![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
#31 |
Gold Dragon
![]() Join Date: August 11, 2001
Location: The land of blonde virgins
Age: 43
Posts: 2,563
|
Yeah, well that goes without saying... [img]tongue.gif[/img]
....um...no seriously, I didn't think of that ![]() Well then, maybe some info on Duergar.. [img]smile.gif[/img] (am I the only one that posts suggestions here? ![]()
__________________
Take a look at your Promised Land<br />Your deed is that gun in your hand |
![]() |
![]() |
#32 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
|
Here's today's critter. You meet this fella in Chapter 5.
![]() Aboleth CLIMATE/TERRAIN: Tropical and temperate/Subterranean FREQUENCY: Very rare ORGANIZATION: Brood ACTIVITY CYCLE: Night DIET: Omnivore INTELLIGENCE: High (13-14) TREASURE: F ALIGNMENT: Lawful evil NO. APPEARING: 1d4 ARMOR CLASS: 4 MOVEMENT: 3, Sw 18 HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 4 DAMAGE/ATTACK: 1-6 (x 4) SPECIAL ATTACKS: See below SPECIAL DEFENSES: Slime MAGIC RESISTANCE: Nil SIZE: H (20' long) MORALE: Elite (13) XP VALUE: 5,000 Level Dis/Sci/Dev Attack/Defense Power Score PSPs 8 3/5/16 EW, II PsC, +1/ = Int 250 TS,IF,TW Telepathy: False Sensor Input, Mindlink, Mass Domination. The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump fish, 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land. Combat: The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim's skin transforms into a clear, slimy membrane in 1d4+1 rounds. If this occurs, the victim must keep the membrane damp with cool water or suffer 1d12 points of damage each turn. Cure disease cast upon the victim before the membrane completely forms stops the transformation. Otherwise, cure serious wounds will cause the membrane to revert to normal skin. Because its sluggish movement makes attacks difficult, the aboleth attempts to lure victims close by creating realistic illusions at will, complete with audible, olfactory, and other sensory components. The aboleth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth's telepathic commands, although the victim will not fight on the aboleth's behalf. The enslavement can be negated by remove curse, dispel magic, the death of the enslaving aboleth, or, if the victim is separated from the aboleth by more than a mile, a new saving throw (one attempt per day.) When underwater, an aboleth surrounds itself with a mucous cloud 1 foot thick. A victim in contact with the cloud and inhaling the mucus must roll a successful saving throw vs. poison or lose the ability to breathe air. The victim is then able to breathe water, as if having consumed a potion of water breathing, for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe air will suffocate in 2d6 rounds. Wine or soap dissolves the mucus. Habitat/Society: An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly. Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature. The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent's knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes. An aboleth's treasure consists of items taken from its slaves. The items are buried in caverns under a layer of slime resembling gray mud, recognizable by the distinctive rancid grease odor. Ecology: The omnivorous aboleth will eat any organic matter, usually algae and micro-organisms, but they are also fond of intelligent prey so they can absorb nutrients and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth. Aboleth slime is sometimes used as a component for potions of water breathing. |
![]() |
![]() |
#33 |
Dungeon Master
![]() Join Date: November 3, 2001
Location: Somewhere
Age: 39
Posts: 56
|
What about giants? Cyclops or fire or frost giant?
__________________
D-Loc to Johnny Richter\'s like ping to pong,<br />Ain\'t nothing wrong don\'t fix shit if it ain\'t broke,<br />We ain\'t no jokes, <br />you know the kings by the size of our tokes, <br />motherfuckers!<br /><br />Blaze All Day, Every Day,<br />Each Way, The Right Way,<br />My Way, Greenhay, We High,<br />Been There, Done That,<br />Big Blunts, Fat Sacks,<br />Hit It Fast, Make It Last,<br />First Class, We Blaze...<br /><br />Well yup I\'m still drunk with the humps in the trunk,<br />You hear the Kottonmouth Kings yellin\' out BUMP! BUMP!<br />I flew through a yellow then I ran a red,<br />Grabbed a bev saw a cop then hit the clutch and breath,<br />Knew I had to slow down so I smoked a bowl,<br />Picked up D-Loc and told him start to roll,<br />Freeway was packed so I paid the toll,<br />Four joints later my bus was fishbowled, |
![]() |
![]() |
#34 |
Manshoon
![]() Join Date: November 7, 2001
Location: hell
Posts: 223
|
Memnoch i am amazed at how efficient u are at finding all these monsters for us and answering all our requests
![]() ![]() BTW can u post something on gold or copper dragons. Or even better *FULL* ![]() P.S thanks again
__________________
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) |
![]() |
![]() |
#35 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
|
Lich Lich Demilich CLIMATE/TERRAIN: Any Any FREQUENCY: Very rare Very rare ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Night See below DIET: Nil Nil INTELLIGENCE: Supra-genius (19-20) Supra-genius (19-20) TREASURE: A Z ALIGNMENT: Any evil Any evil NO. APPEARING: 1 1 ARMOR CLASS: 0 See below MOVEMENT: 6 See below HIT DICE: 11+ See below THAC0: 9 9 NO. OF ATTACKS: 1 See below DAMAGE/ATTACK: 1-10 See below SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: +1 or better mag- See below ical weapon to hit MAGIC RESISTANCE: Nil See below SIZE: M (6' tall) M (6' tall) MORALE: Fanatic (17-18) Fanatic (17-18) XP VALUE: 8,000 10,000 The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere with their own. A lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature's eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. The lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. They were originally wizards of at least 18th level. Liches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. In either case, the clothes will be tattered and rotting with a 25% chance of being magical in some way. Combat: Although a lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle. The aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds. Should the lich elect to touch a living creature, its aura of absolute cold will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until dispelled in some manner. Liches can themselves be hit only by weapons of at least +1, by magical spells, or by monsters with 6 or more Hit Dice and/or magical properties. The magical nature of the lich and its undead state make it utterly immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, or death spells. Priests of at least 8th level can attempt to turn a lich, as can paladins of no less than 10th level. A lich is able to employ spells just as it did in life. It still requires the use of its spell books, magical components, and similar objects. It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects. Thus, adventurers should be prepared to face magic the likes of which they have never seen before when stalking a lich. In addition, liches are able to use any magical objects which they might possess just as if they were still alive. Defeating a lich in combat is difficult indeed, but managing to actually destroy the creature is harder still. In all cases, a lich will protect itself from annihilation with the creation of a phylactery in which it stores its life force. This is similar to a magic jar spell. In order to ensure the final destruction of a lich, its body must be wholly annihilated and its phylactery must be sought out and destroyed in some manner. Since the lich will always take great care to see to it that its phylactery is well hidden and protected this can be an undertaking fully as daunting as the defeat of the lich in its physical form. Habitat/Society: Liches are usually solitary creatures. They have cast aside their places as living beings by choice and now want as little to do with the world of men as possible. From time to time, however, a lich's interest in the world at large may be reawakened by some great event of personal importance. A lich will make its home in some ominous fortified area, often a strong keep or vast subterranean crypt. When a lich does decide to become involved with the world beyond its lair, its keen intelligence makes it a dangerous adversary. In some cases, a lich will depend on its magical powers to accomplish its goals. If this is not sufficient, however, the lich is quite capable of animating a force of undead troops to act on its behalf. If such is the case, the lich's endless patience and cunning more than make up for the inherent disadvantages of the lesser forms of undead which it commands. Although the lich has no interest in good or evil as we understand it, the creature will do whatever it must to further its own causes. Since it feels that the living are of little importance, the lich is often viewed as evil by those who encounter it. In rare cases, liches of a most unusual nature can be found which are of any alignment. The lich can exist for centuries without change. Its will drives it onward to master new magics and harness mystical powers not available to it in its previous life. So obsessed does the monster become with its quest for power that it often forgets its former existence utterly. Few liches call themselves by their old names when the years have drained the last vestiges of their humanity from them. Instead, they often adopt pseudonyms like ``the Black Hand'' or ``the Forgotten King.'' Learning the true name of a lich is rumored to confer power over the creature. Ecology: The lich is not a thing of this world. Although it was once a living creature, it has entered into an unnatural existence. In order to become a lich, the wizard must prepare its phylactery by the use of the enchant an item, magic jar, permanency and reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the wizard. Once this object is created, the would-be lich must craft a potion of extreme toxicity, which is then enchanted with the following spells: wraithform, permanency, cone of cold, feign death, and animate dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A system shock survival throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. Demilich The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. In most cases, all that remains of a demilich's body are a skull, some bones, and a pile of dust. When it has learned all that it feels it can in its undead life, the lich will continue its quest for power in strange planes unknown to even the wisest of sages. Since it has no use for its physical body at this point, the lich leaves it to decay as it should have done centuries ago. If the final resting place of a demilich's remains are entered, the dust which was once its body will rise up and assume a man-like shape. In the case of the oldest demiliches (25%), the shape will advance and threaten, but dissipate without attacking in 3 rounds unless attacked. Younger demiliches (75%) still retain a link to their remains, however, and will form with the powers of a wraith. This dust form cannot be turned. In addition, it can store energy from attacks and use this power to engage its foes. If the dust form is attacked, each point of damage which is delivered to it is converted to an energy point. Since the demilich will fall back and seem to suffer injury from each attack (though none is actually inflicted), its attackers are likely to press on in their attempts to destroy it. Once the demilich has acquired 50 energy points, it will assume a manifestation which looks much like the lich's earlier undead form and has the powers and abilities of a ghost, but which cannot be turned. If anyone touches the skull it will rise into the air and turn to face the most powerful of the intruders (a spell user will be chosen over a non-spell user). Instantly, it unleashes a howl which acts as a death ray, affecting all creatures within a 20' radius of the skull. Those who fail to save vs. death are permanently dead. On the next round, the demilich will employ another manner of attack. In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. The physical body of someone hit with the demilich's spell collapses and rots away in a single round. Once it has drained the life essence from the most powerful member of the party, the skull sinks back to the floor. If it continues to be challenged, the demilich can repeat this attack until all of its gems are filled. An amulet of life protection will prevail over the gem, but the character's body will perish regardless. In addition to the attacks mentioned above, a demilich can also pronounce a powerful curse on those who disturb it. These can be so mighty as to include: always being hit by one's enemies, never making a saving throw, or the inability to acquire new experience points. Demilich curses can be overcome with a remove curse, but the victim loses one point of charisma permanently when the curse is removed. The skull of a demilich is Armor Class -6 and has 50 hit points. It can be affected by spells in only a few ways: a forget spell will cause it to sink down without attacking (either by howling or draining a soul), a dispel evil will do 5-8 (1d4+4) points of damage to it, a shatter spell will inflict 3-18 (3d6) points of damage to it, a holy word pronounced against it will deliver 5-30 (5d6) points of damage, and a power word kill spell cast by an ethereal or astral wizard will cause the skull to shatter (destroying it). Most weapons will be unable to harm the skull of a demilich, but there are exceptions. A fighter or ranger with a vorpal sword, sword of sharpness, sword +5, or vorpal weapon can inflict normal damage on the skull, as can a paladin with a vorpal or +4 weapon. Further, any character with a +4 or better weapon or a mace of disruption can inflict 1 point of damage to the skull each time he strikes it. Upon the destruction of the skull, those who have been trapped inside the gems must make a saving throw vs. spell. Those who fail are lost forever, having been consumed by the demilich to power its magical nature. If the character survives, the gem glows with a faint inner light, and true seeing will reveal a tiny figure trapped within. If the throw is made the soul can be freed by simply crushing the gem. A new body must be within 10 yards for the soul to enter or it will be lost. Such a body might be a clone or simulacrum. (See spells of those names.) If the fragments of the destroyed skull are not destroyed by immersion in holy water and the casting of a dispel magic the demilich will reform in 1-10 days. Archlich From time to time, sages have heard rumors of liches having alignments other than evil, and even lawful good liches apparently have existed. There have even been reports of priests who, in extreme circumstances, have become liches. These reports have recently been verified, but the archlich is as rare as Roc's teeth. |
![]() |
![]() |
#36 |
Mephistopheles
![]() Join Date: October 2, 2001
Location: Greece
Age: 36
Posts: 1,463
|
What about Drow? Any informations?
__________________
![]() |
![]() |
![]() |
#37 |
Manshoon
![]() Join Date: November 7, 2001
Location: hell
Posts: 223
|
Thanks mem
![]() Could u also post soething on hmmmm.... let's see... Ah ha! Solars! could u post something on solars plz :cool: ![]()
__________________
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) |
![]() |
![]() |
#38 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
|
SOLAR Frequency: Very Rare No. Appearing: 1 Armor Class: 9 Move: 18 walk (faster than monk!) 40 fly (wow!) 18 swim (porpoise speed I believe) Hit Dice: 177 HP % in lair: 0 Treasure Type: Nil No. of Attacks: 4 Damage/Attack: By weapon type (+12 Strength bonus) Special Attacks: See below Special Defenses: See below Magic resistance: 85% Intelligence: Supra Genius(19-20); Wisdom 24 Alignment: Good Size: L (10' tall) Psionic Ability: 354 (this is close to max) Attack/Defense Modes: All/all Level/X.P. value: 10 /95000+35 per hp A Solar is the most powerful of Spirits, usually directly serving a greater deity of good alignment and typically as his or her marshal, stwerard, etc. On Rare occasions, a solar will be found attending a lesser deity. There are at least 24 Solars. They can go to any place but only do so in service to their deities. As with Devas (NO I'm not typing them out like this one!) and Planetars (DITTO!) Solars can be of any good alignment- Lawful, neutral or Chaotic. They are totally faithful and unswerving in their alignment and loyalty. Each Solar has 4 attacks per melee round. Each has a huge composite bow (180 foot range) and various Arrows of Slaying. Each also has a sword equal to a 2-handed weapon (usable only by Solars) equal to +5 with qualities of dancing and sharpness (as the famous magical weapons have displayed). The former function operates sans severing. For purposes of attack determination, consider each solar to have a dexterity of 24 and a 17th+ level as fighter. All solars have spell like abilities equal to those of a 12th level cleric, druid, magic user, and illusionist. In addition, they each have the following spell-like powers which can be used 1 at a time, 1 per round, at will: Each solar can cast a Globe of Protection from Evil (150% normal effect for +3/-3) from individual size to a full 70 foot radius, the size being willed but the protection otherwise maintained automatically. This sphere also serves as protection from normal missiles and a minor globe of invulnerability. A solar can commune (as the old spell) as needed. Each can always CURE (any sort) by touch, detect (any sort, automatically), and DISPEL (any sort) by gaze. When laying hands upon a creature, a solar can bestow perfect adaption to any environment for up to as long as a century. Each solar automatically knows alignment. Each has a communication ability via ESP or Tongues, as well as the ability to read and comprehend any language. Solar infravision extends to 72 feet and ultravision to triple normal range (ultravision = see in the dark with no light source or heat whatsoever, using ultraviolet spectrums). Hearing and normal vision are double human norm. Charisma effect is 24. The skin of a solar is the color of molten copper, hair color is bronze, and eyes are glowing topaz. Its form is beautiful and muscular, and the deep, resonant voice is commanding. The wings area double and of a coppery-gold color. |
![]() |
![]() |
#39 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
|
REQUEST- BLack Dragon, Shadow Dragon, Greater Vampire, (greater) Wraith, Goblin, Orc, Pronunciation of lich, Ogre, Orog, Slaver, Yuan-Ti, Troll, Anyhthing Else UNdead.
|
![]() |
![]() |
#40 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
|
Silver Dragon, Golems (all types- have fun typing
![]() ![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Hordes of the Underdark Info | Micah Foehammer | Neverwinter Nights 1 & 2 Also SoU & HotU Forum | 9 | 08-28-2003 03:02 PM |
Problems in the Underdark! (underdark spoiler) | Axil | Baldurs Gate II: Shadows of Amn & Throne of Bhaal | 7 | 12-01-2002 08:02 PM |
Help - Requesting spoiler info for Underdark | Gage | Baldurs Gate II: Shadows of Amn & Throne of Bhaal | 2 | 01-30-2002 12:36 AM |
A progress report on being evil. *Underdark spoilers* | Dundee Slaytern | Baldurs Gate II Archives | 11 | 10-11-2001 10:37 AM |
being evil int he underdark?(SPOILER AND SPOILER REQUEST!) | Chai | Baldurs Gate II Archives | 2 | 04-03-2001 12:47 AM |