POLYHEDRON Monster Index!

Straw Golems: 2; AL N; MV 12"; HD 2 + 4; hp 20 each; AC 10; THAC0 16; #AT 2; Dmg 1-2, 1-2; Size M; In non; Sts 10; Stw 9; SD immune to bladed weapons; half damage from blunt weapons; double damage from fire; immune to mind-effecting magic

From The Charleston Academy by Rembert Parker; Polyhedron Newszine 42

Rope Golems: 2; AL N; MV 9"; HD 3 + 6; hp 30 each; AC 8; THAC0 13; #AT 2; Dmg 1-6, 1-6; Size M; In non; Sts 10; Stw 9; SA successful hit causes strangulation, 6 points/round; SD immune to blunt weapons; half damage from piercing weapons; immune to mind-effecting magic

Leather Golems: 4; AL N; MV 6"; HD 4 + 8; hp 40 each; AC 6, THAC0 12; #AT 2; Dmg 1-6/1-6; Size M; In non; Sts 10; Stw 9; SD hit only by + 1 or better weapons, half damage from blunt weapons; immune to mind-effecting magic

From
 

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The Skorpio

This New Monster Is Tough In the Clinch

by Costa Valhouli

CLIMATE/TERRAIN: Deserts
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low-average (4-8)
TREASURE: O,P
ALIGNMENT: Neutral evil
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVEMENT: 9
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon/1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Standard
SIZE: M (5-6' tall)
XP VALUE: 175

Skorpio are a vicious breed of bipedal scorpions believed to have been created by a magical experiment. They have large, compound eyes, a tan to dark brown exo-skeleton, and very dextrous human-like hands.

Combat: Skorpio do not take time to develop battle plans, rushing blindly upon anything they come across. They attack with weapons recovered from previous victims, favoring spears and swords. Every three minutes they also can attack with their long, flexible tails. At the end of a skorpio's tail is a sharp, venemous stinger fed by two poison-producing glands. A tail attack is made with a + 2 on the "to hit" roll. A victim hit by the stinger must save vs. poison or die in 2-5 rounds. The poison is a powerful neurotoxin, a successful save still results in 2d4 points of damage.
The skorpio's low Armor Class is due to its tough exoskeleton and exceptional dexterity.

Habitat/Society: Skorpios live in small clans in burrow-homes they construct under the sand. A few Skorpios prefer to live in the crevasses of rock formations. Their treasure is kept in their homes along with 1-12 females, 3-6 young, and 1-4 eggs.

Ecology: Skorpio are carnivorous, eating animals and humanoids. They are especially fond of humans because of the treasure they yield.
 


Echohawk said:
Straw Golems: 2; AL N; MV 12"; HD 2 + 4; hp 20 each; AC 10; THAC0 16; #AT 2; Dmg 1-2, 1-2; Size M; In non; Sts 10; Stw 9; SD immune to bladed weapons; half damage from blunt weapons; double damage from fire; immune to mind-effecting magic

From The Charleston Academy by Rembert Parker; Polyhedron Newszine 42

Rope Golems: 2; AL N; MV 9"; HD 3 + 6; hp 30 each; AC 8; THAC0 13; #AT 2; Dmg 1-6, 1-6; Size M; In non; Sts 10; Stw 9; SA successful hit causes strangulation, 6 points/round; SD immune to blunt weapons; half damage from piercing weapons; immune to mind-effecting magic

Leather Golems: 4; AL N; MV 6"; HD 4 + 8; hp 40 each; AC 6, THAC0 12; #AT 2; Dmg 1-6/1-6; Size M; In non; Sts 10; Stw 9; SD hit only by + 1 or better weapons, half damage from blunt weapons; immune to mind-effecting magic

From

Is more information available for these?

Thanks!
 

No, that's pretty much it I'm afraid. Presumably the three golems were created by the semi-lich from the same adventure, although that's not stated in the text. There's a picture of the rope and straw golems in action with the semi-lich though... :p
 

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Thanks. That gives us alot of flexibility. :)

Any idea what the bolded bits indicate?

Straw Golems: 2; AL N; MV 12"; HD 2 + 4; hp 20 each; AC 10; THAC0 16; #AT 2; Dmg 1-2, 1-2; Size M; In non; Sts 10; Stw 9; SD immune to bladed weapons; half damage from blunt weapons; double damage from fire; immune to mind-effecting magic

Rope Golems: 2; AL N; MV 9"; HD 3 + 6; hp 30 each; AC 8; THAC0 13; #AT 2; Dmg 1-6, 1-6; Size M; In non; Sts 10; Stw 9; SA successful hit causes strangulation, 6 points/round; SD immune to blunt weapons; half damage from piercing weapons; immune to mind-effecting magic

Leather Golems: 4; AL N; MV 6"; HD 4 + 8; hp 40 each; AC 6, THAC0 12; #AT 2; Dmg 1-6/1-6; Size M; In non; Sts 10; Stw 9; SD hit only by + 1 or better weapons, half damage from blunt weapons; immune to mind-effecting magic
 

Not a clue. I wondered about those abbreviations when I typed the stats in, and was hoping one of you might know, to satisfy my curiosity :)
 

Found it!

From this: http://www.wizards.com/dnd/files/i11.txt

The following abbreviations are used in this adventure:
" scale size, 10' indoors, 10 yds. outdoors
' feet
A area of effect
AC Armor Class
AL alignment
#AP number appearing
#AT number of attacks in one round
C casting time
cr creature
cn coins of weight (10 cn = 1 pound)
cu cubic
cuf cubic feet
d die (as in d10, a 10-sided die)
dia diameter
DMG Damage
DR duration
ft. feet
HD Hit Dice
hp hit points
hr game hour; 6 turns
IN intelligence level of monster
L level
mi mile(s) of distance
MV movement rate
obj object
R range
r a game round; 1 minute
rad radius
rv reversible spell
s a game segment; 6 seconds
SA special attack(s)
SD special defense(s)
sq square
sqf square feet
Sts saving throw vs. spells
Stw saving throw vs. wands
SZ size (S = small, M = medium, L = large)
t a game turn; 10 minutes
THACO score needed (on ld20) to hit AC 0
/ per
@ apiece or each
# pound(s) of weight; 1# = 10 cn
The monster descriptions are given in the following format:
Monster Name: AC; MV; HD; hp; #AT; THACO; Dmg; SZ; AL; IN; STs; STw; SA;SD
 

Echohawk,

When you get a chance, would you mind posting the stats for any of the following?

Avenging Spirit - Undead (Polyhedron #91, p18)
Dawnspirit - Outsider (Polyhedron #67, p18)
Dreamweaver - Outsider (Polyhedron #138, p23)
Grave Watcher - Undead (Polyhedron #76, p23)
Houyhnhnms - Magical Beast (Polyhedron #106, p11)
Ices - Elemental (Polyhedron #21, p7)
MagiStar - Outsider (Polyhedron #55, p17)
Mischief, Snow - Elemental (Polyhedron #116, p14)
Phase Jelly - Ooze (Polyhedron #67, p16)
Scavenger Spirit - Undead (Polyhedron #76, p22)
Scorched One - Undead (Polyhedron #136, p13)
Telexian Vine - Plant (Polyhedron #67, p12)

Thanks!
 

NEW MONSTER-DREAMWEAVER

CLIMATE/TERRAIN: Ethereal Plane
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Constant
DIET: None
INTELUGENCE: Average
TREASURE: Nil
AUGNMENT: Neutral good
NO. APPEARING: 1
ARMOR CLASS: 10
MOVEMENT: 24, Fl 24(B)
HIT DICE: 1+1
THACO: 19
NO. OF ATTACKS: 0
DAMAGE/ATTACK: None
SPECIAL ATTACKS: Sleep, dreamweaving
SPECIAL DEFENSE: Protection from evil, ethereal
MAGIC RESISTANCE: Immune to mind-affecting spells
SIZE: M
MORALE: ELite (14)
X.P. VALUE: 420

The dreamweaver inhabits the Ethereal Plane, but is sometimes visible on the Prime Material as a glimmering, opalescent girl levitating and playing a gold harp. She visits those who have horrific, recurrent nightmares. The dreamweaver comes after the person is asleep and sings to soothe the nightmares by removing them from
the sleeper's mind.
The effect this has on reality, however, is not so peaceful. As the dreamweaver spins her song, the nightmare appears on the Prime Material as a shade (see the 6th-level wizard spell). Whether the nightmare is a monster or a terrifying situation, it will affect those on the Prime Material as if they were dreaming the dream themselves.
Combat: The dreamweaver does not enter combat or defend herself. However, merely hitting her is a victory in itself. She is ethereal, and can only be attacked or subjected to spells by those on that plane. She is immune to mind-affecting spells, seeing through illusions and invisibility. She is shielded by protection from evil (preventing bodily attacks by visitors to the Ethereal Plane), and can extend this effect to any sleeping person, protecting the sleeper from the dream shades.
Once per round, the dreamweaver can cast a powerful sleep spell that affects one person. Only characters of 5th level or higher gain a saving throw against this effect. This sleep only affects living beings with minds, so undead, golems, and semi-real phantasms are immune.
Imagined dreams will hunt new prey untiL killed or dispelled against a 10th-level spellcaster. Even disbelief reduces the dream to 60 percent of normal effect (see the shades spell). All dreams remain in existence until the dreamer wakes or the dreamweaver is killed. If the dreamer dies, the dreams continue in reality until dispelled.
Habitat/Society: The dreamweaver is solitary. She may feel she gains friendship from those who sleep peacefully, but the sleepers don't know that.
Ecology: The dreamweaver exists only to help those who cannot enjoy the bliss of sleep. She has the mind and conscience of an innocent girl. She is unconcerned with the effects of her dreamweaving upon reality, except as they affect the sleeper.

From "Dilemma's Tusks" by Mike Selinker, Polyhderon #138
 

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