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Felon said:
What are a Caller in Darkness and Nessian Warhound from?

Caller In Darkness is a psionic critter, so is probably (I'm not completely sure) in the XPH. Nessian Warhound is an advanced, large hellhound, and is in the 3.5e MM.
 

Kunimatyu said:
According to box art, an Alhoon(Mind Flayer Lich), Dread Wraith, and a Shadow Dragon.

The theme is the Underdark(the set is named after the classic 'Night Below' megamodule); I feel pretty confident we'll see our first Kuo-Toa since 2003, more classic aberrations(Rust Monster, Cloaker), and a bevy of Underdark-related monsters.

(Also, if we get another five drow in Night Below like we did in the Underdark expansion I'll scream. There's more to the Underdark than black elves!)

I'm personally hoping for a Common or (more likely) Uncommon Large Monstorous Spider. A new Kuo-Toa mini would also be welcome. Since the spider and rat swarms are now covered I imagine that a bat swarm might be a chance to make it in, although the sculpt would be challenging to make. Cloakers or Darkmantles also need to be done.

Olaf the Stout
 

Felon said:
What are a Caller in Darkness and Nessian Warhound from?
http://www.d20srd.org/srd/psionic/monsters/callerInDarkness.htm
[sblock=Caller in Darkness ]
Size/Type: Large Undead (Incorporeal, Psionic)
Hit Dice: 11d12 (71 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 14 (-1 size, +3 Dex, +2 deflection), touch 14, flat-footed 11
Base Attack/Grapple: +5/—
Attack: Incorporeal touch +7 melee (2d6)
Full Attack: 4 incorporeal touches +7 melee (2d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psi-like abilities, steal essence
Special Qualities: Incorporeal traits, undead traits, unnatural aura, vulnerability to sunlight
Saves: Fort +3, Ref +6, Will +9
Abilities: Str Ø, Dex 16, Con Ø, Int 14, Wis 14, Cha 15
Skills: Hide +9, Intimidate +12, Knowledge (psionics) +12, Listen +16,
Psicraft +12, Search +12, Sense Motive +12, Spot +16
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Alertness
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: —
A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence.

Callers in darkness rarely speak, but when they do, they speak Common.

Combat
Psi-Like Abilities
At will—clairvoyant sense, concussion blast (two targets, 3d6*), detect psionics, ego whip (2d4, DC 16*), mind thrust (7d10, DC 16*); 3/day—death urge (DC 16), psychic crush (DC 13**), psionic suggestion (three targets, DC 14*); 1/ day—co-opt concentration (DC 18). Manifester level 7th. The save DCs are Charisma-based.

*Includes augmentation for the caller’s manifester level.

**Includes the inherent +4 save adjustment described in the power.

Steal Essence (Su)
Any living, intelligent creature slain by a caller in darkness’s touch attack is mentally absorbed into the monster’s consciousness. (The physical body of the victim remains intact). Stealing a victim’s essence is a free action; it grants the caller 12 temporary hit points, and a permanent new screaming face appears within its cloud.

A caller in darkness can also steal the essence of living, intelligent creatures within 30 feet that are paralyzed or sleeping, or that are helpless due to having a mental ability score reduced to 0 (often by the caller’s ego whip attack). Doing so is a standard action that provokes attacks of opportunity. The victim dies, and the caller gains 12 temporary hit points.

Incorporeal Traits
A caller in darkness is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. The creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Undead Traits
A caller in darkness is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.

Unnatural Aura (Su)
Animals can sense the unnatural presence of a caller in darkness. Any animal within 30 feet must make a DC 17 Will save or become panicked until it is no longer within 30 feet of the caller in darkness. A panicked creature that is cornered begins cowering. The save DC is Charisma-based.

Vulnerability to Sunlight (Ex)
Callers in darkness are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A caller caught in sunlight cannot attack and can take only a single move action or standard action each turn, but not both (nor can it take full-round actions). [/sblock]
 


Keep the drow to two rare and I'll be happy. In my 16 years of gaming I have yet to officially use Drow. Once at a con I brought some to use as a last minute fill-in but that was all. They are so over used they bore me.

Things I really want to see:

Sahuagin: Mutants and a Cleric/adept

Lizardfolk: War chieftan and an adept

Cyclops

New Large Fire Elemental

Necromental Large

DARKSUN folks / critters (comon- we have Planescape and Dragonlance both of which are non-published): Tembo, Jozal, Anakor, Defiler Skeleton, Defiler, Gladiator Mul, Gith and so many more.

Phase Spider

Rust Monster

Giant skeleton (though I have some but if armored.... :) )
 

megamania said:
Keep the drow to two rare and I'll be happy.

With luck, you get your wish.

I guess Night Below will have half a dozen drow. It might be 2 from each rarity, but it could also be 1 common, 3 uncommon and 2 rare (or 1c 2u 3r).

I sure hope they will branch out a bit more this time: Not just spider kissers. After all, they just released the first book of a FR trilogy about drow, and the second book is due in september. In that book, most drow faiths have been quite active (Kiaransalee was only mentioned once, and that was because of past deeds; and while there was a lot about freeing an Avatar of Ghaunadaur, he himself didn't really make an appearance, nor did any followers), and Lolth was actually quite passive (it was all Eilistraee, Vhaeraun, Selvetarm). I'd love to see a Vhaeraunite.
 


Presto2112 said:
Holy Shnikes! That has to be the least amount of Dwarf minis of any set thus far!

Unless I missed something, there are only two dwarves in this set (one of which is a Duergar, which not everyone will count among dwarves. Dwarves, for example, won't ;) ) That is, indeed, a low count.

But War of the DancingDragon Queen only had Tordek, Dwarf Champion. And archfiends had as many Dwarves (Gold Dwarf Fighter, Duergar Warrior), and Aberrations only had two dwarves (real ones, though): Anvil of THunder and HIll Dwarf Warrior.


Nevertheless, I'm quite content with this set's dwarves: Not a single "big armour, axe and shield" dwarf! The Duergar has a branding iron and chackles, and the Battlerager his maces.

The Battlerager is something that was missing from DDM for long enough, it's good that it's finally there.

I hope that the next couple of sets will continue this dwarven trend: Being low on axe/hammer and shield dwarves, but special cases instead. A dwarven monk would be something, for example.
 

I think the dwarves had their time in the sun in the first 5 sets. Certainly don't need more of them just now. Maybe when set 15 comes out... ;)
 

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