Paging Echohawk...

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.
 

log in or register to remove this ad

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.
 
Last edited:



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!
 

Remove ads

Top