Ironworks Gaming Forum

Ironworks Gaming Forum (http://www.ironworksforum.com/forum/index.php)
-   Baldurs Gate II Archives (http://www.ironworksforum.com/forum/forumdisplay.php?f=22)
-   -   Interesting Creatures (http://www.ironworksforum.com/forum/showthread.php?t=59097)

Caine 11-18-2001 11:56 AM

Sand Gorgon
================================================== ============================

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Unknown
INTELLIGENCE: Low (5-7)
TREASURE: None
ALIGNMENT: Neutral
------------------------------------------------------------------------------
NO. OF APPEARING: 1
ARMOR CLASS: 0
MOVE: 36
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 2-24 (hug) or 1-12/1-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: M
MORALE: Fearless (19-20)
XP VALUE: 5,000

I've tried to describe the Sand Gorgon as best I can from the Thomas Covenant
Series by Steven R. Donaldson. They are the race of creatures trapped in an
unending sandstorm by a group of magicians because of their destructive
abilities. Each has a unique name and when this name is spoken, the creature
is released from the sandstorm and immediately makes its way to to the speaker
of the name. It's sole purpose is to kill the speaker and return to the
sandstorm.

The Sand Gorgon will appear very quickly after the utterance of its name.
Whether they do so by some means of teleportation or anticipation is unknown.
The Sand Gorgon looks like a small version of a Tyranasaurus Rex with front
hands that end in flat ended clubs. The top of their heads is also flat and
very hard. Swords, missiles, and clubs simply bounce off without doing any
noticable damage. Each of the clubed fists do 1-12 points of damage per hit
and if both hands successfully hit in one round, the victim is caught up in a
hug. This hug does 2-24 points of damage every round until the victim is
dead. When the Sand Gorgon has killed once, it will return to the sandstorm
as quickly as it appeared.

If some barrier prevents the Sand Gorgon from reaching its intended victim.
It will batter it down. A charging Sand Gorgon does 4 structural points of
damage. After the initial charge, the creature will stand at the barrier and
batter it with successive blows from its clubbed hands. No stone door, or
wall of less than 10 feet in thickness can withstand this battering because
the creature will set up a destructive resonance with its blows that will
eventually shatter the structure. If there is some impassible barrier between
it and its intended victim. The Sand Gorgon will kill the nearest,
intelligent living creature and return to the sandstorm.

It is unlikely that the Sand Gorgon can be killed. Weapons do not seem to
injure it (even the most highly magicked ones). Magic has little or no effect
on them. Lightning bounces harmlessly off them, heat and cold do not
discomfort the creature in the slightest. One has never been successfully
trapped (other than in the sandstorm). It is said that Gandalf GreyStone,
Lord of the Diamond and Shandorn True-Heart tried to capture one of these
creatures for experimental purposes only to succeed in the total destruction
of Gandalf's tower. Gandalf and Shandorn found that even a ** wall of
force ** is not a serious barrier to one of these creatures and a ** raise
dead ** spell was required to correct that misconception. It's unknown how
many Sand Gorgons actually reside in the sandstorm (its exact location is a
mystery as well) but the names of three of the creatures have been discovered
through the extensive use of several arcane magicks. Those names are 'Nom',
'Tonham', and 'Ravodnas'.

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::::


Shishga Allan J. Mikkola (allanm@vulcan.med.ge.com)
================================================== ============================

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Average
TREASURE: Nil
ALIGNMENT: Lawful Evil
------------------------------------------------------------------------------
NO. OF APPEARING: 1
ARMOR CLASS: 0
MOVE: 36
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d8/1d8/1d4
SPECIAL ATTACKS: Fall on rider (4d6)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (Horse size)
MORALE: Elite (13-14)
XP VALUE: 175

Shishga look like beautiful black horses -- at the shishga's option, they wear
tangible (temporary creation) saddles and bridles. Shishga permit (indeed
want) good characters to mount them. When a chance appears, they will make a
beeline to their master (they always look for a power evil person, perferably
a mage, to serve). They can run 100 miles without tiring at all. They can
detect good (at will) and cast a specialized charm (1/day) to make a character
mount and stay on.

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::::

Tass Demon
================================================== ============================

CLIMATE/TERRAIN: Woods and Plains
FREQUENCY: Uncommon
ORGANIZATION: Packs
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Animal (1-2)
TREASURE: Nil
ALIGNMENT: Neutral
------------------------------------------------------------------------------
NO. OF APPEARING: 1-8
ARMOR CLASS: -2
MOVE: 15
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Bite with poison
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
SIZE: S (3' tall)
MORAL: Champion (16)
XP VALUE: 4,000

These creatures are three feet tall and are covered in an ink black fur from
head to foot. They have pointed ears that gives them exceptional hearing.
They have long front claws with black talons and their feet are padded which
reduces the amount of noise they make when they scurry across the ground (50%
move silently.) Because of their predominatly black colour Tass Demons are
very hard to detect when hiding in shadows (75% chance of success.)

COMBAT: These little devils will run up attack with both claws and usually
scury off. If both hits are sucessful then the creature has dug into the
players skin and the creature will attempt to bite its opponent. This bite
does 1d4 points of damage and deliever type A poison with it's bite.

HABITAT: These creatures live in small unorganized packs and attack almost any
creature to obtain food. They usually just visiously attack an oppent until
it kills it or gets killed. Not having the brain power to think of retreating
usually. They make their homes in burrows in the ground.

ECOLOGY: These creatures were made by a wizard who wanted to create cute furry
creatures that would attack visiously upon a command word. Of course this
didn't quite work to the wizard's expectations.

Venderauk Allan J. Mikkola (allanm@vulcan.med.ge.com)
================================================== ============================

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average
TREASURE: Nil
ALIGNMENT: Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d3/1d4
SPECIAL ATTACKS: Poison, see below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (8' tall)
MORALE: Fearless (19-20)
XP VALUE: 420

A venderauk is a type of creature invented by a mage, most likely one gone
mad. They have a bulbous body with multiple segments -- rather ant-like,
long, grasshopper-like rear legs, and short, useless arms hanging off the
front of the front segment. The body is purple to red in color (often an
iridescent mix of purples and reds). They have a thin chitinous exterior,
but most of their weight is carried by their internal skeleton. A venderauk
has four heads, each of which has a separate attack:

Head Attack form
Snake Bites for 1d3 points of damage plus poison (swiftly lethal)
Dog Bites for 1d4 points of damage
Baboon Babbles loudly to call attention from other venderauks or
nearby monsters (50% chance of summoning)
Human Able to casts a ** confusion ** spell once per day

Venderauk never sleep and thus are prized as guardians. They are cold-blooded
and so need relatively little food (but will be "slowed" in a cold room).
They are alert -- at most a 10% chance of being surprised.

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::

I Can Send More If Anyone Wants
[img]smile.gif[/img]
[img]smile.gif[/img]
[img]smile.gif[/img]
[img]smile.gif[/img]

Caine 11-18-2001 12:03 PM

And A Badass Dragon
[img]smile.gif[/img]

Dragon, Deathwyrm Max Becherer (becherer@suna0.cs.uiuc.edu)
================================================== ============================

CLIMATE/TERRAIN: Any ruins, mountains, Plane of Shadow,
Negative Material Plane and quasi-planes.
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: Supra-genius (19-20)
TREASURE: Special
ALIGNMENT: Neutral evil
------------------------------------------------------------------------------
NO. APPEARING: 1
ARMOR CLASS: -5 (base)
MOVEMENT: 18, Fl 30
HIT DICE: 16 (base)
THAC0: 7 (base)
NO. ATTACKS: 3 + special
DAMAGE/ATTACK: 1-10/1-10/3-30
SPECIAL ATTACKS: Energy drain, breath weapon
SPECIAL DEFENCES: Special
MAGIC RESISTANCE: Special
SIZE: H
MORALE: Fanatic (18)
XP VALUE: See below

BODY TAIL BREATH SPELLS AS A TREASURE XP
AGE LENGTH LENGTH AC WEAPON WIZARD/PRIEST MR TYPE VALUE
1 2-8 2-6 -2 1d6+1 Nil 15% Nil 8,000
2 8-22 6-16 -3 2d6+1 Nil 20% Nil 12,000
3 22-36 16-26 -4 3d6+1 Nil 25% Nil 16,000
4 36-46 26-36 -5 4d6+2 2nd / Nil 30% H/2 20,000
5 46-58 36-46 -6 5d6+2 3rd / Nil 35% H 22,000
6 58-72 46-56 -7 6d6+2 4th / Nil 40% Hx2 25,000
7 72-84 56-66 -8 7d6+3 6th / 2nd 45% Hx3 32,000
8 84-96 66-76 -9 8d6+3 8th / 3rd 50% Hx4 40,000
9 96-110 76-86 -10 9d6+3 10th / 4th 55% Hx5 44,000
10 110-122 86-96 -11 10d6+4 12th / 6th 60% Hx6 50,000
11 122-134 96-106 -12 11d6+4 14th / 8th 65% Hx7 60,000
12 134-148 106-116 -13 12d6+4 16th / 10th 75% Hx8 70,000

The dreaded deathwyrm is one of the most powerful evil dragons in existance.
It is a more powerful cousin of the shadow dragon, as it is larger and
contains a far greater percentage of negative matter in its essance.
Deathwyrms speak the tongue of shadow dragons, and the language of all evil
dragons. In addition, 25% of all hatchlings can speak with any intelligent
creature, an ability that increases by 5% per age level.

COMBAT: Deathwyrms are terrifying in combat, as their breath weapon and
physical attacks are far more insidious than those of the shadow dragon.
Older deathwyrms command armies of undead, and nearly all great wyrms
eventually become dracoliches.

BREATH WEAPON: A deathwyrm's breath weapon is a cone of negative energy 20
feet per age level long, and 5 feet wide per age level inflicting 1d6 per age
level of damage, and draining 1 level per three age levels from all affected.
A successful save vs. breath weapons halves the damage and level loss.

A deathwyrm's vampiric bite, aside from physical damage, drains as many levels
from its victim as the breath weapon, except that no save is permitted against
the drain.

Both the deathwyrm's bite and claw attacks are vampiric (the claw is not
strong enough to drain levels). If the dragon has sustained damage, half the
damage inflicted by bites, and a quarter by claws is transfered to the dragon
as healing. All creatures killed by the dragons breath, bite or claws become
undead of half their original level (or first level).

Deathwyrms of adult age and older radiate a powerful aura of negative energy
that is harmful to living things in the long run. When a mature deathwyrm
lairs in an area for more than 6 months, changes start to take place in the
environment. For a radius of 2 miles per age level, plant life starts to die.
The sky becomes unnaturaly dark, even on the brightest day. Normal animals
become hard to find, and the territory becomes a bleak landscape of twisted,
dead trees, hardy weeds, and undead, mutated or otherwise unnatural animals.
It becomes obvious that something is horribly wrong, much like one finds in
the terrritory of a banshee. All plant life within a deathwyrm's fear aura
withers as the beast passes.

Negative matter attacks heal deathwyrms, and they are immune to cold based
attacks. Deathwyrms suffer double damage from light based attacks and save
versus fire at -2. Deathwyrms receive the following abilities as they age:

Young: Darkness 3/day.
Juvinile: Mirror image 3/day.
Young Adult: Dimension door, 3/day.
Adult: Create shadows 3/day.
Mature Adult: Plane shift, 3/day.
Old: Death spell, 3/day.
Very Old: Animate dead, level at hit dice, 3/day.
Venerable: Monster summoning VII, undead, 3/day.
Wyrm: Control undead at will.
Great Wyrm: Control weather 1/day as 24th level druid.


HABITAT: Deathwyrms hate light; they thrive in the deep, inky and unnatural
darkness of their lairs and the negative material plane. They can function
normally in their territories, but can only venture further under cover of
night or clouds. Sunlight inflicts 1d8 hp per round.

ECOLOGY: Deathwyrms are a scourge to the lands they inhabit, despoiling all
they touch. When a deathwyrm flies low to the ground, all plant life under
its foul wings withers. Needless to say, alchemists and necromancers can find
many uses for a deathwyrm carcass.

And Another One


Dragon, Mithril Allan J. Mikkola (allanm@vulcan.med.ge.com)
================================================== ============================

CLIMATE/TERRAIN: Any mountains and hills
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Neutral good
------------------------------------------------------------------------------
NO. OF APPEARING: 1 (2-5)
ARMOR CLASS: -3 (base)
MOVE: 10, Fl 35 (C), Jp 3
HIT DICE: 16 (base)
THAC0: 5 (base)
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 2-8/2-8/6-36 (6d6)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (52' base)
MORAL: Fanatic (17-18)
XP VALUE: Variable

BODY TAIL BREATH SPELLS
AGE LENGTH LENGTH AC WEAPON WIZARD/PRIEST
1 6-20 3-8 0 disintegrate Nil
2 20-30 8-16 -1 disintegrate Nil
3 30-40 16-22 -2 disintegrate Nil
4 40-54 22-28 -3 disintegrate 2
5 54-68 28-32 -4 disintegrate 2 2
6 68-78 32-40 -5 disintegrate 2 2 2
7 78-86 40-48 -6 disintegrate 2 2 2 1
8 86-100 48-54 -7 disintegrate 2 2 2 2 / 1
9 100-114 54-60 -8 disintegrate 2 2 2 2 1 / 2
10 114-124 60-66 -9 disintegrate 2 2 2 2 2 / 2 2
11 124-138 66-74 -10 disintegrate 2 2 2 2 2 1 / 2 2 2
12 138-150 74-80 -11 disintegrate 2 2 2 2 2 2 / 2 2 2 1

MAGIC TREASURE XP
AGE RESISTANCE TYPE VALUE
1 Nil Nil 3,000
2 Nil Nil 4,000
3 Nil Nil 6,000
4 Nil E, R, T 8,000
5 30% H, R, T 11,000
6 35% H, R, T 13,000
7 40% H, R, T 14,000
8 45% H, R, Tx2 16,000
9 50% H, R, Tx2 17,000
10 55% H, R, Tx2 18,000
11 60% H, R, Tx3 19,000
12 65% H, R, Tx3 20,000

Mithril dragons are closely related to silver dragons; in appearance, they are
quite similar to their cousins, except a mithril dragon is somewhat larger and
has distinct facial features: the mithril's head is bigger, and it has two
"fins" on the top of its head, as opposed to the silver's one. A mithril
dragon's scales are also a richer silver in color and have more of a metallic
brilliance than the silver dragon's.

Mithril dragons speak their own tongue, a tongue common to all good dragons,
and 18% of hatchling mithril dragons have an ability to communicate with any
intelligent creature. The chance to possess this ability increases 5% per
age category of the dragon.

COMBAT: Mithril dragons prefer to avoid combat; instead, they will try to
convince their opponents not to attack. If combat does ensue, mithril dragons
will fight without hesitation - they will rarely back down from any opponent.
Unless the foe is clearly inferior, a mithril dragon will almost never enter
melee prior to using a special attack form, be it spells, breath attacks, or
special abilities; however, these attacks are not used foolishly - the mithril
dragon's high intelligence gives it the ability to choose the appropriate
attack mode(s) with near-perfect accuracy. Once the enemy is sufficiently
softened up, the mithril dragon will leap (or plummet) to the attack, using
claws, bite, tail slap, etc. with great efficiency.

BREATH WEAPON: A mithril dragon has two breath weapons. The first is a
** cloud of paralyzing gas **; this cloud has a radius of 5' per age category
of the dragon. All creatures caught inside the cloud must save vs. breath
weapon or become paralyzed for 1d10 turns + 1 turn per age category of the
dragon. This cloud may not be dissipated by anything short of a hurricane
(although it may be moved) and will stay in effect for 1d3 rounds.

The second breath weapon is a ** cone of disintegration ** 50' long, 5' wide
at the dragon's mouth, and 20' wide at the base. Anyone/anything caught
inside this cone is disintegrated as per the spell. A successful save vs.
breath weapon (not spell) negates this affect.

Mithril dragons cast their spells and use their special abilities at 9th level
plus the combat modifier. At birth, they are immune to paralyzation and all
forms of ** death magic ** (that is, any magic that kills outright such as
** power word, kill **, ** disintegrate **, etc.; this does not include magic
attacks that due to excessive damage such as ** fireball **, ** lightning
bolt **, etc..) They are also able to ** polymorph self ** three times per
day. As they age, they gain the following additional powers:

AGE SPECIAL ABILITY
Young ** Gaze reflection ** (three times per day)
Young adult ** Blink ** (three times per day)
Adult ** Feeblemind ** (twice per day)
Mature adult ** Mass suggestion ** (once per day)
Old ** Spell turning ** (once per day)
Venerable ** Maze ** (three times per week)

HABITAT: Mithril dragons reside in any climate; they prefer to inhabit high
mountains, but will sometimes be found travelling in hilly regions. Their
lairs will almost always be located on the top of the tallest peak in their
territory; the entrances to these lairs are nearly unaccessible, and will
always be protected by various traps and magics.

Mithril dragons sometimes clash with red dragons, since their territories
often overlap; these fights are fierce and deadly, and even though the mithril
dragon will usually get the best of the red, the latter will rarely back down.

Mithril dragons have been known to band together with silver dragons in order
to accomplish a common goal (such as defeating a group of persistent red
dragons), and the bond between the two species is especially close. Mithril
dragons will also ally themselves with electrum and adamantite dragons [q.v.],
as their goals are usually similar.

ECOLOGY: Mithril dragons prefer a diet of silver; the higher the quality, the
better. They are able to sustain themselves indefinately on this metal, but
will also eat meat from time to time. Mithril dragons will sometimes aid good
humanoids in times of trouble, but will usually expect a service in return,
such as a quest to thwart evil or to further the aims of good.

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::::

Caine 11-18-2001 12:21 PM

And finally some dumb creatures
T

hree-For-One Tony "the Deviant DM" Leone
================================================== ============================

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Unknown
DIET: Fear
INTELLIGENCE: Godlike (22)
TREASURE: Nil
ALIGNMENT: Neutral
------------------------------------------------------------------------------
NO. OF APPEARING: 1
ARMOR CLASS: 6
MOVE: 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Unaffected by all spells except wish.
MAGIC RESISTANCE: Nil
SIZE: S (4' tall)
MORALE: Steady (11-12)
XP VALUE: Nil

Background: A three-for-one appears as a spherical orb when first found. When
a player touches the orb, the creature appears- a 4' tall, gray wookiee-like
creature. It announces the following: "Ahhh, thank you. I am a three-for-one.
I will grant you three wishes- anything you like, with no ill effects.
However, after I have granted your three wishes, I get to ask a wish of you.
If you cannot grant me my wish, you will be completely and irretrievably
slain."

From then on, the creature may show up at any time, to watch the party and see
if it can be of any help. At this point it will live on the fear of the
players that he may need to use the services of the three-for-one and thus
enter into a matter of life and death. The creature will bear no remorse if
the players does not want it around, and it will leave with no grumbling if
asked. Once the first wish is made, however (and a good Dungeon Master will
tempt the party with possible uses of the wishes), the creature lives on the
character's fear of making the third wish and not being able to grant it.
After the third wish is made, the three-for-one will automatically appear and
tell the players that it gets to make its wish. However, it will not make its
decision right away. In order to consume lots of fear from the players, it
will tell him that, "When I need my wish, I'll come back." Thus the players
will no doubt rue the next appearance of the monster.

Should the players ever be in danger of getting over his fear, the monster
will reappear, and probably scare the players shitless. However, it is not
likely to ask its wish, just watch the players. If the players ever decides
that the creature is stalling, the three-for-one will appear and make a demand
which is doable, but difficult. (This should be used as a last resort). Thus
it will feed upon the players constant fear of failure as he tries to carry
out the wish. If the players carries out the wish, the monster will renew
its offer as if he was newly found. If the players cannot grant the wish,
nothing unusual happens. You see, the character will not be hurt by ignoring
the monster but the monster will never tell him that or it will have no fear
upon which to feed.

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::::Barney (STU_DRFULLER@JMUVAX.bitnet)
================================================== ============================

CLIMATE/TERRAIN: Nine Hells, Gehenna, Hades, The Abyss, PBS
FREQUENCY: Very rare or daily at 4 p.m.
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Little children's minds
INTELLIGENCE: Insipid (-12(
TREASURE: Merchandising Contracts
ALIGNMENT: Purple evil
------------------------------------------------------------------------------
NO. OF APPEARING: 1 (maybe attended by 1-100 Barney zombies, see below)
ARMOR CLASS: 10 (big and plush)
MOVE: 3
HIT DICE: 8
THAC0: 12
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-10/1-10
SPECIAL ATTACKS: Hug (3d10)
SPECIAL DEFENSES: Aura of intolerable idiocy
MAGIC RESISTANCE: 90%
SIZE: L (8' tall)
MORALE: Stupid (30)
XP VALUE: 4,000

Barney is a demon from the lower planes, a great purple and plush deformed
dinosaur. It is the enemy of intelligent lifeforms, eternally seeking out
small children and feeding on their natural intelligence and curiousity.

COMBAT: Barney will normally attack with it's two great paws, each inflicting
1-20 points of damage. If a victim is struck with either paw and fails a
saving throw versus paralyzation, they are dragged to Barney and may be hugged
next round. A hug inflicts 3-30 points of damage each round until the victim
or Barney is killed.

Barney may also utter a 'Power Word I love you' once every three rounds. Any
adults hearing the power word must save versus spells or flee in terror for
1-6 rounds. Any child hearing the power word must save versus spells or be
controlled by Barney. He or she will thereafter follow Barney's commands with
a delightful smile, and is subject to continued brainwashing. Each day that
a child is in Barney's control they may be taught another lesson by Barney,
decreasing their intelligence and wisdom by 1. When either statistic reaches
zero, the child becomes a mindless Barney zombie! Barney zombies follow his
commands with love and a delightful smile, and eagerly spend gold coins on
Barney merchandise.

Barney is constantly surrounded by an aura of intolerable idiocy. Any
individual within 20' must save versus spells once per round or lose 1 point
of intelligence. When intelligence reaches zero, the victim falls to the
ground in a quivering, gibbering wreck. Intelligence may be regained at the
rate of 1 point per day afterwards. In addition, the aura tends to make
spells go awry, tactics to fail, and mundane items to become intelligent
with their own insipid personalities.

HABITAT: Barney resides in a great temple and television studio on the lowest
plane of the Abyss, with areas extending into every lower plane and prime
material plane via transdimensional gates. He is constantly surrounded there
by 1-100 Barney zombies clutching plush dolls and lollipops, which they may
use as +2 maces in combat.

ECOLOGY: You're kidding, right?

Mack_Attack 11-18-2001 12:54 PM

@ Caine lol love the barney. [img]graemlins/laugh3.gif[/img]


All times are GMT -4. The time now is 12:42 AM.

Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved