POLYHEDRON Monster Index!

Shade said:
Considering that we already have the shadow creature template and umbral creature template, these probably do not warrant conversion.
probably not, or at least not soon. ;)

or something closer to psuedo-undead?
Which is something we need to get back to.

Regards
Mortis
 

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I don't think the shade creatures need a template. I think those would be covered in 3rd Edition by applying the Shades/Shadow Conjuration/Greater Shadow Conjuration spells to the various creatures.

Yes, a semi-lich is "a demi-lich that hasn't made it yet". Scanned text coming up shortly.

Aside: While I have my scanner handy, what else from the Polyhedron archives looks like it would be a good conversion candidate?
 

Any of these sound like they have potential:

18 - Master Bloody Bones, Bloody Bones Minion, Kobalts

30 - Ghast-Lord, Copper Golem, Oak Golem, Shadow Golem

31 - Composite Mummies (Crocodile, Hippo and Jackal), Tymphanix

35 - Bole-Skeleton, Bole-Wight, Bole-Zombie

36 - Braziers, Hot Pincers, Whips

41 - Leather Golems, Straw Golems

53 - Skorpio

58 - Armmegh

68 - Hearth fiend

76 - scavenger spirit, grave watcher, bloodstone zombie

78 - Snow Drow, Shivering Squirrel, Choir Wolves, Frosty Zombies

86 - Golem, Mechanical (Ahmi Vanjuko)

91 - Avenging Spirit

106 - Houyhnhnms, Laputans, Yahoos

108 - Sea-hide, Telexian vine

116 - Snow Mischief, Frost Treants

136 - Scorched One
 

Semi-Lich (new creature)

This is a demi-lich that hasn't made it yet. Its appearance is similar to a demilich, a gem encrusted skull and a few scattered bones. Although its body has rotted away, its original lifeforce is still strong, and the creature does not need to accumulate energy as does a demilich. When approached to within 10 feet, the skull rises into the air, supported by a column of dust. The creature can use any spell it could use as a lich, but has no physical attacks (except touch-delivered spells). The creature cannot be turned. Even if reduced to 0 hit points or less, a semi-lich is not destroyed until holy water is poured on the site and a ceremony spell is cast to consecrate the ground. If these steps are not taken, the creature will reform in 1d6 months.
This particular specimen is a 13th level cleric with a wisdom of 12.

Semi-lich: AL CE; MV 0; Cl 13; hp 60; AC -3; THAC0 12; #AT 1; Dmg N/A; Size 3; In genius; Sts 9; Stw 8; SD hit only by +3 or better weapons
Spells: cure light wounds, darkness, cause light wounds (x2), protection from good, cause fear (x2), command, wyvern watch (x2), dust devil, silence 15' radius (x2), know alignment, hold person (x2), cause paralysis (x2), curse, dispel magic (x2), prayer, spike stones, spell immunity, cause serious wounds, imbue with spell ability (cast), golem (x2)
 

Shade said:
18 - Master Bloody Bones, Bloody Bones Minion, Kobalts
The Bloody Bones have already been converted here, so I don't think those are a priority.

Here are the kobalts...

Kobalts

AD&D(R) game statistics

FREQUENCY: Very rare
NO. APPEARING: 20-80 males (plus others; see below)
ARMOR CLASS: 8 (leather equivalent)
MOVE: 9"
HIT DICE: 3 (4 hp minimum; note Heightened Constitution bonus to hp)
% IN LAIR: 60%
TREASURE TYPE: D; see below
NO. OF ATTACKS: 1 (2 with bows, more with technological items)
DAMAGE/ATTACK: By weapon type; bite for 1-2
SPECIAL ATTACKS: Magic and/or technological items; some have mutational attacks
SPECIAL DEFENSES: Magic and/or technological items; radiation and poison resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful neutral
SIZE: S (3 1/2' tall)
PSIONIC ABILITY: No true psionics, but may possess psionic-like mutations
LEVEL/X.P. VALUE: III/110+4/hp base value (high intelligence and poison/radiation resistance); note that some individuals may have missile weapons, weapons doing great damage, or other magical! mutational enchancements that will raise their base x.p. value

In the most ancient archives may be found references to a powerful arch-mage who located an unusual alternate universe. Creatures of strange design roamed this world; the landscape was devastated by fire and war. The arch-mage summoned an army of goblins, ores, and allied monsters, armed them with the best weapons and equipment, set off into that forsaken land to make war upon its inhabitants, and found an empire from which to raid other worlds and planes. None of that host returned; the army was destroyed by savage beasts with incredible powers and by a sickness that could not be cured. Subsequent authorities now believe that the only survivors were the smallest creatures who were best able to hide deep in the earth and adapt to the new land.
Those authorities were correct. The only survivors of this raid were kobolds, and the new land wrought its changes on them in return for their survival. Now calling themselves kobalts, these creatures have picked up a number of beneficial mutations from the radiation in their environment. Their Infravision allows them to see any heated body at up to 60 meters (66 yards) at night or in darkness of any kind. They may detect the slight warmth that plants emit and find places on the ground where beings rested within the last hour; this latter ability allows them to track parties at night with 90% accuracy. However, their daylight vision has worsened, and they are -2 to hit opponents in direct sunlight. They are blinded for 1-4 melee rounds by sudden and close heat flashes (such as laser shots, Fireballs, lightning, or explosions), within 60 meters of them in a dark environment. When using heat-producing technological weapons or anticipating the use of same by opponents, kobalts wear protective goggles or helmet visors that reduce their Infravision to 30 meters, but that completely prevent blindness.
Kobalts have a tough, leathery scaled skin with a deep cobalt-blue color. Heightened Constitution gives kobalts an 18 resistance vs. radiation and poison in the GAMMA WORLD(R) game universe, and a save vs. poison in the AD&D(R) game worlds of 02. Their Heightened Intelligence gives them average mental strength (equivalent to wisdom) of 14, and an average intelligence of 15; they add 4 points to die rolls when learning to use an artifact. They have an average physical strength of 12 (normal kobolds have a 9). Prolonged experience in underground living makes them 75% likely to detect slopes, 60% likely to tell new construction, and 50% likely to know the approximate depth underground and the direction of travel.
One kobalt in 20 (male or female) has developed the Planar Travel mutation, which links the GAMMA WORLD game universe with one AD&D game universe (that of the current campaign). The kobalt casting this psionic-like power may send up to 40 kobalts, including himself, between the two universes once a week; returning to the universe left behind is equally simple. Kobalts with this power are regarded as holy by their clan and usually travel with the clan leader.
The leader of a kobalt clan has 21-24 hit points and a retinue of guards (3-12) with 15-20 hit points each, protecting both him and the planar-traveling kobalts (PTKs). Another 4-16 guards with the same hit point range as above will be assigned as lair guards, crewing positions near the entrances. These guards are in addition to the other kobalts encountered. The kobalt leader, PTKs, and guards are often equipped with heavier sorts of technological or magical armor. If the weapons they use permit it, they will use small shields to improve their armor class. The leader of a kobalt clan possesses 1-3 technological artifacts from the table below and also uses magical weapons, if they exist in the treasure hoard and are of the right size. Distributed among the rest of the guards and the PTKs will be 2-16 other technological devices with 1-4 energy cells per device if required. The leader and PTKs always get the best weapons. There is a 15% chance that a colony of kobalts will possess a robotic or automotive device of some kind.
Females will be found in a kobalt colony, equaling 50 % of the male population. Young kobalts are equal in number to about 10% of the adult males. 2-20 heavily protected eggs will also be found in the colony. Except for a few remarkable females who work through the hierarchy to become guards or are hatched with the Planar Travel mutation, most females and young are noncombative unless the colony is attacked. In battle, the non-guard males and females will carry an assortment of weapons including hand axes, short swords, daggers, short composite bows, javelins, and slings. Missile weapons will not exceed 50 % of an armed force, unless it is a raiding party in which everyone has a missile weapon and a hand-to-hand weapon. These fighters will usually carry a small, light shield of plastic or wood.
Kobalts have been encountered so infrequently in magic-oriented universes that they will likely be thought of as bluedyed kobolds. They use extreme care in planning any raids in the AD&D or GAMMA WORLD game universes, gathering intelligence through agents they can implicitly trust. Colonies of kobalts will go on raids into the AD&D game universe as infrequently as once a year, but the careful planning and the power of their technological weapons has allowed them to amass a class D treasure (see Monster Manual) and between 1000-8000 domars. Note that if an artifact from the GAMMA WORLD game is rolled up that none of the kobalts can use (such as a suit of man-sized Powered Assault
Armor), it will be stored in the colony anyway and used for trading purposes. Kobalts enjoy bargaining as much as they do raiding, and do it more frequently, too. They use their financial resources to purchase more magical and technological equipment for their clan and to fortify their lairs. Kobalts have little desire to gain territory in either the AD&D or GAMMA WORLD game universes, preferring to remain virtually unknown and keep a low profile.
If confronting what appears to be a relatively weak party, the kobalts will demand all magical/technological items be turned over to them and will take a healthy cut of the party's money as well. Stronger parties are likely to be ambushed, but kobalts are not stupid and will avoid encounters with very tough adventurers, except through third parties. Kobalts have a heroic mythos, having completely dissociated themselves from their old lawful evil religion, and will only rarely surrender. Kobalts are incredibly brave under the most trying circumstances, a positive result of their long battle to survive in their hostile homeworld. They are equally able to operate as merchants or bandits as suits them best.
If encountered in the AD&D game, kobalts will have the hit points and "to hit" probabilities of 3 hit-dice monsters.
If found in the GAMMA WORLD game, they will have the hit points of 4 hit-dice (6-sided) monsters. While the type of hit dice changes from world to world, from 8sided to 6-sided, the hit point range is about the same. The hit points of an individual kobalt do not change when passing from one universe to the next. When using ranged weapons, kobalts use the appropriate attack tables for weapon type in the GAMMA WORLD game; in an AD&D game world, ranged weapons are treated as missile fire with appropriate penalties to hit at lh and 2h range distances. See tire "Mutants and Magic" section of the Dungeon Master's Guide for further information on integrating the AD&D and GAMMA WORLD game systems.
Any kobalt has a 1% chance of having an extra random mutation. If the mutation is beneficial, the kobalt may become a sergeant, guard, or leader.

Technological artifact table for kobalts

01-40 Pistol, random type
41-65 Energy weapon, random type
66-90 Grenade, random type
91-00 Any other artifact except robotic or automotive device.

From "Kobolds and Robots and Mutants with wings: These are a few of my favourite things", by Roger E. Moore; Polyhedron Newszine Issue 18.
 

Shade said:
30 - Ghast-Lord, Copper Golem, Oak Golem, Shadow Golem

The Ghast-lord only has a brief stat block:

Ghast-lord: 1; AL CE; IN High; SZ M; MV 12"; AC 2; HD 8; hp 48; THAC0 12; #AT 3 or 1 spell; Dmg 1-6/1-6/1-12 or by spell.
Spells carried: command (die), protection from good, sanctuary, bless, resist cold, hold person, spiritual hammer, silence 15' radius, speak with animals, resist fire.

(From "Ravager, Part 1: The Darkcrypt" by Jeff Grubb; Polyhedron Newszine Issue 30).

The golem article also contains a brass golem which is different to later versions. Here are all four.

COPPER GOLEM

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 6"
HIT DICE: 40 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Semi
ALIGNMENT: Neutral
SIZE: L (7 1/2' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/2,380

Copper golems can be created by non-good clerics of 14th-level or higher. The process requires the cleric to spend not less than one month praying and fashioning a figure set in copper, then employ bless (or curse if the caster is evil), chant, resist fire, commune, flame strike, and animate object. The entire process costs at least 50,000 gold pieces for materials alone.
The resulting copper golem appears to have skin of red-hot metal, and eyebrows, beard, and hair of flowing flames.
The copper golem will obey its master so long as the cleric keeps a copper talisman, which was made along with the golem, upon his person. The cleric must display the talisman openly to command the golem.
A copper golem attacks as a 9 hit die monster, inflicting 1/2 damage to fire-using creatures or double damage to cold-using creatures. Only +1 or better weapons can damage copper golems, and all non-fire using creatures within 10' must save vs. spells each round or take 1d8 points of damage from the heat unless magically protected from fire.
Magical cold slows the golem by 50% for 2-12 rounds, and a cloudburst inflicts 10 points of damage to a copper golem. Submersion in water will kill a copper golem in 5 rounds. Copper golems are as strong as flesh golems, and they can be healed by magical fire on a 1 hit point for 1 hit point basis like iron golems.

OAK GOLEM

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 30 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/1,065

An oak golem may be created by a druid of 12th-level or higher. To do so, a figure of human likeness must first be carved from a recently fallen oak tree. The druid must cast shillelagh, barkskin, commune with nature, and finally liveoak. Then the druid must spend two weeks praying and polishing the figure with rare oils, after which the golem will animate. The rare oils, tools, and other materials cost a minimum of 25,000 gp.
The finished product resembles a large, finely carved wooden statue of human proportions. Its body is embellished with small, very sharp thorns. The oak golem attacks as a 9 hit die monster with its flailing, thorny fists. In addition to its normal attacks, it can cast entangle twice per day.
The oak golem will serve its druid creator faithfully, obeying simple commands or merely serving as a guard until some predetermined event takes place.
Magical fire slows the oak golem by 50% for 2-12 rounds. Warp wood will deliver 2-12 points of damage, while a plant growth will cure an oak golem of any damage it has sustained. Hold plant will cause it to be non-ambulatory for 1-4 rounds, and turn wood will cause it to move away from the druid at 1" for 2-8 rounds. Oak golems are harmed by magic weapons only.
They are equal in strength to flesh golems.

BRASS GOLEM

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 50 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non
ALIGNMENT: Neutral
SIZE: L (12' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/4,100

Any good-aligned magic-user of 14th-level or higher may construct a brass golem by crafting a large statue of brass and employing the following spells: enchant an item, continual light, protection from evil, and limited wish. The statue must be commissioned from a master craftsman for not less than 50,000 gp. Once it is completed, the process of preparation and enchantment requires at least two months to finish.
Upon its completion, the brass golem will appear as a large, handsome human figure with shining, brassy skin. Its dress is typically that of the Grecian epoch, and it constantly emits light equal to that of a light spell.
Brass golems never harm their creators, remaining faithful until destroyed. A brass golem attacks twice per round with a crude two-handed sword, striking as a 13 hit die monster. Whenever a hit is scored, small bursts of light equal to torchlight flash from the point of contact. Once every two rounds, the brass polem can increase its illumination so that it duplicates the sunburst effect of the wand of illumination, except that the golems sunburst affects only a 1" x 1" x 1" cube directly in front of it.
Weapons of +2 or greater enchantment are required to harm brass golems, and the only spell which can adversely affect one is continual darkness, which causes the golem to become rigid for one round, and negates its ability to produce the sunburst effect for 3 rounds. Note that a continual light spell will cure 4-40 points of damage sustained by the golem.
Brass golems are equal in strength to clay golems.

SHADOW GOLEM

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 70 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 9-36
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non
ALIGNMENT: Neutral
SIZE: L (16' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IX/8750

Shadow golems can be constructed by illusionists of 14th-level or higher. The process entails the casting of the following spells into an specially-fashioned obsidian statue: continual darkness, summon shadow, shades, and alter reality. Construction of a shadow golem requires two months of time and 60,000 gp.
Shadow golems are slightly malevolent in their actions and will seek to twist the meaning of their masters wishes. Therefore, care must be used in giving instructions; simple commands (i.e. stop, go, kill, take, etc.) are far more likely to be carried out without incident than are complex chains of instructions.
When completed, a shadow golem appears as a huge human composed of dull black shadowy matter. Its eyes glow a wicked-looking red.
Shadow golems can be hit only by weapons of +3 or greater enchantment. Most spells do not affect them, but continual light inflicts 3-18 points of damage, and continual darkness repairs 1d6 points of damage to the golem per level of the caster. Note, however, that shadow golems avoid the light of the sun, for that will kill them after 3 rounds of continuous exposure.
In areas of shadow and darkness, shadow golems are virtually undetectable without magical aid, and they can surprise on 1-5 (ld6). They attack as 16+ hit die monsters, and each successful hit requires the victim to save vs. spells or lose 2 points of strength.
Any character whose strength is reduced to 0 in this manner becomes a shadow. Shadow golems are as strong as stone golems.

(From "Beware the New Golems" by Jeff Martin; Polyhedron Newszine Issue 30).
 


Shade said:
31 - Composite Mummies (Crocodile, Hippo and Jackal), Tymphanix
Composite mummies resemble normal mummies, except that they have the heads of crocodiles, hippos or jackals. There are two of each type. They are unarmed save for the jackal-mummies, who carry black iron ankhs.

Composite Mummies (Crocodile): 2; AL LE; IN Low; SZ M; MV 6"; AC 3; STw 12, STs 13; HD 6+3; hp 24 each; THAC0 13; #AT 2 hands/1 bite; Dmg 1d12/1d12/2d4; XPV 1342 each.
Composite Mummies (Jackal): 2; AL LE; IN Low; SZ M; MV 6"; AC 3; STw 12, STs 13; HD 6+3; hp 21 each; THAC0 13; #AT 1 bite/1 ankh; Dmg 1d6/1d8; XPV 1318 each.
Composite Mummies (Hippo): 2; AL LE; IN Low; SZ M; MV 6"; AC 3; STw 12, STs 13; HD 6+3; hp 29 each; THAC0 13; Dmg 1d12/1d12/2d6; XPV 1382 each.

Special Attacks (All): Disease per touch (fatal in 1d6 months unless cure disease is applied; permanent loss of 2 charisma points for each month disease progresses; negates cure wound spells until cured; victim heals at 10% of normal rate); any creature seeing a mummy must save vs. spel1s or be paralyzed with fear for 1d4 rounds (+2 bonus to saving throw for humans; +1 bonus to all saves for each opponent over 6/mummy).
Special Defenses (All): +1 or better weapon to hit; immune to sleep, charm, hold, cold, poison, and paralysis; takes 1/2 damage from all magical weapons.
Notes (All): Magical fire does extra damage (+ 1/die); torch inflicts 1d3 points; holy water inflicts 1 d8 points per vial; burning oil inflicts 1d8 points per vial on the first round, and 2d8 points the second; anyone slain by mummy is permanently dead unless cure disease and raise dead are used within 6 turns; raise dead kills composite mummy unless a save vs. spells is successful. (It cannot exist in its semi-human form alive.)

---

A tymphanix, native to the elemental plane of earth, is kept here by the ettins [...] as a watchdog and an early-warning device.

"[...]Between you and the exit is a short creature that looks like a cross between a stone scorpion and a kettle drum. The gray creature clicks its pincers at you and drums its club-like tail against its top carapice, beating a warning."

Tymphanix: 1; AL N; IN Low; SZ L; MV 6"; AC 5; STs 13, STw 12; HD 7; hp 35; THAC0 13; #AT 2 pincers/1 club; Dmg 1d8/1d8/2d6; XPV 630.
Special Defenses: Immune to normal weapons; takes half damage (save for quarter) from fire, cold, and lightning attacks.
Notes: Drums on its hollow carapace to warn off strangers from its lair.



(All from "Ravager, Part 2: Lord of Dust and Death" by Jeff Grubb; Polyhedron Newszine Issue 31.)
 

DM INTRODUCTION

In this scenario, drow woodworkers have manufactured a cauldron from a bole of the Great Tree, which has the power to generate undead from any corpse placed within it. The players must capture this item and purify it, using the items given them by Uriel, to allow its use in the cause of Good.

PROPERTIES OF BOLE-UNDEAD

The skeletons, zombies and wights born of the cauldron differ in some respects from their standard undead counterparts. Skeletons have 4 hit dice, zombies have 5 hit dice, and wights have 7+3 hit dice, attacking and saving at those levels. Skeletons and zombies have low intelligence, allowing them to react rather than mindlessly following an order. Zombies have limited speech ability, akin to a magic mouth spell-they can parrot anything their commander says, up to 25 words.
Bole-undead take the same damage as the normal types (skeletons take half damage from sharp and edged weapons). They take double damage (4d4) from each vial of holy water that hits them. Clerics attempting to turn bole-undead function three levels below their actual level (a 6th level cleric becomes a 3rd level for turning purposes). Use the following table to determine when a bole is turned.

Actual Level of Cleric: 1 2 3 4 5 6 7
Bole-skeleton: 19 16 13 10 7 4 T
Bole-zombie: 20 19 16 13 10 7 T
Bole-wight: - - - 20 19 16 10

All bole-undead radiate an unnatural odor which affects animals only, causing them to panic. Horses will buck and try to throw their riders, then retreat unless the rider makes a successful save vs. breath weapon. When killed, or when the bole is purified, bole-undead decay into dust instantly.
In each group of bole-undead, no more than four will be automatically turned. Turned bole-undead return to melee 3 rounds after the original turning.

Bole-Skeleton

#APP: ..as many as required--see text
AC: 7
MV: 12"
HD: 4
hp: 26
#AT: 1
THAC0: 15
D: 1d6 (sht swd)
Mag Res: --
Sv/wand: 15
Sv/spell: 16

Bole-Zombie

#APP: ..as many as required--see text
AC: 8
MV: 6"
HD: 5
hp: 31
#AT: 1
THAC0: 15
D: 1d8 (lng swd)
Mag Res: --
Sv/wand: 13
Sv/spell: 14

Bole-Wight

#APP: ..as many as required--see text
AC: 5
MV: 12"
HD: 7+3
hp: 42
#AT: 1
THAC0: ? [there is a typo here]
D: 1d4 (dgr)
Mag Res: --
Sv/wand: 12
Sv/spell: 13
 

Special Tactics: Falafel will cast Animate Object on the torture implements. If the Vacancy is still in place, these things start moving, appearing out of thin air. The attacks are directed at magic-users, clerics, then fighters. The objects created are as follows:

2 Braziers
AC: 2
MV: 6"
hp: 12, 12
#AT: 1
THAC0: 16
D: 1d8
SA: heat (1d6 additional)

3 Whips
AC: 8
MV: 6"
hp: 6 each
#AT: 1
THAC0: 16
D: 1d4
SA: trip (1d4 additional)

3 Hot Pincers
AC: 2
MV: 6"
hp: 8 each
#AT: 1
THAC0: 16
D: 1d4
SA: heat

From Pilgrim's Pool: The Conclusion of the Maiden of Pain Series, by Robert J Blake, Anita B Frank and Rex A Zinn; Polyhedron Newszine Issue 36.
 

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