Khanabit (Iron Judge)
Armour Class: 0
Hit Dice: 5***
Move: 120' (40')
Attacks: 2
Damage: 1-8/1-8
No. Appearing: 1
Save As: C6
Morale: 12
Treasure Type: Nil
Alignment: Lawful
XP Value: 550
Grim and forbidding creatures, the khanabit (or Iron Judges) appear without warning as if drawn from the very aether. Despite rumours of a land -- or other plane of existence -- where the khanabit are said to live as any civilized race, the Iron Judges are known only as solitary entities of binding fate. Imposingly tall humanoids, khanabit appear like humans chiseled from shining black metal of unnatural suppleness, despite their sharp planes; all lean limbs and high hollow cheeks, they look almost as if their metallic flesh was drawn tightly over sharp bone. Their eyes are featureless slits of blue-black energies, and their hair resembles infinitely fine spun wire or liquid metal. Khanabit dress in heavy robes of icy white or purest black.
If actual combat is required, a khanabit lengthens its fingers into long metal talons and attacks, inflicting 1-8 hit points of damage with each claw. It may also bind with myriad hair-fine wires, pinning a victim in place -- though still able to act -- if a save vs. spell is failed. The victim is grated another save each subsequent round. When first encountered a khanabit may elect to invoke fate's terror: those who fail a save vs. charm must flee the creature. A successful save still results in a -1 penalty to all actions for four rounds.
The khanabit's preferred method of dealing with others is the black iron pledge. When invoked, a blackened iron brand appears on the subject's body (save vs. spell negates, at a -2 penalty) and the khanabit may set the recipient to any one task, behaviour or similar restriction. Failing to uphold the pledge results in the individual being struck with the iron sickness, having a -6 penalty to all die rolls until the pledge is made good once again.
Khanabit are immune to non-magical weapons as well as to fire and fire-based magic.
Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.
Showing posts with label Cities of the Rings. Show all posts
Showing posts with label Cities of the Rings. Show all posts
Monday, September 7, 2009
Sunday, August 23, 2009
Monster: Empressbug
Empressbug
Armour Class: 4
Hit Dice: 3*
Move: 120' (40')
climb 120' (40')
fly 150' (50')
Attacks: 1 bite
Damage: 1-10 (special)
No. Appearing: 1 (1-2)
Save As: F3
Morale: 10
Treasure Type: Nil
Alignment: Neutral
XP Value: 50
The empressbug is -- predictably -- a mammoth, monstrous ladybug. Appearing to be lacquered in black and brilliant ruby or burnt amber (and of course spotted with more black), the empressbug is equally at home in primeval forests, overgrown jungles, untended garden labyrinths and dank crawling dungeons. All it needs is suitable prey -- and though other giant creepy-crawlies are preferred, an empressbug will eat just about anything that moves.
An empressbug attacks by biting, inflicting 1-10 hit points of damage with its bladed mandibles. If an empressbug inflicts five or more hit points of damage it has successfully grasped its prey and maintains its grip, continuously chewing away for an automatic 1-10 hit points of damage per round until the subject is devoured or escapes. A Strength check at a -4 penalty is required to escape the empressbug's gnawing.
It is entirely possible for adventurers -- already contending with giant centipedes and the like -- to be inadvertently aided by the trundling arrival of a hungry empressbug.
Armour Class: 4
Hit Dice: 3*
Move: 120' (40')
climb 120' (40')
fly 150' (50')
Attacks: 1 bite
Damage: 1-10 (special)
No. Appearing: 1 (1-2)
Save As: F3
Morale: 10
Treasure Type: Nil
Alignment: Neutral
XP Value: 50
The empressbug is -- predictably -- a mammoth, monstrous ladybug. Appearing to be lacquered in black and brilliant ruby or burnt amber (and of course spotted with more black), the empressbug is equally at home in primeval forests, overgrown jungles, untended garden labyrinths and dank crawling dungeons. All it needs is suitable prey -- and though other giant creepy-crawlies are preferred, an empressbug will eat just about anything that moves.
An empressbug attacks by biting, inflicting 1-10 hit points of damage with its bladed mandibles. If an empressbug inflicts five or more hit points of damage it has successfully grasped its prey and maintains its grip, continuously chewing away for an automatic 1-10 hit points of damage per round until the subject is devoured or escapes. A Strength check at a -4 penalty is required to escape the empressbug's gnawing.
It is entirely possible for adventurers -- already contending with giant centipedes and the like -- to be inadvertently aided by the trundling arrival of a hungry empressbug.
Monster: Kurath
Kurath
Armour Class: 8
Hit Dice: 1+3*
Move: 120' (40')
Attacks: 1 weapon or spit
Damage: as weapon or 1-3 + poison
No. Appearing: 1-6 (6-24)
Save As: F2
Morale: 8
Treasure Type: F
Alignment: Any
XP Value: 19
Humanoids with coppery skin (occasionally with a faintly golden or even pearly sheen) and dark hair, kurath bear some faint resemblance to iaret and are speculated by sages to be the descendants of iaret-human breeding. More telling are their slightly inhuman features, their clawlike nails, and the scattered patches of fine scales in jewel-like colours. Most kurath have blue or amber eyes, and a rare few individuals -- usually spellcasters -- have silver hair. Though there are rumours of a kurath kingdom in the southern forests, the clans known to humanity are nomadic and small in population, bringing rare alchemies and exotic substances to human lands.
In combat a kurath will normally attack with a weapon, preferring short swords and javelins. If pressed -- or wishing to startle -- a kurath will spit venom at a target to a range of 10'; this venom inficts 1-3 hit points of damage and stuns for one round if a save vs. poison is failed. Kurath venom is more commonly used as a "lacquer" on their creations.
Each kurath clan is led by a matriarch or patriarch of 2 HD who possesses the fighting ability of a 3 HD monster and 2nd-level magic-user spellcasting ability. For every six kurath there is an individual with the ability to cast a single 1st-level spell per day.
Armour Class: 8
Hit Dice: 1+3*
Move: 120' (40')
Attacks: 1 weapon or spit
Damage: as weapon or 1-3 + poison
No. Appearing: 1-6 (6-24)
Save As: F2
Morale: 8
Treasure Type: F
Alignment: Any
XP Value: 19
Humanoids with coppery skin (occasionally with a faintly golden or even pearly sheen) and dark hair, kurath bear some faint resemblance to iaret and are speculated by sages to be the descendants of iaret-human breeding. More telling are their slightly inhuman features, their clawlike nails, and the scattered patches of fine scales in jewel-like colours. Most kurath have blue or amber eyes, and a rare few individuals -- usually spellcasters -- have silver hair. Though there are rumours of a kurath kingdom in the southern forests, the clans known to humanity are nomadic and small in population, bringing rare alchemies and exotic substances to human lands.
In combat a kurath will normally attack with a weapon, preferring short swords and javelins. If pressed -- or wishing to startle -- a kurath will spit venom at a target to a range of 10'; this venom inficts 1-3 hit points of damage and stuns for one round if a save vs. poison is failed. Kurath venom is more commonly used as a "lacquer" on their creations.
Each kurath clan is led by a matriarch or patriarch of 2 HD who possesses the fighting ability of a 3 HD monster and 2nd-level magic-user spellcasting ability. For every six kurath there is an individual with the ability to cast a single 1st-level spell per day.
Saturday, August 22, 2009
Monster: Living Statue, Glass
Living Statue, Glass
Armour Class: 6
Hit Dice: 2**
Move: 120' (40')
Attacks: 2
Damage: 1-4/1-4
No. Appearing: 1-3
Save As: F2
Morale: 11
Treasure Type: Nil
Alignment: Neutral
XP Value: 30
A living statue of glass is a construct of wildly varying appearance. Some are colourless and perfectly transparent, others coloured like jewels or in a riot of rainbow hues; some smooth and flowing in their designs, others faceted like crystal. Regardless of the detail of their manufacture, all glass statues have the same abilities. Most glass statues are created in the shape of stylized humanoids, but others have the forms of hooved beasts or insects.
Glass statues attack twice, inflicting 1-4 hit points of damage with each successful strike. The light reflecting from a glass statue's curves and facets is piercing and disorienting; all actions against a glass statue are at a -2 penalty to the roll.
Any spell cast against a glass statue provokes a counter, a burst of brilliantly-coloured light with a radius equal to the effective range of the provoking spell. The effects are randomly chosen from the following:
1. red: fire damage, 1-8 hp
2. orange: paralysis, for three rounds
3. yellow: acid damage, 1-6 hp for two rounds
4. green: healing, 1-6 hp
5. blue: cold damage, 1-8 hp
6. violet: weakness, -3 to to-hit and damage for one hour
7. indigo: spirit attack, -3 to all saves for one hour
8. white: searing light, blindness
Armour Class: 6
Hit Dice: 2**
Move: 120' (40')
Attacks: 2
Damage: 1-4/1-4
No. Appearing: 1-3
Save As: F2
Morale: 11
Treasure Type: Nil
Alignment: Neutral
XP Value: 30
A living statue of glass is a construct of wildly varying appearance. Some are colourless and perfectly transparent, others coloured like jewels or in a riot of rainbow hues; some smooth and flowing in their designs, others faceted like crystal. Regardless of the detail of their manufacture, all glass statues have the same abilities. Most glass statues are created in the shape of stylized humanoids, but others have the forms of hooved beasts or insects.
Glass statues attack twice, inflicting 1-4 hit points of damage with each successful strike. The light reflecting from a glass statue's curves and facets is piercing and disorienting; all actions against a glass statue are at a -2 penalty to the roll.
Any spell cast against a glass statue provokes a counter, a burst of brilliantly-coloured light with a radius equal to the effective range of the provoking spell. The effects are randomly chosen from the following:
1. red: fire damage, 1-8 hp
2. orange: paralysis, for three rounds
3. yellow: acid damage, 1-6 hp for two rounds
4. green: healing, 1-6 hp
5. blue: cold damage, 1-8 hp
6. violet: weakness, -3 to to-hit and damage for one hour
7. indigo: spirit attack, -3 to all saves for one hour
8. white: searing light, blindness
Sunday, August 16, 2009
Monster: Iaret (Cobra Lord)
Iaret
Armour Class: 5
Hit Dice: 4+6**
Move: 150' (50')
climb 90' (30')
Attacks: 1 spit or by weapon
Damage: 2-8 + poison or by weapon
No. Appearing: 1-4 (2-12)
Save As: F6
Morale: 10
Treasure Type: A
Alignment: Any
XP Value: 275
The iaret, or "Cobra Lords", are an ancient race of shapechangers continually fascinated by nobility and secrets, both their own and those of the "young" kingdoms. In their natural shape iaret -- from the waist up -- resemble lithe and lean-muscled humans, though they are fanged, their amber eyes possess a faint inhuman gleam, and their coppery flesh occasionally shows a patch of tiny, jewel-like scales that are marked off by elaborate curling tattoos. From the waist down, however, an iaret has the body of a massive cobra, cloaked in brilliantly coloured shining scales and measuring as much as twenty feet in length. Whether concealing their nature or not, iaret are found scattered throughout the world as sages, duelists, merchant-princes, and rulers of the shadow cultures. Many human sages believe there to be a blood link between the iaret and the kurath, but the Cobra Lords refuse to comment.
In combat an iaret fights with a weapon -- the Cobra Lords prefer ornate polearms, gracefully curved swords and small but powerful bows of ivory and horn -- or by spitting venom. When spitting an iaret may attack up to a range of 40', the venom inflicting 2-8 hit points of damage and causing death if a save vs. poison is failed. An iaret may charm snakes of all kinds at will.
At will, an iaret may take on a fully human shape or dissociate themselves into 4-16 cobras -- all of which share the iaret's self. Even if only a single cobra survives, that snake may begin to devour other serpents until it has consumed twice the iaret's Hit Dice; it has then absorbed enough to regain its proper shape and identity. Fully half of the iaret population may also shift their physical sex as a matter of shapechanging.
For every four iaret there is found a prince of 7 HD; a House of iaret is led by an Empress or Emperor of 10 HD, with the spellcasting of a 5th-level magic-user and the ability to assume the full form of a scintillating giant cobra with a bite attack of 3-12 hit points damage (plus venom) and a breath weapon of caustic, clinging acid available three times daily, with the range of a 5x15x60' cone and inflicting 6-48 hit points of damage.
Armour Class: 5
Hit Dice: 4+6**
Move: 150' (50')
climb 90' (30')
Attacks: 1 spit or by weapon
Damage: 2-8 + poison or by weapon
No. Appearing: 1-4 (2-12)
Save As: F6
Morale: 10
Treasure Type: A
Alignment: Any
XP Value: 275
The iaret, or "Cobra Lords", are an ancient race of shapechangers continually fascinated by nobility and secrets, both their own and those of the "young" kingdoms. In their natural shape iaret -- from the waist up -- resemble lithe and lean-muscled humans, though they are fanged, their amber eyes possess a faint inhuman gleam, and their coppery flesh occasionally shows a patch of tiny, jewel-like scales that are marked off by elaborate curling tattoos. From the waist down, however, an iaret has the body of a massive cobra, cloaked in brilliantly coloured shining scales and measuring as much as twenty feet in length. Whether concealing their nature or not, iaret are found scattered throughout the world as sages, duelists, merchant-princes, and rulers of the shadow cultures. Many human sages believe there to be a blood link between the iaret and the kurath, but the Cobra Lords refuse to comment.
In combat an iaret fights with a weapon -- the Cobra Lords prefer ornate polearms, gracefully curved swords and small but powerful bows of ivory and horn -- or by spitting venom. When spitting an iaret may attack up to a range of 40', the venom inflicting 2-8 hit points of damage and causing death if a save vs. poison is failed. An iaret may charm snakes of all kinds at will.
At will, an iaret may take on a fully human shape or dissociate themselves into 4-16 cobras -- all of which share the iaret's self. Even if only a single cobra survives, that snake may begin to devour other serpents until it has consumed twice the iaret's Hit Dice; it has then absorbed enough to regain its proper shape and identity. Fully half of the iaret population may also shift their physical sex as a matter of shapechanging.
For every four iaret there is found a prince of 7 HD; a House of iaret is led by an Empress or Emperor of 10 HD, with the spellcasting of a 5th-level magic-user and the ability to assume the full form of a scintillating giant cobra with a bite attack of 3-12 hit points damage (plus venom) and a breath weapon of caustic, clinging acid available three times daily, with the range of a 5x15x60' cone and inflicting 6-48 hit points of damage.
Thursday, August 6, 2009
Arcanist's Adamant
An odd species of crystal, seldom found in clusters of more than three -- and most frequently as single specimens -- arcanist's adamant is composed of two distinct parts.
The outer shell of a crystal of arcanist's adamant is composed of the glittering, microfaceted "diamond" that gives the stone its name. This shell is surprisingly variable, ranging in shape from a near-perfect sphere to an almost comma-like configuration, and varies in size from the thumb's last joint to the heft of a clementine or small tangerine. Unlike true diamond, arcanist's adamant may be broken open readily when stress is applied to the proper angles.
However, it is the interior of the crystal which is of interest to spell users of all kinds. The central core contains a strangely soft, malleable orange-gold crystalline substance -- like viscous amber -- and this amber jelly gathers magical power which may be tapped by a spellcaster.
An arcanist's adamant will offer a number of spell levels per week based on its size, with the smallest strong enough to power a single first level spell and the greatest surrendering as many as five or more spell levels. An adamant may be broken open to grant twice (or even more) as much energy, but doing so forever destroys the crystal (though its remains may be otherwise useful).
Rumours circulate of adamants whose cores contain a crystal jelly as deep red as cinnabar and heart's-blood. These crystals supposedly offer twice the available power and a -1 to the saving throws of the spell's victims,, but require the sacrifice of hit points equal to the power of the spell being cast.
The outer shell of a crystal of arcanist's adamant is composed of the glittering, microfaceted "diamond" that gives the stone its name. This shell is surprisingly variable, ranging in shape from a near-perfect sphere to an almost comma-like configuration, and varies in size from the thumb's last joint to the heft of a clementine or small tangerine. Unlike true diamond, arcanist's adamant may be broken open readily when stress is applied to the proper angles.
However, it is the interior of the crystal which is of interest to spell users of all kinds. The central core contains a strangely soft, malleable orange-gold crystalline substance -- like viscous amber -- and this amber jelly gathers magical power which may be tapped by a spellcaster.
An arcanist's adamant will offer a number of spell levels per week based on its size, with the smallest strong enough to power a single first level spell and the greatest surrendering as many as five or more spell levels. An adamant may be broken open to grant twice (or even more) as much energy, but doing so forever destroys the crystal (though its remains may be otherwise useful).
Rumours circulate of adamants whose cores contain a crystal jelly as deep red as cinnabar and heart's-blood. These crystals supposedly offer twice the available power and a -1 to the saving throws of the spell's victims,, but require the sacrifice of hit points equal to the power of the spell being cast.
Monday, August 3, 2009
Monster: Pearl Ooze
Pearl Ooze
Armour Class: 8
Hit Dice: 4*
Move: fly 120' (40')
Attacks: 1
Damage: 1-8
No. Appearing: 1-3
Save As: F3
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 125
A creeping, shimmering mass of gelatinous not-quite-syrup -- like most of its kind -- a pearl ooze most resembles a bizarre cross between half-fluid clotted cream and molten seashell. Faster than many oozes, it is more than capable of following after human prey.
The attack of a pearl ooze inflicts 1-8 hit points of damage and possesses a unique and conflicting property: contact with the nacraeous fluid of the ooze will grant a +2 bonus to Armour Class after 1-6 rounds of exposure, but that same fluid will force a save vs. death ray or an experience level is lost after 1-4 rounds.
Pearl oozes are immune to cold and electricity. Magic missiles will heal them rather than inflict damage.
Armour Class: 8
Hit Dice: 4*
Move: fly 120' (40')
Attacks: 1
Damage: 1-8
No. Appearing: 1-3
Save As: F3
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 125
A creeping, shimmering mass of gelatinous not-quite-syrup -- like most of its kind -- a pearl ooze most resembles a bizarre cross between half-fluid clotted cream and molten seashell. Faster than many oozes, it is more than capable of following after human prey.
The attack of a pearl ooze inflicts 1-8 hit points of damage and possesses a unique and conflicting property: contact with the nacraeous fluid of the ooze will grant a +2 bonus to Armour Class after 1-6 rounds of exposure, but that same fluid will force a save vs. death ray or an experience level is lost after 1-4 rounds.
Pearl oozes are immune to cold and electricity. Magic missiles will heal them rather than inflict damage.
Wednesday, July 29, 2009
Monster: Ankeri
Ankeri
Armour Class: 7
Hit Dice: 1+2
Move: 150' (50')
Attacks: by weapon
Damage: as weapon (usually 1-8)
No. Appearing: 2-8 (4-24)
Save As: F1
Morale: 9
Treasure Type: F
Alignment: Neutral
XP Value: 15
Long-limbed and proud in bearing and manner both, ankeri are hooved humanoids whose heads resemble regal gazelles with sweeping horns. Their skin is coated with a dense short pelt of dusty fawn picked out in dense black markings and facial stripes, and both sexes bear dark, ribbed, wide-curving horns with wickedly sharp tips. Their desert-like colours are -- regardless of actual material used -- set off by clothing and ornaments of white and gold. Though not a caste-based society ankeri value rank and prestige, and will invoke honour duels with the least of provocations.
Ankeri prefer to fight with curved sabre-like blades that inflict 1-8 hit points of damage, or else will arm themselves with long stabbing spears. For every six ankeri there will be a 1+5 Hit Dice duelist; and the clanlord is always an ankeri of 2 Hit Dice who fights as a 4 HD creature and wields two blades.
Armour Class: 7
Hit Dice: 1+2
Move: 150' (50')
Attacks: by weapon
Damage: as weapon (usually 1-8)
No. Appearing: 2-8 (4-24)
Save As: F1
Morale: 9
Treasure Type: F
Alignment: Neutral
XP Value: 15
Long-limbed and proud in bearing and manner both, ankeri are hooved humanoids whose heads resemble regal gazelles with sweeping horns. Their skin is coated with a dense short pelt of dusty fawn picked out in dense black markings and facial stripes, and both sexes bear dark, ribbed, wide-curving horns with wickedly sharp tips. Their desert-like colours are -- regardless of actual material used -- set off by clothing and ornaments of white and gold. Though not a caste-based society ankeri value rank and prestige, and will invoke honour duels with the least of provocations.
Ankeri prefer to fight with curved sabre-like blades that inflict 1-8 hit points of damage, or else will arm themselves with long stabbing spears. For every six ankeri there will be a 1+5 Hit Dice duelist; and the clanlord is always an ankeri of 2 Hit Dice who fights as a 4 HD creature and wields two blades.
Saturday, July 25, 2009
Monster: Quetar
Quetar
Armour Class: 6
Hit Dice: 4+2*
Move: 150' (50')
fly 210' (70')
Attacks: 2 claws + 1 bite
Damage: 1-4/1-4/1-6
No. Appearing: 1-2 (1-6)
Save As: M5
Morale: 9
Treasure Type: M
Alignment: Neutral
XP Value: 200
Quetar are creatures of a vaguely feline build the size of a large pony. Their hind limbs more closely resemble those of a deer, and bear hooves, while their forefeet are avian claws. The neck of a quetar is long and graceful; its head is large-eyed and avian, with a short and slighty curved beak more suitable for fruit than killing prey. The pelt of a quetar is a coat of deep and brilliantly emerald feathers, as is its short curling crest and long, trailing plume of a tail; all are highly valued by many cultures.
In combat a quetar attacks with foreclaws and beak, inflicting 1-4 and 1-6 hit points of damage respectively. However, a successful bite attack causes a transformation in the victim; the individual bitten will die in 1-6 rounds, transmuted into pulpy fruit-like plant matter, unless the "poison" is nullified or some form of curse removal applied.
Armour Class: 6
Hit Dice: 4+2*
Move: 150' (50')
fly 210' (70')
Attacks: 2 claws + 1 bite
Damage: 1-4/1-4/1-6
No. Appearing: 1-2 (1-6)
Save As: M5
Morale: 9
Treasure Type: M
Alignment: Neutral
XP Value: 200
Quetar are creatures of a vaguely feline build the size of a large pony. Their hind limbs more closely resemble those of a deer, and bear hooves, while their forefeet are avian claws. The neck of a quetar is long and graceful; its head is large-eyed and avian, with a short and slighty curved beak more suitable for fruit than killing prey. The pelt of a quetar is a coat of deep and brilliantly emerald feathers, as is its short curling crest and long, trailing plume of a tail; all are highly valued by many cultures.
In combat a quetar attacks with foreclaws and beak, inflicting 1-4 and 1-6 hit points of damage respectively. However, a successful bite attack causes a transformation in the victim; the individual bitten will die in 1-6 rounds, transmuted into pulpy fruit-like plant matter, unless the "poison" is nullified or some form of curse removal applied.
Monster: Kekir
Kekir
Armour Class: 2
Hit Dice: 2**
Move: 120' (40')
climb 120' (40')
swim 120' (40')
Attacks: 2
Damage: 1-6/1-6
No. Appearing: 2-20
Save As: F3
Morale: 8
Treasure Type: D
Alignment: Chaotic
XP Value: 30
Slick-fleshed and pallid -- even while oozing and drooling brackish "blood" -- kekir are spindly-limbs and blank-gazed creatures. Though they may resemble weed-choked, dark-haired humans, no human possesses the blank corpse-white eyes of a kekir -- and no true human is little more than clinging, syrupy black fluid bound into shape under a film of skin. Kekir may dissolve their bodies at will into living ropy puddles of inky fluid that seep through any unprotected crack.
Whether attacking with spindly claws or lashing liquid whips, a kekir strikes twice, inflicting 1-6 hit points of damage with each strike. If both attacks hit a single target the kekir will try to ooze into the victim's breathing passages, causing death by drowning in four rounds unless a save vs. death is made and the kekir forced out. A light spell cast on the victim will allow another saving throw.
Weapons of all kinds, enchanted or no, pass through a kekir's fluid body, inflicting only half damage.
Armour Class: 2
Hit Dice: 2**
Move: 120' (40')
climb 120' (40')
swim 120' (40')
Attacks: 2
Damage: 1-6/1-6
No. Appearing: 2-20
Save As: F3
Morale: 8
Treasure Type: D
Alignment: Chaotic
XP Value: 30
Slick-fleshed and pallid -- even while oozing and drooling brackish "blood" -- kekir are spindly-limbs and blank-gazed creatures. Though they may resemble weed-choked, dark-haired humans, no human possesses the blank corpse-white eyes of a kekir -- and no true human is little more than clinging, syrupy black fluid bound into shape under a film of skin. Kekir may dissolve their bodies at will into living ropy puddles of inky fluid that seep through any unprotected crack.
Whether attacking with spindly claws or lashing liquid whips, a kekir strikes twice, inflicting 1-6 hit points of damage with each strike. If both attacks hit a single target the kekir will try to ooze into the victim's breathing passages, causing death by drowning in four rounds unless a save vs. death is made and the kekir forced out. A light spell cast on the victim will allow another saving throw.
Weapons of all kinds, enchanted or no, pass through a kekir's fluid body, inflicting only half damage.
Sunday, July 5, 2009
Monster: Living Statue, Black Iron
Living Statue, Black Iron
Armour Class: 0
Hit Dice: 6+5*
Move: 150' (50') (see below)
Attacks: 2
Damage: 1-10/1-10
No. Appearing: 1
Save As: F6
Morale: 11
Treasure Type: Nil
Alignment: Lawful
XP Value: 680
A living statue of black iron is a construct utterly without mercy. It exists, though a thinking construct, only to carry out the tasks it has been ordered with swift and unhesitating action. Black iron statues are a bewildering combination of sharp edges and curved -- almost bulbous -- surfaces, and are, as their name implies, constructed solely of shining black iron. Most black iron statues are created in the form of stylized predators, but some take the from of monstrous beetles or centipedes; this last variant is often confused with the iron centipede, which is in fact a living creature.
Black iron statues attack twice, inflicting 1-10 hit points of damage with each successful strike. The statue's presence is enervating, even when not attacking or even moving; any creature within a 50' radius of a black iron statue receives a -4 penalty to initiative, and a -2 to to-hit rolls if a save vs. death ray is failed. Affected creatures move at half speed until two rounds out of the statue's range of influence.
Armour Class: 0
Hit Dice: 6+5*
Move: 150' (50') (see below)
Attacks: 2
Damage: 1-10/1-10
No. Appearing: 1
Save As: F6
Morale: 11
Treasure Type: Nil
Alignment: Lawful
XP Value: 680
A living statue of black iron is a construct utterly without mercy. It exists, though a thinking construct, only to carry out the tasks it has been ordered with swift and unhesitating action. Black iron statues are a bewildering combination of sharp edges and curved -- almost bulbous -- surfaces, and are, as their name implies, constructed solely of shining black iron. Most black iron statues are created in the form of stylized predators, but some take the from of monstrous beetles or centipedes; this last variant is often confused with the iron centipede, which is in fact a living creature.
Black iron statues attack twice, inflicting 1-10 hit points of damage with each successful strike. The statue's presence is enervating, even when not attacking or even moving; any creature within a 50' radius of a black iron statue receives a -4 penalty to initiative, and a -2 to to-hit rolls if a save vs. death ray is failed. Affected creatures move at half speed until two rounds out of the statue's range of influence.
Saturday, July 4, 2009
Monster: Korrsakh
Korrsakh
Armour Class: 5
Hit Dice: 3+5***
Move: 180' (60')
Attacks: 2 claws + one bite
Damage: 1-6/1-6/1-8 + poison
No. Appearing: 1-4 (2-20)
Save As: F5
Morale: 11
Treasure Type: Nil
Alignment: Chaotic
XP Value: 125
Magnificently horrible beasts, korrsakh could only be mistaken for horses in very bad light. Their coal-black coats, thick and rough, are scattered with keels of dense scales of onyx and, rarely, a reptilian greenish-gold that matches their eyes; their manes are long and tangled, shot through with spines, and their tails long and serpentine. A korrsakh's predatory muzzle is packed with rending teeth, and its muscular body and strong legs end with compact, tearing claws and long curved dewclaws instead of a horse's hooves. Korrsakh are terrors; and yet there are abiding rumours that the eastern gnoll tribes have succeeded in breaking korrsakh to the bit.
A korrsakh lunges into combat, lashing out with foreclaws and fangs and inflicting 1-6 and 1-8 hit points of damage respectively. Its bite is venomous and laced with septic bacteria, causing three times the normal bite damage plus five rounds of debilitating nausea if a save vs. poison is failed. Three times a day it may evoke darkness (as the magic-user spell), in which it may act without penalty.
Korrsakh take half damage from all weapons save for those forged of silver or cold iron.
Armour Class: 5
Hit Dice: 3+5***
Move: 180' (60')
Attacks: 2 claws + one bite
Damage: 1-6/1-6/1-8 + poison
No. Appearing: 1-4 (2-20)
Save As: F5
Morale: 11
Treasure Type: Nil
Alignment: Chaotic
XP Value: 125
Magnificently horrible beasts, korrsakh could only be mistaken for horses in very bad light. Their coal-black coats, thick and rough, are scattered with keels of dense scales of onyx and, rarely, a reptilian greenish-gold that matches their eyes; their manes are long and tangled, shot through with spines, and their tails long and serpentine. A korrsakh's predatory muzzle is packed with rending teeth, and its muscular body and strong legs end with compact, tearing claws and long curved dewclaws instead of a horse's hooves. Korrsakh are terrors; and yet there are abiding rumours that the eastern gnoll tribes have succeeded in breaking korrsakh to the bit.
A korrsakh lunges into combat, lashing out with foreclaws and fangs and inflicting 1-6 and 1-8 hit points of damage respectively. Its bite is venomous and laced with septic bacteria, causing three times the normal bite damage plus five rounds of debilitating nausea if a save vs. poison is failed. Three times a day it may evoke darkness (as the magic-user spell), in which it may act without penalty.
Korrsakh take half damage from all weapons save for those forged of silver or cold iron.
Thursday, July 2, 2009
Monster: Diamond Storm
Diamond Storm
Armour Class: 4
Hit Dice: 5**
Move: fly 180' (60')
Attacks: 3
Damage: 1-6/1-6/1-6
No. Appearing: 1
Save As: M5
Morale: 8
Treasure Type: L
Alignment: Chaotic
XP Value: 425
Spawned in the deepest of cold -- whether the northern wastes or the ground zero of a powerful spell of ice -- the diamond storm is part creature, part force of nature. A diamond storm appears as a great whirling mass of glittering razor-sharp snow crystals, particles of ice and bitterly cold winds, seeded through with small orbs of intensely sapphire blue. Some of these shimmering glassy orbs remain behind after the dissipation of a storm and can be highly valued as treasure depending on size, hue and clarity.
A diamond storm attacks by lashing out with icy bursts from its main mass, scoring targets with cold and slashing ice for 1-6 hit points of damage per strike. Every three rounds it may create a burst of deepfreeze in a 40' diameter, coating every non-living surface with a slick patina of ice that causes all attempting to move -- let alone attack -- to fall prone and lose a round of action on 2-in-6. A diamond storm may choose forgo all further evocation of deepfreeze's slippery effects to instead produce a layer of supernaturally cold ice that inflicts 1-2 hit points of damage per round.
Diamond storms take no damage from cold and half again as much damage from fire. Despite their resemblances, diamond storms are not elementals of any type and are not subject to attacks or spells meant to target elementals.
Armour Class: 4
Hit Dice: 5**
Move: fly 180' (60')
Attacks: 3
Damage: 1-6/1-6/1-6
No. Appearing: 1
Save As: M5
Morale: 8
Treasure Type: L
Alignment: Chaotic
XP Value: 425
Spawned in the deepest of cold -- whether the northern wastes or the ground zero of a powerful spell of ice -- the diamond storm is part creature, part force of nature. A diamond storm appears as a great whirling mass of glittering razor-sharp snow crystals, particles of ice and bitterly cold winds, seeded through with small orbs of intensely sapphire blue. Some of these shimmering glassy orbs remain behind after the dissipation of a storm and can be highly valued as treasure depending on size, hue and clarity.
A diamond storm attacks by lashing out with icy bursts from its main mass, scoring targets with cold and slashing ice for 1-6 hit points of damage per strike. Every three rounds it may create a burst of deepfreeze in a 40' diameter, coating every non-living surface with a slick patina of ice that causes all attempting to move -- let alone attack -- to fall prone and lose a round of action on 2-in-6. A diamond storm may choose forgo all further evocation of deepfreeze's slippery effects to instead produce a layer of supernaturally cold ice that inflicts 1-2 hit points of damage per round.
Wednesday, July 1, 2009
Monster: Dreamthief
Dreamthief
Armour Class: 3
Hit Dice: 6+4***
Move: 120' (40')
climb 90' (30')
fly 180' (60')
Attacks: 4 claws, or 2 claws + 2 wings
Damage: 1-4/1-4/1-4/1-4 or 1-4/1-4/1-6/1-6
No. Appearing: 1
Save As: M7
Morale: 10
Treasure Type: I
Alignment: Chaotic
XP Value: 1250
The size of an elf or a slight human, a dreamthief is a golden grotesque, a gargoyle of orange-gold scales and coppery armoured hide. Barbed and horned, armed with sharp curving talons and saw-edged wings, the creature is solitary; equally at home in a dungeon or in the depths of the greatest urban sprawls. Though the dreamthief has no fear of combat and may pull some shreds of sustenance from it, it is more feared as an unseen presence that gnaws at one's sleeping mind.
When in combat, a dreamthief attacks in one of two ways; diving and raking with all four claws, inflicting 1-4 hit points of damage per successful claw attack, or landing -- or latching onto a specific victim -- which forces the dreamthief to lose its maneuverability and hindclaw attacks in favour of two claws and two wing-buffets that inflict 1-6 hit points of damage each. For every two rounds a dreamthief is engaged in combat it gains a +1 bonus to all rolls as it feeds from the emotional states of its targets.
Sleeping individuals have more to fear from the dreamthief. The gargoyle can sense sleeping creatures within 400', and will invade their dreaming minds to siphon their spirit away; if a roll against death ray is failed, the victim loses 1-4 points of Wisdom. A second failed check indicates that the dreamthief has dug a spirit-link into the victim's self, and will continue to devour 1-2 points of Wisdom every night without contest unless destroyed. Without the dreamthief's influence lost Wisdom may be regained at a rate of one point per day.
Dreamthieves are immune to non-magical weapons.
Armour Class: 3
Hit Dice: 6+4***
Move: 120' (40')
climb 90' (30')
fly 180' (60')
Attacks: 4 claws, or 2 claws + 2 wings
Damage: 1-4/1-4/1-4/1-4 or 1-4/1-4/1-6/1-6
No. Appearing: 1
Save As: M7
Morale: 10
Treasure Type: I
Alignment: Chaotic
XP Value: 1250
The size of an elf or a slight human, a dreamthief is a golden grotesque, a gargoyle of orange-gold scales and coppery armoured hide. Barbed and horned, armed with sharp curving talons and saw-edged wings, the creature is solitary; equally at home in a dungeon or in the depths of the greatest urban sprawls. Though the dreamthief has no fear of combat and may pull some shreds of sustenance from it, it is more feared as an unseen presence that gnaws at one's sleeping mind.
When in combat, a dreamthief attacks in one of two ways; diving and raking with all four claws, inflicting 1-4 hit points of damage per successful claw attack, or landing -- or latching onto a specific victim -- which forces the dreamthief to lose its maneuverability and hindclaw attacks in favour of two claws and two wing-buffets that inflict 1-6 hit points of damage each. For every two rounds a dreamthief is engaged in combat it gains a +1 bonus to all rolls as it feeds from the emotional states of its targets.
Sleeping individuals have more to fear from the dreamthief. The gargoyle can sense sleeping creatures within 400', and will invade their dreaming minds to siphon their spirit away; if a roll against death ray is failed, the victim loses 1-4 points of Wisdom. A second failed check indicates that the dreamthief has dug a spirit-link into the victim's self, and will continue to devour 1-2 points of Wisdom every night without contest unless destroyed. Without the dreamthief's influence lost Wisdom may be regained at a rate of one point per day.
Dreamthieves are immune to non-magical weapons.
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