Note 1: The movement rates I am using here are being used to represent a
real time movement of about 4X that of a human being at top speed, which is
approaching 60 mph - think of a car whizzing by you on the highway that is
only 4 1/2' tall and only about 2' long. IF you see it, it's going to be
gone before you even think to get a good look.
-
Note 2: When initiative is spoken of, there are two exceptions - the second
dune runner in a round during a circling attack, and those characters who
'set' themselves previously. For the second dune runner in a round of
attacks, a low initiative is required (3 or less), but a minimum initiative
is not. Also, if an attack is expected PREVIOUS to the round of combat,
a character can set herself for the charge and automatically have an
initiative of 1. In both cases, the 30% chance of being too late STILL
apply. What this means is that if a character chooses, he can set himself
every other round, meaning that he will miss his attack on each setting
round, but he will not be required to make an initiative check each time.
--------------------------------------------------------------------------------
Elemental Servant
:: As there are more than one type of these, I have again changed the format
:: slightly, as with the golems.
Frequency: rare in elemental plane, common in mage households
# appear: 1-4 on home plane, depends on mage otherwise %in lair: 100%
Treasure Type: usually none Alignment: neutral
Climate/Terrain: favor home elements
- Earth Water Air Fire
HD: 2 1 1/2 1 1/2
Size: -------------small-----------
AC: 6 4 2 0
Mgc Res: --------------30%------------
-
# Attks: --------------2-------------- (elemental strike)
Strike Damage: -------------d2--------------
-
Move: ----------see below----------
-
Spec. Def: ----------see below----------
Spec. Attk: ----------see below----------
-
These semi-visible spirits are composed of the elemental forces of their
home plane. here I have only outlined those of the four primary elements
used for AD&D, but it is plausible to have elemental servants from the
quasi-elements as well. They are basically step and fetch butlers, and
are very similar to the Unseen Servant spell, except that they are a little
more capable (In my game I have a second level spell to summon them). An
elemental servant is not very bright, so explicit instructions are
sometimes needed.
An elemental servant cannot go more than 12" away from the mage who
summoned it without fading entirely back into its home plane.
-
Earth servants are more visible than the others, sometimes becoming fully
solid for moments while exerting itself more. The exact form is usually
a sort of crystalline humanoid, about 1 1/2 feet tall, although this is
not necessarilly so. It is capable of lifting and moving up to 25 pounds
of weight, and can move (with or without that weight) at a rate of 3", on
the ground or in 'flight'. It is not actually flying however - it merely
has not entirely left its home plane, and so movement in its home plane is
reflected in the Prime Material - it is literally walking into the air.
Earth servants cannot be harmed by metals or stone weapons, nor do metal
or stone armor stop their attacks (use only Dex armor class). They are
relatively weak however, and do little damage.
-
Water servants, while more consistently at a certain visibility level, are
nonetheless difficult to percieve. They consist of a sort of flowing stream
in midair that is almost entirely translucent (50% invisibility while moving,
and they never stop moving entirely). They are usually about 2-3' long at
any given moment. A water servant can lift and carry up to 20 pounds, and
move at a rate of 6" with or without that weight.
Water servants cannot be harmed by nonmagical weapons.
-
Air servants are the least visible of all the elemental servants. While
still they are 95% invisible, and even while moving they are 75%
undetectable. An air servant looks like a slight shimmer in the air
somewhere, and are generally within a 1' radius in size. An air servant
can lift and move with up to 15 pounds, and can move at a rate of 9" with
or without that weight.
Air servants cannot be harmed by physical weapons, but blowing at them,
if successful, does 1 hp damage, and Gust of Wind does d4 damage.
-
Fire servants are close to as visible as earth servants, being a shimmer
of heat with occasional licking flames in the air. In shadows they also
radiate a slight reddish glow, though not enough to see by. The shimmer
is usually within a 2' radius. A fire servant can lift and carry up to
10 pounds, and can move at a rate of 12" with or without that weight.
Fire servants cannot be harmed by fire attacks nor physical weapons,
but hitting them with water extinguishes them instantly if successful.
Any successful hits that they make smoulder for an additional round, doing
1 hp more on the following round.
--------------------------------------------------------------------------------
Famulus/Familiar
:: I created this creature because I got tired of either a) limiting my mage
:: or a player's mage to the same ole same ole familiars, or b) working out
:: a new list for any given campaign world (or hell, just expanding a current
:: list). Here it is.
Frequency: pretty constant # appear: 1/mage % in lair: depends on mage
Treasure Type: see Note 1 Alignment: as mage who summoned it
Climate/Terrain: NA
-
HD: d2 per level of mage (increases with mage) Size: var. see below
AC: by size, -1 per 5 levels of mage
Magic Resistance: (level of mage)%
-
No. Attacks: 2 per round (variable, by form)
Damage: variable, by form
-
Move: by form
-
Special Defenses: none
Special Attacks: none
-
A famulus is a spirit summoned by the Find Familiar spell, and given form
by the mage summoning it. The mage chooses the form of the famulus, but
it is recommended (heavily), that the mage choose something small and
discreet, as large familiars attract the attention of other mages (who may
be in the market for spell books) and have no more hit points.
A Tiny famulus (under three pounds, cat size or less) has an AC of 2. A
Small famulus (size of a medium dog or less) has an AC of 6. A medium
famulus (human sized) has an AC of 10. It is not possible to get a Large
or more famulus.
A famulus adds its hit points to the summoning mage while within 12", and
has all other normal abilities of a familiar as described by the spell. In
addition, the famulus gets the following abilities as the mage progresses in
level:
3rd level - speak to others besides the mage
5th level - cast spells as a first level mage (see Note 2)
7th level - teleport to the mage's side
10th level - cast spells as a third level mage
15th level - cast spells as a fifth level mage
per 5 levels- cast spells as a +2 levels mage (to a maximum of 15th level)
No, a famulus cannot cast Find Familiar and then have another famulus.
-
Note 1: Famuli of some alignments will tend to secrete a small amount of
treasure, as might those of good alignments (reserve fund for master). This
might be anything from a few gold to bits of rusted nails, depending on the
personality of the famulus.
-
Note 2: These spells come out of the mage's spell levels able to cast, but
allow the mage to effectively have two spells cast at a time. The number of
spells the famulus can cast is the same as a mage of the appropriate level.
-
Note 3: A note on the alignment of the famulus..
Lawful Good - extremely obedient, always looking out for the mage, as well
as the group joining the mage.
Neutral Good - obedient enough, always looking out for the mage, sometimes
the group as long as it does not interfere with looking out for the mage or
interfere with any orders by the mage.
Chaotic Good - lax obedience, but usually follows the more reasonable orders,
takes initiative as well, looks out for the mage, but not necessarily the
group unless it affects the mage.
Chaotic Neutral - lax obedience, usually following the more reasonable
orders, looks out for the mage for the most part.
Chaotic Evil - lax obedience unless forced, takes initiative for own ends,
rarely looks out for the mage unless it serves the famulus' needs (which
it usually does).
Neutral Evil - obedient enough when reason exists, watches out for the mage
only as long as the mage serves the famulus' interests.
Lawful Evil - obedient, serves the contract with the mage (to the letter),
so may or may not watch out for mage.
Lawful Neutral - extremely obedient, serves the contract and orders of the
mage to the letter (but without malicious intent).
Neutral - varies by definition of Neutral.
--------------------------------------------------------------------------------
Fire Lizard
:: This is just a little tidbit, primarily intended for some mid-level
:: games (I noticed that there are lots of high level, and quite a few
:: low level, but not much mid-level monsters).
Frequency: common in home environ # appear: 3-12 %in lair: 30%
Treasure Type: see Note 2 Alignment: Neutral
Climate/terrain: border realm of fire, see Note 1
-
HD: 1d8 Size: S (foot long)
AC: 4
Magic Resistance: standard
-
No. Attacks: 1 (bite or flame jet)
Bite Damage: d2
Flame Jet: d10 + 1 per round for 3 rounds unless put out
-
Move: 12" scurrying
-
Special Defenses: immune to fire damage
Special Attacks: flame jet (see above)
-
Fire lizards are foot long lizards with bright, hot orange or red
scales and marble-like black eyes. They are of animal intelligence,
and social animals (hunt in packs).
They like gems, and carry one in their mouths at all times. This gem
should be determined randomly, but is always a stone (as in, not a pearl).
They live in almost all border regions between Fire and Prime Material,
though how they get into that many is unknown (ie. - up to the DM). It
is known that they are the ones most likely to travel through the flames
into another world (like the Prime Material), so occasional connections
between one border region and another may explain it.
They are capable of shooting a flame jet from their mouth once every
third combat round (1 every 3 minutes), and are exceedingly hot to the
touch (holding one does 1 point of damage per round).
-
Note 1: in isolated pockets of the Plane of Elemental Fire, there are
connections to a border realm between Fire and Prime Material. These
pockets are small (about the size of a large island, or small continent)
and fiery. These pockets are also connected to the Prime Material plane
in small areas. The least heated regions connect to Prime Material, the
most heated regions to Fire - whereas in each realm it is the opposite.
The most heated regions of Prime Material (such as a bonfire) are
connected to the border realm, and the least heated of Fire is the same.
Since these regions of 'hot' and 'cool' are generally temporary, the
exact location that the border realm and the Prime Material or Fire are
connected is variable. Basically, there is a 1% chance that any given
fire source on the Prime Material is connected to a border realm (about
a 20% chance where adventurers are concerned ;). In addition, even if
there is a connection, it is extremely unlikely that anything will come
out of it - fire lizards are simply the most common known such occurence,
and they've been seen so rarely that there aren't really any myths about
them (except maybe, 'don't stare into the fire too long, or demons will
come for you..').
It is also extremely plausible to extend my idea here and have border
Earth, Water, and Air.
-
Note 2: The treasure of a fire lizard after it steps trough the flame is
not likely to be much, as it won't carry more than its gem, but past the
flame it may have treasures unknown. What is beyond the flame, if the DM
decides to allow the players to pass through somehow (Rings of Fire
Resistance or something), is up to the DM: all the fire border regions
tend to be fairly different. Only fire lizards are known to be common
to all of them.
-
Note 3: if encountered in their home plane (the Fire border regions), then
the No. Appearing changes to 4-40.
--------------------------------------------------------------------------------
Golems --
::For golems, since I had several ideas, I changed the format slightly. I
::also worked with them on the assumption that they were essentially an
::animated construct, and that the primary difference was the materials
::used, ie. - a wood golem and iron golem are not entirely separate creatures!
Frequency: planned # appear: by DM sadism % in lair: ?
Treasure Type: depends on the person who created it Alignment: Neutral
Climate/Terrain: NA
-
HD: base 10 hit points Size: var. (see Note 1)
AC: by material
Magic Resistance: only spells of certain type will harm a particular golem
-
No. Attacks: see below (humanoid attacks)
Punch Damage: base d10
-
Move: base 2"
-
Special Defenses: normal weapons do not harm golems, see below
Special Attacks: see below
-
A ceramic golem is an incredibly difficult creature to construct, but once
created, one of the most durable of golems, and useful. Basically, a
ceramic golem is constructed in stages of molds and finally the baking of
the hollow clay form. The precise costs are up to individual DMs, but it
should be EXPENSIVE, even compared to other golems!
HD: X 6 AC of 4 2 attacks per round
Punch: X 3 Move: X 4
Of all the golems, ceramic golems are the most spell resistant, being
affected only by those spells of temporal nature (Time stop, for example),
which have only half effect. Time Stop and Temporal Stasis slow the golem
by 50%. Any fire-based attacks heal the golem by 1/2 the spell's normal
damage. Also, only weapons of +2 or better can damage them. A ceramic
golem can cast one fourth level spell a day, OR two third level spells a
day. These spells must be cast into the golem at its creation.
Ceramic golems are usually works of art, and may be hidden as statues by
being plated with gold or silver foil, giving both the impression of
wealth, and serving to protect the home.
-
A second type of ceramic golem, constructed in the same manner, but with a
few additional spells (Fire Wall, most likely), is also possible. This golem
is as hot as the forges that originally made it, and moves faster than
normal ceramic golems.
3 attacks per round Punch: X 5 (2d10 is heat damage)
Move: X 6
This type of golem is healed by the full amount of hp amage done by fire
based attacks, but is otherwise exactly the same as a normal ceramic golem.
It can cast one fourth level or lower spell three times a day, but this
spell must be a fire based spell, and must be cast into the golem at its
creation.
This kind of golem cannot be plated in any kind of soft metal.
-
A marble golem is expensive, but very powerful once sculpted. It is made in
the same manner as a normal stone golem, but must be constructed of fine
marble, and is generally sculpted by a master.
HD: X 8 AC of 5 1 attacks per round
Punch: X 2 Move: X 3
A marble golem is affected by the same spells as a normal stone golem,
but is only affected by weapons of +3 or greater enchantment. A marble
golem can cast one 3rd level spell on a single opponent every other melee
round. This spell is determined when the golem is made, and must be cast
into the golem at that time. The third level spells that can be chosen
from are: Flame Arrow, Gust of Wind, Haste, Hold Person, Slow.
The most common example of this type of golem might be the carytids of
ancient Greece (the female pillars).
-
A rope golem is extremely cheap, and you get what you pay for. It consists
of animated rope in a roughly humanoid shape, corded for greater strength
and shape.
HD: X 3 AC of 7 1 attack per round
Punch: d4 Move: X 3
A rope golem is affect by fire spells, and is slowed 50% by Rope Trick.
It can be damaged by any weapons of +1 or better quality. It can cast
Rope Trick once an hour, and can ensnare one opponent every third melee
round. When ensnared, treat the target as if they were in a web spell,
except that only 1' of distance must be broken through.
Note that I thought this one up after two and a half days without sleep.
It is in no way guarunteed to be a good idea :).
-
A silver golem is extremely expensive, and is more for show offs than for
any real defense. The silver must be pure, and is difficult to cast.
HD: X 4 AC of 6 2 attacks per round
Punch: X 2 Move: X 6
A silver golem is slowed by 50% by electrical attacks, but can only be
damaged by +1 or better weapons. A silver golem can cast one second level
spell per day. As with the others, this spell must be cast into the golem
at its creation.
A silver golem can be battered by siege equipment or the like, and each
point of structural damage does 8 hp of damage to the golem.
-
Note 1: Golems in the game I ran oh so recently (not) were variable in size
and shape. If you choose not to do this, simply put ceramic and silver
golems at human size, and marble golems at 9 1/2' tall. If you do have
variable sizes however, then the following chart should be used to modify the
results for the golem. Also, DMs should arrange for differences in cost,
difficulty, etc. (Final note - these modifiers for golem size can be
applied to previously existing golems!)
Teeny (mouse sized or smaller - note that this is just about as useless as
a golem can get)
HD: X 1/12 AC: -4 Punch: X 1/8 Move: X 1/12
Tiny (cat size and smaller)
HD: X 1/8 AC: -2 Punch: X 1/4 Move: X 1/4
Small (halfling sized)
HD: X 1/4 AC: +0 Punch: X 1/2 Move: X 3/4
Medium (human sized)
HD: X 1 AC: +0 Punch: X 1 Move: X 1
Large (9' to 12' tall)
HD: X 1.5 AC: +0 Punch: X 1.5 Move: X 1
Huge (12'+ tall)
HD: X 2 AC: * Punch: X 2 Move: X 2
* for hard materials, -2 AC; soft materials, +1 AC
--------------------------------------------------------------------------------
Giant Rabbit
:: I am including this just for funsies.
Frequency: rare in most places # appearing: 1-2 %in lair: 40%
Treasure Type: none Alignment: Neutral
Climate/terrain: verdant forests with big trees and big vegetation
-
HD: 3d8 Size: M (6' tall)
AC: 8
Magic Resistance: standard
-
No. Attacks: 1 (raking attack or a vicious bite)
Raking Damage: d8
Biting Damage: d4 (but infinitely more painful - possibility of rabies)
-
Move: 18" jumping/running
-
Special Defenses: Cuteness factor
Special Attacks: none
-
Giant rabbits are exactly like normal rabbits, except they have better
hit dice, more damage in an attack, and feed more adventurers. Be sure
to play up the cuteness factor.
--------------------------------------------------------------------------------
T'chnnal
:: I am including this one because I am occasionally possessed by the sadistic
:: DM waiting within us all. This is for those players who irritate you.
Frequency: hopefully rare # appear: 1-2, 5-6 in a hunting group, 150+ colony
% in lair: 100% (always one in the colony) Treasure Type: see Note 1
Alignment: varies, tendency towards Lawful
Climate/Terrain: extremely hot or extremely cold, uncomfortable in changing
conditions (such as Louisiana weather).
-
HD: 1d8 per foot in size Size: L (16'+ long, for adults)
AC: 2 (chiton and speed)
Magic Resistance: none
-
No. Attacks: 6 or 5 or 1 (6 legtip strikes or 4 legtip strikes/bite or wrap)
Legtip Damages: as spear (d6/d8)
Bite Damage: d2, Medium sized creature is swallowed
Acid Damage (swallowed): d10 per round
Wrap: none, until next round. save vs. Paralysis in order to avert it a round
Next round (rrrrrrip): dead
-
Move: 18" on ground/climbing/ceiling, 12" gliding, 12" swimming
-
Special Defenses: none
Special Attacks: unaffected by heat or cold, though attacks of that sort DO
do damage - but heat metal and bioling water won't really harm them.
-
The T'chnnal are an alien race (possibly from another Sphere if Spelljamming
rules are being used). They resemble a huge, white-furred centipede with
oddly arachnidal legs. The head has d20+20 eyes arrayed completely around
the head (there is no 'rear'). They are extremely tough, capable of taking
severe amounts of damage and still functioning, and also fast, moving in
short, jerky blurs to human sight. They move across almost any surface but
smooth steel as easily as across the ground, leaving small puncture holes
where the legtips have grasped.
The race percieves slightly into the infra-red, giving them infravision
out to 20', and their sense of hearing is incredible. Their vision is
poor, however, and their normal daylight vision only goes to about a third
that of a humans, except where large motions are concerned.
They are highly intelligent, about as intelligent as humans, but with a
vastly different culture (I will eventually put all of that into the Net,
but not this year). In essence, they come from a world of predation.
In most situations, a T'chnnal will fight with just its legtips, rising
up on its hind legtips to perform a sort of fencing/spearing dance with its
front side against whatever foes there are. Against multiple foes, of
course, it is perfectly capable of doing precisely the opposite, or of
only raising legs in portions of the body.
It will only swallow a foe if it believes the foe to be weak, and if there
is only a few foes left. In a completely one on one situation, a T'chnnal
will switch to a radically different strategy, however, attempting to
wrap around its victim (a successful to hit does the job). The victim
then gets a save vs. paralysis. If the save is successful, then the T'chnnal
has not obtained the proper grip yet, and can not finish the action on the
next round. In this case, the T'chnnal will most likely just strike with
legtips while the victim is so ensnared, doing normal damage, but at +3
to hit. The victim, on the next round, will have to make the save again,
and again, and again, at a cumulative penalty of -1 each round. If the
victim fails the save, the T'chnnal has obtained a grip on the limbs, head,
and torso regions of the character, and will then pry itself open, ripping
the victim asunder in the process. The victim is then dead.
Note that while wrapped around a target, the T'chnnal cannot strike
anything but the victim every time the victim makes her save unless the
T'chnnal drops the victim.
The T'chnnal, for purposes of wrapping and ripping, has an effective
Strength of 24. Armor has about as much effect as tin foil unless it is
magical. For every +1 the armor has, the victim can add +1 to his save.
-
Note 1: The T'chnnal, as a colony, may have treasure worth pursueing, but in
general what they possess is rope, weapons designed for their legtips, bits
of armor shaped for their bodies, and many, many nets. The nature of their
world has not allowed them the leisure to develop such things as money or
luxuries, so in general there is little of worth.
--------------------------------------------------------------------------------
UNDEAD CREATURES BEGIN HERE
--------------------------------------------------------------------------------
Skeleton, Type II
:: Again, a much abused idea. Whatever happened to the scimitar wielding
:: horrors of Jason and the Argonauts, or whatever that movie was called?
Frequency: planned # appearing: DM sadism determined
% in lair: ? Treasure Type: Incidental only
Alignment: Neutral (but considered evil)
Climate/terrain: var., as zombies.
-
HD: 3d8/2d8/1d8/1 hp Size: M (human sized usually)
AC: 3, 6 vs. blunt weapons
Magic Resistance: standard, unless the DM's feeling sadistic
-
No. Attacks: 1-2 per round (depending on DM - 1 in Jason movie)
Attack Damage: by weapon (fists do d4 damage)
-
Move: 9" (they can be outpaced by most in Jason movie)
-
Special Defenses: Once shattered, they can draw themselves back together,
tho the magical cohesion holding them together is less the second time
(subtract 1d8 from HD each time). When zero HD is reached, they have 1 hp
the next time, and the magic supporting them is gone after that. All non
blunt weapons do only 1/2 damage, except such things as darts, knives,
daggers, and arrows, which do NO damage to a skeleton.
Special Attacks: none
-
Skeletons are very similar to zombies, except that they are actually
animated by an exterior force, like puppets on a string. For this reason,
they can move relatively quickly for a dead thing, but are not as strong
as their undead companions. In fact, because of the manner in which they
are animated, they may be considered in some campaigns to be no more undead
than an animated chair (using Animate Object).
Every time a skeleton is downed, the forces animating it can reconstruct
the skeleton, but this weakens the magic each time (see special defenses).
This can be particularly irritating if there are very many of them. I
will suggest here that it take one or two rounds for a skeleton to
reconstruct itself.
Skeletons are not affected by the same spells as zombies, except that
Hold spells will have the same effect as if the skeleton had been downed
once. Shatter spells will destroy the skeleton - it can no longer
reconstruct itself, even if it had several times left.
Skeletons should be properly horrific to mid-level characters, and a
decent annoyance to higher level characters with these stats. To low level
characters, meeting a few of these will be a truly terrifying experience.
----------
Zombie, Type II
:: I thunk this up in a bad mood. Zombies are always treated as second
:: class citizens. So here's a zombie based on a direct transferral of
:: stats from what it would really be like if zombies existed in the
:: real world to AD&D terms.
Frequency: planned # appearing: DM Sadism X 70% % in lair: ?
Treasure Type: incidental Alignment: Neutral (but Evil by def.)
Climate/terrain: several, see below
-
HD: 5d8 (it takes the equivalent of killing five hearty men before this
nightmarish creature will fall).
Size: usually human sized
AC: 8 (consistency of leather)
Magic Resistance: standard, unless DM is really sadistic tonight
-
No. Attacks: 1 every 2 rounds (slow movement due to stiffened limbs)
Attack Damage: by weapon used, or d3 if fists are used
-
Move: 6" running (running? ha!)
-
Special Defenses: only blessed weapons can actually permanently hurt a
zombie - other weapons' damage is recovered at a rate of 1 hp per segment
(6 seconds) or 10 hp per round. Completely killing a zombie stops it for
a period of one day (or any other suitably interesting period, like 'until
the next full moon' or something). Magical effects, such as fireball,
will have the usual effects, however. Fire does d4 per round, and is healed
much more slowly - 1 hp per hour of fire damage.
Special Attacks: due to their unnatural strength, zombies do +5 damage on
all melee or pummelling attacks, and can crush for d8 per round if they can
get a good grasp on someone.
-
Zombies are essentially moving corpses, with working muscle (despite rot),
animate limbs, and faces capable of mild expressions (assuming they're not
rotted bad enough to fall off when a zombie first cracks a smile). Of
course, since zombies have little in the way of motivation or thought, the
probability of seeing their faces animate is very low. However, this means
two things. A) They are very slow movers. Stiffness due to ligaments
and cartilage hardeningis unavoidable, and movements will be jerky and
powerful. and B) They are STRONG movers. They have very little control
over the more precise movements, but we're talking dead muscle here, and
no nerve endings. The same effect achieved by adrenalin in living beings
is a constant fact for zombies. And remember, they're dead. Fatigue has
little meaning to someone who's flesh doesn't need oxygen or fuel.
In addition, many spells which are relied upon by mages and clerics
will have little effect on zombies: Command, Hold type spells, Insect
Plague (biting insects are NOT going to affect dead flesh much), Heat
Metal (zombies have no pain sensors, 'member?), Feeblemind, Confusion,
Creeping Doom, Finger of Death, Friends, any Sleep or Charm spells,ESP, Ray
of Enfeeblement, Scare, Haste or Slow spells, Suggestion, Fear, Cloudkill,
Cone of Cold, Death Spell, Geas, the various Power Words, Color Spray,
Blindness, Deafness, hypnotic Pattern, Paralyzation, Emotion, Phantasmal
killer, Chaos, or similar magicks.
This is the basic zombie, without anything fancy. It is also possible
for those creating the zombies (be they cleric or mage) to imbue the
zombies with little 'extras', like the following with Permanency: Detect
Invisibility, Detect Magic, Infravision, Protection from Normal Missiles,
etc. Of course, casting this takes off one Constitution point, but for
a really good servant, why shouldn't an evil mage use another mage's
spell casting abilities to benefit himself (after sufficient torture,
it could be done)? Or perhaps a zombie with Permanency and Invisibility?
DMs can also gift zombies raised by a cleric of an evil god with
other little bits, usually a sort of calling card for that god, such as
zombies with Shocking Grasp?
Zombies should be properly horrific to mid-level characters, and a
decent annoyance to higher level characters with these stats. To low level
characters, meeting a few of these will be a truly terrifying experience.
-
Climate/terrain: Not all zombies must be created by a mage or cleric.
How about a large burial ground in the swamps of _______, in which an
ancient king, once dead, rises with his former army to fight a last battle?
The king is not necessarily good, of course..
Or perhaps those who are buried in the Badlands rise from the dead due
to some terrible influence there? In the movie Heavy Metal there is an
effect very similar to this in the scene from World War II..
Another idea might be something similar to the Haunted Lands from
The_Dark_of_the_Moon. There, that which dies does not remain dead, and
those who travel through soon join them.. even a wound from the undead
corpses there will cause a festering wound which will gradually drag you
back to them...
A note to make is that zombies as case specific as in the above three
examples would probably have some abilities unique to them. The haunts of
The_Dark_of_the_Moon can cause others to become zombies as well, and have
a movement rate of about 9". The zombies rising from the muck of a former
kingdom and battleground might have greater facility with weapons, or be
as quick and powerful as they were in life, but with the unnatural advantage
of being a zombie.. The creatures in Heavy Metal were decidedly unpleasant,
and all who died at their hand soon joined them.
-
Note 1: I know that I have not given a definite monster here, only fleshed
out the basic stats and given some ideas (pardon the pun). The zombie is
such a delightful creature, however, changing from story to story to
horror movie to play. I tend to think that they are overlooked due to
the petty part they play in Gygax's original system - HD 2d8 AC 8 creatures
with no special defenses don't make for much of a threat, despite the
horror that can be invoked with such a simple idea as a walking corpse.
They're only real claim to fame before was a d8 punching damage. Whee.
--------------------------------------------------------------------------------
WERE-Creatures
:: The Lycanthropes I present here are a bit different. Consequently, I am
:: including a note ahead of all of them to give the universal set of rules.
Lycanthropes are human beings infected with a disease which alters their
fundamental structure. While in human form, they are virtually identical
to a normal human, with a few exceptions - oftentimes they take on a few
traits similar to that of the animal they morph into. This disease allows
the human being to change into an animal form (controlled changes or
otherwise), and this animal form, aside from unusual intelligence and its
perhaps human habits, is also virtually undetectable from a normal animal.
Also, lycanthropes tend to be slightly larger in their animal form than
most animals of that type.
Some lycanthropes are capable of intermediate forms as well - this varies
with the individual, not the species of animal. These forms range from
nearly completely human to humanoid version of the animal to nearly
completely animal. These intermediate forms can be quite powerful in
that they offer more versatility to the lycanthrope.
Lycanthropes have no special powers, such as immunity to normal weapons;
a werewolf can be hurt by silver just as easily as by steel. The main
ability that they have is in their alternate form.
The animal form does begin to affect the mind - while in animal form,
the character thinks in a manner similar to the animal, as well as the
accustomed human modes. For example, a werewolf in wolf form will have
strong feelings of hunting urges, and will notice things that a wolf would
notice, such as the stance of a human being nearby in terms of hostility,
rather than the more broad sense of intentions.
It is also possible to use these lycanthropes for a more supernatural
basis if desired. Simply make them immune to normal weapons, etc., and
give them a fw unnatural quirks, such as being able to communicate with the
animal type that they change into.
All stats will be recorded as follows: human form/any intermediates/animal
form.
----------
Werebear
:: I am taking one or two of the forms listed in the MM I, and recreating
:: them here.
Frequency: rare # appearing: 1-3/1/1 %in lair: 20%/ 10%/ 10%
Treasure Type: as human Alignment: varies/tends to chaotic neutral
Climate/terrain: prefers forested areas where all forms are comfortable
-
HD: by class/+1 hp per die/+2 hp per die Size: M/L/L
AC: by armor and dex/by armor and dex -2/by dex -3
Magic Resistance: standard, 50% against polymorphing magicks
-
No. Attacks: by class/by class or 2 or 1/2 or 1 (paw swipes or bite or hug)
Class Damage: by weapon and skills
Paw Swipe Damage: -/d3/d6
Bite Damage: -/-/d3
Hug Damage: -/d2 per round +Strength bonus/d3 per round +Str bonus
-
Move: 12" run/9" run/15" run
-
Special Defenses: none
Special Attacks: none
-
Werebears are humans able to assume the form of a bear. When doing so, their
natural abilities change drastically. They gain a greater Str and Con, as
well as the natural weapons and speed of the bear. They heal slightly faster
than normal (2 hp per 1 hp for normals), and are more resistant to damage
(the bonuses to hit points).
The Strength and Constitution of a werebear while in bear form are
determined by the following chart:
human species
Str/Con Grizzly Brown Polar Kodiak *feel free to add more*
3-8 15/10 14/11 15/11 18/15
9-12 17/13 16/14 16/14 18/15
13-15 19/16 18/17 18/17 18/16
16-18 20/19 19/20 19/19 19/18
/01-/50 21/= 19/21 19/19 20/=
/51-19 22/= =/22 20/20 22/=
20-22 23/= =/23 23/23 24/=
23 ??? 24/= =/24 24/24 25/=
In addition, some specific species may have exceptions to the general
stats outlined at the beginning. Kodiak bears add +4 to their hit points
per hit die, for example! These should be outlined by the DM if and only
if he intends to use different species - it is also plausible that the
werebear bear form is a large ursine which is NOT the same bear species as
one previously existing - that is, not a brown bear or a black bear or a
grizzly bear or a kodiak bear, etc.
-
Intermediates:
Werebears have only one intermediate, which is halfway between human and
bear. This form can stand upright or on all fours, and basically looks
like a skinny bear. Only about 5% of werebears will be able to shift to
the intermediate.
----------
Weretiger
Frequency:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++