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<blockquote data-quote="Cleon" data-source="post: 7047266" data-attributes="member: 57383"><p><strong>Priest of Ythog-Nthlei Original Stats</strong></p><p></p><p><strong>IMPORTANT NOTE</strong></p><p>Time and the way the party spends it plays an integral part in this adventure. Exactly 10 turns after the characters descend the spiral staircase and enter the alien base, the evil priests of Ythog Nthlei will succeed in freeing their master. The only way to prevent them from attaining their goal is to kill them before the end of 10 turns. If they succeed, Ythog Nthlei will instantly move to Room 31 with his treasure: The priests will remain in their room.</p><p></p><p>*SNIP*</p><p></p><p><strong>Room 21.</strong> [The chanting becomes louder and louder as you approach this area. Your party reaches a tall, double door, made of the same material as the walls. The doors open with a strong push and reveaI a bizarre scene. The room is large and 8-sided. In the center of the chamber there is a 15-foot-wide brazier roaring with yellow flames and giving off a foul, green smoke. Set into four of the walls are triangular grooves 5 feet deep and 12 feet high. Shards of a smoky, amber-like material surround each groove area. The most shocking element of this room is its occupants: Around the tall flames stand 4 loathsome creatures that sway and chant in a most inhuman fashion. Although the things are clad in long, flowing robes, the cloth is mostly tatters, and reveals their true forms. Each is nearly 10 feet tall, and has 2 long, triple-jointed, barbed legs. Extending from a scaled barrel-chest are 4 thick tentacles which each end in 8 opposing fingers. The head of the monster, perhaps the most hideous aspect, is totally inhuman. It is basically heart-shaped, cleaved down the middle. From either side of the head extend 2-foot-long, comblike feelers, similar to those of a moth. Set on either side of the face are clusters of waving tendrils, each of which end in small eyes, giving the creature complete peripheral vision. On the bottom of the face there is a large circular orifice. When the beast opens this ring of flesh to scream, thousands of writhing wormlike tongues are exposed. As you stand in near shock surveying the inhuman scene, the creatures turn to confront you.]</p><p></p><p>These are the priests of the King Ythog-Nthlei, who lies imprisoned in the room downstairs. They chant for his release, and will succeed in this task 10 turns after the characters have entered the complex unless the priests are slain by then. After being freed from their bondage by a series of earthquakes, the priests first eliminated the human temple above and then went about reactivating their base. They are now in the final and most difficult stages of the task of freeing their leader from the tomb he was trapped in hundreds of years ago. The creatures will, of course, attack the party instantly. Their statistics are as follows: hit dice 7 (hit points 42 + 1-12), armor class 3, movement 18”. Each of the priests is 40% magic resistant and is immune to poison, acid and cold attacks.</p><p></p><p>The evil priests attack with their 4 tentacle/hands for 2-12 points damage each. For every additional appendage that strikes a single target after the first, the priest will do 1-8 more points of damage, because he will then begin ripping his opponent apart. The dark creatures can also attack by extending their many-pointed tongues and piercing their opponents with them. This assault inflicts 1-6 points damage and will drain one of the enemy’s senses. RolI d6 to determine which sense is drained:</p><p></p><p>1 = taste; 2 = smell; 3 = touch; 4 = hearing; 5 = sight; 6 = psychic or psionic abilities</p><p></p><p>If the victim makes his saving throw, the sense drain will last only 1-6 melee rounds before the ability returns. Otherwise, the only way to cure this loss is to cast a Remove curse spell and a Restoration spell simultaneously upon the afflicted character. If a roll calls for the draining of a sense the victim has already lost or never possessed, treat the roll as “no affect.”</p><p></p><p>*SNIP*</p><p></p><p><strong>Area 30.</strong> [The long corridor leads to a blank wall. However, as you approach the dead end, a thick slab of the wall material slides back. The entrance leads to a small room whose floor and ceiling are riddled with hundreds of small holes about the width of one’s finger. Set in the north wall there is an oddly displayed assortment of grooves and depressions which glow a bright yellow-green. A crack in the wall opposite you indicates that there is indeed an exit out, similar to the one you came in.]</p><p></p><p>This room served as a security chamber, ensuring that no unwanted visitors passed through this area. If the party has already encountered the priests, they will recognize the mark in the wall as the imprint of the priests’ hand tentacles. The only way to bypass this security measure is to perfectly imitate the inhuman hand, either by cutting one from one of the creatures and using it, or by polymorphing a part of one of the character’s bodies to the proper size and shape. If performed successfully, the slab on the other side of the room will open, allowing passage through the area.</p><p></p><p><em>Originally appeared in Dragon Magazine #46</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7047266, member: 57383"] [b]Priest of Ythog-Nthlei Original Stats[/b] [B]IMPORTANT NOTE[/B] Time and the way the party spends it plays an integral part in this adventure. Exactly 10 turns after the characters descend the spiral staircase and enter the alien base, the evil priests of Ythog Nthlei will succeed in freeing their master. The only way to prevent them from attaining their goal is to kill them before the end of 10 turns. If they succeed, Ythog Nthlei will instantly move to Room 31 with his treasure: The priests will remain in their room. *SNIP* [B]Room 21.[/B] [The chanting becomes louder and louder as you approach this area. Your party reaches a tall, double door, made of the same material as the walls. The doors open with a strong push and reveaI a bizarre scene. The room is large and 8-sided. In the center of the chamber there is a 15-foot-wide brazier roaring with yellow flames and giving off a foul, green smoke. Set into four of the walls are triangular grooves 5 feet deep and 12 feet high. Shards of a smoky, amber-like material surround each groove area. The most shocking element of this room is its occupants: Around the tall flames stand 4 loathsome creatures that sway and chant in a most inhuman fashion. Although the things are clad in long, flowing robes, the cloth is mostly tatters, and reveals their true forms. Each is nearly 10 feet tall, and has 2 long, triple-jointed, barbed legs. Extending from a scaled barrel-chest are 4 thick tentacles which each end in 8 opposing fingers. The head of the monster, perhaps the most hideous aspect, is totally inhuman. It is basically heart-shaped, cleaved down the middle. From either side of the head extend 2-foot-long, comblike feelers, similar to those of a moth. Set on either side of the face are clusters of waving tendrils, each of which end in small eyes, giving the creature complete peripheral vision. On the bottom of the face there is a large circular orifice. When the beast opens this ring of flesh to scream, thousands of writhing wormlike tongues are exposed. As you stand in near shock surveying the inhuman scene, the creatures turn to confront you.] These are the priests of the King Ythog-Nthlei, who lies imprisoned in the room downstairs. They chant for his release, and will succeed in this task 10 turns after the characters have entered the complex unless the priests are slain by then. After being freed from their bondage by a series of earthquakes, the priests first eliminated the human temple above and then went about reactivating their base. They are now in the final and most difficult stages of the task of freeing their leader from the tomb he was trapped in hundreds of years ago. The creatures will, of course, attack the party instantly. Their statistics are as follows: hit dice 7 (hit points 42 + 1-12), armor class 3, movement 18”. Each of the priests is 40% magic resistant and is immune to poison, acid and cold attacks. The evil priests attack with their 4 tentacle/hands for 2-12 points damage each. For every additional appendage that strikes a single target after the first, the priest will do 1-8 more points of damage, because he will then begin ripping his opponent apart. The dark creatures can also attack by extending their many-pointed tongues and piercing their opponents with them. This assault inflicts 1-6 points damage and will drain one of the enemy’s senses. RolI d6 to determine which sense is drained: 1 = taste; 2 = smell; 3 = touch; 4 = hearing; 5 = sight; 6 = psychic or psionic abilities If the victim makes his saving throw, the sense drain will last only 1-6 melee rounds before the ability returns. Otherwise, the only way to cure this loss is to cast a Remove curse spell and a Restoration spell simultaneously upon the afflicted character. If a roll calls for the draining of a sense the victim has already lost or never possessed, treat the roll as “no affect.” *SNIP* [B]Area 30.[/B] [The long corridor leads to a blank wall. However, as you approach the dead end, a thick slab of the wall material slides back. The entrance leads to a small room whose floor and ceiling are riddled with hundreds of small holes about the width of one’s finger. Set in the north wall there is an oddly displayed assortment of grooves and depressions which glow a bright yellow-green. A crack in the wall opposite you indicates that there is indeed an exit out, similar to the one you came in.] This room served as a security chamber, ensuring that no unwanted visitors passed through this area. If the party has already encountered the priests, they will recognize the mark in the wall as the imprint of the priests’ hand tentacles. The only way to bypass this security measure is to perfectly imitate the inhuman hand, either by cutting one from one of the creatures and using it, or by polymorphing a part of one of the character’s bodies to the proper size and shape. If performed successfully, the slab on the other side of the room will open, allowing passage through the area. [I]Originally appeared in Dragon Magazine #46[/I]. [/QUOTE]
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