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Old 12-15-2001, 06:41 AM   #111
Memnoch
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Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
quote:
Originally posted by Lucifer Lord of demons:
Thanks to the people who have the courage to post info on monsters unlike this pathetic Memnoch(taunt...taunt) who can't do git!



This is a team effort where everyone contributes!
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Old 12-15-2001, 12:04 PM   #112
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
quote:
Originally posted by Lucifer Lord of demons:
Yes i want both Baelnorns and Drow liches! PLEEEASE. PLEEEASE,PLEEEASE... THANKS!!!!!!!!


lol, ok, here's the baelnorn, hopefully I'll get the drow lich done before my flight leaves...


Baelnorn

Climate/Terrain: Any
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: As in life (17-20)
Treasure: Any (as guardian)
Alignment: Lawful Good (15% are Lawful Neutral)
No. Appearing: 1
Armor Class: 0
Movement: 9
Hit Dice: 9+6
Thac0: 11
No. of Attacks: 1
Damage/Attack: 1d10 or by weapon
Special Attacks: Spells
Special Defenses: +1 or better weapons to hit
Magic Resistance: 50%
Size: M (5' tall)
Morale: Fearless (20)
XP Value: 10,000

Baelnorn are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted, or to achive a certain magical discovery or deed). They are lichlike creatures that appear as tall, impressive-looking elves with shrivelled skin and glowing white eyes. Most baelnorn keep to crypts, ruins, or mage-towers they guard or work in, and they are never seen except by those who intrude into such places.

Combat: Baelnorn do not project a terrifying aura as do liches, but the chill of their unlife inflicts the same touch damage(plus paralysis if the victim fails a save). However, some go armed into battle if they possess magical weapons that cause greater damage than their touch. They employ spells as they did in life (most were 15th level wizards), using spellbooks and magical components, but many develope variant spells that don't require material components. Most baelnorn have developed rare and strange spells lost to todays mages. They also employ magical items.
Baelnorn can only be hit by +1 or better magical weapons, by magical beings, or by creatures with 6 or more Hit Dice. They are immune to charming, cold based spells, death (and related) magic, disintegrate, electricity, enfeeblement, feeblemind, hold(and related) magic, insanity, and sleep spells. Neither nonintelligent animals, nor undead willingly attack a baelnorn.
Baelnorn have a special power: Thrice per day, up to five turns at a time, and without employing a spell to do it, they can use a project image power to send a wraithlike likeness of themselves, called a sending, up to a mile distant. Baelnorn can see through these images with their normal 90' infravision, and see into the Ethereal Plane too. They can also hear and speak through them, and can even cast spells (the image serves as the source of the spell). This link transcends physical and all known magical barriers, and it can even cross the boundaries between the Prime Material and Ethereal Planes.
a sending is AC:0, MV: 9fl(A), and has the hit points of the baelnorn itself, but lacks the ability to carry solid objects (including weapons or items), turn undead, or inflict damage by touch. only half the damage(round down) suffered by a baelnorn's sending is borne by the creature itself. A sending vanishes when at the baelnorns will or when it is killed; it cannot be turned or magically displelled. A sending can push against or move small things, so it may push it's finger through sand or ashes to write a message, or turn a page of an open book, but it has insufficient mass to carry things. A baelnorn can have only one sending in operation at a time.
These creatures are turned as liches (although they cannot be turned while in the area they guard or are linked to), and they themselves turn undead as 14th level priests.

Habitat/Society: Baelnorn spend their existances diligently working at whatever task they find important enough to endure undeath for. If they guard a place or item of power, they typically spend centuries laying traps, placing items at the ready, setting spell triggers, creating or summoning guardian monsters, and formulating defensive strategies. Many Baelnorn have no interest in combat, but they are both fearless and brilliant and will always do whatever best serves their task.

Ecology: Baelnorn do not have phylacteries, but many have specialized clones that are activated if they are destroyed.(They pass into a spirit trap, created by a powerful and secret 7th level spell, and then are whisked into their next body.)
The process by which elves become baelnorn is old, secret, and complicated. They have never been numerous, and none have been created in recorded history. Baelnorn do not eat, drink, excrete, or breathe, and nothing preys upon them.
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Old 12-15-2001, 02:16 PM   #113
Morgeruat
Jack Burton
 

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Lich, Drow

////////////////////////Drow////////////Drider

Climate/Terrain: Subterranean ____ Subterranean
Frequency: Very rare _____________ Very rare
Organization: Solitary ___________ Solitary
Activity Cycle: Night ____________ Night
Diet: Nil ________________________ Nil
Intelligence: Supra-Genius(19-20) _ Genius (17-18)
Treasure: U(G) ___________________ Z(G)
Alignment: Chaotic Evil __________ Chaotic Evil
No. Appearing: 1 ________________ 1
Armor Class: 0 __________________ -1
Movement: 12 ____________________ 12
Hit Dice: 11 ____________________ 11
Thac0: 9 ________________________ 9
No. of Attacks: 1 ______________ 1
Dmaage/Attack: 1d10 _____________ 1d4
Special Attacks: See Below ______ See Below
Special Defences: See Below ______ See Below
Magic Restance: Varies __________ Varies
Size: M(6' tall) ________________ L(9' tall)
Morale: Elite (13-14) ___________ Elite (13-14)
XP Value: 9,000 _________________ 9, 000


Drow Liches are perhaps the most terrible of these undead horors. They are found in three varieties (wizard, priest, and drider), each with it's own unique and ghastly powers.
Wizards and priests look much like other liches. They have a tall skeletal form with dark skin stretched tight over their long bones. Their skin is, of course, pale black, here and there spotted grey with age and decay. Mages tend to wear dark red robes with loose folds and numerous pockets in which to secret their spell components. Priesty liches often wear garb emblazoned with the image of the spider goddess Lolth.
Driders are much stranger creatures, and much more rare as well. In drow society, individuas who fail to please Lolth are either slain or transformed into driders by priestesses of the spider goddess. Driders have the upper torso of a drow (almost always male) and the lower half of a giant spider. The vast majority of driders are driven into battle by their kin and live short, violent lives. A very fe have escaped to continue their studies and perhaps even to seek revenge on those who twisted their bodiesinto their present state. Of these a few have eventually pursued their black arts into the realm of lichdom. Drider liches are now macabre combinations of mummified torsos attached to the deteriorating carapaces of skeletal legs and abdomen.
All drow liches speak the numerous languages they knew in life. In addition, they have a natural ability to converse freely with any kind of arachnid.

Combat: All drow and drider liches have the standard abilities of other liches, including an aura of magical powerthat surrounds the beast. Any creature of 5 or fewer Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5D4) rounds.
Their touch is icy cold and delivers 1d10 points of damage to anyone who feels their evil caress. The victim must also make a save vs. paralysis or become unable to move or act until a dispel magic, or similar spell is cast upon them.
Liches can only be hit by weapons of at least +1 enchantment, by magical spells, or by monsters with 4+1 or more Hit Dice. The magical nature of the lich and it's 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 drow lich, as can paladins of no less than 10th level.
Drow liches are able to use spells as they did in life, but each type has special abilities or powers that can affect this. All retain the natural drow ability to cast dancing lights, detect magic, faery fire, darkness, levitate, and know alignment once per day.
One of the natural abilities they retain in unlife is their phenomenal resistance to magic. Drow liches have 50% magic resistance plus 2% per Hit Die.

Drow Wizard Liches

Drow Wizards who transform themselves into liches are smoldering powder kegs of sorcerous energy threatening to destroy anything in the area. Though their thoughts may be cold and calculating, their fiery tempers win out over logic.
These dark creatures hoard and covet magical items. Besides those found int the thing's treasure cache, every such lich will have a magical weapon such as a staff of power, wand of fireballs, or some other suitably poweful device. In addition, the creature will have some form of magical defense such as bracers of defense.
Mage liches have often imbued their raiment with other properties as weell, such as the ability to render the wearer invisible three times per day. By combining such magical clothing with rings and other magical objects, the drow lich can unleash a terrible barrage of sorcery upon those who disturb them.
Mage liches frequently maintain nests of hairy spiders about their lair. These creatures swarm over anything that walks over their territory, often including the lich (though can do this walking corpse no harm).

Drow Priestess Liches

Devout followers of the drow spider-goddess, Lolth, are sometimes rewarded with immortality through the transformation into lichdom. Although highly sought after by the followers of that sinister deity, it is a mixed blessing at best. Drow liches of this type are always female.
Though they are not magic hoarders like wizard liches, they still maintain a deadly arsenal of staves, weapons, and protective devices.
The real power of the priestess lich lies in her command of the undead and the magical abilities granted to her by Lolth. Lolth grants her priestess liches the ability to control and transform spiders. With this power the lich can transform up to 20 normal spiders into an equal nuber of large spiders, transform ten normal spiders into a single huge spider, or transform twenty normal spiders into one gargantuan spider. This power may be used three times per day. The durationof the transformation is a number of hours equal to the priestess' Hit Dice, usually 11+.
Priestly liches can control undead in the manner described under "evil priests and the undead," in the Dungeon Master Guide.

Drider Liches

Driders are the forlorn of Lolth. Years ago these pathetic wretches failed the cruel tests of their spider-goddess and were sentenced to a lifetime of suffering in the miserable half form of spider and drow. A few of these creatures fates were tragic enough to attract the attentions of the Demiplane of Dread, and there the pitiful driders found a home. A very few of these continued in their magical research and eventually mastered the magicks that made them liches.
Perhaps the strangest aspect of the driders, both in their normal state and as a lich, is that priests who bacome driders maintain their spellcasting ability. Why the spider-goddess continues to bestow failed worshippers with her power is anyone's guess. Pehaps the goddess enjoys the strife and grief that her forsaken create among their own race. Whatever the case, the powers of Ravenloft seize upon this miserale condition with rapacious enthusiasm. For the miniscule number of driders that are capable of continuing their magical research to the point of lichdom, there seem to be a relatively large number of them in the Demiplae of Dread. Perhaps the powers that be find their tragic existance appealing in some sinister way.
Drider Liches can be either mages or priests, but gain none of the advantages described above for either. Instead the mists of Ravenloft have granted these bizarre creatures other abilities instead.
Most liches can control any undead with 1/2 or less of their own Hit Dice. Drider Liches have similar control, but cannot command humanoid undead through innate abilities (they may control them with spells or magical items, however). The undead minions of the drider lich are made up of insectoid skeletons, generally the animated carapaces of giant spiders and other creatures that lived near the drider's lair.
Another of the drider lich's powers is the innate ability to cast a strong and sticky web from it's thorax three times per day. This functions exactly as the second level wizard spell web.
Drider liches are also able to communicate with and xontrol all spiders within a number of yards equal to it's Hit Dice. Most maintain nests of hairy spiders throughout their lairs to deal with intruders


Habitat/Society: There are very few drow in the realm of Ravenloft. It is the unfortunate luck of people that live in the demiplane that, of the few that are present, a relatively large number have attained lichdom. It is highly possible that the dark nature of the race encourages the quest and hastens the process, but the powers of Ravenloft seem to welcome them with open arms.
Drow liches, both wizard and priests, tend to live near large villages or cities where they can easily find victims for their terrible experiments. They often interact with the surrounding populace much more than human liches, perhaps because their devious and arrogant nature enjoys fooling those around them.
Driders are much more solitary, mostly because their appearance is so much harder to disguise, but also because they often resent society and blame others for their miserable condition. Their lairs are always underground and filled with thousands of hairy spiders waiting hungrily for intruders.

Ecology: Both drow and drider liches are created in the same manner as their human cousins, including the creation and enchantment of a phylactery. Like all liches, these foul creatures are offensive to all natural things and will cause all animals within 100 yards to become jittery and nervous.

Drow Demiliches

Wizard and priest drow may become demiliches in the usual manner. They gain the new abilities of demiliches and retain the additional powers of their type. Drider liches have never been known to make the assention to demilich. Whether this is because no one has yet discovered such a creature and lived to tell about it or because Lolth enjoys allowing the things to quest for the unattainable is unknown.
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Old 01-10-2002, 04:38 PM   #114
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Any other requests?
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Old 01-12-2002, 08:27 AM   #115
Memnoch
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Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
Here's a couple.


Golem, Greater

Stone Iron
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: 5 3
MOVEMENT: 6 6
HIT DICE: 14 (60 hp) 18 (80 hp)
THAC0: 7 3
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: 3-24 (3d8) 4-40 (4d10)
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: See below See below
MAGIC RESISTANCE: Nil Nil
SIZE: L (9˝' tall) L (12' tall)
MORALE: Fearless (19-20) Fearless (19-20)
XP VALUE: 8,000 13,000


A greater golem is an artificial humanoid body which has been animated by an elemental spirit but remains under the complete control of its creator.

Stone Golem
A stone golem is 9˝ feet tall, and weighs around 2000 pounds. Its body is of roughly chiseled stone, frequently stylized to suit its creator. For example it might be carved to to look like it is wearing armor with a particular symbol on the chest plate. Sometimes designs are worked into the stone of its limbs. The head may be chiseled to resemble a helmet or other head piece. Regardless of these elements, it always has the basic humanoid parts (2 arms, 2 legs, head with 2 eyes, nose, mouth etc.). It is always weaponless and never wears clothing.

Combat: Greater golems are mindless in combat, only following the simple tactics of their masters. They are completely emotionless and cannot be swayed in any way from their instructions. They will not pick up and use weapons in combat, even if ordered to, always preferring their fists. Stone golems have a strength of 22, for purposes of breaking or throwing things.
The stone golem is immune to any weapon, except those of +2 or better enchantment. A rock to mud spell slows a golem for 2-12 (2d6) rounds. Its reverse, mud to rock acts to heal the golem, restoring all lost hit points. A flesh to stone spell does not actually change the golem's structure, but does make it vulnerable to any normal attack for the following round. This does not include spells, except those that will cause direct damage. All other spells are ignored. Once every other round, the stone golem can cast a slow spell upon any opponent with 10 feet of it.

Habitat/Society: Golems are automatons, artificially created and under the direct control of their creator. They have no society and are not associated with any particular habitat. They are frequently used to guard valuable items or places. Unlike the lesser golems, the greater golems are always under the complete control of their master. A greater golem can obey simple instructions involving direct actions with simple conditional phrases. Although this is better than a lesser golem is capable of following, they still make poor servants. Any given task could take several separate commands to direct the golem to its completion.

Ecology: Golems are not natural creatures, and play no part in the ecology of the world. They neither eat nor sleep, and "live" until they are destroyed, usually in combat. Certain spells (see above) can be used to heal or repair any damage done to them in combat. This is usually done by their creators to insure long and valuable service.

Iron Golem
An iron golem is twice the height of a normal man, and weighs around 5000 pounds. It can be fashioned in any stylized manner, just like the stone golems, although it almost always is built displaying armor of some sort. Its features are much smoother in contrast to the stone golem. Iron golems are sometimes found with a short sword (relative to their size) in one hand. On extremely rare occasions this sword will be magical.
The iron golem cannot speak or make any vocal noise,
nor does it have any distinguishable odor. It moves with a ponderously smooth gait at half the speed of a normal man. Each step causes the floor to tremble, unless it is on a thick, solid foundation.

Combat: The iron golem conforms to the strategies listed for the stone golem except as described here. It has a strength of 24 for the purposes of lifting, throwing or breaking objects. The iron golem is immune to any weapon, except those of +3 or better enchantment. Magical electrical attacks will slow it for 3 rounds, and magical fire attacks actually repair 1 hit point of damage for each hit die of damage it would have caused. All other spells are ignored. Iron golems are subject to the damage inflicted by a rust monster. Once every 7 rounds, beginning either the first or second round of combat, the iron golem breathes out a cloud of poisonous gas. It does this automatically, with no regard to the effects it might have. The gas cloud fills a 10 foot cube directly in front of it, which dissipates by the following round, assuming there is somewhere for the gas to go.


Golem, Lesser

Flesh Clay
CLIMATE/TERRAIN: Any Any
FREQUENCY: Very rare Very rare
ORGANIZATION: Solitary Solitary
ACTIVITY CYCLE: Any Any
DIET: Nil Nil
INTELLIGENCE: Semi- (2-4) Non- (0)
TREASURE: Nil Nil
ALIGNMENT: Neutral Neutral
NO. APPEARING: 1 1
ARMOR CLASS: 9 7
MOVEMENT: 8 7
HIT DICE: 9 (40 hp) 11 (50 hp)
THAC0: 11 9
NO. OF ATTACKS: 2 1
DAMAGE/ATTACK: 2-16 (2d8)/2-16 (2d8) 3-30 (3d10)
SPECIAL ATTACKS: Nil See below
SPECIAL DEFENSES: See below See below
MAGIC RESISTANCE: Nil Nil
SIZE: L (7˝' tall) L (8' tall)
MORALE: Fearless (19-20) Fearless (19-20)
XP VALUE: 2,000 5,000


A golem is an artificial humanoid body which is animated by an elemental spirit and under the control of its creator.

Flesh Golem
The flesh golem stands a head and a half taller than most humans and weighs almost 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh. No natural animal, such as a dog, will willingly track a flesh golem. It wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions, and no weapons. The golem can not speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts.

Combat: The lesser golems are mindless in combat. They follow the orders of their master explicitly, and are incapable of any strategy or tactics. They are emotionless in combat, and cannot be easily provoked (unless they have broken control and gone berserk). They will not use weapons for combat, even if ordered to, always preferring to strike with their fists. Flesh golems have a strength of 19 for purposes of lifting, throwing or breaking down doors.
Flesh golems can only be struck by a magical weapon. Fire and cold based spells merely slow them for 2-12 (2d6) rounds. Any electrical attack restores 1 hit point for each die of damage it would normally have done. All other spells are ignored by the creature.
The elemental spirit in a lesser golem is not bound strongly, resulting in a 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master. The flesh golem's master has a 10% chance per round of regaining control. To do this he must be within 60 feet of the flesh golem, and the creature must be able to see and hear its master. No special spells are required to regain control, its creator just has to talk to it forcefully and persuasively, to convince it to obey.

Habitat/Society: Golems are automatons, artificially created and under the direct control of their creator. They have no society and are not associated with any particular habitat. They are frequently used to guard valuable items or places. A lesser golem can obey simple instructions involving a single, direct action. They make poor servants because each detail of a task must be given as a separate command.

Ecology: Golems are not natural creatures, and play no part in the world's ecology. They neither eat nor sleep, and "live" until their bodies are destroyed, usually in combat.

Clay Golem
The clay golem is a humanoid body made from clay, and stands about 18 inches taller than a normal man. It weighs around 600 pounds. The features are grossly distorted from the human norm. The chest is overly large, with arms attached by thick knots of muscle at the shoulder. Its arms hang down to its knees, and end in short stubby fingers. It has no neck, and a large head with broad flat features. Its legs are short and bowed, with wide flat feet. A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It smells faintly of clay. The golem can not speak, or make any noise. It walks and moves with a slow and clumsy gait, almost as if it were not in control over its actions.

Combat: Clay golems conform to the strategies listed above for the flesh golem except as noted here. A clay golem has a strength of 20 for the purposes of lifting, throwing or smashing objects. They can only be struck by magical blunt weapons such as hammers or maces. A move earth spell will drive the golem back 120 feet and inflict 3-36 (3d12) points of damage upon it. A disintegrate spell merely slows the golem for 1-6 rounds and causes 1-12 points of damage. An earthquake spell cast directly at a clay golem will stop it from moving that turn and inflict 5-50 (5d10) points of damage. After it has engaged in at least one round of combat, the clay golem can haste itself for 3 rounds. It can only do this once per day. Damage done by the golem can only be cured by a heal spell from a priest of 17th level or greater.
The elemental spirit in a lesser golem is not bound strongly, resulting in a 1% cumulative chance per round of combat, calculated independently for each fight, that it will break free of its master. If a clay golem does manage to break control, it becomes a berserker, attacking everything in sight until it is destroyed. Its first action is to haste itself, if it can. Unlike the flesh golem, there is no chance to regain control of a rampaging clay golem.


Golem, Bone, Doll

Bone Doll
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: 0 4
MOVEMENT: 12 15
HIT DICE: 14 (70 hp) 10 (40 hp)
THAC0: 7 11
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: 3d8 3d6
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: See below See below
MAGIC RESISTANCE: Nil Nil
SIZE: M (6' tall) T (1' tall)
MORALE: Fearless (20) Fearless (20)
XP VALUE: 18,000 6,000


Bone Golem
The bone golem is built from the previously animated bones of skeletal undead. These horrors stand roughly 6 feet tall and weight between 50 and 60 pounds. They are seldom armored and can easily be mistaken for undead, much to the dismay of those who make this error.

Combat: Bone golems are no more intelligent than other forms of golem, so they will not employ clever tactics or strategies in combat. Their great power, however, makes them far deadlier than they initially appear to be. There is a 95% chance that those not familiar with the true nature of their opponent will mistake them for simple undead.
Bone golems attack with their surprisingly strong blows and sharp, claw-like fingers. Each successful hit inflicts 3-24 (3d8) points of damage. They can never be made to use weapons of any sort in melee.
In addition to the common characteristics of all Ravenloft golems (described previously), bone golems take only half damage from those edged or piercing weapons that can harm them.
Bone golems are immune to almost all spells, but can be laid low with the aid of a shatter spell that is focused on them and has the capacity to affect objects of their weight. If such a spell is cast at a bone golem, the golem is entitled to a saving throw vs. spells to negate it. Failure indicates that weapons able to harm the golem will now inflict twice the damage they normally would. Thus, edged weapons would do full damage while blunt ones would inflict double damage.
Once every three rounds, the bone golem may throw back its head and issue a hideous laugh that causes all those who hear it to make fear and horror checks. Those who fail either check are paralyzed and cannot move for 2-12 rounds. Those who fail both checks are instantly stricken dead with fear.

Doll Golem
The doll golem is an animated version of a child's toy that can be put to either good uses (defending the young) or evil uses (attacking them). It is often crafted so as to make it appear bright and cheerful when at rest. Upon activation, however, its features become twisted and horrific.

Combat: The doll golem is, like all similar creatures, immune to almost all magical attacks. It can be harmed by fire-based spells, although these do only half damage, while a warp wood spell will affect the creature as if it were a slow spell. A mending spell restores the creature to full hit points at once.
Each round, the doll golem leaps onto a victim and attempts to bite it. Success inflicts 3d6 points of damage and forces the victim to save versus spells. Failure to save causes the victim to begin to laugh uncontrollably (as if under the influence of a Tasha's uncontrollable hideous laughter spell) and become unable to perform any other action. The effects of the creature's bite are far worse, however. The victim begins to laugh on the round after the failed save. At this time, they take 1d4 points of damage from the muscle spasms imposed by the laughter. On following rounds, this increases to 2d4, then 3d4, and so on. The laughter stops when the character dies or receives a dispel magic. Following recovery, the victim suffers a penalty on all attack and saving throws of -1 per round that they were overcome with laughter (e.g., four rounds of uncontrolled laughter would equal a -4 penalty on attack/saving throws). This represents the weakness caused by the character's inability to breathe and is reduced by 1 point per subsequent turn until the character is fully recovered.



Who thinks that the doll golem was actually modelled on Chucky?

[ 01-12-2002: Message edited by: Memnoch ]

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Old 01-12-2002, 11:44 AM   #116
Keylow
Manshoon
 

Join Date: May 17, 2001
Location: The Netherlands
Posts: 167
ouch! That DollGolem sounds like a real nasty piece of work...
Imagine running into somekind of animated BigBird-Dollgolem...the horror!!!
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Old 01-14-2002, 05:23 PM   #117
Lucifer Lord of demons
Manshoon
 

Join Date: November 7, 2001
Location: hell
Posts: 223
Thanks mem for the info. Maybe their is hope after all. But now could you post something on the deathwyrm? Plz...
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Old 01-22-2002, 09:14 PM   #118
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Bumping for those who haven't seen it
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Old 01-23-2002, 04:35 AM   #119
Anarion
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where is all this info from is it 2nd edition or 3rd edition D&D ?
 
Old 01-23-2002, 07:55 AM   #120
Memnoch
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quote:
Originally posted by Radiant_Memphit:
where is all this info from is it 2nd edition or 3rd edition D&D ?


2nd Ed. I can post some 3rd Ed if you like...if it's available.
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