Some Forgotten Realms monsters leftovers

BOZ

Creature Cataloguer
here are some monsters that i posted towards the end of the old boards' existence. here, for your viewing pleasure, are the monkey spider, tempest, tren, rhaumbusun, bhaergala, and inquisitor. :)
 

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BOZ

Creature Cataloguer
MONKEY SPIDER
Fine Beast
Hit Dice: 1/4 d10 (1 hp)
Initiative: +6 (Dex)
Speed: Climb 50 ft
AC: 28 (+8 size, +6 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Eyebite
Special Qualities: Leap
Saves: Fort +2, Ref +8, Will +1
Abilities: Str 1, Dex 22, Con 10, Int 10, Wis 12, Cha 13
Skills: Balance +6, Climb +0*, Jump +0*, Listen +6, Spot +6

Climate/Terrain: Warm forest
Organization: Band (1-4), family (5-10), tribe (20-60)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral good
Advancement: ---

Monkey spiders are 1 inch long simians which are often mistaken as spiders from any distance greater than two feet due to their size. They are slim and furry, have gangly limbs and a prehensile tail, and humanlike hands and faces. Monkey spiders make excellent familiars, or animal companions for rangers and druids, but they make poor pets. They are intelligent and loyal and can be taught to understand Common.
They communicate with each other through a complex series of hoots, chirps, sibilants, and gestures in a language that is said to be as sophisticated as Common.

COMBAT
Monkey spiders may be fierce combatants against bees, wasps and other insects, but they tend to avoid fighting anything larger than they are. If forced into battle with anything larger than a Diminutive sized creature, they try to bite the eyes of their aggressor and then escape. If it cannot bite the eyes, it uses its bite attack on whatever is within reach.
Eyebite (Ex): Monkey spiders attempt to bite the eyes of any attacker of Tiny or larger size. This attack causes no damage, but the monkey spider’s saliva is caustic and stings fiercely. Affected characters must spend a whole round rubbing their eyes, or the saliva will continue to produce a burning sensation, leaving the character temporarily blinded.
Leap (Ex): Monkey spiders can jump up to 5 feet upward or 10 feet down. *Their powerful leg muscles give them a +10 to Climb and Jump checks.
The monkey spider first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook).
 

BOZ

Creature Cataloguer
TEMPEST
Gargantuan Elemental (Air, Earth, Fire, Water)
Hit Dice: 9d8+63 (103 hp)
Initiative: -1 (Dex)
Speed: Fly 60 ft
AC: 13 (-4 size, -1 Dex, +8 natural)
Attacks: Slam +11 melee
Damage: Slam 2d8+13
Face/Reach: 30 ft by 30 ft/20 ft
Special Attacks: Whirlwind, grounding, lightning, spell-like abilities, chilling wind, precipitation
Special Qualities: Elemental, damage reduction 15/+2, immunities, electrical and cold resistance 20, air mastery, water mastery
Saves: Fort +14, Ref +6, Will +7
Abilities: Str 28, Dex 9, Con 25, Int 8, Wis 11, Cha 11
Skills: Concentration +11, Listen +14, Spot +14
Feats: Combat Casting, Power Attack

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 10-18 HD (Gargantuan), 19-27 HD (Colossal)

The tempest, or *living storm*, is a powerful composite elemental creature in the shape of a dark storm cloud. The most commonly seen specimen is 50 feet wide in diameter, but it is well known that these creatures can be much larger. Those who have seen one say they can see humanoid and even bestial features within its roiling vapors. Silvery veins extend across the creature's length, acting as a circulatory system which carries the electrical impulses that give the storm life.
Tempest are unique among elementals, in that they are formed from all four basic elements. They are sometimes summoned accidentally by spellcasters seeking to call an elemental of another type. These creatures are related to both elementals and genies, and are conjectured to be immature or altered jann. Tempests feed on moisture from animals and other corporeal creatures, which does no actual harm to the creatures. Tempests do not speak in words, but can form their winds into a soft and sibilant version of Aquan and Auran, and a rare few have even mastered Common.

COMBAT
Tempests are territorial, and consider any violation of their space to be a challenge. Tempests make life difficult for other creatures with their variety of special abilities, using two of them each round, one with wind powers and one with electrical powers. Its slam attack consists of a strong wind buffet.
Spell-Like Abilities: 1/round - gust of wind and wind wall. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level)
Whirlwind (Su): The tempest can create and maintain a whirlwind, using the winds of its body. This ability can be used in the place of one of its spell-like ability attacks. This whirlwind is a cone that may be as wide as 10 feet in diameter at the bottom, as wide as 30 feet in diameter at the top, and up to 50 feet in height.
This whirlwind takes a full round to create. All creatures of less than 2 Hit Dice in the area of effect must succeed at a Reflex save (DC 19) or be automatically swept away and killed. Anything in the area of effect not automatically killed takes 2d6 points of damage from the whirlwind.
Grounding (Ex): A tempest may use its power over the air to batter down and ground flying opponents. All creatures in the air within 50 feet of the tempest must make a Fortitude save (DC 19) or fall to the earth.
Lightning (Su): A tempest may cast a lightning bolt, once per round at a single target. The lightning bolt causes 1d6 damage per Hit Die of the tempest, with no maximum damage. Victims can attempt a Reflex save (DC 17) for half damage. This ability is otherwise like the spell.
Chilling Wind (Su): A tempest may use its winds to affect opponents as if by a chill touch spell. This attack may be used in the place of either the tempest's wind or electrical attack.
Precipitation (Ex): A tempest may produce as much as 20 gallons of rain per round if it doesn't attack. This precipitation can cause floods, and the beast may use it to fill holes, wash out bridges, etc.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Immunities (Ex): A tempest is immune to all wind, gas, and water attacks.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against a tempest.
Water Mastery (Ex): A tempest gains a +1 to attack and damage bonus if both it and its opponent touch water.

ARCTIC TEMPEST
This variety of tempest is found only in cold regions. They are similar to standard tempests in most respects, but their powers differ. Instead of the whirlwind and lightning powers, they may cause snow to fall, or cast an ice storm spell. These cold-based attacks are used in place of the standard tempest's electrical attacks. The snowfall of an arctic tempest causes 9d4+9 points of cold damage to creatures beneath the tempest, with a Fortitude save (DC 17) causing only half damage. It may also use its winds in the same manner of the chilling wind, to cause damage as a shocking grasp spell, for 1d8+9 points of damage.

The tempest first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), and later in the Monstrous Manual as a "composite elemental".
 

BOZ

Creature Cataloguer
TREN
Medium-Size Humanoid (Aquatic, Reptillian)
Hit Dice: 3d8+6 (17 hp)
Initiative: +0
Speed: 30 ft
AC: 16 (+1 leather shield, +5 natural)
Attacks: Short sword +4 melee; or claws +4 melee and bite +2 melee
Damage: Short sword 1d6+2; or claw 1d3+2, bite 1d6+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Stench
Special Qualities: Darkvision 60'
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10
Skills: Hide +8*, Listen +2, Jump +4, Swim +4
Feats: Multiattack

Climate/Terrain: Any underground
Organization: Solitary, squad (3-10), clan (10-80, plus 1 4th-level sub-cheif per 10 tren, plus 1 3rd-, 4th-, and 5th-level clerics per 20 tren, plus 1 6th-level cheif, plus 40% noncombatant young and females)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: By character class

Tren are the result of crossbreeding between troglodytes and the largest, most depraved of lizardfolk. They hate all warm-blooded humanoids, but have a special animosity toward dwarves. Tren war with them over the steel that they adore, and subterranean water supplies.
Tren are usually between 6 and 7 feet tall, and weigh an average of 220 pounds. Their skin is covered in leathery scales which range from gray to green to brown in color. Males have spiky skin, but females are smoother. Tren have vestigal tails which are only useful for swimming. Tren wear nothing but simple belts and clothing, and carry leather shields and weapons. Tren speak Draconic.

COMBAT
Tren are organized fighters, and use tactics to their advantage. They use their chameleon-like abilities to become nearly invisible, then attack from concealment. Tren are also adept at making and using traps. Tren love steel weapons and use them when they are available.
Stench (Ex): When a tren is angry or frightened, it secrets an oily, musklike chemical that nearly every form of animal finds offensive. All creatures (except tren and troglodytes) within 30 feet of the tren must succeed at a Fortitude save (DC ) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 points of temporary Strength damage.
Skills: The skin of a tren changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +6 racial bonus to Hide checks. In rocky or subterranean settings, this bonus improves to +8. Their tails are vestigal, and useful for swimming, granting them a +4 bonus to Swim checks.

The tren first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook).
 

BOZ

Creature Cataloguer
RHAUMBUSUN
Small Magical Beast (Reptilian)
Hit Dice: 1d10+2 (7hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 14 (+1 size, -1 Dex, +4 natural)
Attacks: Bite +1 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Gaze
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 10, Dex 8, Con 15, Int 3, Wis 10, Cha 13
Skills: Hide +3, Listen +3, Spot +3
Feats: Alertness

Climate/Terrain: Warm desert and underground
Organization: Solitary, pair, or family (1-3)
Challenge Rating: 1
Treasure: 50% Standard
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The rhaumbusun is a small reptile that is distantly related to the basilisk. This creature is a timid herbivore with a gaze that paralyzes those unfortunate enough to be caught by it. They are usually found in mated pairs and mate for life, fighting to the death to protect them, and are even known to simply waste away into death if their mate dies. These monsters lair in small, dark caves in dry areas where they rear their young. Rhaumbusun are often kept as pets of guards by wizards or clerics.
Rhaumbusun resemble basilisks, but have eight legs and small dorsal spikes. Their thick hide is covered with glittering scales, purple for males and orange for females, while young are a dusty red color. Their large, bulbous eyes resemble clear, multifaceted gems. Rhaumbusun scuttle along loudly, and are poor at covering the sound of their approach.

COMBAT
Rhaumbusun rely on their magical gaze for defense, but will bite if desperate or surprised. They are cowardly little beasts, and avoid a fight if possible.
Gaze (Su): The rhambusun's gaze can paralyze a single victim per round, unless the victim succeeds at a Fortitude save (DC 11). This paralysis lasts for 3d4 rounds, and can affect a creature within 20 yards of the rhaumbusun. Mirrors do not reflect this gaze, nor does it extend into the Astral or Ethereal planes. A rhaumbusun is not affected by the gaze of others of its kind.

The rhaumbusun first appeared in DRAGON Magazine #52 (August 1981, "Dragon's Bestiary", Victor Selby and Ed Greenwood), and later appeared in MC3, Forgotten Realms Monstrous Compendium Appendix (1989).
 

BOZ

Creature Cataloguer
BHAERGALA
Large Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +5 (Dex)
Speed: 40 ft.
AC: 19 (+5 Dex, +4 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Pounce
Special Qualities: Regeneration, poison resistance 20, spell turning
Saves: Fort +8, Ref +11, Will +2
Abilities: Str 21, Dex 21, Con 19, Int 10, Wis 12, Cha 10
Skills: Balance +6, Climb +6, Hide +7, Listen +5, Move Silently +7, Jump +7, Perform (melody, mimic) +5, Spot +6
Feats: Alertness, Lightning Reflexes

Climate/Terrain: Temperate and warm forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)

The bhaergala is a large, intelligent predator that stalks jungles and woodlands. This monster preys on human, elf, and fey alike. The beast's fur gives off an unmistakable yet faint odor, reminiscent of the scent of baking bread. The bhaergala hides in dense underbrush, then moves on its prey from downwind to prevent its scent from giving it away. Bhaergalas lair in desolate hidden caves, where they store a collection of musical instruments and noisemakers.
The bhaergala, or "gunniwolf," is an odd-looking creature, appearing something like a cross between wolf and lion. This creature has amazing vocal capabilities, and can mimic speech and songs with great skill. It often uses this skill to ambush unsuspecting travellers. Bhaergalas are known for their love of song and music, and can be lulled to sleep by a talented musician. Bhaergalas speak Common and ocassionally learn other languages.

COMBAT
Bhaergalas usually attack by pouncing on unsuspecting victims from a great height. In melee, it attacks with its front claws and powerful jaws. The bhaergalas is ferocious and enjoys tearing apart its victims as it fights.
Pounce (Ex): The bhaergala can fall onto opponents from a great height, attacking with both claws. The creature can attack only with its claws in the first round, doing maximum damage if they hit. The bhaergala can drop from as high as 60 feet without sustaining damage, due to its superior agility, but takes 1d6 points of damage for every ten feet above 60.
Regeneration (Ex): The bhaergala heals 2 points of damage per day (instead of 1) due to its great constitution.
Spell Turning (Su): The bhaergala has a limited form of spell turning that it can use up to four times per day. This ability works on only one specific spell or spell-like ability, and requires the bhaergala to focus its attention and take no other actions for that whole round.

The bhaergala first appeared in DRAGON Magazine #94 (February 1985, "Creature Catalog II", Ed Greenwood), and later appeared in MC3, Forgotten Realms Monstrous Compendium Appendix (1989).
 

BOZ

Creature Cataloguer
INQUISITOR
Medium-Size Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
AC: 16 (+6 natural)
Attacks: Whip +9 melee, claw +5 melee
Damage: Whip 1d4+6, claw 1d6+3 and disease
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Frightful presence, paralyzing gaze, disease, torture
Special Qualitites: Undead
Saves: Fort +4, Ref +2, Will +8
Abilities: Str 22, Dex 10, Con ---, Int 14, Wis 16, Cha 18
Skills: Bluff +13, Hide +8, Intimidate +17, Move Silently +8, Search +10, Sense Motive +9
Feats: Great Fortitude, Improved Initiative, Toughness, Weapon focus (Whip)

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-18 HD (Medium-Size)

Inquisitors are powerful undead creatures, created by evil wizards as the ultimate in sheer terror and torture. These shambling, rotting horrors are ancient experts in torture, perfecting their techniques on any available victim. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to cause pain for eternity. Many of these creatures are imprisoned by more powerful beings, and forced to work their art to extract information from prisoners. Some have no master, and dwell in dark places where they work on prisoners of their own.
These ghastly creatures lair in dungeons, caves, or even underneath towns where they keep their torture chambers in secret. This lair is filled with many devices, such as racks, iron maidens, thumb screws, vices, clamps, and even more exotic devices that the creature has devised of its own accord. Though no bribe can actually stay in inquisitor's hand, it often keeps items offered to it for its own personal hoard. It only really uses this treasure to buy new devices, or purchase captives.
Inquisitors appear very similarly to zombies, or other types of undead, but are much more hideous. They often wear black hoods to hide their gruesomeness, but are just as likely to expose their mucous-ridden eyes and mouths. The hands of an inquisitor are charred from many years of using red-hot torture implements, and have thick yellow nails that are used like claws.
An inquisitor speaks Common and may know several other languages, as per its region.

COMBAT
Inquisitors live for torture, and when in need of more victims, it will seek them out and capture them. The creature attempts to paralyze as many humanoids with its gaze attack as it can, then it begins to attack in melee with its whip and nails. When it successfully manages to incapacitate a victim, it will return to its lair, chain and shackle the victim to a table, and begin its torture with glee.
Frightful Presence (Ex): An inquisitor is so horrifying in appearance, and its reputation is so renowned that it can inspire terror in all who see it. Affected creatures must succeed at a Will save (DC 17) or become frightened. The creature is so terrifying that this effect lasts 1d6 rounds even after fleeing it.
Paralyzing Gaze (Su): The inquisitor's gaze can paralyze a single victim per round, unless the victim succeeds at a Will save (DC 17). This paralysis lasts for 1d4 hours. This attack can be used in addition to any physical attacks made in that round. Any victim who makes a successful saving throw will never be affected by that particular inquisitor's gaze attack again.
Disease (Su): The claw attack of an inquisitor carries a powerful wasting disease. Any victim hit by the claw attack must succeed at a Fortitude save (DC 17) or begin to lose one point of Strength and one point of Constitution temporarily per day. This condition continues and persists until a cure disease spell is cast to cure the victim and restore lost ability points. If either the character's Strength or Constitution reaches zero, it dies.
Torture (Ex): The inquisitor's torture techniques are designed to cause considerable pain and disfigurement, and eventually death. After every day the inquisitor spends torturing a victim, the victim must make a Will save (DC 17) to avoid going insane. Insane victims may still attempt to escape and defend themselves, but are unable to distinguish friends from foes, or interact with familiar situations. This insanity lasts for 1d4 weeks after the torture has ended.
A character tortured by an inquisitor loses one point of Charisma permanently, though this point can be regained by a heal or restoration spell.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

The inquisitor first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), and later in the Monstrous Compendium Annual Four (1998).
 


BOZ

Creature Cataloguer
all in due time. :) the drakes are my big (little, yet somehow surprisingly big) project right now, and i still have yet to finish the illithid kin. but yes, i do plan on getting to the old empires creatures in time. :)
 


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