[SciFi to DnD Coversion/Perry Rhodan] The Bridge to Eternity - and more!

Knight Otu

First Post
This thread is a repost of the thread Bits&Pieces from the Perry Rhodan-Universe converted to DnD. For those unfamiliar with my first thread, I have converted - and am in the process of converting further - various bits and pieces from the german science fiction novel series Perry Rhodan so that they can be relatively easy inserted into D&D campaigns.

Here is what I have converted so far:
- The Bridge to Eternity - a transitive plane.
- The PULSE - a demiplane with various deities.
- Amulets of Immortality and Passanti - two minor artifacts.
- Enter the Bridge - A spell to reach the Bridge to Eternity.

- The Terror Worms - A CR 25 Dragon Race.
- The Horn Hoppers - The ravenous children of the Terror Worms.
- Molkex - a powerful material produced by the Horn Hoppers.

- The Arkonids - Wise and arrogant sage-warriors.
- The Báalol - Sorcerer-cultists that are capable of suppressing magic

- The Creatures of Quintatha - Dagger-throwing devils

On the old boards, I also posted various overviews about the Perry Rhodan-Universe itself. If there is any interest in seeing and/or discussing the background of the universe, I'll repost those old overviews in a seperate thread in the General Discussion forum.
 
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The Bridge to Eternity (Variant Transitive Plane)

In various places around the planes, strange, mushroom-formed structures made from a blue metallic substance can be found. Seemingly indestructable, these 110 feet high mushroom domes, as they are called, form the gates to a even more unusual structure: The Bridge to Eternity.
The Bridge to Eternity appears as a bridge made of graphit boards that hovers within the universe. Visitors can see stars, planets, galaxies and black holes, constant creation and destruction. At each end of the bridge, a foggy field awaits the traveler, through which he may reach other planes or even other material worlds. However, a traveller can only access the world that is currently visible beyond the fog. Some rare artifacts, called passanti, allow to "turn" the bridge to other domes, although some strong-willed characters can do so alone. On occasion, travellers might find a megadome, which lead to pulsating demiplanes where deities can find refuge from even more ancient beings trying to manipulate them.

Bridge Traits
Normal Gravity
Erratic Time:
Use the sample table found in the Manual of the Planes to determine the flow of time during a specific visit on the Bridge
Finite Size: The Bridge itself is certainly finite. It is 35 feet wide, and while it seems as if the Bridge stretches endlessly from each end, after about thousand steps (variing from visit to visit), the travellers reach the other side. However, the surrounding universe might be infinite, though no one would try to find out for reasons detailed below.
Alterable Morphic: But travellers rarely find any objects worth manipulating, and the boards of the Bridge are harder than steel.
No Energy or Elemental Traits
Mildy Neutral-Aligned
Selective:
Travellers who do not wear a passantum (or being specifically attuned to the Bridge) feel that they are not welcome on the Bridge, which causes them to feel uneasy and might even cause them to jump down from it. This is an unique trait of the Bridge that causes all affected beings to suffer a -2 penalty on Intelligence, Wisdom and Charisma checks while accompanied by an accepted being. If they entered the bridge without such a being, they must make a Will Save (DC 20) or jump from the Brdge, being instantly disintegrated and joining the creation process that takes place around the Bridge. The spell Avoid Planar Effects causes characters to automatically make their Will Save that would cause them to jump from the Bridge, but offers no protection from the penalty on the mental ability scores.
Normal Magic: However, no known form of magic can prevent the disintegration of anything that falls from the Bridge.

Bridge Links
The Bridge to Eternity can only be entered from the mushroom domes, and only by those who either wear a passantum, are specifically attuned to the Bridge or are under the effect of the Enter the Bridge spell. The Bridge is a transitive plane coterminous to all other planes and material worlds. However, without a passantum, most travellers can only reach that one destination that is currently linked to the other side of the Bridge if they don't want to return to their point of origin. The Bridge is said to connect all places and times via the mushroom domes, the only places from which it can be entered. A person wearing a passantum can communicate with it to cause it to turn the Bridge to a specific place that is known to the passantum or to randomly flip through the existing domes in hope to find the one the visitor searches. Stepping through the fog transports the travellers through the dome to the place shown beyond the fog.
Some particulary strong-willed beings might be able to turn the Bridge themself by willing it to do so. This requires a successful Wisdom Check (DC 25) to turn the Bridge to a random location. Turning it to a known dome by sheer force of will takes a successful Wisdom check against a DC of 30. Note that the spell Enter the Bridge grants a +5 bonus to these checks.

Bridge Inhabitants
The Bridge to Eternity has no permanent inhabitants, but several travellers utilize it. There is a 5% chance of meeting another traveller on the Bridge when it is entered. These travellers are usually humanoids from various races who somehow gained access to the bridge. Fights on the Bridge are dangerous, since any fall from the Bridge is instantly deadly if the falling combattant is not able to grab one of the boards of the Bridge (Reflex Save DC 15).

Bridge Features
Outside the Bridge, constant creation and death of stars, planets, galaxies and black holes is visible. Travellers often stand in awe of this process and some are tempted by the thought of joining this process by stepping from the safe boards of the Bridge, but most can withstand this temptation. Anything that leaves the boards and drops below them is instantly disintegrated without a saving throw, and new stars and galaxies are created in the surrounding void.
While the Bridge is usually empty when it is entered, sometimes other travellers can be met, and sometimes, strange things happen. Travellers on the Bridge have reported the following events.
Vanishing Boards: From time to time, the Bridge seems to fall into a state of disrepair, and boards go missing, forcing visitors to step over the gaps and occasionally to perform dangerous jumps.
Strange Skeletons: A few tales are heard about strange skeletons lying on the Bridge with bones that are as hard as Adamantine but still broken, and filled with an unholy life similar to undead that causes body parts to attack the unwary traveller. These skeletons are of humanoid form and belong to creatures with a size of 8.3 feet.
The Black City: At rare times, the Bridge seemingly locks itself to a mushroom dome that stands before a city with huge, black towers. The inhabitants of the city, 8.3 feet high humanoids, then start an attack on the travellers of the Bridge, first throwing knifes which pass through the dome onto the Bridge. These knifes are flying, animated objects filled with a destructive force similar to the skeletons. If the travellers are lucky, the Bridge manages to turn away during the charge, and they life to tell their story. Otherwise, the humanoids enter the Bridge. No one ever heard of a person who survived such an attack.

You can see a picture of the Black City here
 

The PULSE, a sample pulsating demiplane

Pulsating demiplanes are a rare form of demiplane where deities of a higher rank than greater god - hereafter called the "High Powers" - have no power or influence. This makes them interesting places of refuge for deities that know of these entities and of their manipulation of lesser gods to follow their will. Due to their rarity, however, few deities utilize them, and when they do, they often do so in groups. The PULSE is one such demiplane, and it is the home of six deities.

The PULSE has the following traits:
No Gravity:
The PULSE is a mostly empty space without any celestial bodies except for the megadome, the virtual ships, and the flat world that is the home of the Wanderer. These places, however, have normal gravity.
Normal Time
Finite Size:
The PULSE has a diameter of 0.82 light years. Anything except a virtual ship that tries to move further leaves the pulse into a destructive mixture of energies, the Cauldron
No Energy or Elemental Traits
Mildy Good-Aligned
Normal Magic:
However, deities of higher status than greater god cannot use any spells, spell-like abilities or supernatural abilities while in this plane, nor can they affect the plane in any way.

PULSE Links
The PULSE can be reached in two ways: Over the Bridge of Eternity, or through the Cauldron, a place in the Material Plane where several suns collided, the event which created the PULSE. Only the virtual ships are capable to survive the energetic chaos (12d6 of each energy type plus positive, negative and force energy per turn, for ten turns) of the Cauldron to enter and leave the PULSE.

PULSE Inhabitants
The most powerful inhabitants of the PULSE are six deities, which made their home on a flat world called Wanderer, after the deity who created it. These deities are:
The Wanderer (Greater God): A trickster and a protector. The wanderer has been a main deity of humans and other humanoids in ages long past, giving them gifts where needed, including Amulets of Immortality, and punishing those who tried to use his gifts for evil purposes with sometimes cruel tricks. He created a flat world -which is also called Wanderer- which travelled the various worlds of the humans before retreating into the PULSE after recognizing the power that the High Powers had over him. Nowadays, he rarely finds the time to aid the humans, and he is almost forgotten in many worlds. However, his Avatar, an old man calling himself Peregrin, can be seen on occasion. His symbol is an old man with a dove or a spiral. His alignment is neutral good. The domains he is associated with are Good, Protection, Travel and Trickery.
Void (Intermediate God): Void is an enigmatic being that appears as a huge cube of nothingness, but on some planes, he is revered as a keeper of knowledge and magic that would harm all living beings if he would allow it's use. His philosophy is shared by the dwarves, who often distrust mages. His symbol is a black cube. His alignment is lawful good. The domains he is associated with are Good, Knowledge, Law and Magic
Aeolis (Intermediate God): Appearing as a glowing sphere that emits psionic rain, Aeolis is a god of the sea and inventive people, and as such is revered by many gnomes. The Baolin-Nda, a race that originally revered him was once oppressed and finally almost totally made extinct by servants of the High Powers. His symbol is a golden sphere. His alignment is neutral good. The domains he is associated with are Craft (Knowledge)*, Good, Protection and Water.
*Craft is a domain from the FRCS. If you have no access to it, use the Knowledge domain instead.
Nisaruu (Intermediate Goddess): Nisaruu is a very peaceful deity with strong ties to sand. Appearing as a complicating knot, she was born when the Wanderer defeated an evil god. Her symbol is a knot. Her alignment is neutral good. The domains she is associated with are Earth, Good, Healing and Protection.
Changeling (Intermediate God): Constantly changing his form, Changeling is a deity that houses great knowledge about the races of various worlds in a town called Sarkamanth. He revels in trickery that seems destructive at first glance, but allows for even greater good in the aftermath. His symbol is a cloak in which several masks can be seen. His alignment is chaotic good. The domains he is associated with are Chaos, Good, Knowledge and Trickery.
The Star of Baikolt (Intermediate God): The Star of Baikolt appears as a star consisting of fourteen black obelisks surrounding a gleaming sphere. He is a god of the sun, and also a bringer of knowledge and protector of the needy. His symbol is a star with fourteen rays. His alignment is neutral good. The domains he is associated with are Good, Knowledge, Protection and Sun.
Other inabitants of the PULSE are the captains of the eighteen virtual ships, the shapers and the sun worms.
The captains of the virtual ships are good-aligned high-level characters from various races, kept alive over the millenia by the magic of the ships.
The shapers, worshippers of Void, are intelligent asteroids which can leave their bodies behind to influence other creatures to do good. The shapers that live in the PULSE herd the sun worms.
The sun worms are colossal wormlike creatures who long ago served as intelligent ships before falling into madness, killing their masters and destroying their world. They were captured by followers of the Star of Baikolt as they were about to destroy another world by leeching away it?s energy, and transported into the PULSE, where they keep it from exploding by leeching away excess psionic energy that constanly is created within the PULSE.

PULSE Features
Wanderer: The flat World Wanderer is the home of the six deities that found refuge within the PULSE. It consists of mirrored features of worlds on which humans live. The Wanderer himself lives in a place called the Machine Town, while physical projections of humanoids, animals and other beings wander the face of the world. At some times and places, the Wanderer shows his strange sense of humor by causing the projections to repeat great battles that the humans have caught themselves in.
The Megadome: The Mega-Dome hovers in the center of the PULSE, 69 miles high, with a diameter of 15 miles at it's foot, and a hat measuring 22 miles at it's bottom. Just below the hat is a balcony that allows access to the Bridge to Eternity. Atop of it's hat lies a seemingly abandoned city that the deities have named Port Erevintage. No one, not even the six deities, know who lived, or maybe even still lives, in this strange city.
The Virtual Ships: While they seem to be normal ships, the eighteen virtual ships are actually powerful artifacts that not only have the power to fly, but also are intelligent. They protect their passengers and captains with a constant Avoid Planar Effects spell, and the captains are made immortal by an effect similar to an Amulet of Immortality (Although they don't age if they leave the ship). Anything aboard a ship and the ship itself is totally unaffected by fire. Created by the Baolin-Nda shortly before their destruction, they are specifically designed to survive the energetic chaos of the Cauldron, so they cannot access other places where powerful energies abound, unless it is fire.

Conversion Notes: I've changed some of the names to fit more into a fantastic theme: The Wanderer is usually called IT (but IT has been called the Wanderer, too), Void is actually called Zero, and Aeolis is an abbreviated form of Branched Channel of the Aeolic Gate (ouch!)
 

Minor Artifact - Amulet of Immortality: These powerful amulets, which usually take the form of eggs made from a blue metal, were gifts to several servants of good granted by the Wanderer and other deities. They have the following abilities:
Anyone wearing an Amulet of Immortality stops aging and cannot be magically aged. He suffers no ability penalties for aging, but any penalties he may have already suffered remain in place. Bonuses due to aging still accrue.
The wearer is immune to poison and disease, and gains a +5 bonus to saves against death effects.
The wearer's natural healing rate is doubled.
The wearer's need for sleep(or trance or similar states), food and water is halved.
When a wearer looses his amulet, he has 62 hours to retrieve it, since he starts to age rapidly as his body lives through the years he missed. For people who wore an Amulet only for a few years, this is not much of a problem, but most wearers have lived centuries longer than their normal lifespan and thus die after the 62 hours have expired.

Minor Artifact - Passantum: Passanti are artifacts that allow more or less full control over the Bridge to Eternity. They are, in active form, black wristbands. Passanti that are not active appear as small, black eggs. Passanti are intelligent (Int 18, Wis 17, Cha 17, Ego 16), and can have any alignment. A Passantum allows the possessor to freely enter the Bridge from any mushroom dome as well as to turn the Bridge to any mushroom dome it or the wearer knows, or to a random dome. Also, a wearer of a Passsantum is not subject to the Selective trait of the Bridge. It can communicate telepathically with it's wearer. If the Passsantum feels that it?s wielder tries to use it for a purpose opposite to it's alignment, it will try to control it's wearer and force it to follow it's own purpose. If it fails to do so, it contracts and heats itself and turns itself inactive, severing the wearer's hand, which deals 3d6 points of damage. It won't serve a person whose hand it has severed.

New Spell - Enter the Bridge: Some resourceful spellcasters who know of the Bridge, but could not obtain a Passantum (or lost their hand in doing so) have researched a spell that not only allows access to the Bridge, but also allows a limited amount of control over the Bridge.

Enter the Bridge
Transmutation
Level:
Clr 6, Sor/Wiz 7
Components: V
Casting Time: 1 action
Range: Touch
Targets: Up to one touched creature/four levels
Duration: 2 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell can only be cast within five feet of a mushroom dome and allows the target creatures to enter it and reach the Bridge to Eternity. This can be a perilious travel, as the Bridge is selective on the beings it wants on the Bridge and lets travellers know whether they are welcome or not in particulary harsh ways. In addition to allowing access to the Bridge, the caster is capable of turning the Bridge more effectively than he normally, giving him a +5 bonus to the Wisdom check to master this otherwise nearly impossible task. Note that this spell does not grant any protection from the Selective trait of the Bridge, not even for the caster.

Conversion Notes: The Enter the Bridge spell does not exist in the Perry Rhodan-Universe, but I am sure that resourceful spellcasters could find a way to enter the Bridge without a Passantum.
 

The Terror Worms

Terror Worm
Colossal Dragon (Electricity)
Hit Dice:
40d12+360 (620 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft., burrow 20 ft., swim 20 ft.
AC: 47 (+1 Dex, -8 Size, +44 natural)
Attacks: 2 great claws +48 melee, 4 small claws +42 melee
Damage: Great claws 4d8+15, small claws 4d6+7
Face/Reach: 30 ft. by 30 ft.(coiled)/ 15 ft.
Special Attacks: Breath weapon, frightful presence, spell-like abilities, crush
Special Qualities: Leap, damage reduction 40/+5, energy resistance, immunities, blindsight (360 ft.), keen senses, burrow
Saves: Fort +31, Ref +23, Will +26
Abilities: Str 41, Dex 12, Con 29, Int 17, Wis 18, Cha 18
Skills: Bluff +44, Concentration +49, Diplomacy +46, Intimidate +46, Jump +65, Knowledge (Terror Worms) +43, Listen +46, Search +43, Spot +46
Feats: Alertness, Improved Initiative, Weapon Focus (great claws)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 20
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: 41-80 (Colossal)
Terror Worms are catterpillar-like dragons whose violet bodies are 70 feet long and 10 feet in diameter. At the front of their body sits a ball-shaped head with a diameter of 4.5 feet. It has two keen eyes, and below a mouth that sends out deadly lightning bolts. Two small pincers each at the top and the bottom as well as two larger pincers growing from behind their head allow melee attacks. It's nearly unpenetratable hide makes them virtually unkillable. They usually move by coiling themself like a spring and leaping through the air, but if neccessary, they can swim, crawl or burrow.
Terror Worms are intelligent and usually peaceful creatures. However, their unwritten laws demand that no one shall ever learn of their intelligence, and thus they act as if they were wild beasts with limited intelligence. Their legends say that they were born from a titanic monstrosity devouring entire worlds, and they believe that it will be reborn if their intelligence ever becomes common knowledge. Only a few sages know about the worms' intelligence, and that they are indeed relatives of the true dragons.
When a Terror Worms has lived about 500 years, it burrows a deep and complex tunnel system in an area with as little life as possible, and lays it's eggs - about 1000 to 1500 - and then dies. After 600 years, these eggs hatch into the dreadful Horn Hoppers. While they usually don't leave the area where they hatched, they destroy everything in this area, turning it into a desolate wasteland covered by a powerful substance known as Molkex. From this substance, one or two new Terror Worms are born. The hide of these young Terror Worms is not yet as hard (AC 25, damage reduction 30/+3, energy resistance 30), but over the next day, it hardens into it's normal state. Usually, a few flakes of Molkex remain, which can be utilized with the help of an expensive alchemistic formula and turned into weapons or armor.
Combat
If forced to fight, Terror Worms usually utilize their devastating breath weapon and keep out of melee, but if a foe is immune to electricity, they are quick to leap into melee - literally.
Breath Weapon (Su): Terror Worms have one type of breath weapon: a line of electricity that is 5 feet wide and high and 180 feet long. The breath deals 28d6 points of electricity damage. Creatures caught in the line may attempt a Reflex Save (DC 39) for half damage. Once a Terror Worm breathes, it can't breathe again until 1d4 rounds later.
Frightful Presence (Ex): A Terror Worm unsettles foes with it's mere presence. The ability takes effect automatically when the Worm attacks or charges. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 40 HD.
A potentionally affected creature that succeeds at a Will save (DC 34) remain immune to that Terror Worm?s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rouds and those with 5 or more HD become shaken for 4d6 rounds. Terror Worms ignore the frightful presence of other dragons.
Spell-like Abilities (Sp): At will - Sending; 1/day - Demand; Constant: True Seeing. These abilities are like the spells cast by a 20th level sorcerer.
Crush: A jumping Terror Worm can land on opponents as a standard action, using it's whole body to crush them. Crush attacks are only effective againts Large or smaller creatures.
A crush attack affects as many creatures as can fit under the Worm's body. Creatures in the affected area must succeed at a Reflex save against DC 39 or be pinned, automatically taking bludgeoning damage during the next round unless the Worm moves off them. If the Worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don't escape.
A crush attack deals 4d8+22 points of damage.
Leap (Ex): Terror Worms get a +10 racial bonus to Jump checks and have no maximum jump distance. Calculate their jump distance as though they were performing a running jump.
Energy Resistance (Ex): The extraordinary tough hide of the Terror Worm gives it cold, fire and sonic resistance 60.
Immunities (Ex): In addition to the normal dragon immunities, a Terror Worm is immune to electricity, acid and all effects that would allow a creature to directly determine the Terror Worm's intelligence.
Keen Senses: A Terror Worm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.
Burrow (Ex): Terror Worms can burrow through rock at a speed of 10 feet per round, and through metal at a speed of 5 feet per round.
 

Molkex - Special Material

Molkex is a very hard material produced by the division and death of the Horn Hoppers. It cannot be worked unless it is first treated with and kept in a special alchemistic liquid which costs 10000 gp and requires an Alchemy check with a DC of 35 to make. Once the Molkex is removed from the liquid, it hardens within one hour and cannot be worked again unless a Wish or Miracle level spell is cast especially for this task. However, as long as it is soaked in the liquid from time to time, it can be worked indefinitely. It's incredible hardness allows the creation of armor that offers more protection, although at very high costs.
An armor or shield made from Molkex doubles it's armor bonus and can still have a magical enhancement bonus. For example, a Molkex full plate would have an armor bonus of +16, and could still have a stacking enhancement bonus of +1 to +5, like normal armor. In addition, light armor grants energy resistance 5, medium armor grants energy resistance 10 and heavy armor grants energy resistance 15. This works like a combined acid, cold, electricity, fire and sonic resistance.
Armor fashioned from Molkex are treated as masterwork items.
Molkex has a hardness of 40 and 80 hit points per inch of thickness.
The boni derived from Molkex don't work in an anti-magic zone.
Code:
[color=white]
 Item                            Market Price Modifier 

 Shield                  +(Old Armor bonus squared)*1500 + 1000 
 Light Armor             +(Old Armor bonus squared)*1500 + 2000 
 Medium Armor            +(Old Armor bonus squared)*1500 + 3000 
 Heavy Armor             +(Old Armor bonus squared)*1500 + 4000 
[/color]
Conversion Notes: Molkex is a very strange material - in the Perry Rhodan-Universe, it is some kind of "mutated" anti-matter, and would propably be similar in the D&D-cosmology, so I decided that anti-magic takes away the boni that are granted by Molkex.
 
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The Horn Hoppers

Horn Hopper Swarm
Medium-Size Aberration
Hit Dice:
4d8+16 (34 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., burrow 20 ft., swim 20 ft.
AC: 19 (+4 Dex, +5 Natural)
Attacks: Acid spray +7 ranged touch
Damage: Acid spray 4d6 acid
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Acid spray
Special Qualities: Leap, damage reduction 30/+3, energy resistance, immunities, blindsight (30 ft.), burrow, division, swarm
Saves: Fort +4, Ref +6, Will +7
Abilities: Str 1, Dex 18, Con 19, Int -, Wis 16, Cha 2
Skills: Jump +18, Listen +7
Climate/Terrain: Any land and underground
Organization: Swarm (1-10)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: -
Horn Hoppers look like tiny Terror Worms without eyes and great pincers. They are 4.5 inches long and have a diameter of 1 inch. Their heads measure 1.5 inches in diameter. These ravenous creatures devour everything that they can find within the area that they hatched in, though no one knows how this area is defined. During their rampage, they multiply by dividing themselves and leaving a strange substance behind, called Molkex. Once every inch of land in the area is covered in Molkex, the Horn Hoppers die and turn to Molkex themselves.
Combat
Horn Hoppers attack anything that seems edible to them (and that means everything!) with their acid spray and devour the remains.
Acid Spray (Ex): Horn Hoppers can spit their acid up to a maximum of 30 feet, with no range increment. Anyone hit by the acid must succeed at a Fortitude save (DC 16) or suffer the same damage again next round.
Leap (Ex): Horn Hoppers get a +10 racial bonus to Jump checks and have no maximum jump distance. Calculate their jump distance as though they were performing a running jump. Horn Hoppers use their Dexterity modifier for Jump checks instead of their Strength modifier.
Energy Resistance (Ex): The extraordinary tough hide of the Horn Hopper gives it cold, electricity, fire and sonic resistance 30.
Immunities (Ex): Horn Hoppers are immune to acid, as well as mind-affecting, sleep and paralysis effects.
Burrow (Ex): Horn Hoppers can burrow through rock at a speed of 10 feet per round, and through metal at a speed of 5 feet per round.
Division (Ex): Each turn, a Horn Hopper swarm heals 1/10 of it's current hit points as it's members divide themselves. If a Horn Hopper swarm has reached it's normal maximum, it continues to gain hit points until it reaches double it's normal hit points. At that time, it splits itself into two separate swarms, with normal hit points each.
Swarm (Ex): Horn Hoppers attack and move as a swarm. The swarm moves as a unit and is treated as a single creature for the purpose of spell effects. The Horn Hoppers' small size allows the swarm to pass through openings as small as two inches in diameter. The swarm cannot be effectively grappled, bull rushed, or otherwise physically constrained so long as an opening two inches in diameter remains.
 

The Arkonids

Arkonid
Medium-Size Humanoid (Arkonid)
Hit Dice:
1d8 (4 hp)
Initiative: +2
Speed: 30 ft.
AC: 15 (+4 chain shirt, +1 small shield)
Attacks: Longsword +2 melee
Damage: Longsword 1d8
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Qualities: Arkonid traits
Saves: Fort +2, Ref +0, Will +1
Abilities: Str 10, Dex 10, Con 11, Int 13, Wis 13, Cha 8
Skills: Knowledge (Any) +4, Listen +3, Spot +3
Feats: Weapon Focus (longsword)
Climate/Terrain: Temperate and warm lands
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), khasurn (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains and 1 khasurn master of 10th level) or dagor school (11-20 1st-level monks plus 4 3rd level students plus 1 5th level teacher)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Arkonids are often regarded as sage-warriors, as they seem to excel at both crafts. They tend to be honorable and wise, but also arrogant and militaristic.
They look much like humans, except for their long, white hair, red eyes and pale skin that lets them seem to be albinos. On average, they are 6 feet high, and their head is slightly longer than that of a human. Instead of ribs, they have rib plates.
There are three main paths that an arkonid might go: The path of the sage, the path of the warrior, and the path of the dagorista (Dagor knight), which combines the former paths into an unique blend of martial arts and wisdom. Almost all arkonids benefit from a so-called logical mind, an inner voice that analyzes the situation the arkonid is in and gives more or less helpful tips regarding this situation.
Arkonids speak satron (the arkonid tongue) and Common.
Combat:
In battle, arkonids use their often superior tactics and their logical mind ability to great advantage. Arkonids are known to use psychological warfare as well as physical. They favor swords of all kinds.
Arkonid Traits (Ex): Arkonids benefit from a number of racial traits.
>>> +1 racial bonus to all Knowledge checks.
>>> Logical Mind: +2 racial bonus to Initiative checks, and +2 to checks to remember something
>>> Proficient with all Large or smaller martial(not exotic) swords.

Arkonid Society
Arkonids usually live in monarchic empires, divided into noble families (khasurn) and common folk (essoya). The emperor (zhdopanthi (highest noble), also called tai moas (great one) or begam (military leader)) rules supreme, and he appoints a gos'athor (crystal prince) as his successor. Most emperors strive to recreate the glory of the long lost tai ark'tussan, the great empire of Arkon. Currently, the huhany'tussan (divine empire) comes close to this dream, but it is mostly built on tyranny, first by the emperor Bostich, later by the evil demigod Soulspring.
Most arkonids once where worshippers of the Wanderer, a benevolent and peaceful deity, but they betrayed the peaceful nature of their patron and fought ceaseless wars. While some arkonids, especially the good-aligned dagor knights, still revere the Wanderer, most arkonids have turned to either Heironeous or Hextor. Another imporant god that is worshipped is Wee Jas. Her servants, the female arkanta are often multiclassed cleric/sorcerers, but there are also single-classed clerics and sorcerers among them. They mostly live in the hidden necropolis of Hocatarr. While they uniformly regard the resurrection of the dead as an abomination in the natural order, the arts of necromancy are sometimes practiced among them.
The dagor knights are a mostly lawful good order consisting mainly of monks and paladins, although multiclassed fighter/monks, ranger/monks or paladin/monks do exist. They see their role as protectors of the weak, keepers of old legends and warriors for good and justice. They draw upon an ancient power they call zhy (transcendent light/supernatural fire) for their supernatural powers. According to the legends, they were founded by Tran-Atlan, the Bard and Swordfighter, one of the Twelve Heroes.

Arkonid Characters
An arkonid's favored class is fighter. Arkonid leaders are often fighters, monks or paladins. Female arkonids often advance as sorcerers, becoming fam zhy, women of fire. If Oriental Adventures is used, arkonid characters may choose either fighter or samurai as their favored class. The level adjustment of arkonid characters is +0.

Conversion Notes: - The Logical Mind ability of the Arkonids is slightly changed from the descriptions in the novels: For most arkonids, it is dormant. Nobles, however, can take a series of tests to allow the awakening of the logical mind, which provides prefect recollection.

The deities that are revered by the arkonids depend on the setting. For the Core (Greyhawk) cosmology, use the three gods described above. Some other Greyhawkian gods that are found in the LGG can be used, too, especially those of a lawful nature. For a Forgotten Realms campaign, the most logical choices would be Tyr, Bane and Kelemvor, and for a Scarred Lands campaign, Corean, Chardun and Nemorga, as well as Hedrada, would be the most likely choices.
 

The Báalol

Báalol
Medium-Size Humanoid (Báalol)
Hit Dice: 1d8-1 (3 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+3 studded leather, +1 small shield)
Attacks: Longsword +0 melee
Damage: Longsword 1d8-1
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Psionics
Special Qualities: Báalol traits, SR variable
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 8, Dex 10, Con 9, Int 11, Wis 12, Cha 15
Skills: Bluff +5, Diplomacy +5, Knowledge (Arcana) +1, Listen +3, Spot +5
Feats: Alertness
Climate/Terrain: Any land
Organization: Solitary, team (2-4), cult (11-20 plus 2 3rd-level sorcerers and 1 leader of 3rd-6th level),
Challenge Rating: 1 (I'm leaning towards 2).
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Often called antimages, the báalols are a highly organized race with a nation that is actually a cult.
Báalols appear very much like humans or arkonids, and share the rib-plates that the latter possess. They usually wear long, richly decorated robes to notify their status within the cult. They live among humans, arkonids and other humanoid races, although a bit outside of their settlements, in often vast temples to Báalol, a being they claim to be their patron. They welcome others to join their cult, but only "true" báalols may become priests.

Combat:
Báalols shun direct confrontations, and prefer diplomacy. If forced into combat, báalols usually rely on their psionic ability to suppress magic and on their spell resistance. Báalol sorcerers frequently congregate to ritually cast spells together to enhance them (you may want to use either the ritual magic rules that can be found in Relics and Rituals, or any other type of ritual magic rules that you have).
Psionics (Sp): At will - Antimagic Field. This ability is as the spell cast by a sorcerer of the báalol's class level. If confronted with stronger magic, they can focus their power into a Mordenkainen's Disjunction effect. This is the same as the spell of the same name, except that it cannot destroy artifacts. If they do focus their power into a Disjunction effect, they cannot use their Antimagic Field power for 48 hours.
Báalol Traits (Ex): Báalols benefit from a number of racial traits:
>>> +2 racial bonus to Bluff and Diplomacy checks.
>>> Spell resistance equal to 5 + character level.
>>> +2 racial bonus on Will saves against mind-affecting effects.
>>> Spellcasters may add metamagic feats on the fly to any Abjuration spell they cast. The total bonus to the spell's level may not exceed 1/5th of the character's spell-casting level. The modified spell doesn't take longer to cast than normal, and the Quickened Spell feat can be applied in this manner for the usual effect. They do not need to know the metamagic feat in question, but must fulfil the prerequisites normally associated with the feat.

Báalol Society
Almost all báalols are part of the so-called Báalol-Cult, officially devoted to a being named Báalol, though the identity of this being is a mystery to all sages. Many sages suspect that it is a high-ranking devil, such as Baalzephon, Baalzebul, Belial or Bel, while others think that Báalol is an actual deity, and a third group believes that Báalol is nothing but an invention of the Báalol-Priests. The cult itself is led by the High Báalol, the most powerful and cunning priest-sorcerer.
The cult frequently plots the enslavement of the other humanoid races, which they view as decadent and unfit to rule themselves. As such, they sometimes ally themselves with beings like illithids and aboleths, but just as often they battle these creatures as their goals - because of being the same - usually conflict.
To achieve their goals, báalols frequently use spells, brainwashing, drugs and other insidious tactics to make their victims - usually high ranking officials - dependant on them. At the same time, they make sure that they do not attract the attention of anyone who might be opposed to their goals - which is almost everyone.

Báalol Characters
A báalol's favored class is sorcerer. Despite their claims, most are not divinely led, nor are their powers divine in nature. Few Báalol choose to become clerics. Those that do may choose from the Evil, Law, Magic and Protection domains, but the source of the divine powers of these clerics is open to speculation. The level adjustment of báalol characters is +2 (though i'm leaning to +3).

Conversion Notes: The báalol's power to empower protective fields and anti-detection equipment has been given broader application (with the full array of the Abjuration school), and at the same time, been weakened.
While I would love to create a version for "true" psion báalols, the division of psionic powers into six disciplines does not include a discipline that is focused on protection and foiling of detection - the powers that correspond to the spells in question are spread among the disciplines of Psychokinesis, Clairsentience and to a lesser extend, Telepathy, so there seems to be no easy way to describe this ability.
 

More links to artwork if you can!

Hi Knight Otu mate! :)

Just a quick observation, I loved the cover illustration showing the Black City, if you can find any others be sure to post the links. ;)

Also what was the spear head that was flying past Perry Rhodan (?) made of? Wasn't Molkex was it!?
 

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