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#11 | |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Quote:
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#12 |
Dungeon Master
![]() Join Date: October 29, 2001
Location: Belgium
Posts: 90
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be glad they didn't put in a Tarrasque boy
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#13 |
Manshoon
![]() Join Date: May 17, 2001
Location: The Netherlands
Posts: 167
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ReGiN's right, could you plz plz plz plz put up the link where
you can find this stuff, Memnoch?? |
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#14 | |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Quote:
![]() Tarrasque CLIMATE/TERRAIN: Any land FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: See below DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: See below ALIGNMENT: Nil NO. APPEARING: 1 ARMOR CLASS: -3 MOVEMENT: 9, Rush 15 HIT DICE: 300 hp (approx. 70 HD) THAC0: -5 NO. OF ATTACKS: 6 DAMAGE/ATTACK: 1-12/1-12/2-24/5-50/1-10/1-10 SPECIAL ATTACKS: Sharpness bite, terror SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: G (50' long) MORALE: Champion (15) XP VALUE: 107,000 The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a scaly biped with two horns on its head, a lashing tail, and a reflective carapace. Combat: The tarrasque is a killing machine and when active (see below) eats everything for miles around, including all animals and vegetation. Normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness, severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each). Once every turn, the normally slow-moving tarrasque can rush forward at a movement rate of 15, making all horn attacks cause double damage and trampling anything underfoot for 4d10 points of crushing damage. The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that manage to succeed with a saving throw vs. paralyzation are not affected (though they often still decide to run away). The tarrasque's carapace is exceptionally tough and highly reflective. Bolts and rays such as lightning bolts, cones of cold, and even magic missiles are useless against it. The reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster (affecting him normally), while the rest bounce off harmlessly to the sides and into the air. The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a rate of 1 hit point per round. Only enchanted weapons (+1 or better) have any hope of harming the tarrasque. The Tarrasque is totally immune to all psionics. Habitat/Society: It is fortunate that the tarrasque is active only for short periods of time. Typically, the monster comes forth to forage for a week or two, ravaging the countryside for miles around. The tarrasque then seeks a hidden lair underground and lies dormant, sleeping for 5d4 months before coming forth again. Once every decade or so, the monster is particularly active, staying awake for several months. Thereafter its period of dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be about 1:30. Ecology: Slaying of the tarrasque is said to be possible only if the monster is reduced to -30 or fewer hit points and a wish is then used. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. Legend says that a great treasure can be extracted from the tarrasque's carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp base value each). The underbelly material, mixed with the creature's blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and the dwarves aren't likely to do it for free. It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization, for the records of their last days spoke of a "great reptilian punisher sent by the gods to end the world." Note: Creatures with a minus THAC0 can only be hit on a 1. ------------------ ![]() ![]() |
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#15 | |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Quote:
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#16 |
Guest
Posts: n/a
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Just bumping so I don't have to change page, when I look for this...
------------------ ReGiN: PROUD MEMBER OF KELDORN'S ORDER! |
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#17 |
Dungeon Master
![]() Join Date: October 29, 2001
Location: Belgium
Posts: 90
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as I said be glad that they didn't put him in...he has THAC0 -5 for christs sake!
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#18 |
Elminster
![]() Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
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Its better if Memnoch posts these things then its fun,but if you go straight to the site it will get boring,If You know what I mean
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#19 |
Manshoon
![]() Join Date: May 17, 2001
Location: The Netherlands
Posts: 167
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yeah, I know. It's not like I'm gonna go to the site to learn them by heart
or anything. It's just to look at the stuff sometimes, it can be fun that way too. And whenever Memnoch conjures one of them up again on the board, I'm gonna read them anyway. Because it's just fun ![]() |
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#20 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Here's tonight's critter.
Red Dragon Dragon, Chromatic CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate hills and mountains FREQUENCY: Very rare ORGANIZATION: Solitary or clan ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Exceptional (15-16) TREASURE: Special ALIGNMENT: Chaotic evil NO. APPEARING: 1 (2-5) ARMOR CLASS: -3 (base) MOVEMENT: 9, Fl 30 (C), Jp 3 HIT DICE: 15 (base) THAC0: 7 (at 9 HD) NO. OF ATTACKS: 3+special DAMAGE/ATTACK: 1-10/1-10/3-30 (3d10) SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (48' base) MORALE: Fanatic (17-18) XP VALUE: Variable Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general. When red dragons hatch, their small scales are a bright glossy scarlet. Because of this, they can be quickly spotted by predators and men hunting for skins, so they are hidden in deep underground lairs and not permitted to venture outside until toward the end of their young stage when their scales become turned a deeper red, the glossy texture has been replaced by a smooth, dull finish, and they are more able to take care of themselves. As the dragon continues to age, they are more able to take care of themselves. As the dragon continues to age, the scales become large thick, and as strong as metal. Red dragons speak their own tongue, a tongue common to all evil dragons, and 16% of hatchling red 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: Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing. Breath weapon/special abilities: A red dragon's breath weapon is a searing cone of fire 90' long, 5' wide at the dragon's mouth and 30' at the base. Creatures struck by the flames must save versus breath weapon for half damage. Red dragons cast spells at 9th level, adjusted by their combat modifiers. Red dragons are born immune to fire. As they age, they gain the following additional powers: Young: affect normal fires three times per day. Juvenile: pyrotechnics three times per day. Adult: heat metal once per day. Old: suggestion once per day. Very old: hypnotism once per day. Venerable: detect gems, kind and number in a 100' radius three times a day. Habitat/Society: Red dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth. A red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon's aims can be furthered. For example, some red dragons who have charm spells will order men to act as the dragon's eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon's offspring reach the young adult stage, they are ordered form the lair and the surrounding territory, as they are viewed as competition. Red dragons are quick to fight all creatures which encroach on their territory, especially copper and silver dragons which sometimes share the same environment. The hate gold dragons above all else because they believe gold dragons are "nearly" as powerful as themselves. Ecology: Red dragons are meat eaters, although they are capable of digesting almost anything. Their favorite food is a maiden of any human or demi-human race. Sometimes the dragons are able to charm key villagers into regularly sacrificing maidens to them. Body Tail Breath Spells Treas. XP Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value 1 1-12 3-12 0 2d10+1 Nil Nil Nil 7,000 2 12-23 12-21 -1 4d10+2 Nil Nil Nil 8,000 3 23-42 21-30 -2 6d10+3 Nil Nil Nil 10,000 4 42-61 30-49 -3 8d10+4 1 Nil E, S, T 12,000 5 61-80 49-68 -4 10d10+5 2 30% H, S, T 14,000 6 80-99 68-87 -5 12d10+6 2 1 35% H, S, T 15,000 7 99-118 87-106 -6 14d10+7 2 2 40% H, S, T 16,000 8 118-137 106-125 -7 16d10+8 2 2 1 45% H, S, Tx2 19,000 9 137-156 125-144 -8 18d10+9 2 2 2 50% H, S, Tx2 21,000 10 156-165 144-153 -9 20d10+10 2 2 2/1 55% H, S, Tx2 22,000 11 165-174 153-162 -10 22d10+11 2 2 2 2/2 60% H, S, Tx3 23,000 12 174-183 162-171 -11 24d10+12 2 2 2 2 /2 1 65% H, S, Tx3 24,000 ------------------ ![]() ![]() |
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