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<blockquote data-quote="Cleon" data-source="post: 6532047" data-attributes="member: 57383"><p><strong>Andromidus Original Stats</strong></p><p></p><p><span style="font-size: 18px"><strong>The Titan Andromidus</strong></span></p><p>Andromidus is a lesser titan, but is powerful even in comparison to the major and elder beings of his mighty race. Those who revere him call him the Titan of Inspired Vision, Lord of Reality, but he has no clerical priesthood and is not worshipped as a god; instead, he is honoured for his wisdom and foresight. His statistics follow.</p><p></p><p>ARMOR CLASS: -2</p><p>MOVE: 15”</p><p>HIT POINTS: 250</p><p>NO. OF ATTACKS: 2 (fists)</p><p>DAMAGE/ATTACK: 10-40</p><p>SPECIAL ATTACKS: Special illusions</p><p>SPECIAL DEFENSES: Nil</p><p>MAGIC RESISTANCE: 50%</p><p>SIZE: L (50’)</p><p>ALIGNMENT: Neutral good</p><p>PLANE: Olympus</p><p>CLERIC/DRUID: 10th level in each</p><p>FIGHTER: 15th-level fighter</p><p>MAGIC-USER/ILLUSIONIST: 25th level in each</p><p>THIEF/ASSASSIN: Nil</p><p>MONK/BARD: Nil</p><p>PSIONIC ABILITY: V</p><p></p><p>S: 25</p><p>I: 24</p><p>W: 24</p><p>D: 19</p><p>C: 20</p><p>CH: 23</p><p></p><p>Andromidus is a protégé of Prometheus. He spends most of his time on Olympus, but travels to one or more of his temples on the Prime Material Plane for several weeks around the summer and winter solstices. He is genuinely interested in humanity and its problems, but often in a remote sort of way. He is old beyond belief and extremely wise, but appears youthful and is quite charismatic.</p><p></p><p>Andromidus has the power to see into the future. He used this ability during the Revolt of the Gods to discover who would win. He supported the Gods and was spared the fate of his fellow evil titans. While on the Prime Material Plane, he serves as an oracle for those who come to his temples inquiring after their fate.</p><p></p><p>He can cast very powerful illusions at will. Most mortals have no chance to disbelieve these illusions and cannot distinguish them from reality. Folklore attributes many unexplained events and strange visions to Andromidus’ illusions. In combat, Andromidus uses his illusions to turn away any threat. If the illusions fail, he strikes with his fists. Occasionally, he entertains the Gods on Olympus by casting illusions on them which simulate the feelings of mortal men.</p><p></p><p>Andromidus cannot create mortal men from clay as Prometheus does, but he can transmute any nonliving substance found on the Prime Material Plane. These transmutations are permanent as long as the items remain on the Prime Material Plane. Turning a gold earring into a pebble, for example, would be quite easy for him to do, as would be the reverse act. Up to 1,000 gp weight of material may be transmuted per day, but he refuses to use this power for the sake of anyone’s personal gain (though his dreaming subconscious creates situations in which this is so). Magical items cannot be so created (though his illusions may make items appear to be magical).</p><p></p><p></p><p><span style="color: #00FFFF">The adventure includes some additional information about his illusion powers:</span></p><p></p><p></p><p>Anyone within 1,000 yards of the temple can hear a rhythmic roaring sound coming from within it. When the characters enter the sparsely furnished temple, they see an immense titan at the far end, seated on a massive throne. The titan is fast asleep, and the roaring is discovered to be snoring. The temple is made of marble and has nothing of value within it, as Andromidus enjoys simplicity. The carvings on the walls and along the roof outside depict scenes from traditional Greek mythology, with a few other tales shown as well.</p><p></p><p>Soon after they enter the temple (and certainly before they can reach the sleeping titan), the characters notice a thick, gray mist that obscures all vision is appearing around the temple. Even infra- and ultravision are rendered useless. The mist quickly thickens and envelops the group in total darkness. For the space of several heartbeats, everyone has the sensation of falling and disorientation, combined with sleepiness and lethargy.</p><p></p><p>The mist slowly clears as a scene unfolds around the characters. Everything has a strange, closed-in, dream-like quality to it, though things seem undeniably real. Soft, pastel colors predominate; voices and sounds are slightly muffled. Action is already underway when the scene becomes visible to the characters, appearing much like a play on a stage. After watching the scene for a few moments, the characters find themselves entering it. . . .</p><p></p><p><span style="font-size: 15px"><strong>For the Dungeon Master</strong></span></p><p>The characters have walked straight into the titan’s own dreams. Andromidus the Titan shares many of the powers of the greater titans such as Kronos and Oceanus, although his alignment is neutral good. He also has the ability to cast illusions of such high quality they appear, for nearly all investigation, to be real. Few victims of Andromidus’ illusions have any chance of disbelieving them unless they possess intelligence scores of 19 or better. Those with a 19 intelligence have a –4 saving throw to the chances of disbelieving the illusions, but this may be attempted only once per turn; those with a 20-23 intelligence gain a regular saving throw vs. spells to disbelieve whenever the attempt to do so. Beings with intelligences of 24 or better are immune to the effects of the illusions. These scores apply regardless of the level of the illusion/phantasm spell Andromidus uses.</p><p></p><p>A being with a percentage magical resistance also has a chance of being unaffected by the illusions. If the magical resistance roll fails against 25th-level magic, the being is affected by the illusions as if they were real. In any case, if a being is <em>not</em> affected by an illusion, it still perceives the illusion as a solid, real-looking object — but it cannot be harmed by the illusion.</p><p></p><p>While Andromidus sleeps, his innate powers of illusion continue to operate, but they are controlled by his subconscious mind. The illusions then take on a dreamlike quality and appearance. When the party enters the titan’s temple, it is engulfed in the titan’s dream-fostered illusions, signified by the gray mist. The dream is a jumbled arrangement of three stories that have been on the titan’s mind. The player characters can be likened to members of an audience who accidentally wandered on stage and now take part in a play they came to see — but from which they cannot now escape!</p><p></p><p>This adventure is an anachronistic situation in which literally anything can happen, since it takes place in the titan’s dreams. Different historical and fantastic periods are jumbled together, representing some of the places the titan has visited and the tales that he has heard. Because Andromidus has an exceptionally keep mind and is highly observant, the illusions within these dreams are quite exacting in detail — “real” in almost every sense of the word.</p><p></p><p><em>Originally appeared in Dungeon Magazine #2 (1986)</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 6532047, member: 57383"] [b]Andromidus Original Stats[/b] [SIZE=5][B]The Titan Andromidus[/B][/SIZE] Andromidus is a lesser titan, but is powerful even in comparison to the major and elder beings of his mighty race. Those who revere him call him the Titan of Inspired Vision, Lord of Reality, but he has no clerical priesthood and is not worshipped as a god; instead, he is honoured for his wisdom and foresight. His statistics follow. ARMOR CLASS: -2 MOVE: 15” HIT POINTS: 250 NO. OF ATTACKS: 2 (fists) DAMAGE/ATTACK: 10-40 SPECIAL ATTACKS: Special illusions SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 50% SIZE: L (50’) ALIGNMENT: Neutral good PLANE: Olympus CLERIC/DRUID: 10th level in each FIGHTER: 15th-level fighter MAGIC-USER/ILLUSIONIST: 25th level in each THIEF/ASSASSIN: Nil MONK/BARD: Nil PSIONIC ABILITY: V S: 25 I: 24 W: 24 D: 19 C: 20 CH: 23 Andromidus is a protégé of Prometheus. He spends most of his time on Olympus, but travels to one or more of his temples on the Prime Material Plane for several weeks around the summer and winter solstices. He is genuinely interested in humanity and its problems, but often in a remote sort of way. He is old beyond belief and extremely wise, but appears youthful and is quite charismatic. Andromidus has the power to see into the future. He used this ability during the Revolt of the Gods to discover who would win. He supported the Gods and was spared the fate of his fellow evil titans. While on the Prime Material Plane, he serves as an oracle for those who come to his temples inquiring after their fate. He can cast very powerful illusions at will. Most mortals have no chance to disbelieve these illusions and cannot distinguish them from reality. Folklore attributes many unexplained events and strange visions to Andromidus’ illusions. In combat, Andromidus uses his illusions to turn away any threat. If the illusions fail, he strikes with his fists. Occasionally, he entertains the Gods on Olympus by casting illusions on them which simulate the feelings of mortal men. Andromidus cannot create mortal men from clay as Prometheus does, but he can transmute any nonliving substance found on the Prime Material Plane. These transmutations are permanent as long as the items remain on the Prime Material Plane. Turning a gold earring into a pebble, for example, would be quite easy for him to do, as would be the reverse act. Up to 1,000 gp weight of material may be transmuted per day, but he refuses to use this power for the sake of anyone’s personal gain (though his dreaming subconscious creates situations in which this is so). Magical items cannot be so created (though his illusions may make items appear to be magical). [COLOR=#00FFFF]The adventure includes some additional information about his illusion powers:[/COLOR] Anyone within 1,000 yards of the temple can hear a rhythmic roaring sound coming from within it. When the characters enter the sparsely furnished temple, they see an immense titan at the far end, seated on a massive throne. The titan is fast asleep, and the roaring is discovered to be snoring. The temple is made of marble and has nothing of value within it, as Andromidus enjoys simplicity. The carvings on the walls and along the roof outside depict scenes from traditional Greek mythology, with a few other tales shown as well. Soon after they enter the temple (and certainly before they can reach the sleeping titan), the characters notice a thick, gray mist that obscures all vision is appearing around the temple. Even infra- and ultravision are rendered useless. The mist quickly thickens and envelops the group in total darkness. For the space of several heartbeats, everyone has the sensation of falling and disorientation, combined with sleepiness and lethargy. The mist slowly clears as a scene unfolds around the characters. Everything has a strange, closed-in, dream-like quality to it, though things seem undeniably real. Soft, pastel colors predominate; voices and sounds are slightly muffled. Action is already underway when the scene becomes visible to the characters, appearing much like a play on a stage. After watching the scene for a few moments, the characters find themselves entering it. . . . [SIZE=4][B]For the Dungeon Master[/B][/SIZE] The characters have walked straight into the titan’s own dreams. Andromidus the Titan shares many of the powers of the greater titans such as Kronos and Oceanus, although his alignment is neutral good. He also has the ability to cast illusions of such high quality they appear, for nearly all investigation, to be real. Few victims of Andromidus’ illusions have any chance of disbelieving them unless they possess intelligence scores of 19 or better. Those with a 19 intelligence have a –4 saving throw to the chances of disbelieving the illusions, but this may be attempted only once per turn; those with a 20-23 intelligence gain a regular saving throw vs. spells to disbelieve whenever the attempt to do so. Beings with intelligences of 24 or better are immune to the effects of the illusions. These scores apply regardless of the level of the illusion/phantasm spell Andromidus uses. A being with a percentage magical resistance also has a chance of being unaffected by the illusions. If the magical resistance roll fails against 25th-level magic, the being is affected by the illusions as if they were real. In any case, if a being is [I]not[/I] affected by an illusion, it still perceives the illusion as a solid, real-looking object — but it cannot be harmed by the illusion. While Andromidus sleeps, his innate powers of illusion continue to operate, but they are controlled by his subconscious mind. The illusions then take on a dreamlike quality and appearance. When the party enters the titan’s temple, it is engulfed in the titan’s dream-fostered illusions, signified by the gray mist. The dream is a jumbled arrangement of three stories that have been on the titan’s mind. The player characters can be likened to members of an audience who accidentally wandered on stage and now take part in a play they came to see — but from which they cannot now escape! This adventure is an anachronistic situation in which literally anything can happen, since it takes place in the titan’s dreams. Different historical and fantastic periods are jumbled together, representing some of the places the titan has visited and the tales that he has heard. Because Andromidus has an exceptionally keep mind and is highly observant, the illusions within these dreams are quite exacting in detail — “real” in almost every sense of the word. [I]Originally appeared in Dungeon Magazine #2 (1986)[/I] [/QUOTE]
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