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Saturday
06Mar2010

DARK FEY

Dark Fey

  • AC 2 [17]
  • Hit Dice: 1-1
  • Attacks: 1 Bow 1d4-1
  • Saving Throw: 12
  • Special: Poison ; Move: 16
  • Challenge Level/XP: 1/45

Dark Fey are evil fairies. Like fairies, they are small (six inches) magical creatures with wings. They have small horns, protruding fangs; claws, scaly grey skin, and their wings are like bat’s wings. Their bows are poisoned, but for anything halfling sized and up it is a relatively weak poison (+4 to Saving Throw).

Dark Fey Sorcerers

  • AC 2 [17]
  • Hit Dice: 2-1
  • Attacks: dagger (1d4-1)
  • Saving Throw: 11
  • Special: Magic wand and Spells
  • Move: 16
  • Challenge Level/XP: 2/90.

Dark Fey Sorcerers have daggers, but prefer to fight with magic. Each has a tiny Magic Missile Wand with 5 charges (they can renew these wands daily), and can cast sleep, web, and lightening bolt.

In any tribe of Dark Fey there are always two Sorcerers. If one dies it takes the remaining one a matter of days to initiate another Dark Fey in the rites of their magic. If both die it takes the Dark Fey 1d6 months to rediscover the secrets of their sorcery.

Tuesday
23Feb2010

DRAKLINGS

  • AC: 5 [14]
  • Hit Dice: 1
  • Attacks: 1 Knife (1d4-1) or Trident (1d4+1) or Bolas (1d4+ special)
  • Saving Throw: 15
  • Special: Bolas (see Below)
  • Move: 12
  • Challenge Level/XP 1/20

Draklings are small (two-foot tall) Draconic humanoids. They have long snout-like reptilian faces, sharp teeth, scaled skin, and clawed hands. They use nets to ensnare small, Bolas to capture larger enemies, small tridents for throwing into water, and hunting knives for hand to hand combat. They speak Common, Draconic, Dwarvern, and Elven.

Draklings use their Bolas like normal missile weapons. If hit their victim gets a Saving Throw. If they fail the are ensared and cannot move, though they can defend themselevs (-1 to hit and dam due to being entangled). A succsesful Saving Throw means they are hit but not caught.

Tuesday
21Apr2009

Ghoul Hound 

Armor Class: 5 [15]

Hit Dice: 2+3

Attacks: 1 bite (1d8+1) + paralysis, 2 hind legs (1d6 each; see below)

Saving Throw: 16

Special: Immunities, paralysis

Move: 12

Challenge Level/XP: 3/60 XP


A ghoul hound is a war or wild dog which has been killed and partially eaten by either ghouls or other ghoul hounds. It is now undead, and may be found with as part of a pack of ghoul hounds either alone (65%), or accompanying ghouls (30%) or ghasts (5%). Its attack is a vicious bite.

On an attack roll of 20 the ghoul hound has latched on to its victim’s throat and will rake with its back legs for 1d6/1d6 damage if hits are scored.

It has all of the abilities and weaknesses of a ghoul, and is turned as a ghoul. The animal mind the beast had while living has been replaced with undead cunning, although ghoul hounds have no language save that they understand the speech (such as it is) of ghouls, and a smattering of those common commands they knew in life.

Ghoul dogs hate druids and elves (perhaps because the latter are immune to paralysis) and will attack them in preference to other foes.

Dogs (and possibly wolves) killed by a ghoul hound will rise as ghoul hounds if not properly interred.

There are dark whispers of “Ghoul Wargs”, but none has ever been reported (at least by any witness who lived to tell the tale).

(Submitted by John Middleton; art by Carl Nash)

Tuesday
21Apr2009

Glass Golem

Armor Class: 8/2 [12/18] (see below)

Hit Dice: 6

Attacks: 2 claws (1d8+1)

Saving Throw: 11

Special: Distracting Colors, Swirling Shards

Move: 6

Challenge Level/XP: 7/600


Glass golems are magical constructs created from stained-glass windows, and serve as ever-vigilant magical guardians of monasteries, libraries, and wizard’s towers. With bodies composed from numerous pieces of colored glass, these magical constructs are a lethal and serious threat to unprepared individuals.

Three times a day a glass golem can distract creatures by reflecting light off its multi-colored body. Creatures of 2 Hit Dice or less who fail a saving throw are rendered stunned and blinded by this effect for 2d4 rounds. The effect lasts for 1d4 rounds for creatures of 3 or 4 Hit Dice who fail a saving throw and only 1 round for those of 5 Hit Dice or more who do so.

Glass golems can also shatter their bodies and create a whirlwind of flying glass shards that last for d4 rounds. While the glass golem is swirling, its Armor Class drops to 2 [18]. In addition, melee attackers take 1d8 points of damage from these shards each round (half damage on a successful saving throw). Once the whirlwind is over, the shards fall to the ground and the glass golem cannot attack for one round while it reassembles itself.

(submitted by Richard Iorio II)

 

Tuesday
23Feb2010

GLOOPERS

 

  • Armor Class: 8 [11]
  • Hit Dice: 1d4
  • Attacks: 1 bite (1d4) 
  • Saving Throw: 16
  • Move:14
  • Challenge Level/XP: A/10

Gloopers are large, newt like, chaos-tainted mutated amphibians. They get their name from the ‘gloop-gloop’ noise they make as they surface for air when readying to attack. They are very aggressive carnivores.

Tuesday
23Feb2010

SHOCKFISH

Shockfish

  • Armor Class: 3 [16]
  • Hit Dice: 4
  • Attacks: 1 Shock
  • Saving Throw: 15
  • Special: Each shock does 2d6 damage (double if wearing metal armour) to anyone within 20ft that fails a Saving Throw
  • Move:16
  • Challenge Level/XP: 5/400.

These fish are bug-eyed, with translucent scales, and are about the size of a small crocodile. They discharge electric pulses into the water then feed on anything that falls pray to their shocks.

Sunday
14Jun2009

SHOGGOTH

 

  • Armor Class: 6 
  • Hit Dice: 12
  • Attacks: Pseudopods (3d8)
  • Saving Throw: F7
  • Special: Immunities, Regenerates
  • Move: 10
  • Challenge Level: 15/2900 XP

    Nightmarish congeries of self-luminous protoplasmic bubbles, forming temporary eyes and pseudopods as necessary, shoggoths are eons-old creations of the Eld, using them both as servants and as the raw material from which they fashioned many other aberrant servitors. Fortunately, these original shoggoths — true horrors! — are rare, most of them having been destroyed during the turmoil that ended the Eldritch dominion over the world. The Thulians in their latter days followed in the footsteps of the Eld and created their own shoggoths and it’s these creatures this entry describes. Eldritch shoggoths are vastly more powerful and would have correspondingly more impressive statistics.

    Shoggoths, though amorphous, generally cover a 15-foot diameter circle and can attack opponents from any direction. Attacks that roll 4 higher than the needed number (or double the number required to hit) result in the shoggoth’s enveloping its target and drawing it into its body, where it will be wholly digested in 12 rounds. Fire and electrical-based attacks do only half damage to shoggoths, as do all non-magical weapons of any sort. Shoggoths regenerate 2 hit points per round and this regeneration stops only with the creature’s death; nothing else will impede it.

(Art by Carl Nash)

Tuesday
23Feb2010

SHROOM FAIRIES

Shroom Fairies

  • AC: 9 [10] or 0[20]
  • Hit Dice: 2*
  • Attacks: Swarm Storm 1d6+1
  • Saving Throw: 12
  • Special: Immune to sleep spells and AC 0 [20] against anything but blunt weapons
  • Move: 14
  • Challenge Level/XP: 2/80

*They only have 1 HP each but the swarm attacks as a 2HD monster.

There are 2d6+6 Shroom Fairies in each swarm. They are difficult to hit with missile weapons, swords, daggers, spears, etc. but easy enough to swat out of the air with blunt melee weapons (reflected in the two AC scores). The whole swarm concentrates its attack on one member of the party (the one who picked a mushroom). They pepper their target with multiple tiny lightning bolts that do 1d6+1 damage in total.  Each Shroom Fairy only has 1HP and when the swarm is reduced to five or less individuals, they fly away. It takes a reduced swarm three months to respore enough members to form a new circle.

Wednesday
17Feb2010

Shroomenkin

 

The Shroomenkin are evil sentient fungi. Their only fathomable purpose seems to be to feed on flesh. They require only a little to sustain them so wait patiently for their prey to come to them. They feed through their roots on the decomposing flesh of their victims. Once they kill intruders Slender Shroomenkin strip the bodies and dump the unwanted possessions in a nearby cave. Then they let nature take its course and feed on the results. When bodies have decomposed they remove the bones and stack them in separate caves. No one knows why the Shroomenkin do this. They talk, but their language is indecipherable to any other living beings; even via magic. Only through the use of the gobbledegook mushrooms from F.F. 5 can anyone understand them. Of course someone under the influence of those Mushrooms can’t be understood by anyone but the Shroomenkin.

There are three types of Shroomenkin …

Slenders

  • Armor Class: 5[14]
  • Hit Dice 1+1The Slender Shroomenkin are humanoid in shape and form, with slender mushroom stalk legs, arms, torsos, and a pointed mushroom cap head. They make up the majority of the Shroomenkin. They are fast, and deceptively strong.
  • Attacks: 1 hands (1d8)
  • Saving Throw: 12
  • Special: Immune to mind control spells.
  • Move: 14
  • Challenge Level: 2/80

 

Spitters

  • Armor Class: 5[14]
  • Hit Dice: 2+1
  • Attacks: 1 spit (1d8)
  • Saving Throw: 12
  • Move: 4
  • Special: Immune to mind control spells.
  • Challenge Level: 2/80

Spitters are less mobile than the Slenders, but hardy. They spit toxic spores in a sticky liquid form. It has an effective range of 70ft. They look like stubby yellow toadstools.

Sporecerer

  • Armor Class 5[14]
  • Hit Dice: 3+1
  • Attaks: Hands (1d6) or Sporemagic
  • Saving Throw: 10
  • Move: 9
  • Special: Immune to mind control spells, sporemagic 
  • Challenge Level: 3/300.

There is only one Sporecerer per community. The Shroomenkin have a kind of primitive hivemind. In as much as they are all connected via a shared root system and spend most of their time communing and feeding. If the Sporcerer is killed the others suffer a –1 pen for all actions until a new leader is grown. They look like larger versions of the Slenders

Sporemagic

Sporecerer’s have spore based magic. The affects mimic various Magic-User spells, but are delivered via spores that they squirt into the air.

Each has four Spore spells a day.

  1. Charm Person
  2. Sleep (affects 1d4+1 HD)
  3. Hold Person
  4. Stinking cloud

All Shroomenkin are immune to the effects of these spore spells.

Saturday
06Mar2010

SPOREMEN

  •  AC: 4 [15]
  • Hit Dice: 5
  • Attacks: 2 fists (1d6)
  • Saving Throw: 10
  • Special: Squirts Spores when on fire
  • Move: 10
  • Challenge Level/XP: 5/260

Sporemen are huge and  monstrous fungal creature that were once sentient humanoids. They are incredibly strong, and though still semi-sentient their intellect is bestial. They attack on sight and fight in a berserk rage. Fire does double damage to Sporemen, but causes them to erupt in clouds of White Spores that can infect others. A remove curse cast on a Sporeman will turn them back into the person they once were.  Sporemen also revert to their original form if killed.

Anyone infected by spores must make a Saving Throw.  Anyone who makes it is fine, anyone who fails must make a second Saving Throw. Failure a second time causes the victim to froth, shake and spasm violently until they literally implode, turning their body inside out. If the second Saving Throw is made, they will still froth and spasm, but instead of imploding they will turn into a Sporeman  who will attack his former companions. A cure disease, cast at any stage of the infection, will stop the process, but once turned it will require a remove curse to return a Sporeman to their original form.

Tuesday
23Feb2010

WASSERMEN

  • AC: 7 [12]
  • Hit Dice: 1-1
  • Attacks: Bite (1d4)
  • Saving Throw: 15
  • Special: Drowning
  • Move: 14 in water 12 on land
  • Challenge Level/XP: 2/35.

The Wasssermen are a savage tribe of aquatic minions created through the sorcery. They are humanoids that are slightly smaller and more lithe than goblins. They have bulbous eyes, potbellies, flat noses, tiny ears, needle like teeth, webbed hands and feet, and scraggly matted hair all over their bodies. They spend most of their time in the water, and can hold their breath underwater much longer than most, but aren’t water breathers. They have no interest in adventurers other than to eat them and strip them of their treasures.

Unless the situation is desperate the Wassermen won’t come on to dry land and fight in melee. If attacked from range by missiles or magic, they dive deep underwater to safety. It’s only when enemies enter the water that they attack. Just two of them are able to tip over most boats and five of them can drag a character underwater long enough to drown.

The Wassermen and Drowning

Each round a player is in the water, on the Wassermen’s turn, one grapples them. The player must roll under their character’s Strength on a d20. If they succeed the Wasserman failed to grab them. If they fail the first Wasserman has their weapon hand. After that, on their turn, more Wassermen try to grab the player until there are enough of them to drown the character. On the character’s turn he can attempt to break free of one Wasserman per round with another Strength check.

Once one Wasserman has hold of their weapon hand the character can’t attack and can only try to break free from the grapple during their turn. Each turn thereafter, another Wasserman will try to grab the character until five of them take hold and drown the character.

For every Wasserman that has hold of the character there is a +1 pen on their Strength check roll. Anything larger than a dagger will be a hindrance (+1 to roll) rather than a help when fighting underwater. If the character went into the water dressed and carrying gear there are penalties to their roll …

  • +1 per 100 coins they carry
  • +1 for a shield or each weapon
  • +1 for anything other than light clothes.
  • +2 for a backpack full of gear
  • +2 for Leather armour
  • +4 for Chain
  • +5 for Plate
Tuesday
23Feb2010

WHITE WATER WYRM

White Water Wyrm

  • Armor Class: 3[16]
  • Hit Dice: 5
  • Attacks: 1 Bite (2d6)
  • Saving TThrow: 12
  • Special: Immune to poison, secretes paralysing poison
  • Move: 4 on land 16 in water
  • Challenge Level/XP: 7/600

The Wyrm is a thirty-foot long beast with huge bulging eyes that are perfectly adapted to the darkness of the cave and its waters. It has rubbery white flesh, proto-gills and lungs, diminutive fins, and semi-functional limbs. It secretes an oily substance that paralyses those that come into contact with its skin (Saving Throw vs. Poison -1) or are exposed to the water around it (Saving Throw vs. Poison +1).  It is a dangerous predator in the water, but it can, and does, waddle onto land from time to time.  

Tuesday
23Feb2010

WHITE WYRMLINGS

  • Armor Class:9 [10]
  • Hit Dice: 2
  • Attacks: 1 (Venom) 
  • Saving Throw: 18
  • Special: venom (paralyses if Saving Throw is missed)
  • Move:12
  • Challenge Level/XP: 2/50. 

Offspring of the White Water Wyrm. These vile looking things resemble aquatic tapeworms with teeth. They thrash about a single victim in a swarm. Anyone who succumbs to the paralysing venom that seeps from the Wyrmlings’ skin or from their bites will be eaten. If they are successful in paralysing a victim, they will devour him in just four combat rounds. If left to feed they will not attack anyone else. If the party tries to rescue their paralysed comrade the swarm will retaliate. If a swarm is reduced to four or less Hit Points they will swim away. 

Tuesday
23Feb2010

WIRRIES

Wirry Carls

  • AC: 8 [11]
  • HD: 1
  • Attacks: 1 weapon (1d4)
  • Saving Throw: 12
  • Move: 14
  • CL/XP: 1/15

Wirry Thanes

  • AC: 3 [16]
  • HD: 1+1
  • Attacks: 1 weapon (1d4+1)
  • ST: 12
  • Special: Rune inscribed arms and armour
  • Move: 13
  • CL/XP: 2/25.

Wirries are tiny men. They are about ten-inches high, have blond hair, that they tend to wear long and in plaits, and sport long droopy moustaches that they are very proud of. Wirry Carls are armed with a spear, a Sax dagger, and carry a shield. The elite warriors, the Wirry Thanes, wear chain hauberks, helms, carry a shield, and fight with swords or axes. Their arms and armour are inscribed with runes that effectively make them magic weapons. The women, Wirry Cows, are fair maidens who have flaxen plaited hair, large bovine eyes, and cow’s tails.

The Wirries are very friendly towards any human or demi-human visitors, but can be haughty, proud, and overly sensitive about both their stature and their women’s bovine features.