Converted Monsters from D&D Official Video Games

Shade

Monster Junkie
All the following monsters were unique to officially-licensed D&D video games. Many of the rules booklets contained statistics for the creatures (particularly those from the "Gold Box" games). Others have been extrapolated from cheat guides, patches, game files, and actually playing the games. :)

If you have any comments or suggestions, or would like to help with the conversions, please visit this thread:

http://www.enworld.org/forums/showthread.php?t=73328
 

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Shade

Monster Junkie
Bit o' Moander
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +15/+32
Attack: Slam +23 melee (2d8+9 plus poison)
Full Attack: 2 slams +23 melee (2d8+9 plus poison)
Space/Reach: 15 ft./15 ft
Special Attacks: Improved grab, constrict 2d8+13, petrifying gaze, poison
Special Qualities: Darkvision 120 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 20
Saves: Fort +14, Ref +11, Will +11
Abilities: Str 29, Dex 10, Con 21, Int 17, Wis 15, Cha 19
Skills: Climb +27, Hide +14*, Intimidate +22, Jump +27, Listen +24, Knowledge (dungeoneering) +21, Knowledge (nature) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Move Silently +22, Spot +20, Survival +2 (+4 aboveground in natural environments, +4 underground, +4 on other planes), Swim +17
Feats: Awesome Blow, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pod (3-8)
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan)
Level Adjustment: -

Standing nearly 15 feet tall, this hulking green mass of slime, fungus and rotting vegetation has a vaguely humanoid shape. It reeks of decay.

Originally formed when the imprisoned god Moander attempted to return to the Material Plane via a gate opened by its high priestess Mogion, a bit o' Moander is a severed portion of the Rotting God. Although it contains but a fraction of the Jawed God's power, a bit o' Moander is still a formidable force of destruction.

A bit o' Moander is 15 feet tall and weighs 8,000 pounds.

A bit o' Moander speaks Common and Abyssal in a deep, gurgling voice, but rarely chooses to converse with other creatures.

COMBAT

A bit o' Moander batters or constricts its opponents with two huge, armlike appendages, while attempting to petrify foes with its deadly gaze.

Improved Grab (Ex): To use this ability, a bit o' Moander must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A bit o' Moander deals 2d8+13 points of damage with a successful grapple check.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 21 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Immunity to Electricity (Ex): A bit o' Moander takes no damage from electricity. Instead, any electricity attack used against a A bit o' Moander temporarily grants it 1d4 points of Constitution. The bit o' Moander loses these points at the rate of 1 per hour.

Skills: A bit o' Moander has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A bit o' Moander has a +4 racial bonus on Hide, Listen, and Move Silently checks. *It has a +12 racial bonus on Hide checks when in a swampy or forested area.

The bit o' Moander first appeared in the SSI computer game Curse of the Azure Bonds (1989), and later appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Pet of Kalistes
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 13d8+104 (162 hp)
Initiative: +5
Speed: 50 ft. (10 squares), climb 20 ft.
AC: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +13/+24
Attack: Bite +19 melee (2d6+7 plus poison)
Full Attack: Bite +19 melee (2d8+7 plus poison) and 2 claws +14 melee (2d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blink, damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, and poison, spell resistance 28, telepathy 100 ft.
Saves: Fort +16, Ref +9, Will +12
Abilities: Str 24, Dex 12, Con 26, Int 14, Wis 14, Cha 18
Skills: Bluff +20, Climb +15, Concentration +18, Diplomacy +20, Hide +17, Intimidate +20, Knowledge (the planes) +18, Listen +18, Move Silently +17, Sense Motive +18, Spellcraft +18, Spot +18
Feats: Ability Focus (poison), Improved Initiative, Improved Grapple, Iron Will, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 14–22 HD (Huge); 23–39 HD (Gargantuan)
Level Adjustment: -

This huge, purple spider's eyes gleam with a fiendish intellect.

These are highly intelligent spiders created by the marilith Kalistes. She uses them as guards and messengers.

A Pet of Kalistes has a legspan of more than 14 feet and weighs over 2,000 pounds.

A Pet of Kalistes speaks Abyssal.

COMBAT

A Pet of Kalistes usually activates its fire shield before entering combat, then relies on its formidable combat prowess to poison as many foes as possible. It saves its spell-like abilities for difficult opponents, targeting spellcasters with feeblemind.

A Pet of Kalistes’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 26, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Spell-Like Abilities: 1/day—charm monster (DC 18), disintegrate (DC 20), feeblemind (DC 19), fire shield, scorching ray. Caster level 13th. The save DCs are Charisma-based.

Blink (Su): A Pet of Kalistes can use blink as the spell (caster level 13th), and can evoke or end the effect as a free action.

See Invisibility (Su): A Pet of Kalistes continuously uses this ability, as the spell (caster level 13th).

Skills: A Pet of Kalistes has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. They also have a +8 racial bonus on Hide checks.

The Pet of Kalistes first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Electric Spider
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+15 (42 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4 plus 2d6 electricity)
Full Attack: Bite +7 melee (1d8+4 plus 2d6 electricity)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, shock
Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, vulnerability to acid
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 16, Con 17, Int 5, Wis 13, Cha 10
Skills: Climb +11, Hide -1, Listen +5, Move Silently +7
Feats: Ability Focus (breath weapon), Improved Initiative
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: -

This large blue arachnid has a thick abdomen and pulses with electricity.

Electric spiders can be found throughout Kalistes' domain.

A typical electric spider’s body is 8 feet long. It weighs about 800 pounds.

Electric spiders cannot speak.

COMBAT

Electric spiders favor narrow confines where they can catch multiple victims with their breath weapons.

Breath Weapon (Su): The electric spider has one type of breath weapon, a 60 ft. line of electricity that deals 5d6 points of damage. A reflex save (DC 17) halves the damage. The save DC is Consitution-based.

Shock (Ex): An electric spider's bite attack deals piercing damage plus 2d6 electricity damage from the spider's shocking body. Creatures hitting an electric spider with natural weapons or unarmed attacks take electricity damage as though hit by the spider's attack.

Skills: An electric spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The electric spider first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Gaze Spider
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+20 (47 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 16 (–1 size, +2 Dex, +5 natural), touch 14, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing gaze
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 17, Dex 14, Con 19, Int 5, Wis 13, Cha 10
Skills: Climb +11, Hide -2, Listen +5, Move Silently +6
Feats: Ability Focus (gaze), Iron Will
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: -

This eight-foot long arachnid has short legs and a bulbous abdomen. Its eight eyes are much larger than normal for a spider of its size.

A common denizen of Kalistes' dimension are the fierce gaze spiders.

A typical gaze spider’s body is 8 feet long. It weighs about 900 pounds.

Gaze spiders cannot speak.

COMBAT

Gaze spiders attempt to paralyze foes with their gaze, then close to finish the others with their bite.

Paralyzing Gaze (Su): Paralysis 1d6 rounds, 30 feet, Fortitude DC 14 negates. The save DC is Charisma-based.

Skills: A gaze spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The gaze spider first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Stone Spider
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
AC: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4 plus petrifying touch)
Full Attack: Bite +7 melee (1d8+4 plus petrifying touch)
Space/Reach: 10 ft./5 ft.
Special Attacks: Petrifying touch
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +10, Will +2
Abilities: Str 17, Dex 18, Con 15, Int 5, Wis 13, Cha 10
Skills: Climb +11, Listen +5, Move Silently +5
Feats: Ability Focus (petrifying touch), Lightning Reflexes
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: -

This long-legged arachnid has a stony exoskeleton.

Stone spiders are one of the common spiders that exist in Kalistes' dimension. These magical arachnids turn their prey into stone and bring the stoned creatures to their lair for later feeding.

A typical stone spider’s body is 8 feet long. It weighs about 800 pounds.

Stone spiders cannot speak.

COMBAT

Stone spiders attempt to petrify as many foes as possible, feeding on the victims after the battle.

Petrifying Touch (Su): Turn to stone permanently, Fortitude DC 16 negates. The save DC is Constitution-based.

Skills: A stone spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The stone spider first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Cryo Snake
Large Magical Beast (Cold)
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 40 ft., swim 40 ft.
AC: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+11
Attack: Bite +6 melee (1d4+3)
Full Attack: Bite +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, constrict, improved grab
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 14, Dex 17, Con 15, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +10, Hide +6*, Listen +7, Spot +7
Feats: Ability Focus (breath weapon), Improved Initiative
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: -

This large serpent's scales are as white as snow. Puffs of frost appear around its fanged mouth with each breath..

These fierce snakes prefer to inhabit glaciers and high peaks. Humans will rarely confront these beasts unless they move to higher elevations during exceptionally cold winters.

A typical cryo snake is 12 feet long. It weighs about 200 pounds.

Cryo snakes cannot speak.

COMBAT

A cryo snake uses its natural coloration to its advantage, and will usually attempt to ambush opponents, opening combat with its breath weapon to catch as many foes as possible.

Breath Weapon (Su): Breath Weapon (Su): 30-foot cone, every 1d4 rounds, 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check, a cryo snake deals 1d4+2 points of damage.

Improved Grab (Ex): To use this ability, a cryo snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A cryo snake has a +8 racial bonus on Hide checks in snowy areas.

The cryo snake first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Pyro Snake
Large Magical Beast (Fire)
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 40 ft., swim 40 ft.
AC: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+11
Attack: Bite +6 melee (1d4+3)
Full Attack: Bite +6 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, constrict, improved grab
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, vulnerability to cold
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 14, Dex 17, Con 15, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +10, Hide +6, Listen +7, Spot +7
Feats: Ability Focus (breath weapon), Improved Initiative
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: -

This large serpent's scales range from dark red to orange on its underbelly. Shimmering heat radiates from its entire length. Licks of flame appear around its forked tongue, which darts out of a fanged mouth..

This breed of snakes prefers to live in desolate deserts or inside volcanoes. There they form loose family associations. Dealing rarely with humans, they consider people to be another form of prey.

A typical pyro snake is 12 feet long. It weighs about 200 pounds.

Pyro snakes cannot speak.

COMBAT

A pyro snake often swims through magma or races across desert sands, opening combat with its breath weapon to catch as many foes as possible.

Breath Weapon (Su): Breath Weapon (Su): 30-foot cone, every 1d4 rounds, 4d6 fire, Reflex DC 16 half. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check, a pyro snake deals 1d4+2 points of damage.

Improved Grab (Ex): To use this ability, a pyro snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The pyro snake first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Bane Minion, Black
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 40 ft. (average)
AC: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +8/+17
Attack: Claw +12 melee (1d6+5)
Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, fumble, spell-like abilities
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to charms, death effects, fear, and poison
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 21, Dex 17, Con 17, Int 13, Wis 16, Cha 15
Skills: Bluff +11, Concentration +12, Diplomacy +6, Hide +8, Intimidate +13, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +12, Move Silently +12, Search +10, Sense Motive +12, Spot +12
Feats: Cleave, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: +6

This creature stands nearly 9 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in black scales. Batlike wings and round out its draconic appearance.

Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.

A black bane minion is 9 feet tall and weighs about 600 pounds.

Bane minions speak Infernal, Common and Draconic.

Combat

A black bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.

A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot line of acid, once every 1d4 rounds, damage 6d8 acid, Reflex DC 17 half. The save DC is Constitution-based.

Fumble (Sp): Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 16 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 16 Will save or be affected for the spell's entire duration (8 rounds); success means the creature is slowed (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect. Caster level 8th. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—bestow curse (DC 16), cone of cold (DC 17), hold monster (DC 17), ice storm, slow (DC 15). Caster level 8th. The save DCs are Charisma-based.

See Invisibility (Su): A black bane minion continuously uses this ability, as the spell (caster level 8th).

The black bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
 

Shade

Monster Junkie
Bane Minion, Blue
Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 10d8+40 (85 hp)
Initiative: +4
Speed: 60 ft. (10 squares), fly 60 ft. (average)
AC: 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d6+6)
Full Attack: 2 claws +15 melee (1d6+6) and bite +10 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, electrical aura, fumble, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison
Saves: Fort +11, Ref +11, Will +10
Abilities: Str 23, Dex 19, Con 19, Int 14, Wis 17, Cha 16
Skills: Bluff +14, Concentration +15, Diplomacy +14, Hide +11, Intimidate +16, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +14, Move Silently +15, Search +13, Sense Motive +14, Spot +14
Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack
Environment: The Barrens of Doom and Despair (Infernal Battlefields of Acheron)
Organization: Solitary, pair, or squad (3-20)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 11–19 HD (Large); 20–30 HD (Huge)
Level Adjustment: +6

This creature stands nearly 11 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in blue scales. It has batlike wings that it wraps around its body like a cloak when furled. Its serpentine tail ends in a hammerlike mass of bone.

Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.

A blue bane minion is 11 feet tall and weighs about 1,000 pounds.

Bane minions speak Infernal, Common and Draconic.

Combat

A blue bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.

A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot line of electricity, once every 1d4 rounds, damage 8d8 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Electrical Aura (Ex): A creature hitting a blue bane minion with a melee attack takes 2d6 points of electricity damage (Reflex DC 19 half). If the creature is using a weapon that is mostly metallic (such as a sword, but not a wood-hafted axe), it is not allowed a saving throw. The save DC is Constitution-based.

Fumble (Sp): Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 17 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 17 Will save or be affected for the spell's entire duration (10 rounds); success means the creature is slowed (as the spell) for 10 rounds. This is a mind-affecting, enchantment effect. Caster level 10th. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—bestow curse (DC 17), cone of cold (DC 18), hold monster (DC 18), ice storm, slow (DC 16). Caster level 10th. The save DCs are Charisma-based.

See Invisibility (Su): A blue bane minion continuously uses this ability, as the spell (caster level 10th).

The blue bane minion first appeared in the SSI computer game Pools of Darkness, (1991).
 

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