Paging Echohawk...

The cave beetle, spider and lizard do not have full stat blocks, and appear only in the "wandering encounters" table for the caves inhabited by the cavelings:

Cave beetle (1; AC 5; MV 12"; HD 2+2; #AT 1; D 1-6)
Cave spider (1-2; AC 8; MV 6"/15"; HD 1+1; #AT 1; D 1 + Poison, save at +2)
Cave Lizard (1; AC 5; MV 15"; HD 3+1; #AT 1; D 1-8)
 

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The cave lizard might be like the subterranean lizard in the Forge of Fury 3e module, too. I'd likely agree about the vermin, though perhaps using the giant bombardier beetle rather than the fire beetle. Cavelings, I don't know. There's not a lot to go on, and I feel like we may have had this conversation before. I'll see if they're in ToH tonight, I guess.
 

I tend to agree regarding the vermin. There really isn't enough there to stat them up as variants.

I just checked, and cavelings are not in the Tome of Horrors.

The cavelings seem a bit like mongrelmen, or could even be a template. I think there's enough there to warrant a conversion. Plus, anything with "beetle juice" in its entry demands attention! :)
 


I'm thinking about another theme. ;)

Would you mind posting the following?

Chaos Sentinel [Seeds of Chaos]
Elemental, Ash [Sylvan Veil]
Elemental, Smoke [Awakening]
Fire Phantom [Wizard's Spell Compendium, Volume Two]
Flame Roper [Tales of the Outer Planes (OP1)]
Flame Swallow [Practical Planetology (SJR4)]
Ice Fiend [Rjurik Highlands]
Sand Warrior [Priest's Spell Compendium, Volume Two]
Vodoni Space Spider [Under the Dark Fist (SJA4)]
Vodoni Space Spider, Spinner [Under the Dark Fist (SJA4)]
 

Also, since I've seemed to permanently misplace this issue...

Dragon #255: Ceremorph, Mozgriken - Aberration; Ceremorph, Tzakandi - Aberration; Golem, Nyraala - Construct

Thanks!
 

Fire Phantom

[Note: This is a creature summoned using the "Fire Phantom" spell.]

"The physical appearance of a fire phantom is a fiery outline of a vaguely humanoid form, 7 feet tall. The phantom must remain within 30 feet of the caster; if it moves beyond this range the spell expired. Normal fires set by the fire phantom continue to burn after the phantom is gone.
The fire phantom (being of low Intelligence) follows all commands given by its summoner as long as the caster concentrates on controlling it. If the caster's concentration is broken, the phantom immediately attacks its summoner. [...] Any more powerful creature from the Elemental Plane of Fire can dismiss the fire phantom at will, or even turn it upon its summoner, regardless of other circumstances.

(Updated from DRAGON Magazine.]

Fire Phantom: AC 5; MV 12; HD 2+2; #AT 1; Dmg 1d8; SA ignites combustibles. The fire phantom can be hit by ordinary weapons.
 
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Sand Warriors

[Note: These creatures are summoned using the "Sand Warriors" spell from the Dark Sun setting.]

The priest can summon 1d4 warriors from beneath the sand to fight for him or her. The warriors are completely loyal and cannot be controlled or stolen, although they can be banished by a successful dispel magic spell. They have an Armor Class of 5, 2 Hit Dice, and wield terrible twords of compressed, fine sand that cause 1d10 points of damaged whenever they hit. THAC0 is 18, and movement is 150 feet. The sand warriors take double damage from water based attacks.
To use this spell, a cup of water is poured onto the sand where the warriors are to rise.

Sand Warriors: AC 5; MV 15; HD 2; #AT 1; THAC0 18; Dmg 1d10; SW Take double damage from water-based attacks; SZ M.
 

The rest are going to have to wait a few days; I'm away until the end of next week, and I've run out of time to scan them before catching a plane :(
 


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