POLYHEDRON Monster Index!

SCORCHED ONE

CLIMATE/TERRAIN: Desert
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Nil
INTELLIGENCE: High (13-14)
TREASURE: R, V
ALIGNMENT: Neutral Evil

NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENNT: 12
HIT DICE: 7+2
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Dehydration, spells
SPECIAL DEFENSES: +1 or better weapons to hit, see below
MAGIC RESISTANCE: 10%
SIZE: M (5' to 6')
MORALE: Fanatic (17)
XP VALUE: 5,000

A merciless scourge of the desert, the scorched one is the undying remains of a human that succumbed to the oppressive arid climate. This undead creature draws its strength from the searing desert sun, and hates all living things that trespass upon its territory.
The scorched one wanders the desert in the tattered and weather-beaten remains of what it had in life. Its visage is burnt and cracked, and the body of a scorched one appears to be dehydrated in the extreme. They often wander towards desert caravans or adventuring parties, appearing to be a lone emaciated traveler. At a distance, they wave to the living and speak in a horse, cracked voice, calling for help. It is only when the potential victims are too close that their mistake to aid the "wanderer" is revealed.

Combat: Like many other powerful intelligent undead creatures, such as the lich and vampire, a scorched one will seldom engage in direct physical combat, as the spell-like abilities it has are formidable. However, if pressed, a scorched one will wade into melee.
In hand-to-hand combat, a scorched one inflicts ld8 points of damage with its powerful, burning touch. The more dangerous aspect of this touch is that it will dehydrate a victim unless the creature touched rolls a successful saving throw vs. death magic. If unsuccessful, the creature will begin to suffer from a type of heat stroke as its body dehydrates. The victim will suffer 1d8 points of damage each round, as well as being affected by insatiable thirst for the duration. This effect lasts 1d4 rounds. Multiple blows add to the duration of the effect.
The scorched one also possesses formidable spell-like abilities. The creature has the power to cast the following spells as special abilities once per day, at 14th level: continual light, sol's searing orb, and sunray. In addition, the following spell-like special abilities can be used twice per day, at 14th level: light, sunscorch, and insatiable thirst.
Due to the nature of their undying state, scorched ones are immune to sleep, charm, hold, and death spells, as well as all spells that affect the mind. The creatures also possess immunity to normal weapons; a +1 or better weapon is required to harm them. They are also able to regenerate 1 hit point every round, unless the damage comes from acid, cold, or water.
Unlike most other undead however, scorched ones are fueled by the oppressive power of the desert sun. They are immune to fire- and sun-based spells (even ones that specifically do more harm to undead), but suffer at the hands of cold or water-based attacks. Cold-based attacks do +1 per die of damage against them. Scorched ones save vs. water-based attacks at a -2 penalty, and if the attacks inflicts damage, that damage is doubled.
Scorched ones may be destroyed completely in only one way: total immersion in water. It does not matter how this is accomplished, so long as the entire body of the creature is immersed in water. If a scorched one is stricken down, and has not yet regenerated enough damage to rise again, it may be incapacitated by cutting off its head. This will render it immobile until the next sunrise, at which time its body and head will turn to dust and reform under the desert sun.

Habitat/Society: Scorched ones are solitary wanderers that traverse the desert wastes in search of intelligent humanoid life. Once the undead creatures find the objects of their hatred, they destroy without hesitation.
Scorched ones are believed to come into being when a human has been purposefully cast out into the desert, and dies from the intense heat and lack of water. The hatred of the individual towards those who cast him or her out is so intense as to cause the corpse rise again as a scorched one. The creature's hatred for one individual or group soon develops into a hatred for all humanoids, in particular humans. It then spends its unlife roaming the wastes, in search of a way to sate its hatred.
These undead creatures have also been known to track a caravan or adventuring company for days through the desert, studying the strengths and weaknesses of their foes. When the creature thinks it has gathered enough information and has the best tactical opportunity, then it attacks.
It is not known how a scorched one draws its power from the sun, which is the antithesis of most undead creatures. However, sages speculate that the creature's connection with the Negative Material Plane may be far weaker than most other intelligent undead.

Ecology: As with most other undead, the scorched one contributes nothing to its environment. It is a wandering ravager, killing all humanoids it encounters. It is a creature that the nomadic desert tribes fear more than the oppressive sun, and travelers often leave the desert as quickly as possible if it is rumored a scorched one was seen. The supernatural presence of a scorched one will cause animals such as horses and camels to become skittish and frightful.
It is not known how these creatures feed, although it is speculated that they draw their sustenance directly from the sun and sand. A scorched one has never been sighted outside of a hot, dry desert, lending further support to this fact.
 

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The world around you turns sideways and you fall into the snow. You are seized by vertigo. You cannot seem to determine which direction is up! Your stomach lurches and you feel nauseous. Many horrible misshapen creatures swoop suddenly down and attack you!

Until the PCs defeat the creatures, they suffer a -4 penalty to attacks and saving throws. In order to stand, a PC must roll under half his or her Constitution score. Alternately, a PC may elect to attack while prone, suffering an additional -2 penalty to attack and allowing the creature a +4 to attack.
The attacking creatures are mischiefs. They have already used their mirror image ability, so they seem to be 16 creatures attacking instead of five.

Mischief, snow (5): INT: Very; AL: CN; AC: 7; MV: 6, Fl 12; HD: 2+2; HP: 18,16,14,13,13; THAC0: 19; #AT:4 (claw, claw, bite tail); DMG: 1d4/1d4/1d4/1d6; SA: cold touch, innate spells; SD: mirror image; SZ: S; ML: 13.

Snow mischiefs are small, winged creatures from the para-elemental plane of ice. Loki brought the mischiefs here and asked them to "have-fun" with the mortals. The creatures attack the PCs, the jarl and Orast. They fight with reckless abandon, for when they drop to zero hit points, they are sent back to the para-elemental plane of ice. They use their vertigo ability (described in the text above) to disorient the characters and mirror image to confuse them. Their cold touch drains one point of Constitution each time they hit with a claw attack. The effect lasts one turn per successful claw hit, assuming that measures are taken to warm the affected victim. If the victim's Constitution reaches zero, he falls unconscious for a turn and awakes weak and unable to move until his Constitution reaches half of its original score. At that point, the victim can begin to move around again.

From "Runefire: Father Winter's Curse" by Steve Theis, Ed Wilson, Gary Watkins, and Walter Baas; Polyhedron #116
 

Horse Sense

In the lands of the Houyhnhnms, humans and horses have traded places. The former are no more than wild beasts suitable for little more than physical labor, while the horses, or Houyhnhnms, are creatures of great wisdom and rational thought.

Houyhnhnms (1-100): AC 7; MV 24; HD 2+2; THACO 20; #AT 2; Dmg 1-2/1-2; SZ L; ML Champion (15-16); Int Highly (13-14); AL LN(G); XP 120.

Even under a close physical examination, Houyhnhnms appear to be domestic breeds of horses. Their coloration is the same as normal horses. Houyhnhnms keep themselves well groomed and wear their manes and tails long. They never put on bridles, saddles or other riding equipment. Some post-Swift illustrations show Houyhnhnms wearing aprons, capes or shawls.
Houyhnhnms possess very dexterous forelegs and can raise their front hooves up to their mouths or above their eye level without bending their backs. They use their pasterns, the area between their fetlock and hoof, to milk cows, construct buildings or even thread a needle. These intelligent quadrupeds have a language that sounds like soft and mild neighing.
The only time Houyhhhnms resorted to brute force to solve a problem was to reduce the population of Yahoos on their island. Thus, Houyhnhnms have never learned any of the combat arts. On the other hand, Houyhnhnms possess natural weapons of hooves, teeth and great natural strength. Furthermore, these equines have prudence, unanimity, are oblivious to fear and maintain a great love for their island nation. These factors make Houyhnhnms a dangerous military force. In addition, Houyhnhnms can learn to use most of the weapons, and wear all types of horse barding, listed in the Player's Handbook. However, outsiders, like the player characters, would have to give or sell the Houyhnhnms crafted weapons and armor, as well as teach proficiencies in these weapons.
Houyhnhnms think of them selves as the perfection of nature. Using their own bodies as a guide to judge others. Houyhnhnms will consider only other intelligent quadrupeds, such as pegasi and unicorns to be their equal. Houyhnhnms will be thunderstuck by bipedal characters who can shape change into equine like creatures. Centaurs will be thought of as Houyhnmnms society.
Houyhnhnms instinctively know the correct way of behaving. Thus, they never argue or quarrel with each other. Ignorant of cruelty, warfare and deception, Houyhnhnms are what Adam and Eve were like before they fell from the state of grace. To Swift, Houyhnhnms are rational beings who lack all of the negative passions that most other sentient beings possess. Despite this ice-cold reason, Houyhnhnms practice the art of universal friendship and benevolence to their entire species, to Gulliver, and to the player characters. These quadrupeds do not know other languages, but they are willing to teach their language and culture to visitors.
This Houyhnmnms utopian commonwealth has no "physicians, lawyers, censurers, back-biters, pickpockets, highwaymen, housebreakers, bawds, buffoons, gamesters, politicians, wits, tedious talkers, ravishers, murderers, robbers, virtuosos, as well as no dungeons, axes gibbets, whipping posts, or pillories." Visitors, such as Gulliver and the player characters will never suffer from physical illnesses as long as they live on this island. This effect is similar to the third level Priest Spell, Cure Disease. Houyhnhnms don't wear clothing, as they see no need for it. They will not let anyone or anything ride them. The only literature Houyhnhnms create are poems in the praise of virtue or songs of praise.
Their stratified society is ruled by a class of equine philosophers. These philosophers elect a representative council that meets on the vernal equinox of every fourth year. Representatives from every part of their island assemble upon a large plain or grassland to discuss the state of the Houyhnmnms nation. These meetings are also used to regulate the number of children born during the upcoming years.
Unless they die by accident, a Houyhnhnm's average life span is 70-80 years. They eat grass, hay, and a mash made of oats and milk. Typical Houyhnmnms farms have asses, cats, cows, and other domesticated animals.
Houyhnhnms use arranged marriages based upon the strength of one partner and the comeliness of the other. Positive human desires of romantic pleasures, such as courtship, presents, and love, as well as negative emotions such as jealousy, quarreling and discontent are unknown in their thoughts and language. They have a gestation period of ten months and produce one child per birth. Youths of both sexes get the same education in temperance, industry, and cleanliness. Exercise races are held many times each year to increase agility, endurance, speed and strength in their children. Winners of such races are rewarded with a song of praise.
Houyhnhnms know how to make pottery and stone-age tools. Their buildings are made from wattle and daub construction. The player characters will notice that doorway frames and individual chambers are larger than in human homes. Houyhnhnms need bigger homes to accommodate their large equine bodies. They do not build defensive constructions such as moats or ramparts. Proficiencies available to PC and NPC Houyhnhnms are agriculture, animal handling, animal training, fire-guilding, healing, herbalism, pottery, rope use, swimming, weather sense and weaving.

From "In a Strange Land: Following in the Footsteps of Gulliver" by James P. Buchanan; Polyhedron #106
 

Avenging Spirit

CLIMATE/TERRAIN: Crystal Springs
FREQUENCY: unique
ORGANIZATION: single
ACTIVITY CYCLE: hour of death (dusk)
INTELLIGENCE: high
TREASURE: Z
ALIGNMENT: Lawful Good
ARMOR CLASS: 0
MOVEMENT: 6, fly 12
HIT DICE: 10
THAC0: 14
NO. OF ATTACKS: 1 [Editor's note: No damage listed!]
SPECIAL ATTACKS: confusion, fear
SPECIAL DEFENSES: invisibility
SIZE: M (same as human 2 form)
MORALE: average
XP VALUE: 1,400

Avenging spirits are said to be the souls of murder victims whose assailants went unpunished in life. They are bound to a particular place, generally close to where they died. They may appear as far as a mile or two from the scene of their deaths for brief periods (a few minutes), but they can attack only when within 100 yards of their place of death.
As an avenging spirit, Sunshine's "duties" are two: to protect her family, and to avenge her own death (the town boys are now in their mid-20's). Ilmater has granted Sunshine an array of priest spells. With non-threatening strangers, she is likely to appear as a cascade of blonde hair, a disembodied voice singing sad, sweet songs, or occasionally as a swallow or kid goat. She will tease mortals with cantrips and use them with invisibility, ventriloquism, or entangle to have fun bedeviling them.

Combat: The avenging spirit will kill its enemies to have revenge or to protect its family. Its preferred method of destruction is the waterspout.
The avenging spirit will appear in one or more of her forms to help strangers in need. She will use ESP and detect lie to determine the alignment and friendliness of any she meets.
Anyone encountering an avenging spirit must make a saving throw vs spell or flee in terror for 2d12 rounds before recovering. There is a 50% chance that a fleeing victim will drop whatever he or she carries.
An avenging spirit is struck only by blessed or magical weapons. A priest may turn an avenging spirit as a specter.

Ecology: Avenging spirits do not eat, drink, nor breathe. They are undead.

Spells: animal friendship, entangle, speak with animals, heat metal, charm person, continual light, plant growth, detect lie, call woodland creatures, raise/lower water, control winds (specifically a waterspout, winds 55-72 mph), magic font, confusion, sunray, stonebirds*

* new spell

Stonebirds: (Alteration)

Level: 3rd
Range: special
Components: V, S
Duration: special,
Casting Time: 4
Area of Effect: 2d10 birds
Saving throw: none

When cast, this spell summons 2d10 birds, which are transformed into living stone. The birds are under the control of the caster and retain all of their avian abilities. Each stone bird is treated as a 1 HD creature with a THAC0 of 19. A stone bird has four hit points and inflicts 1d4 points of damage with each successful packing attack.
Stone birds can be directed to fly into a target. If the bird successfully strikes a target, it inflicts 2d8 points of damage and dies.
Birds remain in their stone form for 10 minutes per level of the caster, or until they are killed. At the end of the spell's duration, the birds are no longer under the caster's control.

From "The Living City: The Swineherd's House" by Terence Kemper; Polyhedron #91
 

Scavenger Spirit
by Gary Watkins

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: Any
DIET: None
INTELLIGENCE: Low
TREASURE: Z
ALIGNMENT: Any neutral or evil
NO. APPEARING: 1-4
ARMOR CLASS: 0 or 5
MOVEMENT: 15
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 1-4
DAMAGE/ATTACK: 1-6 per attack
SPECIAL ATTACKS: Paralyzation, suggestion
SPECIAL DEFENSES: Silver or magical weapons to hit
MAGIC RESISTANCE: Nil
SIZE: M (5'-6')
MORALE: Average (10)
XP VALUE: 650

Scavenger spirits are similar to haunts. Their undead forms, are ghostlike, shimmering and insubstantial. In this state they have an armor class of 0. They can assume a semimaterial form at will, which gives them an armor class of 5. Scavenger spirits frequently take the form of what their living bodies looked like. However, they are able to assume any medium-sized form, such as human, demi-human or various plants or animals. These latter forms often are used to help them hide or to confuse their quarry.
In life, scavenger spirits were humans and demi-humans who profited from the dead. Most of them were grave robbers or camp followers who stripped those who fell in battle. A few were adventurers who ruthlessly and unthinkingly plundered tombs.
Now, in death, scavenger spirits are cursed to steal from the living. Scavenger spirits can pickpocket with a 70% chance of success. To do this, they must assume a semimaterial form. When the scavenger spirit has acquired an item of value, the spirit will flee to its lair and add the ill-gotten gains to its hoard. Characters who are successfully pickpocketed do not see the scavenger spirit.
The spirits are often, but not always, encountered in graveyards or ancient battlefields. Some take up residences near tombs filled with riches and over recent battlefields that have not yet been plundered. They long so desperately for the wealth carried by the dead that they will whisper a suggestion to passing humans and demi-humans to stop and take the objects left behind. Once a living person has acquired the wealth, the scavenger spirits are free to steal it. The spirits can use their suggestion ability once each turn.
When two or more scavenger spirits are together, they can combine their energies to cast a dig spell. This can be used up to three times a day. The spirits often unearth coffins or clear the way to buried tombs in the hopes passing adventurers will stop and loot the dead. The spirits will add a suggestion or two if necessary. Again, once the living have acquired the treasure, the spirits are free to steal it from them.

Combat: Scavenger spirits avoid fighting if at all possible; the sole purpose in their unlife is to steal. They attack only when they are in danger or if their hoard is threatened. In combat, scavenger spirits attack with their filthy claws -- up to four of them depending on the form chosen. Each claw attack causes 1-6 points of damage. In addition, victims must save vs. spells, at a -2 penalty, or be paralyzed with fear and disgust for 1d6 rounds. If the scavenger spirit is not involved in any other melees, it will loot the paralyzed body and return to its lair. Lawful good priests are immune to the paralysis touch.
Scavenger spirits must remain in their semi-material state during combat. The spirits can be harmed only by silver or magical weapons. They are immune to sleep, charm, hold, death magic, poisons and cold-based spells.
These spirits are turned as "special" on the priest undead turning table.

Habitat/Society: A scavenger spirit usually remains near the site of its death, though it is not constrained to do so especially if the location presents few opportunities to steal. Scavenger spritits are found singly or in small groups, each one of them driven by a compulsion to steal.

Ecology: Unlike most other forms of undead, scavenger spirits do not propagate their kind by slaying the living. A victim slain by a scavenger spirit simply dies. Scavenger spirits are only created when a living human or demihuman intentionally steals from burial places or battlefields. These thefts do not include simple acts like picking up a fallen soldier's sword. They usually entail repeated stealing of personal possessions and objects of wealth or importance that were purposefully placed with the dead.
Scavenger spirits hoard treasure and magic, though they have no use for the items. It is simply their curse to repeat the sins they committed in life.
Animals can sense scavenger spirits' unnatural origins and instinctively avoid them.

From Polyhderon #76
 

Grave Watcher
by Cheryl McNally-Frech

CLIMATE/TERRAIN: Thmbs, crypts, graveyards, burial grounds
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Unknown
INTELLIGENCE: Exceptional
TREASURE: None
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: -2
MOVEMENT: 18
HIT DICE: 5-16
THAC0: 15 (5-6 HD) 13 (7-8 HD) 11 (9-10 HD) 9 (11-12 HD) 7 (13-14 HD) 5 (15-16 HD)
NO. OF ATTACKS: Varies
DAMAGE/ATTACK: 1-8 per attack
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Regeneration, immune to electrical attacks, edged weapons cause half damage
MAGIC RESISTANCE: Immune to mind-effecting spells
SIZE: M (5'-6')
MORALE: Fearless (19-20)
XP VALUE: 1,400 (5 HD) 2,000 (6-7 HD) 4,000 (8 HD) 5,000 (9 HD) 6,000 (10-11 HD) 7,000 (12-13 HD) 8,000 (14-15 HD)

A grave watcher looks like hundreds of tiny, pulsating lights -- a ballet of fireflies hovering over a grave or about a tomb. At any given time the lights are all the same color. However, the colors do vary from creature to creature, from white to rose to emerald green and shades in between.
The lights are not a part of the creature, but are residual bursts of energy that it constantly gives off. Some sages believe that the colors of the lights correspond to the creature's moods or strength. The lights effectively mask the creature, which is a black, vaguely man-shaped form with tentacles. The lights can also be distracting. Any characters viewing a grave watcher for the first time easily can become mesmerized by the light display. Such characters must make a saving throw vs. petrification at a -2 penalty or stand transfixed by the lights for 2d4 rounds.
The body of a grave watcher is made of thousands of small particles from the negative material plane that are held together by electrical energy. A grave watcher's hit dice determines the number of tentacles it has: HD-4 = # of tentacles. For example, a 5 HD grave watcher has one tentacle, a 6 HD, two; a 7 HD, three; and a 15 HD, 11.
Further, grave watchers have maximum hit points. This means a 5 HD grave watcher has 40 hit points, and a 15 HD grave watcher has 120.

Combat: A grave watcher only attacks if someone or something trespasses over a grave it has chosen to watch. A grave watcher has as many attacks as it has appendages. Each successful strike causes 1d8 points of electrical damage. In addition, if a struck victim is wearing or carrying more than 20 pounds of metal, the electricity has a scatter effect. All those standing within 10 feet of him suffer 1d8 points of damage from the electricity bouncing off of him (save vs. breath weapon for half). Please note that most metal armor weighs more than 20 pounds, and treasure often has a lot of metal in it.
For every 8 hit points of damage the grave watcher suffers, it loses one tentacle, and therefore one attack. Tentacles reform and reattach to the main body after four rounds (regenerating 2 hp a round); however, if a grave watcher's hit points ever fall below zero, the creature is slain.
Because a grave watcher is composed of small particles, edged weapons cause only half damage, as they pass between some of the particles. Bludgeoning weapons cause full damage, however. Magical attacks which are mind-effecting, such as charm person, charm monster, suggestion, etc. have no effect on a grave watcher. Electrical attacks harmlessly pass through the creature's body.
Grave watchers which have 10 or more hit dice can split themselves in two. For example, a 10 HD grave watcher can become two 5 HD grave watchers. This process takes four rounds.

Habitat/Society: Each grave watcher guards a specific area and will not allow intruders to disturb the dead or their possessions. It is not known how a grave watcher chooses a home, but it is rumored that one can be summoned to act as a guardian.
Only one grave watcher has been noted at anyone time. Sages theorize that when multiple grave watchers come in contact with each other they fuse to form a larger creature.

Ecology: Grave watchers perform a useful task by guarding the resting places of those departed from this world.

From Polyhedron #76
 

Telexian Vine
by Eric Sanko

CLIMATE/TERRAIN: Any non-arctic or desert
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Neutral Evil

NO. APPEARING: 1
ARMOR CLASS: 8
MOVEMENT: 0
HIT DICE: 4+4 (main stalk) 2(each root)
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4+1
SPECIAL ATTACKS: Entangle, spells
SPECIAL DEFENSES: Camouflage, spells
MAGIC RESISTANCE: 25%
SIZE: M (5' tall)
MORALE: Average (9)
XP VALUE: 385

The telexian vine is a malicious and dangerous plant which is capable of speaking and fighting. It produces an addictive, sweet-smelling fruit and deadly blossoms. The vine has a complex system of 8-24 roots that stretch up to 20' away from the plant, camouflaging themselves against the ground. More roots extend 10' deep into the earth, anchoring the telexian vine.
The plant boasts one large stalk that hosts its mouth and eyes and 2-4 smaller stalks, all dark green and all resembling corn stalks. In addition, each plant has numerous wire-thin vines that snake up to 60' away from the plant to search for water. These feeler vines are typically covered with beautiful black flowers and are very sensitive to vibrations, acting as sensing organs for the plant.

Combat: Telexian vines usually wait for their prey to come to them. The evil vines sense the approach of creatures through the wire-thin feelers and will release a fragrant scent to catch potential victims' attentions. If the vine believes a creature intends to eat its fruit, it will do nothing, waiting for the fruit to take effect. However, if the creature appears suspicious of the plant, the telexian vine will attempt to entangle its target with its feeler vines and strong roots. Any creature within reach of the vine has a 50% chance to become so entangled. Entangled creatures must make a successful bend bars roll to break free or be cut out by another character who is not entangled.

Special Abilities: The fruit of the telexian vine is addictive and contains a special, mild paralytic poison. Any creature eating the fruit must save versus spell or become charmed by the plant. Creatures so charmed walk numbly to the vine's main stalk, which usually eats them. Telexian vines do not devour all human and demi-humans who eat the fruit, however. Commoners and non-spell casting adventurers are frequently kept around as slaves, their loyalty insured by their addiction to the fruit. These slaves perform errands for the plant, such as acquiring food, water, and -- if possible -- magic items, some of which the plant can employ. Telexian vines can consume potions, and often do so to aid in their capturing other, useful victims. The slaves are also used to lure others to the plant, sometimes in elaborate ploys.
The telexian vine is especially fond of eating spell-using creatures, humans, and demi-humans, as it is able to "absorb" all 1st and 2nd level spells held in those victims' memories. The plant can retain up to 12 spells of each level, losing a spell when it uses one to attack a target or to defend itself. It "casts" these spells as if it were a 5th level wizard.

Habitat/Society: Telexian vines prefer temperate climates, although they can handle some extremes in heat and cold. They are usually found within 10 yards of a constant water source, such as a pond or stream. A few vines are mobile, having charmed slaves who will transplant them to different locations as the plants desire. One vine was reported to be planted in a large wagon, with slaves moving it around from place to place. Telexian vines keep their treasures buried beneath their main stalk. The vines are especially fond of collecting magic items they can use, particularly potions and wands it can wield with its roots.

Ecology: Telexian vines are capable of eating virtually any plant or animal, although they prefer the flesh of demi-humans. They reproduce through the aid of slaves who carry seed pods to other locations, plant them, and tend them until they start to grow.
The vines are sometimes sought by adventurers who use the fruits for spell components.

From Polyhedron #67
 

Thanks as always. :D

I could tell that golem fatigue was beginning to set in, and these should give us plenty to work with in the Polyhedron thread for awhile. :cool:
 

Phase Jelly
by Greg Deckler

CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: J, M, Q
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 8 (tentacles 5)
MOVEMENT: 3, Br 1
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 1-10
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M(4'-7')
MORALE: Average (10)
XP VALUE: 1,400

The phase jelly is a disgusting blob of sickly-smelling slime. Jellies can be any color imaginable, but a single specimen will be one color throughout. Each jelly has 10 tentacles, each ranging from 12' to 18' long.

Combat: The phase jelly attacks similarly to a marine ooze, its tentacles erupting from the floor, ceiling, or walls of subterranean passages. The jelly has the ability to phase into and out of solid stone, making these attacks possible. Although the tentacles secrete a noxious mixture that only causes 1-2 points of physical damage, creatures coming in contact with the mixture must save verses poison at +2 or become paralyzed.
The phase jelly has a far more insidious attack form. If any animal, human, or demi-human remains relatively stationary for three rounds or more in the vicinity of a hidden phase jelly, the jelly will attempt to slowly envelope its victim and phase back into the stone along with the victim's feet. This form of attack adds +3 to the jelly's attempt to surprise an intended victim. If the victim is surprised, the attack automatically succeeds. If the surprise fails, the victim can avoid the jelly with a successful Dexterity check. A victim who is phased into the floor with the jelly looses 8 hit points per turn he is in contact with the jelly and its acidic digestive juices.
The jelly is immune to acid and attacks from blunt weapons. Edged weapons cause only one-half damage. Fire, cold, and electricity cause full damage. In addition, electricity stuns any tentacles it touches for 1-10 rounds. A phase door or passwall spell will kill the jelly instantly if it is phased with the stone. Spells such as earthquake, move earth, rock to mud, or stone to flesh will force a jelly to the surface.

Habitat/Society: Phase jelly inhabits the darkest dungeons, usually lurking within the stonework and using its tentacles to sense the vibrations of passing creatures. Metal armor, weapons, and coins can be found in the vicinity of a jelly, as its digestive juices cannot handle these materials. These expelled materials often inadvertently create a trap for adventurers who attempt to greedily gather up the items.
It is a solitary creature and will not tolerate the presence of other phase jellies in its territory.

Ecology: Although the phase jelly can eat virtually any type of organic material, it is especially fond of drow. Phase jelly has no natural predators. Wizards have experimented with the jelly and its tentacles, but have found no useful spell components.

From Polyhedron #67
 

Dawnspirit
by Saku Mantere

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Exceptional
TREASURE: Nil
ALIGNMENT: Any Good

NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: Fl 15 (A)
HIT DICE: 10
THACO: 11
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Holy Word, fear, quest
SPECIAL DEFENSES: Brightness, hit only by + 1 or better magical weapons, immune to all forms of mental control, immune to poison
MAGIC RESISTANCE: See Below
SIZE: M (6' tall)
MORALE: Fearless (20)
XP VALUE: 3,000

Dawnspirits are energy beings from the upper outer planes. Each dawnspirit's alignment matches the alignment associated with its home plane (for example, a dawnspirit from the Seven Heavens would be Lawful Good). The origins of these creatures are a mystery, but one theory is that they are the spirits of truly great heroes and other champions of good who died fighting evil on the outer planes.
A dawn spirit cannot leave its home plane unless sent forth by the plane's ruler or summoned by a good creature employing a gate, wish, or limited wish spell. The caster's alignment and motives must be pure for a dawnspirit to heed a summons. Once summoned, a dawn spirit may wander the new plane for a few days or weeks before returning home. A dawnspirit can communicate telepathically.
On their home plane, a dawnspirit's form is a ball of brilliant sunlight, much like a will-o-wisp, only brighter. When summoned to another plane, a dawnspirit acquires an aesthetically beautiful, but androgynous, form which glows with a pure, white light.

Combat: Dawnspirits attack with two fists and a powerful kick. They can divide the attacks as they see fit.
The pure light radiating from a dawnspirit causes fear in evil creatures who see the dawnspirit. Creatures of less than three hit dice automatically flee at their fastest movement rate until they are out of sight and for 1d3 rounds thereafter. Creatures of three or more hit dice save vs. spells or are paralyzed with fear for 1d4+1 rounds. Undead who make the saving throw still suffer a -2 "to hit" penalty when within 40 feet of the dawnspirit.
Once per day, a dawnspirit can utter a powerful holy word. This ability sometimes is called "the voice of the gods." Extra-planar evil creatures within 60 feet are automatically forced back to their home plane if not already on it. (This effect works even if the dawnspirit is not on its own home plane.) All other evil creatures within 60 feet are affected as if struck by a normal holy word. In addition, good creatures within 30 feet gain a +2 "to hit" and damage bonus for 1d4+1 rounds.
A dawnspirit's alien mind is completely immune to magical control of any kind, and, since its body is made up of pure energy, it cannot be drugged or poisoned.

Habitat/Society: Dawnspirits have no real society and, as beings of pure energy, they can live anywhere. Most deities dwelling on the upper outer planes are attended by a staff of dawnspirits who act as messengers and intermediaries. Some sages believe that dawnspirits might be involved in the granting of priest spells.
Though mortals can summon them, dawnspirits serve only at their own discretion and never will knowingly commit an evil act or assist an unworthy being. If asked to do something selfish or evil, a dawnspirit immediately returns to its home plane. When summoned by any means, a dawnspirit instinctively knows the summoner's general character and intentions, and bases its decision whether to appear on the merits of the situation.
The DM must decide what a summoned dawnspirit will do, but here are some guidelines: Summoner has followed his alignment strictly and is beset by extra-planar creatures he cannot otherwise combat -- 100% chance to appear. Summoner endangered by extra-planar creatures -- 75% chance to appear, but dawnspirit demands that the summoner complete a quest of the dawnspirit's choosing in return for its aid. If the summoner agrees, he is automatically subject to the quest, no saving throw. Summoner's alignment performance has been exemplary, but summoner or beings dependent on the summoner not in great danger -- 50% chance to appear, demands quest. Summoner's alignment performance has been unsatisfactory or summoner facing encounter he probably can complete on his own without risking death or injury -- 25% chance to appear, demands quest.

Ecology: Dawnspirits have no need to eat, sleep, or breathe. They can survive in the vacuum of space, in the depths of the ocean, or anywhere else in the universe, except the Negative Material plane, which they cannot enter. They have no enemies except evil creatures who hate them for their goodness.

From Polyhedron #67
 

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