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Old 02-20-2002, 04:13 AM   #141
Memnoch
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Join Date: February 28, 2001
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Here's another temptress you may run into in Watchers Keep. Lotsa fiends there. This one's from the Nine Hells.


Baatezu, Lesser - Erinyes

Climate/Terrain: The Nine Hells
Frequency: Uncommon
Organization: Single
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13 - 14)
Treasure: See Below
Alignment: Lawful Evil
No. Appearing: 1
Armor Class: 2
Movement: 12, Fl 21 (C)
Hit Dice: 6 + 6
THAC0: 13
No. of Attacks: 1
Damage/Attack: By weapon
Special Attacks: Charm, fear, rope of entanglement
Special Defenses: +1 or better weapons to hit
Magic Resistance: 30%
Size: M (6' tall)
Morale: Steady (11 - 12)
XP Value: 29,500

Erinyes are perhaps the most unusual of the baatezu since they do not appear gruesome or disgusting. Rather, erinyes are attractive to mortals, a fitting characteristic considering their mission. Erinyes are female, but can look like mortal men or women of any race they choose, and are always the most perfect and physically beautiful of specimens. They cannot, however, pass for mortals - their huge, feathery wings mark them as denizens of the Nine Hells.

Erinyes can communicate through telepathy, but tend to prefer direct speech when luring mortals - they can speak any language.

Combat: Erinyes prefer to use their other powers rather than enter physical combat. If pressed to do so, they can wield any weapon with proficiency. Other than that, however, the erinyes has no other form of physical attack. If it so chooses, an erinyes can cause fear in any creature that looks upon it - The victim must make a saving throw vs. rod, staff, or wand or flee in panic for 1-6 rounds. Erinyes all carry a rope of entanglement that they can use in combat or to bind unsuspecting victims.

Erinyes possess a very powerful charm person ability. This charm power can be used against any being within 60 feet the erinyes looks upon, even if the victim does not look back. When so gazed upon, the victim must immediately make a saving throw vs. spells as if he were half of his own level- For example, if an erlnyes were battling an 8th level paladin and employed its charm person ability the paladin would have to make a saving throw vs. spells as a 4th level warrior. If the victim fails its save, it will become completely loyal to the erinyes and will do anything to protect and obey the creature, even when that means the death of the victim or the victim's loved ones. Fortunately for mortal beings, an erinyes can only have one person so charmed at a time. The effects of the charm last until the erinyes releases the victim.

In addition to those available to all baatezu, an erinyes can use any of the following spell-like powers, one at a time, once per round, at will:

ъ Detect invisibility
ъ Invisibility
ъ Locate object
ъ Polymorph Self
ъ Produce flame

It can attempt to gate in the following: 1-8 spinagons (50% chance, once per day) or 1-4 barbazu (35 0/6 chance, once per day).

Habitat/Society: Erinyes are solitary baatezu, rarely seen in groups of any kind. They are cunning and evil, securing their position amongst the baatezu as tempters of mortals. Even though the erinyes we lesser baatezu, they have a special station in the Nine Hells. As tempters, they report directly to the Dark Eight and are outside the normal chain of command.

There are a total of only 500 erinyes in the Nine Hells at any one time. Lesser baatezu are promoted to erinyes if the number drops below this.

As tempters, the erinyes have a special power that none of the other baatezu-even the great pit fiends-have: the ability to pass into the Prime Material plane for short periods of time. They do this to attempt to trick and lure mortals back to the Nine Hells with them. They cannot bring anyone or anything with them when they pass into the Prime Material plane, and they can only bring one person back with them when they pass back into the Nine Hells. They cannot bring back inorganic matter, so victims will arrive in the Nine Hells without possessions. Once on the Prime Material plane, the erinyes will seek out a mortal to lure back to the Nine Hells. Using its charm person power and its ability to assume a comely male or female form, the erinyes will try to seduce the mortal. This done, it can transport the mortal and itself back to the Nine Hells. Mortals so trapped are doomed to die in the inhuman plains of the Nine Hells unless their own magical strengths can save them. When a mortal dies this way, he will become a lemure and be doomed to serve forever as a soldier of the Nine Hells. It is because of this power to tempt and doom mortals that the erinyes are respected by all baatezu.

Ecology: Unlike the rest of baatezudom, the erinyes often refuse promotion from their station. Many do not wish to give up the special status afforded them in order to return to the normal ranks of the Nine Hells.

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Old 02-28-2002, 12:47 AM   #142
Morgeruat
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bumping for posterity
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Old 02-28-2002, 10:19 AM   #143
Memnoch
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Here's another chickybabe you might meet at Watcher's Keep - if you're unlucky (or lucky).


Baatezu, Lesser - Erinyes
Climate/Terrain: The Nine Hells
Frequency: Uncommon
Organization: Single
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13 - 14)
Treasure: See Below
Alignment: Lawful Evil
No. Appearing: 1
Armor Class: 2
Movement: 12, Fl 21 (C)
Hit Dice: 6 + 6
THAC0: 13
No. of Attacks: 1
Damage/Attack: By weapon
Special Attacks: Charm, fear, rope of entanglement
Special Defenses: +1 or better weapons to hit
Magic Resistance: 30%
Size: M (6' tall)
Morale: Steady (11 - 12)
XP Value: 29,500

Erinyes are perhaps the most unusual of the baatezu since they do not appear gruesome or disgusting. Rather, Erinyes are attractive to mortals, a fitting characteristic considering their mission. Erinyes are female, but can look like mortal men or women of any race they choose, and aim always the most perfect and physically beautiful of specimens. They cannot, however, pass for mortals-their huge, feathery wings mark them as denizens of the Nine Hells.
Erinyes can communicate through telepathy, but tend to prefer direct speech when luring mortals-they can speak any language.

Combat: Erinyes prefer to use their other powers rather than enter physical combat. If pressed to do so, they can wield any weapon with proficiency. Other than that, however, the Erinyes has no other form of physical attack. If it so chooses, an Erinyes can cause fear in any creature that looks upon it- The victim must make a saving throw vs. rod, staff, or wand or flee in panic for 1-6 rounds. Erinyes all carry a rope of entanglement that they can use in combat or to bind unsuspecting victims.
Erinyes possess a very powerful charm person ability, This charm power can be used against any being within 60 feet the erinyes looks upon, even if the victim does not look back, When so gazed upon, the victim must immediately make a saving throw vs. spells as if he were half of his own level- For example, if an erlnyes were battling an 8th level paladin and employed its charm person ability the paladin would have to make a saving throw vs. spells as a 4th level warrior. If the victim fails its save, it will become completely loyal to the erinyes and will do anything to protect and obey the creature, even when that means the death of the victim or the victim's loved ones. Fortunately for mortal beings, an Erinyes can only have one person so charmed at a time. The effects of the charm last until the erinyes releases the victim.
In addition to those available to all baatezu, an Erinyes can use any of the following spell-like powers, one at a time, once per round, at will;

ъ Detect invisibility
ъ Invisibility
ъ Locate object
ъ Polymorph Self
ъ Produce flame


It can attempt to gate in the following: 1-8 spinagons (50% chance, once per day) or 1-4 barbazu (35 0/6 chance, once per day).

Habitat/Society: Erinyes are solitary baatezu, rarely wen in groups of any kind. They are cunning and evil, securing their position amongst the baatezu as tempters of mortals. Even though the erinyes we lesser baatezu, they have a special station in the Nine Hells. As tempters, they report directly to the Dark Eight and are outside the normal chain of command.
There are a total of only 500 Erinyes in the Nine Hells at any one time. Lesser baatezu are promoted to Erinyes if the number drops below this.
As tempters, the erinyes have a special power that none of the other baatezu-even the great pit fiends-have; the ability to pass into the Prime Material plane for short periods of time. They do this to attempt to trick and lure mortals back to the Nine Hells with them- They cannot bring anyone or anything with them when they pass into the Prime Material plane, and they can only bring one person back with them when they pass back into the Nine Hells- They cannot bring back inorganic matter, so victims will arrive in the Nine Hells without possessions. Once on the Prime Material plane, the Erinyes will seek out a mortal to lure back to the Nine Hells. Using its charm person power and its ability to assume a comely male or female form, the Erinyes will try to seduce the mortal. This done, it can transport the mortal and itself back to the Nine Hells. Mortals so trapped are doomed to die in the inhuman plains of the Nine Hells unless their own magical strengths can save them. When a mortal dies this way, he will become a lemure and be doomed to serve forever as a soldier of the Nine Hells- It is because of this power to tempt and doom mortals that the Erinyes are respected by all baatezu.

Ecology: Unlike the rest of baatezudom, the erinyes often refuse promotion from their station- Many do not wish to give up the special status afforded them in order to return to the normal ranks of the Nine Hells.

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Old 04-19-2002, 03:31 PM   #144
Encard
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Location: Darkness
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Hmm... let's see... well, doesn't seem to be sticking to UD anymore, so...

MASTER OF THE WILD HUNT

Medium-Size Outsider
Hit Dice: 15d8+45 (112 hp)
Initiative: +3 (Dex)
Speed: 40 ft
AC: 21 (+3 Dex, +5 armor, +3 natural)
Attacks: +3 longspear +24/+19/+14 melee
Damage: +3 longspear 1d8+8
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spells, charm person, favored enemy (goblinoid, beasts, animals, demons)
Special Qualities: Damage reduction 10/+1, SR 16, detect evil, darkvision 60 ft
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16
Skills: Animal Empathy +21, Bluff +13, Concentration +18, Handle Animal +18, Heal +12, Hide +9, Intimidate +13, Knowledge (arcana) +14, Knowledge (nature) +19, Listen +17, Move Silently +9, Search +19, Sense Motive +18, Spellcraft +14, Spot +17
Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Power Attack, Track, Weapon Focus (longspear)
Climate/Terrain: Any land
Organization: Wild Hunt (Master plus 20 black hounds)
Challenge Rating: 12 (solitary); 20 (with Wild Hunt)
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
The Master and his pack appear whenever called or when there is great evil in the area (the DM decides what constitutes a great evil). They only appear at night.
The Master and his hounds always appear 10 miles from the source of the evil and will travel toward it. Should no prey be encountered along the way, the Hunt will move 10 miles beyond the source of the evil in a random direction. If nothing is encountered, it will reverse direction and run for the source of the evil. If no prey is encountered, it will again pass the source and move 10 miles past it in a random direction. The Hunt repeats this process until it finds its prey, the sun comes up, or the Master and his hounds are slain.
When the hunted has been run down, there is instant melee to the death. The Master and his hounds will attack and either kill or be killed. All charmed creatures likewise join in the fray and fight to the death as well.
The only way to prevent being killed is to elude the Master and his hounds until sunrise (when the Master and hounds disappear), kill the Master and his hounds, or run out of the radius of the source of evil.
COMBAT
When the hunt first appears, the Master will sound his horn. It can be heard for 1 mile in all directions. For every one mile the Hunt moves, the Master will again blow his horn.
The Master of the Hunt usually does not engage in combat until the prey has been run down. Then he attacks relentlessly with his +3 longspear.
Ranger Class: The Master of the Hunt has the abilities of a 15th-level ranger.
Charm Person (Su): When the Hunt passes within 30 feet of a creature, that creature must make a Will save (DC 20) or become swept up in the Hunt. Creatures affected will take one of two roles; the hunter or the hunted.
For each mile traveled with the Hunt, a charmed creature must succeed at another Will save (DC 20). A failed roll indicates the creature has now become the hunted (and the charm is broken). On a successful save the charm is broken and the creature is free to leave the area, though if the Hunt or the creature move within 30 feet of each other, a new save must be made.
Spells (0/2/1/1/1): 1st-resist elements, speak with animals; 2nd-snare; 3rd-water walk; 4th-freedom of movement.
Detect Evil (Su): The Master continuously detects evil as the spell cast by a 20th-level sorcerer. The Master can suppress or restart this ability as a free action.

HOUNDS OF THE WILD HUNT
The Wild Hunt consists of 20 Medium-size black hounds. They have licks of green fire for tongues and glowing green eyes.
Treat the black hounds of the Wild Hunt as 5 HD wolves with the following bonuses.
Spell Resistance (Ex): SR 14

Here's a UD, I think...

CAVE FISHER
Medium-Size Vermin
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 10 ft, climb 10 ft
AC: 16 (+1 Dex, +5 natural)
Attacks: Filament +3 ranged, or 2 claws +8 melee
Damage: 2 claws 2d4+9
Face/Reach: 5 ft by 5 ft/5 ft (60 ft with filament)
Special Attacks: Filament, adhesive
Special Qualities: Vermin
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 23, Dex 12, Con 16, Int —, Wis 10, Cha 4
Skills: Climb +16, Hide +4, Move Silently +3, Spot +3
Climate/Terrain: Any underground
Organization: Gang (1-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use.
The cave fisher appears as a large insect that combines many characteristics of a spider and a lobster. It has a hard shell of overlapping plates and eight legs. The six rear legs are used for movement and traction on stony walls and corridors. The front pair of legs is equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament.
The filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope that is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots greatly increases traction for climbing (treat as masterwork gloves and boots which provide a +4 to Climb checks).
COMBAT
The cave fisher has two ways of hunting. Its preferred method is to use its adhesive to anchor itself to a ledge and then string its long filament in the vicinity of its lair. If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line.
Should a tempting target escape the monster's neatly laid traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in before shooting it at the prey. It will try to snare its prey in this manner so long as it remains within the fisher's established territory.
Filament (Ex): Most encounters begin with a cave fisher when it fires its strong, sticky filament. The cave fisher can strike up to 60 feet with its filament (no range increment).
Adhesive (Ex): If a cave fisher hits with its filament attack, the filament attaches to the opponent’s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity unless that creature breaks free, which requires a successful Escape Artist check (DC 27) or Strength check (DC 23). The cave fisher can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.
A single attack with a slashing weapon that deals at least 10 points of damage severs the filament (AC 20). Also, any liquid with a high alcohol content will dissolve the adhesive and force the cave fisher to release its hold (though it may strike again on its next turn with it). Likewise, an application of the universal solvent forces the cave fisher to relinquish its hold.
Vermin: Immune to all mind-influencing spells and effects. Cave fishers have darkvision with a range of 60 feet.

BEHOLDER-KIN, Hive Mother
Large Aberration (Beholder-kin)
Hit Dice:20d8+100 (184 hp)
Initiative:+4 (Dex, Improved Initiative)
Speed:5 ft, fly 20 ft (perfect)
AC:20 (+10 natural)
Attacks:Eye Ray +14 ranged touch, bite +9 melee
Damage:Eye Rays, bite 2d4
Face/Reach:5 ft by 5 ft/5 ft
Special Attacks:Eye rays, improved grab, swallow whole
Special Qualities:All-around vision, create and control beholder-kin, anti-magic cone, fly, SR 12, darkvision 60 ft
Saves:Fort +11, Ref +6, Will +17
Abilities:Str 10, Dex 11, Con 20, Int 18, Wis 17, Cha 23
Skills:Hide +8, Intimidate +18, Knowledge (arcana) +18, Listen +17, Search +16, Spot +17
Feats:Alertness, Flyby attack, Improved Critical (bite), Improved Initiative, Iron Will, Leadership, Shot On The Run
Climate/Terrain:Any land and underground
Organization:Solitary, cluster (hive mother plus 1d3 beholders, examiners, directors, or overseers), or troupe (hive mother plus 4-9 beholders or 3d6 examiners, directors, lensmen, overseers, or watchers)
Challenge Rating:18
Treasureouble standard
Alignment:Always lawful evil
Advancement:21-40 HD (Large); 41-60 HD (Huge)
Hive mothers are referred to as the ultimate eye tyrants. Each is the supreme ruler of an individual beholder “kingdom.”
A hive mother is an 8-foot-wide orb dominated by a central eye, and a large toothy maw. Unlike the normal beholder, a hive mother has no eyestalks. Its magical eyes are protected by hooded-lids in the flesh of its body.
Combat
Hive mothers rarely fight, but when they do, they fight in a similar manner to standard beholders.
Eye Rays (Su): The eye rays of a hive mother are identical to those of standard beholders. A hive mother’s eye’s effect resembles a spell cast by a 20th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player’s Handbook). All rays have a range of 150 feet and a save DC of 20.
Improved Grab (Ex): To use this ability, a hive mother must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): A hive mother can try to swallow a Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d4 points of crushing damage and 4 points of acid damage per round from the hive mother’s digestive juices. A swallowed creature can climb out of the gullet with a successful grapple check. This returns it to the hive mother’s maw where another successful grapple check is needed to get free. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the hive mother’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The hive mother’s interior can hold one Medium-size, two Smaller, or four Tiny or smaller creatures.
Create and Control Beholder-Kin (Su): A hive mother has the ability to reproduce asexually, generating one beholder or beholder-kin per week. All of the beholder-kin generated by a hive mother are under her direct control, and she communicates with them telepathically at a range of 10 miles. She can extend her Leadership feat through her telepathy to aid in directing the actions of those beholders under her control.
If the hive mother is destroyed, the beholders and beholder-kin will turn on each other, or seek their own lairs.


[ 04-19-2002, 03:37 PM: Message edited by: Encard ]
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Old 05-07-2002, 07:11 AM   #145
Memnoch
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Location: Boston/Sydney
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Here's another Watcher's Keep one. *minor spoiler*


Tanar'ri,Lesser - Cambion

Major Baron/Marquis
Climate/Terrain: The Abyss The Abyss
Frequency: Very rare Very rare
Organization: Solitary Solitary
Activity Cycle: Any Any
Diet: Carnivore Carnivore
Intelligence: Average to Exceptional (9 - 16) High to Genius (14 - 18)
Treasure: R, C Z, A
Alignment: Chaotic Evil (See Below) Chaotic Evil (See Below)
No. Appearing: 1 1
Armor Class: 2 2
Movement: 15 15
Hit Dice: 4 6
THAC0: 17 15
No. of Attacks: 2 2
Damage/Attack: By weapon By weapon
Special Attacks: See below See below
Special Defenses: See below See below
Magic Resistance: 30% 30%
Size: M (6-7' tall) M (6-7' tall)
Morale: Elite (13 - 14) Elite (13 - 14)
XP Value: 13,500 - 17,500 16,500 - 23,500

In the event that a tanar'ri mates with a human female the resulting offspring is always a cambion- The type of cambion so sired depends on its parentage. If a lesser or greater tanar'ri mates with a human female, a major cambion will be born. If the father was a true tanar'ri, the offspring will be a baron/marquis. In either case, the mother does not survive the birth.
Cambions are ugly and terrifying. They am humanoid, but have pitch black skin that is covered with pockmarks and is slightly scaly- Their ears am sharply pointed and their mouths are filled with crooked, sickly fangs- These creatures often adorn themselves with spiked armor and weapons.
Cambions have ability scores much like a PC or NPC. The range is determined by the type of cambion and is detailed below;
Male Parentage Class:

Score Major Baron/Marquis
Strength 17 - 18 18 - 20
Dexterity 13 - 18 15 - 20
Constitution 13 - 18 15 - 18
Intelligence 9 - 16 13 - 18
Wisdom 5 - 8 13 - 18
Charisma 1 - 6 2 - 24
Roll ld4: 1 = 17, 2 = 18, 3 = 18/50, 4 - 18/00
Roll 1d6; 1=18, 2=18/25, 3-18/50, 4=18/00, 5=19, 6-20

Scores over 18 indicate the cambion is considered charming. Charming cambion can, at will, produce a reaction identical to a charm person spell.

Cambions communicate using telepathy.

Combat: Cambions tend to use ornate weapons and armor. They are 75 % likely to have a magical weapon. It will most likely be of common make (i.e. +1, +2, etc.), but they are 15% likely to have a special magical weapon. The special weapon should be randomly determined.

These tanar'ri offspring are also likely to possess magical armor. A cambion is 75 % likely to have magical armor. It will most likely be of common make (i.e. +1, +2, etc,), but they are 15% likely to have special armor, also determined randomly.

In addition to those available to all tanar'ri, cambions have 1 to 4 of the following spell-like powers:

ъ Detect magic.
ъ Fear, by touch
ъ Levitate, 7 times per day
ъ Polymorph self, 3 times per day

Cambions have keen senses are thus never surprised, Each is normally very stealthy; they can climb walls 95%, hide in shadows 80%, and move silently 80%. They may perform these actions in bulky metal armor without penalty.

Any cambion with 16 or higher intelligence will have mage abilities. They can act as mages of a level equal to their hit dice (cambion majors 4th level, cambion baron/marquis 6th level) and will have a randomly determined spell-book.

Habitat/Society: Cambions, much like alu-fiends are freaks and outcasts. They are never accepted in human society and are only poorly tolerated in tanar'ri society. This has caused them to be very bitter (even by tanar'ri standards) and hateful towards all things. However, their stealth and detachment make them excellent assassins. They are often used directly by the balors as personal bodyguards and advisors. A cambion will take great pride in serving so high a power in the Abyss.

On rare occasions, a cambion will not be chaotic evil, but will neutral or good. There is but a 10% chance of this phenomenon occurring and only when their tarar'ri father mates with a human female of good alignment. These wretched creatures are doomed to an existence of misery since they will rarely, if ever, be accepted by a good aligned community. They normally end up being lone wolves.

Ecology: Evil cambions serve in the Blood War as assassins.


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Old 05-07-2002, 10:30 AM   #146
Gothmog, Lord of Balrogs
Elminster
 

Join Date: March 23, 2002
Location: Lynchburg, Virginia
Age: 40
Posts: 460
congrats, everyone, for being apart of just about the longest post anyone has ever bothered to read all the way through.

on another note, one of my RP friends was telling me about some sort of "crypt dragon" or some such, that is CE, nearly indestructible, thrives on chaos and domination of all life, and pretty much just hangs around with draconic and drow/duergar/svirfneblin slaves. their breath is similar to shadow dragon breath, except that it is much more powerful and has a save only to avoid death. one is born about every 10000 years and could beat up a tarrasque or the lord of the 9th hell without much problem.

Memnoch, or any other, do you know what i'm talking about? more info would be greatly appreciated.
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Old 01-22-2003, 03:41 AM   #147
Lucifer Lord of demons
Manshoon
 

Join Date: November 7, 2001
Location: hell
Posts: 223
HI!!!

Ummmm... YEEEEES...

BUMP!?

O.K I really think people should read this again because it really rocks and everyone deserves to read it!

and I also need the stats for a 3rd ed incubus or MALE eriniyes (SP?)

OK MEMNOCH?
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Old 01-22-2003, 05:58 AM   #148
Indemaijinj
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Join Date: June 15, 2002
Location: Denmark
Age: 44
Posts: 1,163
A nifty from the 3rd ed Monsters of Faerûn book:

Alhoon (You'll maybe meet one in SoA, but not in the Underdark).

Exept when noted below they have stats as a mind flayer of appropriate level.

These undead mind flayers are a rising power in the twisted politics of the Underdark. They look much as they did in life, but their skin is dry and wrinkled, not slime-covered as a living illithid's is.
An alhoon possesses all the normal powers of a mind flayer. All alhoons were once wizards or sorcerers of at least 9th level, so they possess a deadly mixture of psionic and magical ability.
They do not have a lich's fear aura or paralyzing touch, but have all the other special qualities. They retain their illithid spell resistance, which actually hinders their complete adaption to the lich state. Alhoon are plagued by ongoing skin wrinkling and tissue desiccation, which they counteract by bathing or by drinking water, soup and other liquids.
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Old 01-22-2003, 08:10 AM   #149
Raistlin Majere
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Join Date: March 26, 2002
Location: Finland
Age: 37
Posts: 2,323
Here is a link to a site where you can find one version of the monstrous manual, and sevelral other manuals as well. Ive really only read the Dragons and Demons.
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Old 01-23-2003, 03:05 AM   #150
Lucifer Lord of demons
Manshoon
 

Join Date: November 7, 2001
Location: hell
Posts: 223
what about the INCUBUS... doesn't ANYBODY have his stats?
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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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