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#131 |
Manshoon
![]() Join Date: November 7, 2001
Location: hell
Posts: 223
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HOLY SH*T!!! (Brain overloads with info and explodes!!!)
But really that is just to much for me to take in!!! Now i look where we've gone: it started as the evil denizens of the underdark tho dragons, back to the underdark to dragons, to the nine hells to the 7 heavens and yet we missed 2 of the most important underdark monsters:hook horrors and "the Pech"!!! (oh and can u plz post on deathwyrms?)
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When someone insults you, do not kill them there and then. It is a bad thing to do. Instead plot revenge, destroy his life, ruin him and in the end leave him to think about his fate. He\'ll understand the errors of his actions. <br /><br />\"Thaaat dooesn\'t huuuuurt!!!\"<br />(Victim of a dark elf assasin before losing his head) |
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#132 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
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quote: Back to the underdark is it ?? Your wish is my command (even though Memnoch is our friendly neighbourhood Djinni..) ok... cant find deathworm (its in the contents, but no stats on it ![]() Death Knight CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: Genius (17-18) TREASURE: Nil ALIGNMENT: Chaotic evil NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: 12 HIT DICE: 9 (10-sided dice) THAC0: 11 NO. OF ATTACKS: 1 with +3 bonus DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 75% (see below) SIZE: M (6'-7' tall) MORALE: Fanatic (17) XP VALUE: 6,000 A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. The demeanor of a death knight is so terrifying that even kender have been known to become frightened. A death knight's deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life, as well as up to six additional languages. Combat: A death knight retains the fighting skills it had in its former life. Since it has little regard for its own safety and an intense hatred of most living creatures, it is an extremely dangerous opponent. Still, a death knight retains a semblance of the pride it held as a good warrior and fights honorably: It never ambushes opponents from behind, nor does it attack before an opponent has an opportunity to ready his weapon. Surrender is unknown to a death knight, and it will parley only if it senses its opponent has crucial information (such as the fate of a former family member). A death knight has a strength of 1 ![]() Roll Death Knight's Sword 1 Long sword +2 2 Two-handed sword +3 3 Two-handed sword +4 4 Short sword of quickness 5 Short sword of dancing 6 Short sword of life stealing A death knight wears the same armor it wore in its previous life, but regardless of the quality of the armor, it always has an AC of 0. Hit points for a death knight are determined by rolling 10-sided dice. A death knight's magical abilities make it especially dangerous. It constantly generates fear in a 5-foot radius, and it can cast detect magic, detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of ability. A death knight cannot be turned, but it can be dispelled by holy word spell. It has the power over undead of a 6th-level evil priest. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic resistance is rerolled each time a spell is cast at a death knight). Habitat/Society: Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elfmaid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. Death knights are likely to attack any creature that interrupts their songs or trespasses in their domains. Ecology: Death knights have no physiological functions. They are sometimes accompanied by skeleton warriors, liches, and other undead who serve as their aides. Now to steal a line from Memnoch, did someone say Hook Horror ?? ![]() ![]() Hook Horror CLIMATE/TERRAIN: Any/Subterranean FREQUENCY: Rare ORGANIZATION: Clan ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Low (5-7) TREASURE: P ALIGNMENT: Neutral NO. APPEARING: 2-12 ARMOR CLASS: 3 MOVEMENT: 9 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8/1-8/2-12 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (9' tall) MORALE: Steady (11-12) XP VALUE: 175 The hook horror is a bipedal, underground-dwelling monster that looks like a cross between a vulture and a man with hooks instead of hands. The hook horror stands about nine feet tall and weighs almost 350 pounds. It has a tough, mottled grey exoskeleton, like that of an insect. Its front limbs end in 12-inch-long hooks. Its legs end in feet that have three small hooks, like long, sharp toes. Its head is shaped like that of a vulture, including the hooked beak. Its eyes are multifaceted. It is thought that the hook horror is distantly related to the cockroach or cave cricket. Hook horrors do not have a smell to humans and demihumans, but an animal would detect a dry musty odor. They communicate in a series of clicks and clacks made by the exoskeleton at their throats. In a cave, this eerie sound can echo a long way. They can use this to estimate cavern sizes and distances, much like the sonic radar of a bat. Combat: Hook horrors have acute hearing and are surprised only on a roll of 1. They always know their territory, and they try to ambush unsuspecting travelers or denizens. Each round they swing with both hooks. If in any round both hit, during that round their beaks hit automatically. They automatically inflict 2d6 points of damage each round with the beak until at least one of the hooks is dislodged. The eyesight of the hook horrors is very poor. They are blinded in normal light. They use their extremely acute hearing to track and locate prey. Since their eyesight is so poor anyway, they suffer no combat or movement penalties if blinded or in complete darkness. They attack silenced opponents with the penalties others suffer when attacking blind. Hook horrors are natural climbers, as their hooks give them excellent purchase on rock surfaces. They can move at normal speed up vertical surfaces that are not sheer. Their great weight means that they cannot hang from the ceiling like other insects. Habitat/Society: The obvious penalty for having hooks instead of hands is that hook horrors cannot use weapons or tools. They can only pick up items in their beaks. This severely restricts their ability to amass large treasures. A clan of hook horrors most often lives in caves and underground warrens. The entrance is usually up a vertical or steeply sloped rock wall. Each family unit in the clan has its own small cavern off a central cave area. The clan's eggs are kept in the safest, most defensible place. The clan is ruled by the eldest female, who never participates in combat. The eldest male, frequently the mate of the clan ruler, takes charge of all hunting or other combat situations and is considered the war chieftain. Members of a clan rarely fight each other. They may quarrel or not cooperate, but they rarely come to blows. Clans sometimes fight each other, but only when there is a bone of contention, such as territorial disputes. It is rare for a clan of hook horrors to want to rule large areas or to conquer other clans. Hook horrors have poor relationships with other races. Although they do not foolishly attack strong parties, generally other creatures are considered to be meat. They retreat when faced with a stronger group. Hook horrors do not recognize indebtedness or gratitude. Their simple language does not even have a term for these concepts. Just because a player character saves the life of a hook horror does not mean that it will feel grateful and return the favor. Ecology: Although hook horrors are basically omnivores, they prefer meat. They can eat just about any cave-dwelling fungus, plants, lichens, or animals. Hook horrors are well acclimated to cave life. They have few natural predators, although anything that managed to catch one would try to eat it. The hook horror's exoskeleton dries and becomes too brittle for use after a month or so. The Pich... what type of monster does it look like ?? It sounds like it has a specific name for its place in the game... But while your thinking about that, lets travel to Hogwarts... on one of these guys: Hippogriff CLIMATE/TERRAIN: Unpopulated regions FREQUENCY: Rare ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Semi- (2-4) TREASURE: Q x 5 ALIGNMENT: Neutral NO. APPEARING: 2-16 ARMOR CLASS: 5 MOVEMENT: 18, Fl 36 (C,D) HIT DICE: 3+3 THAC0: 17 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-6/1-6/1-10 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (10' long) MORALE: Average (9) XP VALUE: 175 Hippogriffs are flying monsters that have an equal likelihood to be predator, prey, or steed. The hippogriff is a monstrous hybrid of eagle and equine features. It has the ears, neck, mane, torso, and hind legs of a horse. The wings, forelegs, and face are those of an eagle. It is about the size of a light riding horse. A hippogriff may be colored russet, golden tan, or a variety of browns. The feathers are usually a different shade than the hide. The beak is ivory or golden yellow. Combat: The hippogriff attacks with its eagle-like claws and beak. Each claw can tear for 1d6 points of damage, while the scissor-like beak inflicts 1d10 points of damage. Habitat/Society: Hippogriffs prefer the desolate sections of the temperate and tropic regions, especially rolling hills that enable them to get quickly airborne. Hippogriffs are territorial. They have a preferred grazing and hunting area that covers 1d4 x 10 square miles. Somewhere in this territory is a naturally protected site that serves as the hippogriff nest. Here is where the young hippogriffs stay. The nest is always guarded. The typical hippogriff herd includes 1-3 adult males, an equal number of mares, and the rest are immature young. There is a 25% chance that one or more of the mares is pregnant. Gestation takes 10 months. During the first five months, this occurs within the mare. Then she lays an egg that hatches in another five months. Twin births are rare (1% chance). The foal is able to walk upon hatching. Its beak remains soft for the first two weeks; this enables the foal to nurse. Then its beak hardens and the hippogriff switches to regurgitated food from its mother. The colts learn to eat solid meat at four months, although they are clumsy killers (-4 penalty to attack rolls and damage). At six months they can fly (18, class D) and fight with a -2 penalty to attack rolls and damage. Yearlings are identical to adults, although they are unable to breed until they are three years old. Wild hippogriffs are omnivorous. They feed on whatever is available, whether greenery, fruits, or wildlife. Hippogriffs are able to attack fairly large prey, such as bison, but they do not prey on carnivores. The exception is humanoids. Hippogriffs may, in the absence of other meat, attack small groups of people. Bodies are then carried back to the nest to feed the others; this is where the victim's possessions usually spill out. Hippogriffs are clean monsters; they dispose of carcasses and other debris by carrying them downhill. They like clear, sparkly things like glass, crystals, and precious gems. Males may amass a small trove kept covered by brush. As a mating ritual, he arranges these in a display to entice mares. Ecology: Hippogriffs are closely related to griffons. Just as griffons are the result of crossing an eagle with a lion, hippogriffs resulted from the crossing of an eagle with a horse. Hippogriffs may have been created as a natural prey for the griffons. Fortunately for the hippogriff, its own formidable weapons give it a fighting chance. To make up for the griffon's superiority, hippogriffs gather in larger groups. Hippogriffs are also related to pegasi. Because the hippogriffs eat meat, pegasi avoid their company. Hippogriffs make excellent flying mounts. The maneuverability decreases to Class D, but their speed is unimpaired. They are less likely to eat the rider than a griffon is. If a hippogriff is captured while still very young (under four months), it can be domesticated and trained to serve as a steed. Hippogriff eggs sell for 1,000 gp, young hippogriffs for 2,000-3,000 gp. It will probably have to be taught to fly. Domestic hippogriffs are also taught to recognize a limited number of species as food; humanoids of course are not on that list. Hippogriffs have difficulty breeding in captivity. Like flying, the wild hippogriff has to be captured before such skills are learned. Mature hippogriffs may be persuaded to voluntarily assist riders who can provide them with ample food or protection. [ 02-03-2002: Message edited by: LennonCook ] |
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#133 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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Pechs are a type of Earth Elemental kin, and are found under that listing
Pech CLIMATE/TERRAIN: Any subterranean FREQUENCY: Rare ORGANIZATION: Clan ACTIVITY CYCLE: Darkness DIET: Omnivore INTELLIGENCE: Average to exceptional (8-16) TREASURE: See below ALIGNMENT: Neutral good NO. APPEARING: 5-20 ARMOR CLASS: 3 MOVEMENT: 9 HIT DICE: 4 THAC0: 17 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon +3 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 25% SIZE: S (4' tall) MORALE: Average (10) LEVEL/XP VALUE: 1,400 The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They dwell in dark places and work stone. Pech are thin and have long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or reddish brown hair. Their flesh is nearly as hard as granite. Their eyes are large and have no pupils. Pech have infravision to 120 feet. Combat: The pech use picks and peat hammers (treat as war hammers) for work and armament, and are usually equipped with equal numbers of each. Pech have 18/50 Strength. Each pech can cast four stone shape and four stone tell spells per day. Four pech can band to together to cast a wall of stone spell as a 16th-level mage. Eight together can cast a stone to flesh spell. Group spells can be cast but once per day by any group. Pech are immune to petrification. When fighting lithic monsters such as stone golems, gargoyles, or galeb duhr, pech are quite capable of knocking them to rubble, as their knowledge of stone allows them full attack capability against such creatures, even with nonmagical weapons. Each successful strike does maximum damage. Habitat/Society: Pech are basically good and peaceful creatures that want to be left to themselves. They hate bright light and open skies, and they are quick to ask others to douse lights. Their lairs are constructed with numerous choke points so that walls of stone can quickly stop intruders. Their lair holds 10-40 individuals, with equal numbers of females and males, and young equal to 20-50% of the females. Ecology: The pech home plane is hostile, so many travel to the Prime Material plane to search for a better life. They have few enemies there. Pech do not save large amounts of treasure; they mine for things to trade with others for food or services. They do sometimes create simple, unobtrusive ornamental objects for everyday use. A pech lair may contain 50-100 trade gems plus 5-30 dishes and utensils worked from stone and raw metal. These items are not very valuable, averaging 150 gp each.
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#134 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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Ghoul Lacedon Ghast
CLIMATE/TERRAIN: Any land Any water Any land FREQUENCY: Uncommon Very rare Rare ORGANIZATION: Pack Pack Pack ACTIVE TIME: Night Night Night DIET: Corpses Corpses Corpses INTELLIGENCE: Low (5-7) Low (5-7) Very (11- 12) TREASURE: B, T B, T B, Q, R, S, T ALIGNMENT: Chaotic evil Chaotic evil Chaotic evil NO. APPEARING: 2-24 (2d12) 2-24(2d12)1-6 1-4 (with Ghoul packs) ARMOR CLASS: 6 6 4 MOVEMENT: 9 Sw 9 15 HIT DICE: 2 2 4 THAC0: 19 19 17 NO. OF ATTACKS: 3 3 3 DAMAGE/ATTACK: 1-3/1-3/1-6 1-3/1-3/1-6 1- 4/1-4/1-8 SPECIAL ATTACKS: Paralyzation Paralyzation See below SPECIAL DEFENSES: See below See below See below MAGIC RESISTANCE: Nil Nil Nil SIZE: M (5'-6' tall) M (5'-6' tall) M (5'-6' tall) MORALE: Steady (11-12) Steady (11-12) Elite (13-14) XP VALUE: 175 175 650 Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Combat: Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay. Habitat/Society:Ghouls and ghasts are most frequently encountered around graveyards, where they can find plenty of corpses on which to feed. Ecology: Ghouls (and ghasts, as described later) delight in revolting and loathsome things -- from which we draw our adjectives "ghoulish" and "ghastly." Lacedon The lacedon is a marine form of the ghoul. Lacedons are sometimes found near marine ghosts, particularly ghost ships. Lacedons are less common than ghouls because of the fewer corpses available for them to feed on, but they can often be found swarming around recent shipwrecks in rivers, lakes, and oceans. Ghast These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a penalty of -2. Worse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest's remove paralysis spell. Ghasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring).
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#135 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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Air Earth
CLIMATE/TERRAIN: Any air Any land FREQUENCY: Very rare Very rare ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Any Any DIET: Air Earth, metal, or gem INTELLIGENCE: Low (5-7) Low (5-7) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral NO. APPEARING: 1 1 ARMOR CLASS: 2 2 MOVEMENT: Fl 36 (A) 6 HIT DICE: 8, 12, or 16 8, 12, or 16 THAC0: 8 Hit Dice: 13 8 Hit Dice: 13 12 Hit Dice: 9 12 Hit Dice: 9 16 Hit Dice: 5 16 Hit Dice: 5 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 2-20 4-32 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: +2 weapon or better to hit +2 weapon or better to hit MAGIC RESISTANCE: Nil Nil SIZE: L to H (8' to 16' tall) L to H (8' to 16' tall) MORALE: 8-12 Hit Dice: 8-12 Hit Dice: Champion (15-16) Champion (15-16) 16 Hit Dice: 16 Hit Dice: Fanatic (17) Fanatic (17) XP VALUE: 8 Hit Dice: 3,000 8 Hit Dice: 2,000 12 Hit Dice: 7,000 12 Hit Dice: 6,000 16 Hit Dice: 11,000 16 Hit Dice: 10,000 Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm. Combat: While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental's mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict. The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone. This whirlwind lasts for one melee round, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone. Earth elementals can be conjured in any area of earth or stone. This type of common elemental appears on the Prime Material plane as a very large humanoid made of whatever types of dirt, stones, precious metals, and gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems. Though it has a mouth-like opening in its face, an earth elemental will rarely speak. Their voices can be heard in the silence of deep tunnels, the rumblings of earthquakes, and the grinding of stone on stone. Though earth elementals travel very slowly, they are relentless in the fulfillment of their appointed tasks. An earth elemental can travel through solid ground or stone with no penalty to movement or dexterity. However, these elementals cannot travel through water: they must either go around the body of water in their path or go under it, traveling in the ground. Earth elementals prefer the latter as it keeps them moving, more or less, in a straight line toward their goal. Combat: Earth elementals will always try to fight on the ground and will only rarely be tricked into giving up that advantage. Because of their close alliance to the rock and earth, these elementals do 4-32 points of damage (4d8) whenever they strike a creature that rests on the ground. Against constructions with foundations in earth or stone, earth elementals do great damage, making them extremely useful for armies sieging a fortification. For example, a reinforced door, which might require a few rounds to shatter using conventional methods, can be smashed with ease by an earth elemental. They can even level a small cottage in a few rounds. An earth elemental's effectiveness against creatures in the air or water is limited; the damage done by the elemental's fists on airborne or waterborne targets is lessened by 2 points per die (to a minimum of 1 point of damage per die). Fire Water CLIMATE/TERRAIN: Any dry land Large areas of water FREQUENCY: Very rare Very rare ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Any Any DIET: Any combustible Any liquid INTELLIGENCE: Low (5-7) Low (5-7) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral NO. APPEARING: 1 1 ARMOR CLASS: 2 2 MOVEMENT: 12 6, Sw 18 HIT DICE: 8, 12, or 16 8, 12, or 16 THAC0: 8 Hit Dice: 13 8 Hit Dice: 12 12 Hit Dice: 9 12 Hit Dice: 9 16 Hit Dice: 5 16 Hit Dice: 7 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 3-24 5-30 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: +2 weapon or better to hit +2 weapon or better to hit MAGIC RESISTANCE: Nil Nil SIZE: L to H (8' to 16' tall) L to H (8' to 16' tall) MORALE: 8-12 Hit Dice: 8-12 Hit Dice: Champion (15-16) Champion (15-16) 16 Hit Dice: 16 Hit Dice: Fanatic (17) Fanatic (17) XP VALUE: 8 Hit Dice: 2,000 8 Hit Dice: 2,000 12 Hit Dice: 6,000 12 Hit Dice: 6,000 16 Hit Dice: 10,000 16 Hit Dice: 10,000 Fire elementals can be conjured in any area containing a large open flame. To provide a fire elemental with an adequate shell of Prime Material flame, a fire built to house an elemental should have a diameter of at least six feet and reach a minimum of four feet into the air. On the Prime Material Plane, a fire elemental appears as a tall sheet of flame. The fire elemental will always appear to have two armlike appendages, one on each side of its body. These arms seem to flicker back into the creature's flaming body, only to spring out from its sides seconds later. The only facial features of a fire elemental are two large glowing patches of brilliant blue fire, which seem to function as eyes for the elemental. Like all common elementals, fire elementals rarely speak on the Prime Material plane, though their voices can be heard in the crackle and hiss of a large fire. Combat: Because they resent being conjured to this plane, fire elementals are fierce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a fire elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any flammable object struck by the fire elemental must save versus magical fire at a -2 or immediately begin to burn. Fire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non-flammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a fire elemental. Also, because their natural abilities give them some built-in resistance to flame-based attacks, creatures with innate fire-using abilities, like red dragons, take less damage from a fire elemental's attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die). Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is required to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just as well. The water elemental appears on the Prime Material Plane as a high-crested wave. The elemental's arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and flow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes. Like all other common elementals, water elemental rarely speak on the Prime Material Plane, but their voices can be heard in the crashing of waves on rocky shores and the howl of an ocean gale. Combat: In combat, the water elemental is a dangerous adversary. It prefers to fight in a large body of water where it can constantly disappear beneath the waves and suddenly swell up behind its opponent. When the elemental strikes, it lashes out with a huge wave-like arm, doing 5-30 points of damage. Water elementals are also a serious threat to ships that cross their paths. A water elemental can easily overturn small craft (one ton of ship per hit die of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stopped by an elemental will be slowed by a percentage equal to the ratio of ship's tons over the hit points of the attacking elemental. Though the water elemental is most effective in large areas of open water, it can be called upon to serve in a battle on dry land, close to the body of water from which it arose. However, the movement of the water elemental on land is the most restricted of any elemental type: a water elemental cannot move more than 60 yards away from the water it was conjured from, and 1 point of damage is subtracted from each die of damage they inflict out of the water (to a minimum of 1 point of damage per die).
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#136 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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some info on everyone's favorite Djinn (sorry Memnoch, I couldn't resist)
Genie Djinni CLIMATE/TERRAIN: Air FREQUENCY: Very rare ORGANIZATION: Caliphate ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Average to highly (8-14) TREASURE: Nil ALIGNMENT: Chaotic Neutral NO. APPEARING: 1 ARMOR CLASS: 4 MOVEMENT: 9, Fl 24 (A) HIT DICE: 7+3 THAC0: 13 NO. OF ATTACKS: 1 DAMAGE/ ATTACK: 2-16 (2d8) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: L (10 ˝' tall) MORALE: Elite (13-14) XP VALUE: 5,000 Noble: 11,000 (+1,000per added Hit Die) Genies come from the elemental planes. There, among their own kind, they are have their own societies. Genies are sometimes encountered on the Prime Material plane and are often summoned specifically to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. Genies speak their own tongue and that of any intelligent beings they meet through a limited form of telepathy. Djinni The djinn are genies from the elemental plane of Air. It should be noted that "djinn" is the plural form of their name, while "djinni" is the singular. Combat: The djinn's magical nature enables them to do any of the following once per day: create nutritious food for 2d6 persons and create water or create wine for 2d6 persons; create soft goods (up to 16 cubic feet) or create wooden items (up to 9 cubic feet) of a permanent nature; create metal, up to 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); create illusion as a 20th-level wizard with both visible and audible components, which last without concentration until touched or magically dispelled; use invisibility, gaseous form, or wind walk. Once per day, the genie can create a whirlwind, which the it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind's base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature's whim. If the whirlwind strikes a non-aerial creature with fewer than 2 Hit Dice, the creature must make a saving throw vs. breath weapon for each round of contact with the whirlwind, or be swept off its feet, battered, and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact with the whirlwind. A djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions. Airborne creatures or attacks receive a -1 penalty to attack and damage rolls against a djinni, who also receives a +4 bonus to saving throws against gas attacks and air-based spells. Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite. Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity. Habitat/Society: The djinn's native land is the elemental plane of Air, where they live on floating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gardens, fountains, and sculptures made of elemental flames. In a typical djinn landhold there are 3dl0 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points. The social structure of Djinn society is based on rule by a caliph, served by various nobles and officials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days' travel, and is advised by six viziers who help maintain the balance of the landholdings. If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dispatches two more messengers to warn the next landholds; in this fashion the entire nation is warned. Noble Djinn Some djinn (1%) are "noble" and are able to grant three wishes to their masters. Noble djinn perform no other services and, upon granting the third wish are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirlwinds they create cause 3d6 hit points of damage.
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#137 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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quote: Golem, Necrophidius and Scarecrow Necrophidius Scarecrow Climate/Terrain: Any Any Frequency: Very rare Very rare Organization: Solitary Solitary Activity Cycle: Any Any Diet: Nil Nil Intelligence: Non- (0) Non- (0) Treasure: Nil Nil Alignment: Neutral Neutral No. Appearing: 1 1 Armor Class: 2 6 Movement: 9 6 Hit Dice: 2 5 THAC0: 19 15 No. of Attacks: 1 1+gaze Damage/Attack: 1-8 1-6+charm Special Attacks: See below See below Special Defenses: See below See below Magic Resistance: Nil Nil Size: L (12' long) M (6' tall) Morale: Fearless (19-20) Fearless (19-20) XP Value: 270 1,400 The necrophidius and scarecrow are constructs like all other golems, but they are less powerful because of the magical shortcuts employed in their construction. Necrophidius The necrophidius, or "death worm," is built and animated for a single task, such as protection or assassination. It has the bleached-white skeleton of a giant snake, a fanged human skull, and constantly whirling, milk-white eyes. Its bones are warm to the touch. The necrophidius is odorless and absolutely silent; the skeleton makes no noise, even when slithering across a floor strewn with leaves. A necrophidius is constantly moving with a macabre grace. Combat: The necrophidius prefers to surprise opponents, and its silence imposes a -2 penalty to their surprise rolls. If the necrophidius is not surprised, it performs a macabre maneuver called the Dance of Death, a hypnotic swaying backed by minor magic. The Dance rivets the attention of anyone who observes it, unless a successful saving throw vs. spell is rolled. Intelligent victims are immobilized, as per the hypnotism spell. This allows the necrophidius to attack without opposition. Besides taking damage as indicated, a bitten victim must make a saving throw vs. spell or be paralyzed and unconscious for 1d4 turns. This effect can be cancelled only by dispel magic; neutralize poison is useless. This creature acts and reacts as if it had Intelligence 10. However, its mind is artificial, so mind influencing spells have no effect. The creature is immune to poison and requires no sleep or sustenance. It is not undead and cannot be turned. |
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#138 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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any other requests, magic golems perhaps (ToB spoiler)
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#139 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
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quote: IM going to have to find another monstrous manual... the one im using atm doesnt have Magic Golems... not listed under 'Golem, Magic' or 'Magic Golem'... :confused4: |
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#140 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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Golem, Magic
Climate/Terrain: Any Frequency: Very Rare (3 known) Organization: Solitary Activity Cycle: Any Diet: Magic Intelligence: Low (5-7) Treasure: Nil Alignment: Neutral No. Appearing: 1 Armor Class: -2 Movement: 18 Hit Dice: 8 (64 hit points) Thac0: 13 No. of Attatcks: 1 Damage/Attack: 3d10 Special Attacks: Absorbs Magic, Magical Flare Special Defenses: Immune to most magic Magic Resistance: 100% Size: L(9' tall) Morale: Fearless (20) XP Value: 8,000 A magic golem appears as a humanoid creature composed of iridescent yellow energy-pure magic. It is an unholy union of a human being and an area of wild magic. After the Time of Troubles, Zhentarim wizards began to catalog all of the areas of wild magic in an effort to study this phenomenon more closely. During an expedition to a remote wild magic area in the Hordelands, an unfortunate sequence of spells cast by one Zhentarim wizard turned another into a being of pure magic-a combination of the mage and untamed magical forces. Combat: Magic golems absorb all magical energy within a 20-foot radius. spells are instantly absorbed as they are cast. Running spells are terminated and absorbed at the end of one round, with two exceptions noted below. Magical items lose one level of enchantment per round (a ong sword +2 changes to a long sword +1), and charged items lose 1d6 charges per round. Magical weapons do no damage to the creature, but normal weapons and those drained of magic can hurt the golem. The magic golem attacks its victims with blasts of pure magical energy causing 3d10 points of magic. These magical blasts have a range of 75 yards. The blast ignores all magical adjustments to Armor Class (that is Armor Class for a blast of target is calculated only by armor type and Dexterity bonus). However these blasts do not penetrate an anti-magic shell or a Prismatic Sphere until such spells are absorbed by the creature. It takes 6 rounds for a magic golem to dissipate an anti-magic shell and 7 rounds for it to disable a prismatic sphere. Dispel magic has no effect on the creature, as the spell is absorbed instantly as it is cast. However a Limited Wish will negate the creatures ability to absorb magic for one round per level of the cast, and a Wish will do so for an hour. During this time the creature has no immunity to magic and magical effects. Once per day a magic golem must release a flare of magical energy that is a result of its link to wild magic. This flare can be used as a conscious attack in addition to the golems normal attack in a round. Roll 1d10 for the form the flare takes and consult the table below. All spell-like effects are at 16th level unless otherwise noted. Habitat/Society: A magic golem is very stupid and easily controlled through force of will by any mage or wizard of 12th level or greater. If there is no mage of the required power to control the golem, the creature wanders aimlessly in search of a source of magic to absorb. If a magic golem happens to stumble upon another zone of wild magic, the creature remains in the area and slowly absorbs all of its wild magic effects. The wild magic zone is totally absorbed, a process taking anywhere from an hour to a month, depending on its size. When a magic golem absorbs a wild magic zone, the creature's Hit Dice and hit points are increased by 50%: the size of the area absorbed has no bearing on the increase. After this aborbtion process, the golem is uncontrollable, lashing out at all who possess or wield magic for at least a week before it can be controlled by a wizard. Wild Magic Flare Result 1: as per a Wand of Wonder 2: Magical Blast(see above) 3: 4d6 Lightning bolt 4: Double strength light spell 5: Dispel magic 100' radius 6: Wall of fire encircles the golem 7: Color spray in a 360 degree radius 8: Fireball cenered on golem 9: Time stop 100' radius 10: Earthquake Ecology: The creature needs no sleep or sustenance, and as long as there is magic in the world they can continue to exist. It has been theorized that a dead magic zone, another product of the Time of Troubles, would instantly destroy a magic golem-that the dead magic area and the golem would eliminate each other, leaving a zone of normal magic function. Since magic golems are so rare to begin with, the Zhentarim are unwilling to test this theory. The magic golem was discovered, quite by accident, by the Zhentarim. A magic golem is formed when a mage of at least 12th level casts detect magic , Rary's mnemonic enhancer, and anti-magic shell in that order on himself or herself while standing in an area of wild magic. The spells themselves must escape any ill effects of the wild magic area and go off as normal. The caster then gains the ability to transform another wizard within the wild magic area into a magic golem. The victim recieves no saving throw, although magic resistance applies. The new magic golem is under its creators control, and the wild magic area is then dispelled (or, rather, it is absorbed into the golem during it's creation). The chances of a magic golem forming are slim-less than 1% given the effects of wild magic. Only three of these creatures are known to exist. All of them are under teh control of the Zhentarim. [ 02-19-2002: Message edited by: Morgeruat ]
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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