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Old 2nd June 2009, 10:56 PM   #1 (permalink)
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Mayfair Games Role Aids Monster Index

Deadly Power (MFG #716)
Elite Giant Rats
Fleshmorph (Yelad)
Glass Golem

Demons (MFG #752)
Agares
Amdosias
Andrealphus
Anthraxus
Bienthe
Botis
Dantalion
Decarabria
Demon, Falshan
Demon, Lamazu
Demon, Malniatu
Demon, Mephorum
Demon, Mobrodo
Demon, Succubus
Dorndigaffe
Eligos
Fiend
Furfur
Gatekeepers
Gremory
Gusion
Gutterfowl
Imp
Infernal Wyrm
Leviathan
Lustikaar
Malphas
Marchosias
Nightmare
Orobas
Phenex
Phryxis
Polyphon
Raastible
Rofocale
Rubbibat
Rundigard
Runstibble
Sabnock
Scourge
Shapeless Horror
Soulhounds
Thruxus
Torneus
Tuffory
Vapula
Volak

Demons: Denizens of Vecheron (MFG #755)
Adrath-Zae
Anturid
Arkadur
Athrokett
Belkadreth
Bloodwyrm
Borek
Cithkir
Darvesh
Daxin
Daxxall
Demon Serpent
Drutkored
Durmunn
Etorul
Felthekor
Garam
Gharresh
Ghurrel
Gurek
Guthred
Jurilaemon
Kalaphon
Laenn
Lieutenant of Anthraxus, Greater
Lieutenant of Anthraxus, Lesser
Lurking Devourer
Maeldiron
Malrinna
Medrokk
Mist Dancers
Moxon
Narghasheth
Nibbubar
Nordrid
Olorgul
Orothkar
Ouerrik
Pathgar
Paxurer
Sea Demon
Seducers, Fifth Canto
Seducers, First Canto
Seducers, Fourth Canto
Seducers, Second Canto
Seducers, Third Canto
Shalphar
Tethrallon
Thalkred
Thane of Anthraxus, Greater
Thane of Anthraxus, Lesser
Thraxus
Valdar
Vazrael
Vildolmen
Vorthim
Warriors
Winged Shadow
Xesh
Yarquen
Yulurmalkirin
Zairrez

Demons: Denizens of Verekna (MFG #758)
Abbus
Abthir
Amon-Xelid-Maphrodon
Ashmoren
Aubrek
Avdrgith
Azixarid
Bafkaldor
Belmornnan
Bittrettir
Burbur
Cezric-Jhermon
Dezkurrian
Dezridirin
Ekarin
Elkardrith
Furikaltareth
Gtandrk
Gudriall
Kullar
Kux-Maeleshir
Lorkbexx
Lurak-Shrath
Luthquar
Mazraliphon
Mdrn-Balor
Mevir-Alduth
Morled
Nadradan
Nurin-Llqued
Orrefigo
Otret-Tethrallik
Pessaddaeo
Prallphezus
Quaret-Valiket
Raleshan
Uff-Regillaran
Vathgaledon
Voore
Vreshgil
Wezzriall
Whujeru
Wreth-Teshgir
Wrullig
Yefel-Vor


Elven Banner (MFG #732)
Foregathering Spirit

City State of the Invincible Overlord
Blue Yetch
Cloth Golem
Dust Spider
Sandman

Fez 1: Wizard's Vale (MFG #703)
Droids
Scarsnout
__________________
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"

Last edited by Shade; 2nd June 2009 at 11:39 PM..
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Old 2nd June 2009, 11:04 PM   #2 (permalink)
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Here are the "New Monsters" from Role Aids # 716 Deadly Power.

FLESHMORPH (Yelad)
Greater Devil
ARMOR CLASS: 4
MOVEMENT: 9"/18" flying
HTK: 10D8
ATTACKS: 2
DAMAGE: 1-10 (Mace), 1-4 (claws)
MAGIC RESISTANCE: 60%
INTELLIGENCE: Genius
ALIGNMENT: Lawful Evil
SIZE: Large 10 feet tall
Yelad was one of the most renown Fleshmorphs and served as Dispater's favored aid, charged with collecting human slaves for Dispater's palace on the second plane of Hell.

Fleshmorphs are bat-winged creatures with tiny, hairy ears, a bald head, and a flattened mound with two holes for a nose. Fleshmorphs carry a poisoned mace (43 to hit) that causes death within two hours of contact.

They can perform once per turn or melee round: Detect Invisibility, Cause Fear, Produce Flame, Read Magic, Wall of Fire, Polymorph to Human Form, Dispel Magic, Detect Magic, Summon Monsters (50% chance of summoning 1-2 Erinyes).

GLASS GOLEM
ARMOR CLASS: -2
MOVEMENT: 12"
HTK: 50(1208)
NUMBER OF ATTACKS: 2
DAMAGE: 2-16,2-16
MAGIC RESISTANCE: See Below
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: Nine feet tall
The Glass Golem has extremely sharp knuckles which will cause double damage per hit against opponents wearing no armor or leather-type armor. Ring, scale, or chain mail clad opponents take normal damage, but after three hits, the armor will be useless. Splint, banded, or plate armor clad opponents take normal damage but six successful hits will render the armor useless.

If the Glass Golem takes more than 5 HTK damage from a single attack, glass from its body will shatter, hitting everyone for D 2-5.

Glass Golems can be hit with only a +1 or better magical weapon. They are 70% resistant to all spells which cause damage.

ELITE GIANT RATS
ARMOR CLASS: 6
MOVEMENT: 12"/6" (swimming))
HTK: 3d8+3
NUMBER OF ATTACKS: 3
DAMAGE: 2-5, 2-5, 2-7
SPECIAL ATTACKS: Disease
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: Six feet, standing
Elite Giant Rats are actually a crossbreed between a Giant Rat and a Brown Bear. These creatures are specifically bred by Greasel Greedigutt in order to have a guard which has an ability to fight like a bear and also have the love for the sewers that is characteristic of a rat.

Elite Giant Rats look just like rats except they are six feet long. They are able to swim like rats and fight on their hind legs (if trained) as do bears. The bite of an Elite Giant Rat has a 10% chance per wound inflicted of contracting a serious disease. Unlike Giant Rats, Elite Giant Rats have absolutely no fear of normal fire, and if they are in the presence of Giant Rats, there is a 70% chance that the Giant Rat will show no fear of fire.

Elite Giant Rats are collectors of many items, but they are selective. They seem to have some knowledge of what trinkets they find are worth keeping.
__________________
- Shade

Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"
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Old 2nd June 2009, 11:04 PM   #3 (permalink)
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Here is the "New Monster" from Role Aids #732 Elven Banner.

FOREGATHERING SPIRIT
ARMOR CLASS: 0
MOVEMENT: 24"
FREQUENCY: Very Rare
HTK: 12
NUMBER OF ATTACKS: 1
THACO: 9
DAMAGE: 2-5
SPECIAL: Fear, Abosrption, Animation of skeletons and recently dead humanoids. Can be hit by only magical and silver weapons.
MAGIC RESISTANCE: Varies
INTELLEGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: Medium

Foregathering Spirits are a form of undead which appear as a swirling yellow mist about the size of a man. When looking at the mist, each individual sees a vision that is so horrible, it cannot be described. The creature actually takes on the appearance of the character's greatest fears.

Foregathering spirits are formed by the merging of two or more human or humanoid spirits who died horribly agonizing deaths. The more spirits are combined when the Foregthering Spirit is formed, the more powerful the monster becomes. Each two souls that are combined to form the creature give it one HTK.

The Foregathering Spirit attacks by moving into the body of its victim. To do this, it must have a successful hit. Treat the intended victim as Armor Class 10, ignoring his/her actual armor class, but allowing for any dexterity bonuses. Once the Spirit has moved into the body, it does 2-5 HTK of dam- age per round. After six rounds inside the victim—or if the victim is reduced to 0 HTK—absorption of the victim's spirit is complete. The monster then adds another spirit to its total.

Once the creature is inside its victim's body, any attack against the Spirit must also be considered an attack against the victim. The same roll is used, and the victim has a chance to save depending on armor class. If spells are used, the victim must save vs. spells or be affected. The victim can counterattack the Spirit inside his body by rolling a natural 20 each round, which negates the Spirit's damage for that round, and causes 2 HTK of damage to the Spirit.

If any characters encounter a Foregathering Spirit, they must immediately save vs. spells or be affected by the equivalent of a Fear spell. The affected character will flee as far and fast as possible for 2-5 rounds.

When the Spirit reaches 8 HTK, it gains the ability to animate skeletons and dead humanoid bodies (as zombies). The skeletons and zombies must have complete frames or bodies, but the parts need not be connected. The Spirit has the power to reconnect the parts. It can animate one skeleton or zombie per round, up to a total equal to its HTK. Any animated creature that is "killed" may be re-animated two rounds later.

Foregathering Spirits are affected by normal weapons until they reach 8 HTK. Then, only magical or silver weapons will have any effect on them. Weapons studded with chalcedony do double damage. The Foregathering Spirit has a cumulative magic resistance of 10% for every two HTK, until it reaches a total of 70%.

A foregathering spirit may be turned by clerics and should be treated as an undead of the same HTK.
__________________
- Shade

Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"
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Old 2nd June 2009, 11:06 PM   #4 (permalink)
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New Monsters from CSotIOL box 4.

Blue Yetch
Frequency: Very Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Q
HTK: Special,
AC: 6
MV: l",
AT:0
DM: See following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M-L
Spells: None
Specials: Only affected by fire damage — must sustain 50 HTK of damage or more before destruction; for others, see following.
Magic Resistence: See following
Psionic Ability: Nil

Blue Yetch is created as an off-shoot of ghost and Poltergeist materializations. A cousin to the fungus family, Yetch forms when ectoplasmic residue from a materialization comes into contact with dead or living organic matter, leading to fungal regeneration.

Once the colony reaches Man-size, the Blue Yetch ceases its organic consumption, finding and creating nourishment through its own internal systems. When Yetch which has reached this point encounters living organic material, it absorbs living energy in the amount of 2D6 HTK and is then considered "charged"' for a period of one turn. Contact with living organic matter during this "charged" time releases the previously absorbed HTK energy in a healing process, replenishing lost HTK to the contacted material.

If the Blue Yetch releases its previously absorbed energy or if it does not come into contact with another living organic material within one turn, it will dissipate the energy within its own form and then be considered "uncharged," again absorbing 2D6 HTK of energy at the next organic contact.

Once reaching the colony stage, Yetch forms primarily on walls, preferring to spread over a ceiling rather than a floor should it reach greater than Man-size proportions. Yetch is a vibrant blue in color and appears to glow from within, becoming darker in hue and luminance as it increases its surface area. Any Yetch removed from the colony will die and evaporate, forming a purposeless pale blue dust, in 1D4 rounds.

Yet, in several instances, Blue Yetch has been intentionally removed from its colony and successfully transplanted to environments suitable for Yetch regeneration. If properly acclimated, Yetch can serve as an excellent biodegenerative compound which aids in the elimination of the vast waste inevitably created in large cities. Development must be closely monitored, however, as the fungal colony can often reproduce so rapidly that entire populations are forced to flee the very communities the Yetch was requisitioned to cleanse.

Cloth Golem
Frequency: Very Rare
No. Appearing: One
% in Lair: Nil
Treasure Type: Nil
HTK: 30,
AC: 7
MV:9",
AT: 1
DM: 2D8,
THACO: 13
AL: Neutral
INT: Semi-,
SZ: M-L
Spells: None
Specials: Strangulation and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns.

The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls.

Sandman
Frequency: Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Nil
HTK: 33-45 (9D8),
AC: N/A
MV: 3" man form/9" dispersed
A T: 2,
DM: see following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M
Spells: None
Specials: Sandblast (Sleep spell) and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again.

Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present.

Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative):

Saves vs. Sandblasts
Character State/ Sleep Modifier/ Definition
Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking)
Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds
Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss.
Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds
Note: Definitional terms are flexible at GM discretion.

Dust Spider
Frequency: Rare
No. Appearing: 1D4
% in Lair: 75
Treasure Type: E
HTK: 1D8,
AC: 8
MV:6"*/l5",
AT: 1
DM: 1D4,
THACO: 19
AL: Neutral
INT: Low,
SZ: S
Spells: None
Specials: Poison
Magic Resistence: Standard
Psionic Ability: Nil

Dust Spiders, inhabitants of the plane of dust, are often drawn to the prime material plane by powerful, residual magical energies. Their webs and the areas surrounding their webs are normally blanketed in a fine, sparkling dust. The dust, emitted from the spider, becomes extremely sticky upon contact with air and can act as an adhesive when substantial pressure is applied.

When a Dust Spider reaches zero (0) HTK, the dust within its body is forcibly expelled in a five-foot radius surrounding the Spider; any Character within the radius of an exploding Dust Spider will fight with -1 on the "to hit" roll until the dust is washed off the Character.
__________________
- Shade

Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"
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Old 2nd June 2009, 11:07 PM   #5 (permalink)
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The Role Aids module I have has several unique creatures in it (I think they're unique). The best foe is a black dragon called Scarsnout.

Standing in the entryway is an immense dragon. Its head is six feet across. The body extends as far as you can see into the darkness. A yellow scar runs from its left eye, across its snout, and into the right nostril.

The dragon speaks, "I know you, whelp. The robot will not save you this time."


SCARSNOUT, SKILL 20 BLACK TRUE DRAGON
HTK: 72 (20d8)
AC: 5 (6 vs. arrows)
AT: 1 (breath) or 3 (claw, claw, bite)
DM: 2d20 (breath) -- save vs. Breath Weapon for half damage; 1d8 (claw); 1d10 (bite)
MV: 15"/30"
AL: N. Evil
INT: Very
THAC0: 6
Specials: Each "true dragon" has his/her own special ability. Scarsnout is the oldest known true dragon and the only one of his race to have two special abilities, which are:
1) Scarsnout may use his breath weapon at will (i.e. once each melee round).
2) Scarsnout can only be harmed by beings who have died (either resurrected Characters or undead). This explains the prophecy that "only the band from the dead can kill the scarred dragon."

If Scarsnout is so much as cut with Fez's sword (*), the blade of the sword bursts into an extremely hot flame, and Scarsnout takes 10d10 HTK of damage. The sword then become useless and melts.

Quote:
*Fez's Sword is a Wizard's Sword, which is a sword usable by magic-users with the same proficiency as a fighter or that Character's skill level.

This sword has been forged for a special purpose: if it ever cuts a dragon, then the blade bursts into an extremely hot flame, causing 10d10 HTK of damage to the dragon. The blade is made of graphite; the hilt and grip are coated with asbestos. The asbestos protects the wielder of the sword when it ignites. When the blade ignites, the sword is destroyed. (p. 24)
From "Epilogue" sidebar: Deep in the cave, the party found Scarsnout's treasure. It is estimated that each party member carried out items and gems valued at over a quarter of a million gold pieces. [KF's Note: The module is for 4-8 characters of Skill Levels 3 to 7.]

FROM: Fez 1: Wizard's Vale (p. 32) [code: 703] -- by James Robert and Len Bland.
__________________
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"
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Old 2nd June 2009, 11:09 PM   #6 (permalink)
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Fez1: Wizard's Vale -- Mite's Castle (p. 12)

1: The Defective Droid

. . . In front of the castle entrance, a two-foot-tall droid is moving around in a circle and muttering: "Mite, Mite, Mite . . ." over and over. Its tractor treads have worn a three-inch-deep trench into the ground.

<no stats>

2: Guardians of the Castle

. . . Droids patrol the courtyard, which is just outside the castle. They resemble the droid that was moving around in circles, only these droids seem to be functioning properly. Each of these droids has a red crystal atop its casing.

. . . When a visible party member enters the courtyard, the nearest droid approaches the Character and says, "I am programmed to fire lasers at you unlessyou leave now! I would not give this warning, but my master has agreed to protect youths like yourself. Please leave immediately, or I will attack."

The droids are programmed to attack anyone standing in the courtyard who does not retreat within ten seconds of receiving the warning. However, the droids will only attack visible intruders who ignore the warning and remain in the courtyard. The droids cannot detect invisible intruders.

The droids are not programmed to respond to attacks from the air . . .

(10) Droids
HTK: 15x2, 16x2, 17x2, 18x2, 19x2 (4d8)
AC: 4
AT: 1
DM: 2d6 (laser)
MV 16"
AL: Neutral
INT: Special
Size: M
THAC0: 15
Weapons: lasers
Special These droids obey anyone who uses the password. They do not respond to aerial attacks, doing no more than they are programmed to do. Droids outside of the defense walls circle in the same manner as the malfunctioning droid in Area 1.
__________________
- Shade

Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

Rise Against - "The Good Left Undone"
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Old 2nd June 2009, 11:40 PM   #7 (permalink)
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More droids from Fez 1 (p. 14)

8: The Persistent Droid

The droid tries to remove the outer garments of anyone who enters the closet. This droid does not have a crystal on top of its casing and is, therefore, harmless.

Servant Droid
HTK: 10 (2d8)
AC: 4
AT: None
DM: None
MV: 12"
AL: Neutral
INT: Special
Size: M
THAC0: None
Specials: only programmed to remove the outer garments of anyone entering the closet

10: A Modern Kitchen

The cooking droid cannot attack. It is programmed to prepare any meal the party requests from synthetic and powdered foodstuffs stored in the cabinets beneath the counter.

Cooking Droid
HTK: 10 (2d8)
AC: 4
AT: None
DM: None
MV: 12"
AL: Neutral
INT: Special
Size: M
THAC0: None
Specials: only programmed for food preparation

12: A Modern Bathroom

The droid takes care of the Sand's Computer salesman in Area 11. It insists on giving a healing shower to anyone who is wounded; the shower cures 1d8 HTK of damage.

Valet Droid
HTK: 4 (1d8)
AC: 4
AT: None
DM: None
MV: 10"
AL: Neutral
INT: Special
Size: M
THAC0: None
Weapons: None
Specials: programmed to perform personal services for anyone who says the current password
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Old 2nd June 2009, 11:56 PM   #8 (permalink)
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Fez 1: Wizard's Vale -- Shomon's Keep (p. 16)

2: Dream Monster

. . . A dream monster dwells in the pit. It reads the minds of the party members and try to lure them within its grasp . . . .

Damage from the dream monster seems to originate from natural occurrences; PCs who come in contact with the dream monster sustain 1d6 HTK of damage from what seems to be falling rock. In such cases, the "falling rock" hits the victim's head or chest area, and each Player whose Character is affected must roll 1d20 to see if his/her Character remains conscious. (This is actually a "save vs. Poison" to determine if the monster's poison puts the Character to sleep. Characters who fail the save remain asleep for one hour.)

If the Players get suspicious and say that their Characters believe that this is an illusion, then the PC with the highest INS should "save against his/her INS." On a successful roll, the illusion fades and the party sees the actual form of the dream monster: a tw-foot-tall gray spider.

Dream Monster
HTK: 3 (1d8)
AC: 10
AT: 1 (touch)
DM: 1d6 (bite) + save vs. Poison
MV: 1"
AL: Neutral
INT: Very
THAC0: 20
Specials: Dream monsters can cast illusions. They also have ESP and can read their intended victims' minds. Damage from them seems to be caused by natural occurrances. Their bite is an anesthetic poison; the victim must save vs. Poison or fall asleep for one hour.
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Old 3rd June 2009, 06:10 AM   #9 (permalink)
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The Poltergeist
Poltergeist
Frequency: Rare
No. Appearing: 3D 12
% in Lair: 100
Treasure Type: A, Q
HTK: N/A (see following)
AC: N/A,
MV: See following
AT: 1 - special (see following Chart/s)
DM: See Poltergeist Chart
THACO: See following
AL: C. Neutral
INT: High,
SZ: M
Spells: See following
Specials: See following Magt'c
Resistence: See following
Psionic Ability: Nil

A Poltergeist is the result of a dead person's soul becoming trapped on Earth because s/he was not properly prepared to die. There are two contingencies to a dead soul's travelling to its final destination, be it heaven or hell. One is that the person be physically dead; the other is that the person be mentally prepared to exit the life s/he had on this world. A Poltergeist, therefore, is the result of a person being either unwilling to leave this life or unaccepting of the fact that his/her life has ended (this latter often being the case of persons who were violently or unexpectedly killed).

A Poltergeist differs from a ghost in many respects, the primary of which is that a Poltergeist is not undead (and as such cannot be turned). A Poltergeist cannot be harmed by physical attacks, does not drain life energy levels, and has a much more mischievous and fun-loving nature than does the ghost. The Poltergeist's activity tends toward pranks and joke-pulling but its actions become more irritating and violent as night falls (see Poltergeist Chart).

The only method in which any exterior force may affect a Poltergeist is through a Dispel Magic and/or Remove Curse spell (as the soul is effectively "cursed" to remain on Earth). When cast, Dispel Magic will disperse a Poltergeist for one round per skill level of the caster; a Remove Curse spell will send the Poltergeist to its ultimate otherworldly destination, be it heaven or hell (GM discretion). A Poltergeist is not given hit dice, as the spells previously listed are the only methods in which it may be attacked.

If, when alive, a Poltergeist was a Druid, Illusionist, or Magic User, there is a 5% chance it will retain its 1 st-3rd level spells as a Poltergeist (GM discretion). The frequency of Poltergeist attacks and the amount of damage incurred by such will depend upon whether the attack occurs during day or nighttime hours (see Poltergeist Chart).

The form a Poltergeist is most likely to assume is either a monster likeness, an amorphous aura of light, a transparent phantom-like shape, or an ectoplasmic representation of its former body.

Poltergeist Chart
If rolling for a Poltergeist which has retained its magical abilities from its former life, roll 1D12. Otherwise roll 1d10.
(P): Entire party is attacked.
(I): Individual is attacked.
Daytime Chart
Roll, Occurrence, Effect/Damage
1, Pull out rug/trip, Sprain limb (P) See Sprain/Break Table
2, Open/Slam Door (P), Roll for Surprise*
3, Darkness as per Skill 2 Magic User Spell (P), N/A
4, Water Douse (P), Extinguishes Fires
5, Ectoplasmic Sliming (I), "to hit"/Damage at -3 for 1d4 rounds
6, Scary Noise (P), As per Confusion Spell; result 11-60 (see spell)
7, Bodily Spin (I), No attacks for 1d6 rounds
8, Random Theft (I), Loss of one item (GM choice)
9, Electric Jolt (P), 1d4 HTK
10, Treasure Rain (I), 10d4 gp
11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd)
12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd)
* If applicable, monster in Room may be released.

Nighttime Chart
Roll, Occurrence, Effect/Damage
1, Wall Slam (I), 1d8
2, Throw Objects (P), 2d6 or by weapon
3, Vacuum Pack (I) for 1d8 rounds, Suffocation**
4, Poltergeist Attack (Monster Form, THACO: 12) (P), 1d8/1d8
5, Break Random Limb (I), See Sprain/Break Table
6, Attacking Arms from Walls (I), 2d8
7, Plaster Fall, 1d6
8, Phantasmal Fist (I), 1d6; no attacks for 5 rounds
9, Bitter Cold (P), 1d10; -2 "to hit" for 2d4 rounds
10, +1 Long Sword "Gift", 1d8+5
11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd)
12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd)
** Character may survive vacuum for (STA/2) rounds.

Sprain/Break Table
Roll 1d8 on the Sprain/Break Table to determine injury and effects.
Roll; Area; Sprain; Break (HTK damage)
1; Right Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage
2; Left Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage
3; Right Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable
4; Left Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable
5; Right Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight
6; Left Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight
7; Right Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight
8; Left Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight

GM Note: A Cure Light Wounds spell will heal any sprain.
A Cure Serious Wounds spell will heal any break

Poltergeist Activity Check-off Sheet
This sheet should be used to keep track of Poltergeist activity during the adventure. An entire 24-hour period is detailed in ten-minute increments, each of which should be checked-off by the GM as adventure time elapses. The GM should keep in mind that Poltergeist activity varies from once every five turns during the day to once every three turns at night.

NOTE: For future reference, the GM should highlight the time closest to the Player Characters' arrival at Stoker Manor.
12:00 AM | O | O | O | O | O | O | | 1200 PM | O | O | O | O | O | O
1:00 AM | O | O | O | O | O | O | | 1:00 PM | O | O | O | O | O | O
2:00 AM | O | O | O | O | O | O | | 2;00 PM | O | O | O | O | O | O
3:00 AM | O | O | O | O | O | O | | 3:00 PM | O | O | O | O | O | O
4:00 AM | O | O | O | O | O | O | | 4:00 PM | O | O | O | O | O | O
5:00 AM | O | O | O | O | O | O | | 5:00 PM | O | O | O | O | O | O
6:00 AM | O | O | O | O | O | O | | 6:00 PM | O | O | O | O | O | O
7:00 AM | O | O | O | O | O | O | | 7:00 PM | O | O | O | O | O | O
8:00 AM | O | O | O | O | O | O | | 8:00 PM | O | O | O | O | O | O
9:00 AM | O | O | O | O | O | O | | 9:00 PM | O | O | O | O | O | O
10:00 AM | O | O | O | O | O | O | | 10:00 PM | O | O | O | O | O | O
11:00 AM | O | O | O | O | O | O | | 11:00 PM | O | O | O | O | O | O

From MFG 088-104, CSotIO Third Supplement by Jeff R Leason and Thomas Cook

Last edited by Melatuis; 18th August 2009 at 05:54 AM.. Reason: making charts and tables readable? again
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Old 3rd June 2009, 06:11 AM   #10 (permalink)
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how are tables inserted?

Thank You

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Old 8th June 2009, 08:15 PM   #11 (permalink)
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Quote:
Originally Posted by Melatuis View Post
how are tables inserted?

Thank You
The easiest way I've found is to use the code tag, then cut n' paste your formatted table, then close the code tag.
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Old 27th June 2009, 08:39 PM   #12 (permalink)
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Bootchie! Goblin Sharpshooter (Lvl 2)
To Hell and Back (# 753)
Atlantis:
Barker
Darters
Earth Maws
Entombing Worms
Great Flounder
Kaleel
Quickkiller
Tormented Spirits
Gold Minah
Dis:
Black Bishops
Demon Lords
Demon Laborers
Demon Soldiers
Demon Sentinels
Feral Shadows
Midwives
Trustees
Undertakers
Faerie:
Blindworm
Borabanes
Faerie Shadow
Faerie Steed
Tree Spirits
-Oak
-Ash
-Alder
Waverider
Hell:
Blood Leeches
Cerberus
Charon
Damned souls
Fire Lizards
Furies
Geryon
Ptolomeans
Raptors
Ripper
Silver Death
Warder of the Damned
Selene:
Lesser Vampire
Vampire-Lord

Beneath Two Suns (#742):
Blutz
Chuliks
Chunkrahs
Ghootz
Hrunchuk
Korns
Kregen Water Lizard
Leem
Ochs
Rapas
Rast
Roosk
Zook

Pinnacle (#735)
Shaken
Howlers
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Old 27th June 2009, 08:56 PM   #13 (permalink)
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Bootchie! Goblin Sharpshooter (Lvl 2)
Pinnacle (#735)

Shaken (Pronounced Shock'-in)
Human, Skill 7 assassins
St: 18 (+1/+2)
IT: 12
IN: 4
SM: 15
DX: 15
AP: 3
HTK: 45
AC: 4
MV: 12"
Att: 2
Dm: Hand 2d6 or by weapon+1d6
Alignment: LE
Weapons: short sword
Armor: None
Magic Items: None
Specials: See Below

Shaken have all the abilities of a regular assassin including: Disguise, Use of assassination table (when attacking with surprise, see standard rule book for percentages), Pick Pockets 55%, Open Locks 42%, Find/Remove Traps 40%, Move Silently 40%, Hide in Shadows 31%, hear noise 20%, Climb Walls 90%, Read Languages 25%, Back Stab at Triple Damage.

GM NOTE: Shaken may not speak alignment languages.
When Shaken die, they reupt in smoking sores and burn to ashes destroying all evidence of their existence (the 1st level clerical Command spell "Die" will trigger this effect, killing a live Shaken immediately.)

Special: Each Shaken can spend one hit point per melee round to run at 20". They can cast the following spells at a cost of twice the spell level in HTK: Detect Magic, levitate, Fireball, Teleport.
For Example, a 5d6 Fireball will cost the Shaken 10HTK.
Shaken blood is a potent poison. If swallowed, it does 4d6 HTK of damage. A successful save vs. Poison halves the damage.
Due to their alchemical tampering, Shaken cannot be healed. their tongues have been removed so they cannot speak. Their minds cannot be magically read in any way.
The Shaken are fanatic single-minded killers, bred and trained from infants and magically altered to be perfect killers. they do exactly as told by their masters.

Howlers (Anti-Magic Snow and Wind Storms)
HTK: n/a
AC: n/a
MV: 36"
Att: n/a
DM: n/a
Alignment: True Neutral
Weapons: None
Armor: None
Magic Itmes: None
Specials: Dispel Magic at 105%, initiates a Plummet on successful attack during a climb.

Howlers are intelligent snow and windstorms. There are 200 Howlers constantly swirlign around Pinnacle mountain but none around the Shaken Factory.
A Howler's precognative powers are attuned to powerful magic spells. The more powerful the magic about to be cast, the higher percentage chance Howlers will appear before the magic is cast and consume the spell energy instantly. For each spell level, there is a 10% chance a Howler will sense it before it is cast.
Even if it fails such a roll, a Howler can sense nearby spells and 1d4 Howlers will arrive at the site of a spell-casting on Pinnacle in 1d3 segments after a spell is cast.
Each Howler has a 105% chance (minus the caster's level x5) per round to obliterate the spell. Spells with a quick casting time and either very brief or permanent durations (like Cure, Neutralize Poison, Command, Mending, etc.) will usually work because the magic is over before the Howlers can arrive.
The Howler functions as a Level 2 Telekinesis spell and can pick up and sweep away objects of up to 50 pounds in weight. If attacked it will try to blow its attacker(s) off Pinnacle mountain for a Fall or Plummet (see Special Events Tables). Howlers must rest every 4d10 rounds. When they do so, they coalesce into a hazy man-shaped form.
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Old 27th June 2009, 09:56 PM   #14 (permalink)
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Bootchie! Goblin Sharpshooter (Lvl 2)
Beneath Two Suns (#742)

Blutz:
HTK: 80
AC: 3
MV: 4"//10"
AT: 1
DM: 2d12 (bite)
IN: Low
Alignment: Neutral Good
THACO: 15
Specials: None

Blutz resemble six-legged hippopotami with carapaces; these peaceful animals want to be left alone.

Chuliks:
HTK: 12
AC: 6
MV: 9"
AT: 1
DM: 1-6 (clubs)
IN: Average
Alignment: Lawful Evil
THACO: 19
Specials: None

Chuliks resemble large men with tusks rising from their lower jaws. Chuliks have yellow skin and a single braid of coarse black hair. Chuliks are often employed as guards.


Chunkrahs:
HTK: 20
AC: 7
MV: 9:
AT: 1
DM: 1d8 (x2 if charging; horns)
IN: Low
Alignment: Chaotic Neutral
THACO: 19
Specials: None

These beasts resemble six-legged bison with long horns. They are good to eat.

Ghootz:
HTK: 65
AC: 3
MV: 8"/12"/18"
AT: 5
DM: 1d6/1d6/1d6/1d6 + grapple on a roll of 20 (legs)/1d4 + paralysis (bite)
IN: Low
Alignment: Chaotic Evil
THACO: 14
Specials: Any bite victim must save vs. Paralyzation or remain motionless for 10d10 turns.

These beasts resemble 6' spiders with ten prehensile legs. They prefer humanoid prey.

Hrunchuk:
HTK: 45
AC: -2
MV: 6"//18"
AT: 9
DM: 1d6/1d6/1d6(eyes); 1d4/1d4/1d4/1d4/1d4/1d4 (arms)
IN: Average
Alignment: Lawful Evil
THACO: 12
Specials: Can Cause Darkness at will and do one of the following at will: Cause Fear, Levitate, or Detect Invisible

This minor demon has the face of a lizard. It has three eyes, six arms, and four legs. Its eyes shoot a powerful heat beam which causes 1d10 HTK damage. it strikes with each of its sixk arms separately, each successful attack causing 1d4 HTK damage.

Korns:
HTK: 2
AC: 6
MV: 3"//12"
AT: 1
DM: 1
IN: Low
Alignment: Chaotic Neutral
THACO: 20
Specials: On a roll of 20 on a "to hit" roll, the korn steals some shiny object and flees back to the ceiling, where it attaches its newly gained trophy.

Korns resemble spider monkeys with scaly hides and leathery bat-like wings. Natural pack rats, they use their tiny hands to steal shiny objects.

Kregen Water Lizard:
HTK: 60
AC: 3
MV: //12"
AT: 2
DM: 2d8/1d8 (bite, tail)
IN: Low
Alignment: Neutral Evil
THACO: 16
Specials: None

The Kregen water lizard resembles a 30' long crocodile, except for its reddish hide and 8 legs. Druids claim it is red because its habit is always bloody.

Leem:
HTK: 32
AC: 3
MV: 15"
AT: 3
DM: 1d10/1d10/1d12
IN: Low
Alignment: Neutral Evil
THACO: 13
Specials: None

The Leem is an eight-legged, sinuous like a ferret, but leopard sized with a wedge-shaped head and fangs that can strike through oak. Leems are always hungry.

Ochs: [stats never actually given, at least not in my copy]
HTK:
AC:
MV:
AT:
DM:
IN:
Alignment:
THACO:
Specials:

These 4' tall, hairy little beasts have six limbs and lemon-shaped heads. They eat anything Ochs are often employed as guards and slave-handlers.

Rapas:
HTK: 15
AC: 8
MV: 9
AT: 1
DM: 1d8+1 (long swords & Strength 17) or by weapon
IN: Average
Alignment: Chaotic Neutral
THACO: 19
Specials: None

These ugly humanoid beasts have vulture-like heads. They thrive on carrion. Rapas are often employed as guards and slave-handlers.

Rast:
HTK: 1 each
AC: 10
MV: 6"
AT: 1
DM: 1
IN: Low
Alignment: Neutral
THACO: 10
Specials: Rasts attack in packs. If a Character is hit, roll 1d20. This is the number of rasts that bite the Character, and therefore the number of HTK he suffers.

Usually found in packs of 1,000 or more, this six-legged rodent is particularly fond of dunghills.

Roosk:
HTK: 10
AC: 8
MV: 2" or drop 20"
AT: 1
DM: 1d8
IN: Low
Alignment: Neutral
THACO: Automatic if dropping on victims, other NA
Specials: Sleep gas (save vs. Breat Weapon or fall asleep); Second Round: secretes acid, inflicting 1d8 HTK of damage per round. After taking half their HTK in damage, sleeping Characters may make a save vs. Death Magic to recover consciousness.

This giant, unthinking cell clings to the top of caverns. When it senses the heat of a nearby livign body, it releases a powerful sleep gas. One round later, it drops on its prey and begins to digest it.

Zook:
HTK: 3
AC: 4
MV: //8"
AT: 1
DM: 1+ Blood Drain 1d8 per round
IN: low
Alignment: Neutral
THACO: 15
Specials: If a zook attaches, its victim suffers an additional 1d8 HTK of damage per round. It requires strength of 16 or greater to remove an attached zook, inflicting an additional 2d8 HTK of damage. If a zook is killed while attached, victims must save vs. Poison or suffer 1d8 HTK/round for one turn.

The Zook is a particularly foul cross between a jellyfish and an octopus. Because it is transparent, it is nearly impossible to to see, especially in the filthy waters it prefers to inhabit. When it detects motion in the water, it propels itself to its prey and attaches its eight legs to its victim, sinking hooked, 1" fangs into its victim's flesh. It then drains the blood from its prey. If the zook is removed while still alize, its hooked fangs wound the victim horribly. The only safe way to remove a zook is to put it to sleep first, then slowly remove it tentacle by tentacle.
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Old 29th June 2009, 05:34 PM   #15 (permalink)
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Old 2nd July 2009, 01:32 AM   #16 (permalink)
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A lot of great conversion possiblities in that last list. These are my favorites: Chuliks, Ghootz, Hrunchuk, Korns, Rapas, and Zook.
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Old 18th July 2009, 11:24 PM   #17 (permalink)
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Grand Anthraxus, Prince of Demons and Father of Treacheries

Grand Anthraxus (Prince of the Heart)

Str. 18(85)
Int. 21
Wis. 22
Dex. 18
Con. 22
Cha. 20
Fighter: Skill 11 fighter
Wizard: Skill 15 magic user
Priest: Skill 11 Priest
Thief: Skill 16 Thief
Alignment: CE
Armor Class: -3
HP: 144
THAC0: 10
# Att: 3/2
Special Att: Tempt; Poison
Special Def: +3 weapon or better to hit
Movement: 15 on land
Magic Tolerance: 65%
Personality: Seductive
XP Award: 16000

Combat
In combat Anthraxus wields a +5 dagger that is coated with a magical poison (save at -3 or die) and strikes for 2-24 points of damage per round. If possible, he always avoids direct conflict, preferring to resort to ambushes and backstabs instead.
Beside his dagger, Anthraxus owns a huge collection of magical weaponry he can employ when necessary.

Sphere
Anthraxu is the Infernal Prince of the Heart. He is responsible for formenting rebellions and betrayals. Although he carries out most of his work through intermediaries, he so enjoys turning siblings against each other that he often handles such affairs personally.

Diabolical Abilities:
Anthraxus wields the lesser ability to cast doubt in a single enemy at a range of 5'. Any creature targeted by the ability must pass an Wisdom attribute check or spend the next turn engulfed in doubt (no offensive actions allowed, though defense unaffected). Additionally, Anthraxus wields the standard ability to freeze (as per frost wand) and the greater ability to beguile as per the rod of that name.

Inquiries
Anthraxus always tells the truth when queried about matters of love and war.

Role Playing Notes
Anthraxus is sinister and treacherous. Approximately seventy percent of all his statements are lies. He speaks quickly and uses confusing language as part of an effort to throw his enemies off balance.
Amongst his fellow princes, Rubbibat, Lord of Blasphemy and Decarabria, Lord of Lust, are Anthraxus' truest ally and foe (respectively). Among his dukes, Anthraxus counts Tufforp his truest ally and Runstibble as his surest foe. Phryxis seems loyal but is not th efaithful thrall he pretends to be, and Gutterfowl is known to have been sympathetic to Decarabria.

Palace
Anthraxus maintains a huge ruby palace on the demi-place of Vecheron.

Appearance
Like all Demons of this order, Anthraxus sports two faces in his true form. On his sleeves, he wears the hearts of the mortals he has seduced, and in his hand he carries a large knife, which he sometimes lends to mortals who are willing to plunge it into the backs of their kin.
Anthraxus is said to speak the truth when queried about love and war. His diabolical powers allow him to beguile, freeze, and cast doubts.

Last edited by Bootchie!; 19th July 2009 at 12:22 AM..
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Old 18th July 2009, 11:34 PM   #18 (permalink)
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Great Phryxis, Duke of the Heart and Mind

Phryxis, Duke of the Heart and Mind

Str: 9
Int: 14
Wis: 14
Dex: 17
Con: 20
Cha: 6
Fighter: Skill 7 Fighter
Wizard: Skill 9 Magic User
Priest: NA
Thief: Skill 12 Thief
Alignment: Lawful Evil
Armor Class: 1
HP: 70
THAC0: 14
# Att: 2
Special Att: Tempt; venom
Special Def: +2 weapon or better to hit
Movement: 15' land (hop 4' at a time)
Magic Tolerance: 40%
Size: M
Personality: Craven
XP Award: 10,000

Combat
Like his master, Prince Anthraxus, Phryxis tries to avoid direct conflicts and prefers to rely upon his back-stabbing abilities.
Each round he can attack with a weapon (he usually wields a +2 dagger that strikes for 1-8 points of damage) and his long tongue, which inflicts 1-4 points of damage per hit and forces the target to save vs. poison or die.

Sphere
Phryxis is the master of sycophants. He is charged with the responsibility of spreading sins of service flattery and disingenuous adulation.

Diabolical Abilities
Phryxis wields the minor ability to detect lies (as per the clerical spell), the standard ability to command (as per the priest spell, but affects creatures for 1-6 rounds; save at -2), and the greater ability to enslave (as per command only lasts 2-12 rounds and allows complex commands; save at -3).
In addition, Phryxis can use his attuned sense of smell to track a target at range of more than one half mile (roughly 80 yards).

Inquiries

Phryxis never answers any inquiries truthfully.

Role Playing Notes
As per his station, Phryxis is a sniveler and whiner. Unlike most of his infernal dukes, he has no underlings. He pretends allegiance to any who will listen but means very little of what he says.

Palace
Phryxis has no palace. He spends most of his time wandering the plane of Vecheron.

Appearance
Phryxis is the swayer of sycophants and false-praisers. He is said to be long of nose and tongue, and he walks atop a pair of frog's legs.
Phryxis never speaks the truth and wields the ability to penetrate lies, command, and enslave.

Last edited by Bootchie!; 19th July 2009 at 12:23 AM..
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Old 18th July 2009, 11:46 PM   #19 (permalink)
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Bootchie! Goblin Sharpshooter (Lvl 2)
Runstibble, Duke of the Heart and the Soul

Great Runstibble

Str. 20
Int. 12
Wis. 7
Dex. 18
Con. 21
Cha. 18
Fighter: skill 10 fighter
Wizard: skill 7 magic user
Priest: NA
Thief: Skill 7 thief
Alignment: lawful evil
Armor Class: -5
HP: 140
THAC0: 11
# Att: 2
Special Att: Tempt; crush
Special Def: + 2 weapon or better to hit
Movement: 9' land
Magic Tolerance: 45%
Size: M
Personality: Seductive
XP Award: 10,000

Combat
Each round, Runstibble can attack with each of his huge, metallic fists for 2-20 points of damage. If both fists hit, he may then execute a crushing attack upon his victims for an additional 2-20 points of damage.
Although he preferes hand-to-hand fighting, Runstibble sometimes uses a huge +2 club that inflicts 3-18 points of damage per hit.

Sphere
Runstibble is the lord of idolators and false worshippers. His task is to sway mortals to invent and worship false gods. He particularly enjoys influencing mortals to "worship" money and material goods.

Diabolical Abilities:
Runstibble wields the lesser ability to defile consecrated ground, allowing him to eliminate protective clerical enchantments; the standard ability to resist magic which renders him completely immune to first through third level spells (those invoking Phryxis maintain this invulnerability for 1-2 turns); and the greater ability to shake the soul (forces the target to pass a Wis. Attribute Check or suffer 3-30 points of damage).
Additionally, Runstibble can create gold and precious gems at will (at a rate of approximately 75 gp per round).

Inquiries
Runstibble never answers queries about the gods truthfully. When queried on othe rmatters, there is a 50% chance he will speak the truth.

Role Playing Notes
Runstibble moves very slowly and speaks in a low hiss. He particularly enjoys tempting nobility. Runstibble covets the Throne Treacherous and would like nothing more than to see Anthraxus fall.

Palace
Runstibble maintains a vast golden palace in Vecheron.

Appearance

Runstibble rallies idolators and false-worshippers. In his true form, he is composed of solid gem and encrusted with gems.
Runstibble always lies when queried about the gods and their activities. his infernal magic permits him to resist divine magicks, defile consecrated ground, and shake the soul.

Last edited by Bootchie!; 19th July 2009 at 12:24 AM..
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Old 18th July 2009, 11:59 PM   #20 (permalink)
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Join Date: Aug 2006
Posts: 9
Bootchie! Goblin Sharpshooter (Lvl 2)
Gutterfowl, Duke of the Heart and Flesh

Gutterfowl

Str. 18(85)
Int. 18
Wis. 16
Dex. 19
Con. 21
Cha. 19
Fighter: skill 8 fighter
Wizard: skill 10 magic user
Priest: NA
Thief: Skill 8 thief
Alignment: Lawful evil
Armor Class: 0
HP: 86
THAC0: 13
# Att: 2
Special Att: Tempt; Poison arrows
Special Def: + 2 weapon or better to hit
Movement: 16' on land
Magic Tolerance: 40%
Size: M
Personality: Unfathomable
XP Award: 10,000

Combat
In combat, Gutterfowl attacks with the broken chains wrapped about his wrists. His two heads allow him to attack with both chains each round. Treat each chains as a +3 weapon that strikes for 2-12 points of damage.
In addition, Gutterfowl often wields a +4 bow, which he uses to shoot +1 arrows tipped with poison (save at -1 or die).

Sphere
Gutterfowl is the duke of infidelity, the violation of marital bond. At present, he conducts all activities through intermediaries and only becomes personally involved in a temptation when so ordered by one of his diabolical superiors.

Diabolical Abilities:
Gutterfowl wields the lesser ability to cause blindness (as per the skill level 2 wizard spell0, the standard ability to seduce (as per a charm spell), and the greater ability to shatter bonds (all creatures within 6' save vs. magic; failure indicate the affected creature attacks its friends and allies for 3-18 rounds).

Inquiries
Gutterfowl always tells the truth when queried about matters of loyalty and honor, but lies when queried about other subjects.

Role Playing Notes
Normally, Gutterfowl's two heads are always speaking and constantly contradicting each other. Once he begins tempting or making threats in combat, however, the two heads begin to speak in unison.
Gutterfowl owes allegiance to Anthraxus, but thralls himself to Decarbria. Gutterfowl counts Rustibble as an ally but is wary of Tufforp.

Palace
In Vecheron, Gutterfowl maintains a ruined palace guarded by scores of soulhounds.

Appearance

Gutterfowl is the progenitor of infidelities. His two heads, one male and one female, alternately curse and coo to each other between his utterances; and around his writs he wears torn silver shackles, representing the bonds he endeavours to rend.
Gutterfowl can seduce, blind, and turn friend to foe.

Last edited by Bootchie!; 19th July 2009 at 12:25 AM..
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