Paging Echohawk...

The stats for all of these creatures appear in a large stat summary block at the end of Adventure Pack I. Some of them have descriptive text within the body of The Weird Woods of Baron Orchid which is one of the adventures therein.

Ape, Giant
AC:6 MV:12 HD:10 hp:50 #AT:3 Dmg:2-8/2-8/2-16 SA:Rend (2-16) SD:Nil AL:N THAC0:10
[No additional description that I could find.]

Caterpillar, Giant
AC:7 MV:9 HD:13 hp:65 #AT:1 Dmg:2-12 SA:Spittle (1-6) SD:Camouflage AL:N THAC0:9
While crossing the field by clambering over the leafy tronds and around the translucent hollow stems, the heroes encounter a large green branch that is actually the back of a giant caterpillar. The caterpillar attacks anyone walking across its back. This insect suffers double damage from cold-and fire-based attacks.

Living Pool
AC:7 MV:3 HD:13 hp:100 #AT:1/target Dmg:3-12 each SA:Acid (1-8) SD: Disguise AL:N(E) THAC0:9
The pool appears to be perhaps ten feet deep. Green algae and brown mud line the pond bed, and from this soil, small green leafy fronds float on the surface. No fish or bug swims in or on the clear water. Hidden among the weeds at the bottom of the pool a human skeleton in rusting armor may be sighted. Nearby lies an untarnished broad sword glinting silver.
This pool is actually a living predator, related to the parasitic fungi, oozes and jellies. It has the ability to change the consistency of its form from a thin syrupy liquid to a firm gel. It lures prey to drink or swim in its "water" and then attacks with pseudopods and digestive juices. Characters pulled beneath the surface of the creature not only suffer acid damage, but after the first round must make a save vs. death magic each round or suffocate.

Lure Lichen
AC:4 MV:0 HD:3-5 hp:23 #AT:1 Dmg:3-24 SA:Poison spores SD:Mines (1-8) AL:N(E) THAC0:Nil
There is a 1 in 6 chance each round of travel for the next 10 rounds that the lead character will fall into a leaf-filled pit. No harm will come to this person, but he must be dug out by his friends. While he is being rescued, one of the heroes sights a sleeping figure at the foot of a tree some fifty yards off the path. The figure appears to be female, with pale white hair and gown. No sounds or efforts from a distance will rouse the figure.
This is actually the lure of a deadly lichen. It has grown a part of its shape to resemble a woman. Anyone touching the woman causes it to explode into a cloud of spores, inflicting 3d8 points of damage to all within 10 feet and requiring a save vs. poison. A failure results in spore infestation similar to yellow mold. In addition, the lichen has set out rhizomes beneath the leaf cover that surround the lure for 20 yards. Anyone approaching the lure must make two saves vs. death ray when approaching or retreating. A failed save indicates that a rhizome has been triggered. The rhizome flings a spore cyst into the air that explodes, doing ld8 points of damage to all within a 5' radius, but does not cause infestation.

Mouse, Giant
AC:7 MV:9 HD:12 hp:56 #AT:1 Dmg:2-12 SA:Trample (4-16) SD: Digs AL:N THAC0:9
This creature is 20 feet long and is scavenging for roots, berries and seeds. It should appear to menace the party in its curiosity, but retains the demeanor of mice of normal size, scurrying about and over everything.

Rat, Gigantic
AC:7 MV:12//6 HD:1 hp:8 #AT:1 Dmg:2-6 SA: Disease SD:Nil AL:N(E) THAC0:19
[No additional description that I could find.]

Snake Grass
AC:10 MV:0 HD:1+1 hp:15 #AT:1 Dmg:1 SA:Special poison SD:Multiple heads AL:N THAC0:18
"The path winds beside the lake shore past stands of reeds and floating lilies. Here and there the path turns into a patch of mud and leaves. Suddenly, you are brought to an abrupt halt by the sound of hissing and rattling that comes from a patch of segmented reeds that overgrows the path."
This is a patch of snake grass. This weird animated grassy reed bears the tiny head of a snake at its tip that hisses and curls its tongue at intruders. Anyone trying to cut a path through them will be attacked by the elongating reeds. Every time 5 points of damage is inflicted, a reed will be severed and another segment will be revealed beneath with another snake head. The snake grass injects a weak poison that causes a cumulative -1 penalty to all rolls for one day. Save vs. poison at -2 for no damage. There are 18 reeds.

Spear Grass
AC:7 MV:0 HD:7 hp:49 #AT:4 Dmg:1-6 each SA:Blood drain (1-4) SD:Nil AL:N THAC0:13
"The path has turned to parallel a stream on one side and a stony bluff on the other. The trail twists mund looming rocky outcroppings. Tall stands of bamboo-like growth stretch along the trail's edges, lending a tenuous footing in the rocky soil. You notice that it has become uncommonly quiet for some time. Approximately 60 yards ahead, the path descends to ford the creek, which has drawn very near. A companion's foot slip and there is a loud crack of a snapping branch. The sound of rustling arises from one grove of bamboo-like plants near the stream--and then a spearlike object is flung to land, point first, in the path before you."
This cluster of spear grass is but one of several that line the bank the heroes have walked along for several minutes. The plants track by sound and then communicate with others of their kind using a rustling language. The party has just passed within short range of this cluster and it has flung one spear in an attempt to elicit more noise. Then the spear grass will alert the rest of the clusters to the presence of prey. Once alerted, the way back will become a gauntlet run of deadly missiles. Ahead, beyond the stream, there are no more stands of spear grass, and the characters will be out of range in two or three rounds.
Spear grass clusters have 24 missiles that they may fling four at a time, and another 12 immature stalks that may be used in melee with any creatures that attack it. The spears are attached to a thin hollow filament through which the plant may suck body fluids once prey is impaled, draining an additional 1d4 points each round. These stalks are replaced at the rate of 12 a week.

Spyder Plant
AC:8 MV:6 HD:1+1 hp:5 #AT:1 Dmg:1 SA:Poison (save +2) SD:Nil AL:N THAC0:18
Just beyond the doorway is a spyder plant in a pot hanging in the shadows overhead. Two spyder plant shoots attack the first character to walk through the doorway. The two shoots are attached by vines to the mother plant, which cannot move.

Sunflower, Giant
AC:8 MV:0 HD:3 hp:15 #AT:1 Dmg:1 SA:Nil SD:Immune to hear AL:N THAC0:16
"Ahead, the forest seems to clear, for sunlight can be seen streaming though the woods."
This is actually a stand of six transformed sunflowers. The sunflowers send forth a ray of light equivalent to sunlight and warm the clearing in which they grow. If a creature attempts to harm the sunflowers, they spit exploding seeds at their attacker at the rate of four per flower per round. Each blossom has 24 seeds. Once a blossom is cut it continues to glow for one hour and then will wilt and die. A flower will also wilt if it fires all of its seeds.

Topiary Plant
AC:7 MV:12 HD:3+2 hp:14 #AT:1-4 Dmg:2-5 each SA:Poison (save +4) SD:Shape change AL:N THAC0:16
Here is an oddity among the wilds, a small thorny bush trimmed to resemble a dog. This is actually a living creature and if the party looks away, when they look back the bush appears to have moved, although at the moment it is motionless.
This is a topiary plant, a strange scavenger that can adopt the shape of anything it consumes, gaining 1 hit point per hit die of its prey, The plant's hit dice equal one fourth of its hit points. A topiary plant may grow no larger than 0 hit dice. [Editor: Not a scanning mistake, the text really says "no larger than 0 hit dice"! I'm guessing this is supposed to be "10".] It takes one turn for a topiary plant to alter its shape. This plant is non-aggressive, preferring dead prey to living. Its thorns exude a weak poison (save at +4 to avoid its effects).
Any druid with a speak with plants spell may befriend this plant for one day.

Walking Stick
AC:5 MV:6 HD:9 hp:54 #AT:3 Dmg:1-2/1-2/1-4 SA:Nil SD:Camouflage AL:N THAC0:12
"Against a vine-covered tree leans an eight-foot tall bare wood staff. There is no sign of its owner"
If the characters look away, when they look back the staff will have moved. This is a giant walking stick, a relative of the praying mantis, but not nearly as aggressive as one, It moves if touched, standing up and waving its four forelegs. If unmolested, it then walks away. If the creature is attacked, it retreats into a stand of tall grasses from which it can fight using cover and gaining +2 on initiative.
 
Last edited:

log in or register to remove this ad


I just noticed these...

From Jakandor, Island of War:

Wind Tarola - Unique Construct
Harvest Halon - Unique Construct
Wolf Morash - Unique Construct


Since we'll probably try to finish off Jakandor in the "other campaign settings" thread, I'd appreciate these when you find the time. :angel:
 

I just noticed these...
Yes, they were only very recently added to the list ;)

Wind Tarola - Unique Construct
Harvest Halon - Unique Construct
Wolf Morash - Unique Construct
Hmmmm... these three are examples of famous Knorrman juggernauts; huge constructs powered by guardian spirits. They do have short stat blocks, which I'll post a little later, but there are also about six pages of detailed description and rules for creating juggernauts.

It seems likely that this background info would be helpful (perhaps necessary) for the conversions. :confused:
 

The Wolf Morash

Guardian of the Morakenn

Wooden juggernaut: AC 2; MV 15; HD 10; hp 50 (pilot 22); #AT 1; THAC0 12; Dmg LH none (with shield) except as part of sweep attack for 1d2+2d6+2, RH 1d8+1+2d6+2; SA sweep, crush; SZ G (30' tall); -1 penalty on initiative rolls.
Morash was a 5th-level clandred.
The Wolf Morash carried hide armor +1, a shield, and a long sword +1.

The Wind Tarola

Guardian of the Dolkenn

Stone juggernaut: AC 2; MV 15; HD 14; hp 91 (pilot 40); #AT 1; THAC0 11; Dmg LH none (with shield) except as part of sweep attack for 1d2+3d6, RH 1d6+2+3d6; SA sweep, crush; SZ G (30' tall); -5 penalty on initiative rolls.
Tarola was a 7th-level clandred.
The Wind Tarola carried doombringer armor, helm and a shield, and a footman's mace +1.

The Harvest Halon

Guardian of the Lokkenn

Wicker juggernaut: AC 5; MV 15; HD 8; hp 27 (pilot 12); #AT 1; THAC0 19; Dmg LH 1d2+1d6, RH 1d2+1d6; SA sweep, crush; SZ G (30' tall).
Harlon was a 5th-level seer.
The Harvest Halon carried a wand of fire and a ring of fire resistance.
 


The Taumet

FREQUENCY: Unique
No APPEARING: 1
ARMOUR CLASS: Variable
MOVE: 3"/18"
HIT DICE: Variable
% IN LAIR: Nil
TREASURE TYPE: Nil
No OF ATTACKS: 3
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Breath weapon, spells
SPECIAL DEFENCES: Variable
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Variable Evil
SIZE: S-L
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil/Nil
LEVEL/XP VALUE: X/18750+25hp

The Taumet is a magically-created dragon construct, made from five relics whose origins are lost in the mists of time according to the instructions in a book of unknown authorship called the Taumet Codex.

Once the process of creating the Taumet has begun, it takes 13 melee rounds to develop into the complete Taumet. During this time, the wearer of the relics is used as the basis of the Taumet's body, dying in the process. The Taumet takes some of the wearer's memories and alignment during its growth, always remaining evil, but taking the Lawful, Neutral or Chaotic attitude of its 'parent'. While the transformation takes place, the Taumet can attack and be attacked, as it grows in power and size:

Round, AC, HD, Damage, SA/SD
1&2, 5, 1, 1-4/1-4/1-6, Immune to attacks causing less than 4 points of damage
3&4, 3, 3, 1-6/1-6/1-8, Immune to 1st level spells, +1 or better weapons to hit
5&6, 1, 5, 1-6/1-6/2-12, Non-edged weapons cause half damage
7, 0, 7, 1-6/1-6/2-16, Breath weapon usable, +2 or better weapons to hit
8, -1, 9, 1-6/1-6/3-18, Immune to 2nd level spells and attacks causing less than 8 point of damage
9, -2, 11, 1-8/1-8/3-24, +3 or better weapons to hit
10, -3, 13, 1-8/1-8/3-30, Immuned to 3rd level spells
11, -4, 15, 1-10/1-10/3-36, Spell use, immune to attacks causing less than 12 points of damage
12, -5, 17, 1-10/1-10/4-40, Immune to 4th level spells and damage from non-edged weapons
13, -6, 18, 1-12/1-12/5-50, +4 or better weapons to hit

If the Taumet suffers more than 40 points of damage in a single round during this period of growth, the process will be halted for that round, and in the early stages this will be sufficient to cause the Taumet to disassociate into its component relics.

Like all normal dragons, the Taumet has a set number of hit points per hit dice, but this depends on the original wearer of the relics:

Wearer; hp/HD
MU or Illusionist; 4hp
Thief, assassin; 6hp
Cleric, monk, druid; 8hp
Fighter, ranger, paladin; 10hp

The Taumet can breath 3 times per day, but can choose what form this takes; either as a black, blue, green, red or white dragon. Once it has the use of spells, it can cast, once per day, those spells that the relics knew at the time of the transformation or 5 x 1st, 5 x 2nd, 5 x 3rd, 4 x 4th, 4 x 5th and 2 x 6th level spells as though it were a 13th level magic user.

If the Taumet is reduced to zero hit points, it will not be killed, but forced to disassociate into its component relics and the withered remains of the original wearer. The relics cannot be destroyed except by the application of earth-shattering magic (depending upon individual DM's campaigns), but they can be kept separate to prevent the Taumet reforming around another wearer.

The bane of the Taumet is the Wyrmhorn. When this horn is sounded within 60' of the construct it must make a saving throw at -7 against death magic or dissociate into its component relics. A successful saving throw still means that the Taumet has taken 8-80 points of damage, but is immune to the effects of the Wyrmhorn until the next sunrise. The DM will have to decide how best to place the Wyrmhorn in the campaign.

The Taumet Codex
This tome has, over the course of the centuries since it was written, been badly mistreated, burnt and partially destroyed. The only remaining pieces of the Codex, now bound into a new book little concerned with the truth of the Taumet, describe the relics and some of their powers, although not the fact that they will attempt to dominate their wearer(s).

The last stained and partial section of the Codex concerns the creation of the Taumet, and is little more than a phonetic speech (in an unintelligible, forgotten tongue) to be read out in the presence of the wearer of the relics. "The Taumet", says the text, "will then be released upon the World and all its kindred."

Dungeon Masters using the D&D(R) game rules should note that the Taumet can be used as a variation on the drolem given on p31 of the Dungeon Masters Companion in the Companion Set.

(From "The Taumet Codex" by Andrew Swift, Imagine Magazine #29, August 1985.)
 
Last edited:

Undead Parrot

The leader of the zombies -- dressed in a faded blue coat and a torn tricorne hat -- has the remains of a parrot riding on one shoulder. This unnatural bird will launch itself into the attack as soon as it is able.

1 undead parrot: AC 8; MV 0"; HD 1-1; hp 6; #AT 1; D 1-2/round; SA Leap 3"; SD Cannot be turned, needs magical or silver weapons to hit, immune to electrical attacks; Int Non; AL N; Size S; xp 15; THAC0 2-; special monster

This ex-parrot cannot fly or move itself about properly. It attacks by leaping at a victim and attaching itself with its claws (should it miss, it falls to the grounf and is stunned for 1 melee round while it re-orientates for the next attack). Once attached, it tears at its victim with its beak, automatically causing 1-2 points of damage.

(From "The Great Paladin Hunt" by Mike Brunton, Imagine Magazine #26, May 1985.)
 

A'azzatz

Confined within a pentacle drawn around the aft mast of the ship, bound with iron chains, and with the mast passing through his body is A'azzatz, a demon. Summoned by Dyvim Ka'aand and then trapped within this room, it is he that drives the Iron Galleon between the worlds. The air in this chamber is alive with the crackling of his energy, and anyone entering this room will barely be able to discern his shape, save where the Chaos symbol is drawn upon his brow, beneath which black pits mark his eyes and mouth.

A'azzatz hates -- although he [sic] virtually insensate -- everything and everybody. His sole pleasure is consuming the life force of the occasional prisoner Dyvim Ka'aand gives to him, and he will attack anyone who comes within his limited reach.

A'azzatz: AC -1; MV 0" (18"); HD 12; hp 60; #AT 1; D 2-20; SA life draining, slow; SD vulnerable only to iron weapons, all others do no damage whatsoever; Int Non; AL CE; Size L (10' tall); xp 4660; THAC0 9; special monster.

A'azzatz's touch drains 1 point of strength in addition to any other damage caused, and the victim must save vs paralyzation or suffer the effects of a slow spell as well. For each strength point so drained, A'azzatz gains 10 hit points. Lost strength points are recovered at the rate of one per turn.
 
Last edited:

Frosty the Snowman

Frosty is a happy and mischievous creature whose only aim in life is to have lots of (relatively) harmless fun - throwing snowballs (which cause no damage) at passing strangers is just his way of introducing himself. He will do this from a place of concealment. When he finally shows himself he is a large, happy looking snowman dressed in a tall hat and scarf, carrying an old broom. Frosty should be treated as having a charisma of 17.

He will readily aid anyone in distress or those who fight against evil, but he will have no part in hunting his friend the yeti. On the other hand, Frosty is not very friendly with the Snow Dwarf, because he knows that the dwarf cheats at cards.

Frosty the Snowman: AC 3 (wet); MV 9"; HD 5; hp 32; #AT 1; SA see below; SD immune to cold-based attacks, double damage from firebased attacks; AL CG; S L (8' tall); 250xp.

Frosty can control weather (as the 7th level clerical spell) once per day. He can also hide in snow (cf hide in shadows) 80% of the time, becoming totally invisible at distances greater than 10 feet.

Frosty's scarf acts as the equivalent of a rope of entanglement and his tall hat is also magical- it raises charisma by 1 or to 17, whichever is most advantageous. His broom is a wand of snowballs which can project a snowball equivalent to a fireball. This is the only magical function that the broom can perform, but it can still be used as a broom. It has 24 charges.

Lurker Between

Lurker Between (or Spam Monster): AC 26 (always gets bitten), Move 0"; Hit Dice NA; hp NA; #AT 1 per bite; SA see below; AL N; S Fairly Dinky; xp NA.

These terrible monsters are indistinguishable from luncheon meat. They hide (90%) in ordinary food and wait to be eaten. Each time it is bitten it will attack, from the inside! It automatically causes 1 hit pointof damage and the victim must roll under his or her constitution on a d100. Failure indicates that the victim is violently ill for 1-10 rounds. Only Vikings are immune to this attack - they value the creature as a rare delicacy and will pay up to 20gp for a fine specimen.

Turkey

The cells on 'Death Row' all have transparent ice doors, barred on the outside by massive icicles. Only one cell is occupied, by a very corpulent turkey - the yeti's Christmas dinner.

The turkey will plead with the adventurers to save him from the dinner table. If they agree, he will tell them where the yeti hides his treasure (358 wolves' teeth - see below). Getting the turkey out will not be easy since the cell door is only 3 feet in width, and the turkey is 3' 6" wide even when he breathes out.

The turkey will squeal loudly (this will not attract anyone's attention, but don't tell the players that) at any attempt to pull it through the door (roll as though attempting to break down a door). Chipping away enough ice to get him out will take 1 turn. Should the players get him out he will not stop complaining about all the hardships he has had to endure.

The Turkey: AC 10 (tender); MV 3"; HD 4; hp 25; #AT 1; D 1-2; SA Boredom, save vs spells at +2 or fall asleep for 5 rounds due to the extreme dullness of the turkey's conversation; AL N; S Fat; xp 110.

(All from "Do Not Ask... For Whom the Bell Jingles", by P Howard, G Baker and L King; Imagine Magazine #21, December 1984.)

Side note: This adventure has an encounter in it titled "The Snow Dwarf and the Seven Wights" :)
 

Remove ads

Top