Shade
Monster Junkie
Agreed, updated, moving on...
Well Spirit
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 18”/ /24”
HIT DICE: 6-13
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Drowning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 10%
INTELLIGENCE: Godlike
ALIGNMENT: Neutral
SIZE: L (15’-30’ long, 3’-6’ diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Well Spirits are super-intelligent creatures from the Elemental Plane of Water. During the middle stages of their lives, they often come to the Prime Material Plane. On the Elemental Plane of Water, they can be found in various locations and numbers, but on the Prime Material Plane they can only be found singly in wishing wells.
Well Spirits begin their lives on the Elemental Plane of Water. At the age of 250-300 years, they come to the Prime Material Plane as 6+2 hit dice creatures and make their lairs in wells. When they gain treasure equal to 5,000 gold pieces per hit die, they grow in strength, gaining a hit die, and possibly a hit point plus as well. For example, when a Well Spirit with 8 + 2 hit dice gains 40,000 gp, it becomes a Spirit with 9 + 3 hit dice. The treasure is consumed in the process, so a Well Spirit will always have less than 5,000 gp per hit dice. When a Well Spirit with 13 + 4 hit dice gains 65,000 gp, it teleports to the Elemental Plane of Water as a full adult.
Well Spirits attack by hitting opponents with their pseudopods (much like being hit by an immense wave). On any roll of 19 or 20, the Well Spirit begins to “drown” its opponent. A person being drowned can survive for 2-5 melee rounds plus one half of his/her hit die adjustment due to Constitution (This would be a penalty for victims with Constitutions below 7.). Each round, the victim may attempt to save vs. dragon breath at -2 for each round he or she has been drowning. If at any time the adventurer makes his or her saving throw, he or she has broken free and may fight in the next round. However, for the next 3-6 melee rounds, the victim will fight at -3 on his or her “to hit” dice rolls. A person may not fight while being drowned.
The Well Spirit’s special defense is that normal weapons do only half damage, magical weapons do half or full damage (full damage if the attacker makes his saving throw vs. spell at +1 for each “+” of weapon), and electrical attacks do no damage. Fire-based or fire-using attacks do double damage and may reduce the Spirit’s hit dice because of evaporation, thus reducing its attacks, etc. Divide the total hit points by hit dice and round up to find hit points per die. Whenever the Well Spirit loses this many hit points from a fire-based attack, it will lose 1 hit die as far as attacks, damage, etc. are concerned. If a Well Spirit has 6 + 2 hit dice, it cannot lose any more hit dice. When a Well Spirit is attacked by a cold-based attack, it takes 11/2 damage, or double subduing damage (qv). Well Spirits can be subdued, but subduing attacks do only 3/4 of the damage that would otherwise be inflicted. Two exceptions are cold-based attacks, which do double damage when subduing, and fire-based attacks, which cannot subdue. 25% of subduing damage is actual, the rest regenerates at a rate of 2 hp per round. The Well Spirit is subdued when it has lost all of its hit points as a result of subduing damage, or a combination of actual and subduing damage. A subdued Well Spirit will grant wishes. A subdued Well Spirit will remain subdued for 7 - 10 (d4 + 6) days after its subdual. After this time it will only stay with an adventurer if it is given at least 1,000 gp per hit dice of the Spirit, and a well to inhabit. The well must be at least 4 feet in diameter and 50 feet deep. The walls must be lined with stone, and the water must be reasonably clean.
Since Well Spirits inhabit wishing wells, they can grant from 1 to 3 Wishes to a party, the number depending on the size of the Spirit. Wishes may be granted either after subdual or after a sizable gift of treasure (at least 1,000 gp per hit die of the Spirit) has been given to the Spirit.
Well Spirits are predominantly Neutral. However, 10% are of a random alignment. Well Spirits of Good alignment will not willingly grant an evil wish, although they will do so if subdued. Regardless of alignment,, a Well Spirit may attack someone it considers too greedy (i.e., someone who gives the Well Spirit too little treasure or tries to get too many wishes).
Description: A Well Spirit appears similar to a Water Elemental.
Hit Dice / Wishes /Attacks / Damage
6 + 2 / 1 / 2 / 1-10
7 + 2 / 1 / 2 / 1-10
8 + 2 / 1 / 2 / 1-10
9 + 3 / 1 / 3 / 2-16
10 + 3 / 2 / 3 / 2-16
11 + 3 / 2 / 3 / 2-16
12 + 4 / 3 / 4 / 3-24
13 + 4 / 3 / 5 / 4-32
Originally appeared in Dragon Magazine #42 (1980).
Well Spirit
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 18”/ /24”
HIT DICE: 6-13
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Drowning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 10%
INTELLIGENCE: Godlike
ALIGNMENT: Neutral
SIZE: L (15’-30’ long, 3’-6’ diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Well Spirits are super-intelligent creatures from the Elemental Plane of Water. During the middle stages of their lives, they often come to the Prime Material Plane. On the Elemental Plane of Water, they can be found in various locations and numbers, but on the Prime Material Plane they can only be found singly in wishing wells.
Well Spirits begin their lives on the Elemental Plane of Water. At the age of 250-300 years, they come to the Prime Material Plane as 6+2 hit dice creatures and make their lairs in wells. When they gain treasure equal to 5,000 gold pieces per hit die, they grow in strength, gaining a hit die, and possibly a hit point plus as well. For example, when a Well Spirit with 8 + 2 hit dice gains 40,000 gp, it becomes a Spirit with 9 + 3 hit dice. The treasure is consumed in the process, so a Well Spirit will always have less than 5,000 gp per hit dice. When a Well Spirit with 13 + 4 hit dice gains 65,000 gp, it teleports to the Elemental Plane of Water as a full adult.
Well Spirits attack by hitting opponents with their pseudopods (much like being hit by an immense wave). On any roll of 19 or 20, the Well Spirit begins to “drown” its opponent. A person being drowned can survive for 2-5 melee rounds plus one half of his/her hit die adjustment due to Constitution (This would be a penalty for victims with Constitutions below 7.). Each round, the victim may attempt to save vs. dragon breath at -2 for each round he or she has been drowning. If at any time the adventurer makes his or her saving throw, he or she has broken free and may fight in the next round. However, for the next 3-6 melee rounds, the victim will fight at -3 on his or her “to hit” dice rolls. A person may not fight while being drowned.
The Well Spirit’s special defense is that normal weapons do only half damage, magical weapons do half or full damage (full damage if the attacker makes his saving throw vs. spell at +1 for each “+” of weapon), and electrical attacks do no damage. Fire-based or fire-using attacks do double damage and may reduce the Spirit’s hit dice because of evaporation, thus reducing its attacks, etc. Divide the total hit points by hit dice and round up to find hit points per die. Whenever the Well Spirit loses this many hit points from a fire-based attack, it will lose 1 hit die as far as attacks, damage, etc. are concerned. If a Well Spirit has 6 + 2 hit dice, it cannot lose any more hit dice. When a Well Spirit is attacked by a cold-based attack, it takes 11/2 damage, or double subduing damage (qv). Well Spirits can be subdued, but subduing attacks do only 3/4 of the damage that would otherwise be inflicted. Two exceptions are cold-based attacks, which do double damage when subduing, and fire-based attacks, which cannot subdue. 25% of subduing damage is actual, the rest regenerates at a rate of 2 hp per round. The Well Spirit is subdued when it has lost all of its hit points as a result of subduing damage, or a combination of actual and subduing damage. A subdued Well Spirit will grant wishes. A subdued Well Spirit will remain subdued for 7 - 10 (d4 + 6) days after its subdual. After this time it will only stay with an adventurer if it is given at least 1,000 gp per hit dice of the Spirit, and a well to inhabit. The well must be at least 4 feet in diameter and 50 feet deep. The walls must be lined with stone, and the water must be reasonably clean.
Since Well Spirits inhabit wishing wells, they can grant from 1 to 3 Wishes to a party, the number depending on the size of the Spirit. Wishes may be granted either after subdual or after a sizable gift of treasure (at least 1,000 gp per hit die of the Spirit) has been given to the Spirit.
Well Spirits are predominantly Neutral. However, 10% are of a random alignment. Well Spirits of Good alignment will not willingly grant an evil wish, although they will do so if subdued. Regardless of alignment,, a Well Spirit may attack someone it considers too greedy (i.e., someone who gives the Well Spirit too little treasure or tries to get too many wishes).
Description: A Well Spirit appears similar to a Water Elemental.
Hit Dice / Wishes /Attacks / Damage
6 + 2 / 1 / 2 / 1-10
7 + 2 / 1 / 2 / 1-10
8 + 2 / 1 / 2 / 1-10
9 + 3 / 1 / 3 / 2-16
10 + 3 / 2 / 3 / 2-16
11 + 3 / 2 / 3 / 2-16
12 + 4 / 3 / 4 / 3-24
13 + 4 / 3 / 5 / 4-32
Originally appeared in Dragon Magazine #42 (1980).