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Echohawk

Shirokinukatsukami fan
Maramet, the Undead King

Armor class: 2
Hit Dice: 10
Hit Points: 78
Move: 120' (40')
Attacks: 1
Damage: 3-10 sword*
No. Appearing: 1
Save As: F10*
Morale: 12
Alignment: N (C)
XP Value: 2,000

Similar to a zombie, but with some of the characteristics of a revenant, this entity is the undead remains of Vestland’s last High King, Maramet. In this scenario his body has been animated by the high priest of Gyl Erid, Axemines, and he functions as a guardian of the Eridian crypt at the island castle.
In melee Maramet will attack as a fighter, level 10. His sword inflicts 3-10 points of damage but victims must save vs. poison or contract lethal blood-poisoning from the rusted blade.
As an undead entity the king cannot be turned by a cleric of less than 10 experience levels, and only then as a revenant. If he is turned, Maramet will get a save vs. spell. If he saves, as a 10th-level fighter, he will be immune to the turning command.
Once slain, the entity will not rise again. The after-death slaying of this horror liberates the spirit of the sorrowful King.
Note: In this scenario Maramet will call upon a number of other undead entities (spectres and wraiths) to assist him with his guardianship of the crypt.
 

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Echohawk

Shirokinukatsukami fan
I'm not sure the Howling Horror warrants conversion, since it is really a spell effect rather than a creature. Still, it does have the following stat block in the Wizard's Spell Compendium

Howling Horror: MV Fl 15 (A); AC 5; #AT 2; THAC0 always hits; Dmg 2d4; SD damage inflicted heals caster; immune to spells; spell link/retransmision.

I don't have the Wizard's Spell Compendium in PDF, but I do have a PDF copy of Ruins of Zhentil Keep where the Howling Horror spell first appeared. The text of the spell includes some more description of the Horror, but I note that this version is slightly different from the version that ended up in the Spell Compendium, so where there are differences, the stat block above is probably more definitive.

Wizard Spells
7th Level
Howling Horror
(Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell causes a wraithlike flying form to be emitted from the caster. Moaning eerily, it flies at a target being within line-of-sight that has been mentally selected by the caster.
This howling horror is a magical force, not an undead creature, and cannot be turned. It lasts for 1 round per level of the caster, or until the target creature perishes. The horror is destroyed by suffering more than 22 points of damage or if the caster wills it to vanish. The howling horror is not fooled by feign death spells or similar conditions. The caster need not concentrate on the horror to maintain its existence. Once a target is selected, a howling horror cannot be redirected against any other being.
A howling horror is a faceless, translucent gray, wispy being that Swirls and drifts in response to weapon blows and moving objects. Only physical attacks that pass through the volume of air it occupies harm it. It moves at MV Fl 14 (A), is AC 5, and attacks twice per round, draining its target of 2d4 hit points per strike. Its attacks automatically hit its target.
For every hit point of damage the howling horror inflicts, a hit point is gained by its caster. If the caster has been hurt, these points heal him or her. When the caster is at full hit points, these points become extra, phantom hit points that remain with the caster for 1 turn. Any damage suffered by the caster is taken from them first.
Area-of-effect spells have no effect on a howling horror, which in turn does not alter them in any way. Spells directed specifically against a horror do it no harm, but the spell effects are transmitted to its caster. The caster in turn suffers no harm from them, and can emit them at any chosen target (not necessarily the horror’s target). This retransmission is not considered spellcasting and occurs in addition to the caster’s activities. It does not disrupt the caster’s spellcasting.
Spells cast at the creator of a howling horror while the horror is active are taken into the caster’s body and transmitted through the magical link to the horror, to be emitted by the horror at targets selected by the horror-caster. The primary target of the horror need not be among them. Area-of-effect spells are also altered and usurped by the caster in this manner if the caster is included in the area of effect at all. Again, this occurs in addition to any spellcasting on the part of the horror-caster, and it does no harm to either the horror or its creator.
If the caster is unconscious, spells are emitted from the horror-caster or the horror in random directions.
Retransmitted area-of-effect magics are emitted with spell foci at random distances and directions from the emitting horror.
A howling horror cannot form underwater. The material component of this spell is a small cone made of bone that is consumed in the casting.
 

Echohawk

Shirokinukatsukami fan
The Spectral Guard is another spell effect given a creature stat block in the Spell Compendium:

Spectral Guard: AC 0; MV Fl 24(B); HD As caster; THAC0 As caster; #AT 2; Dmg by weapon; SA Hits creatures vulnerable to +2 weapons or less; SD immune to charm, blinding, confusion, repulsion, turning, and illusion/phantasms; SW Ignores undead; AL N; SZ M; ML Nil.

The Spectral Guard spell originally appeared in the 2nd Edition hardcover book Forgotten Realms Adventures, on page 62, and there is probably enough detail in the spell description to flesh this out into a proper creature.
 

Echohawk

Shirokinukatsukami fan
Unlike the previous two creatures, the Being of the Ball is an actual creature, and the Question Ball spell creates "a partial manifestation of an extraplanar humanoid being". Here's the stat block:

Being of the Ball: AC 2; MV 9 Fl 18 (B); HD 10+6; THAC0 11; #AT 3; Dmg 1d6/1d6 (claw), 2d6 (fang); SA disease (claw, 5%/hit), poison (fang, save at -2), spells; SD spells; AL N; SZ M; ML 15; XP 6,000. The being's poison causes sleep for 1d6 days, during which time the being eats its victim. The being has all the spell-like abilities of a vrock (greater tanar'ri), and can travel in the Astral and Ethereal Planes. Its other possessions number 2d6, each having a 20% chance of being magical in nature.

The original version of the Question Ball spell appear in Dragon Magazine #106, page 52, where the being has slightly different stats.
 

Echohawk

Shirokinukatsukami fan
The Dire Whiner
(New Monster)

Dire Whiner (Demon)

Frequency: Very Rare
No. Appearing: 1
Armor Class: 0
Move: 6”"
Hit Dice: 10
% in Lair: 100%
Treasure Type: F, G
No. of Attacks: 1
Damage/Attack: 6d6
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Intelligence: High
Alignment: Chaotic Evil
Size: L
Level/X.P. Value: VIII/3,600 + 14/hp

The dire whiner is a type of demon that typically appears as a large, ugly woman, smeared with dirt and slime. Dire whiners usually live in caves or swamps in the Abyss and on most Prime Material planes.
The dire whiner obtains food, treasure, and other necessities by using her special abilities to whine, complain, and put down, which are magically powered insults. (Examples: Whine — “I waaaant a nice magic ring, like that one you’re wearing.” Complain — “Nobody likes me; I’m just a misunderstood old woman.” Put down — “You slob! You don’t have the brains of a worm!”)
The whine ability acts as a suggestion spell. It is used to force the victims of the dire whiner to bring it food and treasure. The complain ability acts as a druidic feeblemind spell. It is used against any magic-using creatures that enter her lair. The final ability, put down, acts as a verbal symbol of hopelessness spell, and is used to break new victims to her will. These abilities can be used one at a time at will. All abilities affect all creatures within earshot.
The dire whiner preys on the demons, mephits, and other creatures of the area. She has accumulated a great store of treasure and magic, and whines to get the accumulated treasures of the party. She complains at magic-using creatures, and uses a put-down to try to force the characters into ultimate submission.
 
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Echohawk

Shirokinukatsukami fan
And here is the mezzikim. Looks like this might be a template applicable to the lesser devils, rather than a new type of devil.

Mezzikim (Lesser baatezu)

Climate/Terrain: Any
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: Average (8-10)
Treasure: None
Alignment: Lawful evil
No. Appearing: 1
Armor Class: As host
Movement: 12, fly 24
Hit Dice: 1 to 6
THAC0: 21, -1 per HD
No. of Attacks: 1
Damage/Attack: As host
Special Attacks: Possession, cause disease
Special Defenses: Insubstantial
Magic Resistance: 5%
Size: M
Morale: Elite (13-14)
XP Value:
1 HD: 650
2 HD: 975
3 HD: 1,400
4 HD: 2,000
5 HD: 3,000
6 HD: 4,000

Mezzikim are the tortured souls of devils in Hell, sent to the Prime Material Plane to cause pain and suffering among mortals. They are invisible to the naked eye, and insubstantial as well. Like ethereal creatures, they can travel through solid objects without hindrance. In their in substantial state, they cannot interact with the Prime Material Plane. However, they can possess mortals and cause them to sicken and, in some cases, die.
Those able to see invisible objects (through the detect invisibility spell, for instance) are confronted by a bestial-looking devil with scales, claws and wings. This appearance, though frightful, is only an affectation. Mezzikim actually have little power while insubstantial.

Combat: While insubstantial, mezzikim can neither make attacks nor be attacked. They can, however, use the following magical abilities, each three times per day: affect normal fires, audible glamer, cantrip, and ventriloquism. They use these abilities to spook mortals, and engender an atmosphere of fear. Note, however, that mezzikim lack the ordinary spell-like abilities and resistances of normal baatezu. These are linked to their physical bodies and are not available to them while on the Prime Material.
The primary power of the mezzikim is possession. This power is used for a variety of purposes. Sometimes mezzikim are instructed to possess a particular mortal to find out information. They have also been known to start epidemics, sow confusion, or kill their hosts. Once the target has been chosen, the mezzikim can attempt possession. This takes 1 round, and the victim must make a save vs. spell with a -1 penalty for each hit die of the mezzikim. Those that fail are possessed. Should the mezzikim fail to possess the target, it cannot make another attempt for a full 24 hours. Also, the target will realize that something strange has just happened (this feeling manifests as a sudden chill or a sense of foreboding).
Once a mezzikim has successfully possessed a mortal, he is in control of the victim's body entirely. The mezzikim has no access to the memories or abilities of the victim, but can speak and interact normally. The victim's consciousness is aware, but cannot act other than to try to oust the devil using willpower alone. The victim is allowed to make a further saving throw each day, modified by his magical defense (Wisdom) adjustment. Success indicates that the devil was forced out, while failure means he remains in place.
While controlling the victim, the mezzikim can levitate at will. Additionally, he increases the host's Strength by 2, to a maximum of 19. Once per turn, he can spit needles covered with poisonous bile at an opponent within 10 feet. These needles inflict 1d8 damage and the target must save vs. poison or take an additional 1d6+1 damage from the bile. Other than this special attack, the mezzikim can corrupt the body of the host. At any point of the possession, the mezzikim can cause disease on the victim. The devil chooses the potency of the disease, as per the spell. There is also a 25% chance that the disease is contagious.
Mezzikim are difficult to dislodge once in possession of a host. They can be driven out by causing their hit points in damage to the host, but this often kills the victim and is a dangerous proposition at best. The exception to this is holy water, which does damage only the mezzikim. The best way to oust mezzikim is through the spell exorcise, a cleric spell introduced in Chapter 3.

Habitat/Society: Mezzikim are the souls of devils whose bodies remain in Hell. For offenses against one of the lords or other baatezu nobles, they have been sentenced to spend time on the Primate Material Plane. Their physical bodies are restrained within magical circles and then tortured for six hundred sixty-six nights. When the ritual is complete, the souls of the devils are only too ready to flee the scarred and burned husks of their bodies. The magic of the ritual propels them to the Prime Material Plane, where they remain as insubstantial spirits until their sentence is complete.
The pain of their torture remains, even though their bodies are left behind. This spiritual agony only abates when they cause suffering to the mortals of the Prime Material. The mezzikim are thus thoroughly motivated to possess mortals and wreak havoc in their society.

Ecology: The mezzikim are not really a race as such. They come from the ranks of the baatezu, and can represent any of the lesser devils. They are commonly the souls of abishai, barbazu, and hamatula.
The mezzikim have no society. They usually operate individually, unless ordered otherwise. Agents of Asmodeus and other baatezu on the Prime Material can command their services, and often use them for particular missions. In general, though, the mezzikim choose their victims quickly and randomly, their only interest the lessening of the pain of their souls.
 


Shade

Monster Junkie
The sidhe is going to take me a while to do. I don't have a paper copy of PC1, only the PDF version. Unfortunately the official PDF version is a bad scan which I cannot copy/paste from, and since that's a "how to play monsters as PCs" book, I need to type in about two pages of text for a conversion to be doable.

Go ahead and put the sidhe at a lower priority. We can tackle them last. We should have plenty more to work with in the meantime. ;)

Echohawk - We've nearly finished the fey. After the gremlins, the sidhe is all that remains.

If you don't have time to type it up, we can just leave 'em on hold until you have an opportunity.

Thanks!
 

Echohawk

Shirokinukatsukami fan
Echohawk - We've nearly finished the fey. After the gremlins, the sidhe is all that remains. If you don't have time to type it up, we can just leave 'em on hold until you have an opportunity.

Don't worry. I hadn't forgotten about the sidhe, and I actually bought a paper copy of PC1 last month so that I have something I can scan. I'll try to get them sorted over the weekend.
 


Shade

Monster Junkie
A few other requests when you get the chance:

Blade Golem [Star Cairns]
Chess Golem [Vortex of Madness and Other Planar Perils]
Clockwork Warrior [TSR Jam 1999]
Diamond Golem [Greyhawk Ruins (WGR1)]
Dwarf Crusher [Axe of the Dwarvish Lords]
Juggernaut, Stone [Creature Catalog (DMR2)]
Juggernaut, Wood [Creature Catalog (DMR2)]
Leonis's Automaton, Flyer [Vortex of Madness and Other Planar Perils]
Leonis's Automaton, Juggernaut [Vortex of Madness and Other Planar Perils]
Leonis's Automaton, Organ Gun [Vortex of Madness and Other Planar Perils]
Statue that Walks [Dreams of the Red Wizards (FR6)]
Thing That Should Not Exist [Crypt of Lyzandred the Mad]
Tomb Warden [Axe of the Dwarvish Lords]
Transient Golem [Children of the Night: The Created]
Vault Guardian [Ruins of Zhentil Keep]
 
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Echohawk

Shirokinukatsukami fan
Apologies. I didn't get around to scanning anything over the weekend. Saturday was entirely taken up by adventuring, and Sunday by the pursuit of cylons (several games of the excellent Battlestar Galactica boardgame). I haven't forgotten about this bunch though, and will scan/source them all in due course :).
 


Echohawk

Shirokinukatsukami fan
Juggernaut

Stone
Armor Class: 0
Hit Dice: 30** (L)
Move: 90' (30')
Attacks: 1 crush
Damage: 10d10
No. Appearing: 0 (1)
Sace As: Special
Morale: 12
Treasure Type: M+N
Intelligence: 3
Alignment: Neutral
XP Value: 11,250

Wood
Armor Class: 6
Hit Dice: 25** (L)
Move: 120' (40')
Attacks: 1 crush
Damage: 8d10
No. Appearing: 0 (1)
Sace As: Special
Morale: 12
Treasure Type: G
Intelligence: 3
Alignment: Neutral
XP Value: 7,500

Monster Type: Construct (Very Rare).

Juggernauts are huge magical machines. They may be encountered in a variety of shapes and sizes: Some look like houses, pyramids, or even statues mounted on great rollers. They are magically animated and have some awareness of their surroundings, allowing them to hunt and kill. They are made of wood or stone.

Juggernauts are very maneuverable. They can stop, reverse, or turn around in just 1 round, allowing them to attack creatures behind, beside, or in front of them from one round to the next. They attack by rolling over victims with their huge wheels. These are 30 feet wide, making it possible for juggernauts to attack more than one target in their path. If there is only one target in their path, the attack is made normally. If there are two or more targets in the path then each is allowed to make a saving throw vs. dragon breath. Targets that make their saving throw have managed to get out of the path of the juggernaut. Those that fail to save will be hit if the juggernaut makes a successful attack roll against them. A separate roll is made for each target.
All juggernauts have the following immunities in common: all nonmagical missile fire; deep, charm, and hold spells; and poison.
Stone Juggernaut: Stone juggernauts appear as small pyramids or huge statues on rollers. They stand 40 feet to 50 feet high.They may only be damaged by magical weapons or spells. Stone juggernauts make all their saving throws on a roll of 4 or better. Stone juggernauts can easily crush small buildings, even those made of stone.
Wood Juggernaut: This type of juggernaut normally appears as a large wooden building on rollers. It is 20 feet to 30 feet high. Its saving throw vs. everything (except magical fire) is 5 or better. A wooden juggernaut automatically fails its saving throw against any type of magical fire attack.
A juggernaut carries its treasure inside itself. This treasure may only be found after the monster is destroyed.
Terrain: Ruins, Settled.
 

Echohawk

Shirokinukatsukami fan
Through the door is a tremendous statue standing on a pedestal of stone. At first you think it must be made of shattered glass, but its brilliance is too great, nearly blinding you. It’s made of diamonds! Its hideous eyes darken and grow fearsome, and the diamond face and hands begin to jingle loudly as they move.
The diamond golem will attack until it is either destroyed or it destroys the party.
Diamond Golem (AC -6; MV 9; HD 22; hp 100; THACO -1; #AT special; Dmg 5-50; SA none; SD hit only by magical weapons of +3 or better, magical resistance 90%; XP Value 19,000).
The diamond golem is one of Zagig’s final creations, a behemoth he manufactured to protect his most valuable treasures. The diamond golem depends upon an outside light source for its animation -- until someone enters the room with light the golem remains silent and inanimate in the darkness. Once hit by light, the diamond golem will immediately animate and remain active for one hundred rounds after the light source is extinguished.
The number of attacks the golem gets in a round depends on the quality of light hitting it during the previous round.

Darkness: 1
Torchlight: 3/2
Light or light from any other 1st level spell: 2
The glow from a magical weapon, continual light, or light from any 2nd level spell: 5/2
Light from any other magic object or from any 3rd level or higher spell: 3

Magical attacks may affect the golem's number of attacks, as well. Hitting it with a fireball will do normal damage, but its light will let the golem attack three times in the next round.
Magical darkness (darkness, 15'radius or continual darkness) slows the golem. Each such spell cast upon it forces it to stop moving and attacking for one round.
If destroyed, the diamonds will turn to dust, worthless to the PCs.
 

Echohawk

Shirokinukatsukami fan
Golem, Vault Guardian
Ruins of Zhentil Keep Boxed Set

CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 18
HIT DICE: 8 (50 hit points)
THAC0: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d10/1d10
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: Spell immunities, immune to fire and cold, partially immune to electricity, reduced damage by weapon type
MAGIC RESISTANCE: Nil
SIZE: M (5'-6' tall)
MORALE: Fearless (20)
XP VALUE: 8,000

Vault guardians are simple but expensive creations of Zhentarim wizards. They are sold to lords of Zhentil Keep and beyond to guard their most precious treasures. Vault guardians are constructs of stone and metal that require incredible wealth to create, but are constantly alert and very effective at their job.
Vault guardians can appear as any type of creature, from dogs to people (though generally they appear as statues or other humanlike creatures no taller than 6 feet), but they always have two appendages, such as hands or claws, with which to attack.

Combat: The attack of a vault guardian is straightforward and consists of two punching attacks that inflict 1d10 points of damage per strike. What makes the vault guardian a troublesome foe are the creature’s additional magical powers, which enable it to detect intruders and withstand magical attacks.
The vault guardian can perform the following at will: detect magic, detect invisibility, and true seeing. The attacks of the guardian can reach into the Astral and Ethereal Planes and can injure those struck only by magical, silver, or iron weapons. A vault guardian takes no damage from normal fire, magical fire, or cold-based attacks, and electrical attacks cause only one-quarter damage to the construct. Charm and sleep spells have no effect on the vault guardian, nor do other mind-affecting spells or any poisons.
Edged and piercing weapons inflict only one-quarter damage to the creature because of its durable construction. Blunt weapons such as maces and hammers do only half damage if the weapons are not enchanted to at least +1, but cause normal damage if so enchanted. The vault guardian is also extremely fast, and imposes a -3 penalty to all surprise rolls when defending its charges.
Because of its construction, the vault guardian is vulnerable to earth magic. A rock to mud spell inflicts 2d10 points of damage on the creature and stops it from moving for one round, and earthquake or stone shape instantly kills the construct (no saving throw allowed).

Habitat/Society: Vault guardians are found in treasure vaults. They are similar to stone or iron golems, and could be considered a combination of the two types. Vault guardians are slightly cheaper to construct than stone or iron golems, but take nearly a year to fabricate and require additional enchantments to empower.
Vault guardians were first created by wizards in the nation of Sembia to protect the vast riches of Sembian trading consortiums. Years later, Zhentarim wizards learned the process for creating them, and offered to create vault guardians for various lords of Zhentil Keep at greatly inflated prices.
To create a vault guardian, a wizard of at least 18th level must first be able to cast the following spells (from memory or by scroll use) over the course of the creature’s creation: statue, detect magic, detect invisibility, haste, wall of iron, fabricate, true seeing, permanency, and either wish or limited wish. In addition, a breastplate from a suit of plate mail of etherealness must be fused into the creature, giving it the ability to strike those opponents that hover between planes of existence. If a wizard does not have access to these spells, the cost of construction of a vault guardian could exceed that of a stone or iron golem.
Dozens of intricate symbols must be carved across the forehead and forelimbs of the vault guardian, and rubies worth at least 500 gold pieces each are needed for its eyes.
During its creation, a vault guardian is given a certain key word that is used to control it. After creating the guardian, the wizard passes on this key word to the guardian’s new owner so she or he may properly control the creature and instruct it to guard a certain place or thing. A guardian’s key word can never be changed.
By the time construction of a vault guardian is complete, the total cost could range between 40,000 and 70,000 gold pieces, plus any added costs for spells. In turn, the wizard can sell the construct for up to three times the cost of fabrication. Many unscrupulous wizards have recorded the key words of their creations, using this knowledge at a later date to their advantage. The guardian can understand up to 100 command phrases in addition to its key word, and the key word must be spoken first when commanding it to any action.

Ecology: Vault guardians are not normal creatures, but are constructed through powerful spells. A vault guardian has no need to eat or sleep.
 

Echohawk

Shirokinukatsukami fan
Dwarf Crusher

CLIMATE/TERRAIN: Any Land
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
No. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 6
HIT DICE: 14 (60 hit points)
THAC0: 7
No. OF ATTACKS: 1
DAMAGE/ATTACK: 3d8:
SPECIAL ATTACKS: +1 attack bonus vs. dwarves, heat metal
SPECIAL DEFENSES: Immune to most spells and weapons, traps edged weapons, +2 bonus to surprise rolls
MAGIC RESISTANCE: Nil
SIZE: L (7' tall)
MORALE: Fearless (19-20)
XP VALUE: 8,000

The dwarf crusher is a specialized version of the stone golem specifically created to defeat dwarves, though any group of warriors would find it formidable.
At first glance, the dwarf crusher looks like a statue of a squat, ugly dwarf, crudely done. The head seems small for the massive body, and features two faces (one on each side) with ropy beards, slack jaws, beady eyes, jug ears, cob noses, and sloping brows. The chunky torso is made up of several flat, rotatable discs. The construct has sausage-shaped arms that hang down past its knees, and the legs are thick and stumpy. All the joints look bulbous, as though inflamed or arthritic. In fact, the joints allow the limbs to swivel in any direction.
The dwarf crusher seems to move with a ponderous waddle, but its swiveling joints make it surprisingly agile. The creature's outer skin seems stony, but actually consists of very dense clay laid over a stone core.

Combat: The dwarf crusher is mindless and unrelenting in combat. It strikes at opponents with its massive fists. The construct's two faces and swivel joints allow it to attack in any direction; it has no rear. The dwarf crusher's all-around vision gives it a +2 bonus to its own surprise rolls. Once a turn, the dwarf crusher can send forth a wave of volcanic heat. The effect is equivalent to a heat metal spell from a 12th level caster. The construct can generate heat and make a physical attack. It always favors creatures engaged in melee against it to any other target. The dwarf crusher gains a +1 bonus to attack rolls when fighting dwarves of any type.
The construct is immune to all weapons except those of +2 or better enchantment. There is a 25% chance that any edged weapon (type P or S) used to attack the dwarf crusher will become lodged in the construct. Roll ld4 along with the attack die; if the d4 shows a 1, the edged weapon is stuck in the dwarf crusher even if the attack missed (the weapon struck the construct,but inflicted no damage). When a weapon sticks in the dwarf crusher, the body part where the weapon is trapped immediately swivels, automatically wrenching the weapon from the wielder's hand. (A weapon such as a cestus or natural weapon cannot be dropped; the attacker suffers 3d8 points of damage instead of being disarmed and cannot attack with the affected member for 1d6 rounds.) To recover a stuck weapon, a character must make an attack roll vs. Armor Class 0 to seize the weapon, followed by a successful Bend Bars roll. If the Bend Bars roll is a 91 or higher, the weapon breaks (unless it is an artifact). If the dwarf crusher is destroyed, stuck weapons can be loosened in one turn with no risk of breaking them.
Most spells have no effect on the dwarf crusher. A transmute rock to mud spell slows the dwarf crusher for 2d6 rounds. Its reverse, transmute mud to rock, heals the construct, restoring all lost hit points. A stone to flesh spell does not actually change the dwarf crusher's structure, but the effect renders the construct vulnerable to normal weapons during the following round. This does not include spells, except for those that cause direct damage. When the dwarf crusher is thus vulnerable, weapons cannot become stuck in it, and trapped weapons fall out.

Habitat/Society: The dwarf crusher is the brainchild of the evil wizard Tairdo, whose hatred of dwarves borders on the pathological. To date, Tairdo has created only a few dwarf crushers, and they guard his subterranean lair.

Ecology: Like all golems, the dwarf crusher does not eat, sleep, breathe, or reproduce. Barring destruction in combat, it is undying. Creating a dwarf crusher would require access to Tairdo's notes on its construction, 85,000 gold pieces for materials, and three months of work. The creator must be a wizard of at least 16th level, and must cast the following spells: wish, polymorph any object, geas, and wall of fire.
 

Echohawk

Shirokinukatsukami fan
Tomb Warden

CLIMATE/TERRAIN: Dwarven delvings
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 6 (but see below)
HIT DICE: 11 (50 hit points) per section
THAC0: 0
NO. OF ATTACKS: 1 per 5-foot section and see below
DAMAGE/ATTACK: 2d8
SPECIAL ATTACKS: Ignores magical defenses
SPECIAL DEFENSES: Immune to most spells and weapons
MAGIC RESISTANCE: Nil
SIZE: M (each section is 5' square)
MORALE: Fearless (19-20)
XP VALUE: 6,000 + 1,000 per section

Tomb wardens are related to stone golems. Dwarf priests construct them to serve as tireless guardians for areas they cannot otherwise protect.
At rest, a tomb warden looks like a group of finely rendered figures of armed and armored dwarves carved in high relief on a seamless stone surface. When trespassers invade the area guarded by a tomb warden, the figures animate and attack.

Combat: Each figure in a tomb warden occupies a section of wall about 5 feet square. Most tomb wardens have at least four sections, but could have many more. The sections form a single, continuous carving. Each figure has its own hit point total and fights separately If the creature's heart is intact, any section destroyed regenerates in one month.
An animated figure becomes three dimensional, but at least half of its mass remains embedded in the wall. As the figure turns to attack various opponents, different portions emerge from the wall and others meld back in. A figure can reach about 5 feet to attack.
A tomb warden has a crystalline heart buried within some portion of the construct. The heart has 25 hit points for each section in the original creature; for example, a tomb warden with four sections has a heart with 100 hit points. Attacking the heart requires digging through solid stone or some magical effect that can expose it. If disturbed, the heart produces four stony tentacles, each 5 feet long and capable of striking once a round, for 2d8 points of damage per blow. If the heart is destroyed, all the construct's sections stop functioning within 3d6 turns.
A tomb warden ignores all magical defenses, including protective magical items, invisibility, displacement, and stone skin spells. Magical armor and shields provide nonmagical protection. For example, a character wearing plate mail +3 and carrying a shield +4 would still enjoy a base Armor Class of 2 (plus Dexterity adjustments). Bracers of defense or a ring of protection provide no protection at all (AC 10).
Tomb wardens are immune to all weapons except picks, mattocks, and blunt (type B) weapons of +1 or better enchantment. Only the following spells have any effect:
Stone to flesh renders the heart or a single section vulnerable to normal weapons for ld4 rounds.
Transmute mud to rock heals all damage to any section (including the heart) in the area of effect.
Disintegrate renders one section inert for 1d6 rounds and causes 1d12 points of damage. If directed at the heart, a disintegrate spell inflicts 2d12 points of damage but has no other effect.
Passwall makes an opening in the wall containing a tomb warden. Nearby figures can attack creatures entering the passage. A passwall spell cast in the right area exposes a tomb warden's heart to attack.
Meld into stone allows the caster to enter a wall containing a tomb warden.

Habitat/Society: Tomb wardens are found only within dwarf-built subterranean complexes, usually guarding constricted areas where intruders cannot easily evade their attacks. A tomb warden cannot speak, but can obey simple instructions that include conditional phrases, such as: "Attack all orcs, and attack any other creature who does not speak the password."

Ecology: Tomb wardens do not eat, sleep, breathe, or reproduce. Lawful good dwarf priests of at least 12th level create them. Construction requires two months and 65,000 gold pieces worth of materials, plus an extra month and 10,000 gold pieces per section. For each section in the tomb warden, the priest must have one assistant priest of at least 7th level. All the priests involved must participate in shaping the tomb warden's heart and in sculpting the figures. When the stonework is complete, the priests petition their deity for direct aid. The deity grants the favor only in cases where the dwarves involved have no reliable or practical way to protect whatever the warden is to guard. If the optional rules for quest spells in the Tome of Magic are in play, the divine favor can he considered a quest spell.
 

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