MISCELLANEOUS CREATURES |
Creature
| Basics
| Attacks | Attributes
| Powers
| Abyssian Red Dragon
| HD: 60 | mv: 12 Armor: 9 (7) To-hit: +5 bite (10), 2x claws (5) or breath (20)
| +8 saves, strong x6, immune to fire, wings, magic
level 40 (80 MP)
| (only lower level spells, like lightning bolt, dimension
door, haste etc.)
|
Immense and sleek red dragon
| Heuceva
| HD: 2 | mv: 10 Armor: 5 (3) To-hit: +1 bite (1+disease)
| immune to mind, disease
| Shapeshift (3/day)
|
These strange irondogs travel in numerous bands. A bite causes a
rotting disease, inflicting 1 point of disease damage each turn until
cured. Multiple diseases have no effect.
| Hydrodaemon
| HD: 16 | mv: 14 Armor: 7 (5) To-hit: +3 2 or 4x claws (1), bite (1 +energy drain 4)
| +3 saves, unholy, non-breathing, night vision, immune to
mind, poison, aging, disease, resistant to acid, cold, fire, magic
| Detect Invisible (a/s), Invisiblity (a/s), Telepathy (a/s),
Dimension Door (s), Darkness (a/s), Water Walking (s), Daemon Gate
(4+)
|
These frog-alike 3 meter daemon creatures mainly live in river
Styx. In combat, they may once per 5 turns make a great leap, raking
with all 4 claws. Water walking allows hydrodaemon to float on water.
A daemon gate is identical to demon gate, but brings
another hydrodaemon.
| Shadow Demon
| HD: 8 | mv: 12 Armor: 8 (5) To-hit: +3 3x slash (2)
| +1 saves, immune to fire, cold, lightning,
resistant to magic, mind, polymorph
| Almost invisible, armor 10 against those not seeing
invisible, regenerate 1 health/turn
|
A leaping shadow, not actual demon
| Tarrasque
| HD: 80 | mv: 8 Armor: 9 (8) To-hit: +5 bite (8), 4x slash (4), tail (2 +stun, ignore armor) or
trample (3d6)
| +10 saves, terror, strong x5, immune to fire, mind,
poison, disease, resistant to aging, death.
| Reflect all bolts, Regenerate 1 health at 4+ per turn
|
A huge reptile horror. Bolts normally reflect back to
caster on a d6 roll 4+. Can rush once a while with great speed.
Tail stun save is at -4.
| |
UNDEAD, MAJOR More powerful undead creatures.
General attributes: night vision, unholy, non-living. | Skeletal undead are immune to cold, lightning and piercing, and resistant to polymorph. Incorporeal undead are immune to cold, mind, impaling and polymorph, resistant to physical. They see invisible and feed on death. Creature
| Basics
| Attacks | Attributes
| Powers
| Death Knight
| HD: 14 | mv: 10 Armor: 8 (5) To-hit: +3 2x weapon (2)
| +2 saves, scaring, strong, immune to turning, mind,
resistant to cold, lightning, piercing, magic.
| Detect Magic (a/s), Wall of Ice (a/s), Dispel Magic
(a/s, 2/day), Power Word, any (a/s, 1/day), Fireball (power 14, 1/day),
Demon Gate (3+, 2/day), Reflect Spells
|
Horrific undead creature. Any a/s power is 'at will,
silent'. Any spell directly cast at it is reflected back to caster at
d6 roll 5+ before any other tests. The demon gate works as the same
demonic attribute, and if successful, brings one type I-VI demon.
| Demilich
| HD: 10 | mv: - Armor: 8 (8) To-hit: +2 see below (ghost manifestation touch, aging 2 +
1 per 10 energy levels, ignore armor)
| +4 saves, immune to almost everything (see below)
| Manifestation, Howl, Soul Drain, Curse
| Remains of the master lich long gone.
When the remains are first encountered, the dust will rise up as a
ghost. However, this ghost is completely immune to any damage or
effects, building up energy levels for each potential damage inflicted
on it or spell cast, with energy equal to power of the spell. These
energy levels increase the damage caused by the touch of the ghost
manifestation, and are lost at the rate of one level per day if left
undisrubted. | If the skull of the demilich is touched, it will rise into air. During its next action, it will howl, forcing all creatures within 10 meters to save vs. death at -1 or become permanenly slain and forever gone. In next round, the demilich will suck the soul of the most powerful creature within 10 meter to one of its teeth gem. This can be avoided only with some kind of magical resistance. It will then descend, satiated. It can suck up to 5-8 souls, and after they are full or no creatures can anymore be affected, it will start to curse. There is no save against this curse, and its effects surpass any normal curse, with typical curses being: Never succeed in saving throw, opponents always hit in combat, always loses all treasures gained. This curse can only be removed with Bless, no typical Remove Curse affects it. The skull of the demilich can only be affected or destroyed with following ways: Holy blade or similar weapon does 1 point of damage to it. Any other physical attack does one point of damage of a d6 roll of 6, regardless of actaul damage done. Forget spell will cause it to sink without howling, sucking a soul or cursing. Banish (or Banish Evil) will deal 1 point of damage to it, as will Holy water thrown at it. Disintegration and Negate Magic each does 2 points of damage. If the skull is destroyed, all trapped souls must save at -1. Those failing are forever gone, but other souls can be savlaged by crushing the gem with suitable body within a few meters. Unless the reminas of the skull are sprinkled with holy water, the creature will reform over 1-10 days. Ghost
| HD: 12 | mv: 8 Armor: 5 (5) To-hit: +2 touch (aging 8, ignore armor)
| +3 saves, scaring, incorporeal, ethereal, immune to
lightning, fire
| Possess (1/hour, target must be within 5 meters and fail
save vs. magic at -2)
|
An apparition of an evil dead person. When first seen,
causes 4 points of aging damage unless save vs. fear at -4 succeeds.
Possessed creature is controlled b ythe ghost unless banished with
Banish. Any creature killed by a ghost is forever gone.
| Lich
| HD: 15 | mv: 10 Armor: 7 (5) To-hit: +2 2x weapon (1) or touch (see below, ignore armor)
| +3 saves, mental, skeletal, resistant to turning,
see invisible, magic level 20 (30 MP)
| Dimension door (silent), Detect Magic, Death Touch
|
Terrific undead magician. The touch is either cold (d6 1-4)
causing 3 damage and paralyzation unless save vs. cold at -2 succeeds,
or (5-6) disintegration 2 points.
| Lich, Master
| HD: 30 | mv: 10 Armor: 9 (5) To-hit: +4 4x weapon (2) or touch (see below, ignore amor)
| +6 saves, mental x2, strong, skeletal, resistant to turning,
see invisible, magic level 30 (70 MP)
| Dimension door (silent), Detect Magic, Death Touch
|
Terrific great undead magician. Touch as with lich, but
causes either 6 cold damage with -4 to save, or 4 disintegration.
| Mummy
| HD: 8 | mv: 6 Armor: 5 (5) To-hit: +1 fist (1+disease)
| +1 saves, scaring, mindless, immune to cold, paralyzation,
piercing, resistant to physical, see invisible
| -
|
A horrific wrapped creature. Any hit causes rotting disease
which is fatal in 1-6 months and prevents all magical or non-magical
healing.
| Skeletal Warrior
| HD: 8 | mv: 12 Armor: 7 (4) To-hit: +4 3x big weapon (2)
| +2 saves, strong, mindless, skeletal,
immune to petrification, turning and magic, see invisible
| -
| Very rare fast undead creature.
| Son of Kyuss
| HD: 5 | mv: 8 Armor: 4 (4) To-hit: +1 claws (1+worms)
| +1 saves, strong, mindless, immune to piercing,
resistant to cold, lightning, see invisible
| regenerate 1 health level per turn
| A rotting zombie, with multiple
worms crawling in eye sockets and other places. Any target hit is
infected with worms on a d6 roll 4-6, which burrow deep into body and
toward brains, and cause d6 physical damage each turn. Worms are
killed with any disease curing spell or by 2 fire damage to subject.
For each infection after the first, add +1 for damage.
| Wraith, Giant Horror
| HD: 20 | mv: 8 Armor: 5 (5) To-hit: +3 3x swallow (or touch energy drain 2, ignore armor)
| +3 saves, incorporeal, resistant to fire, fly
| Aura of Fear, regenerate 1 health/turn
|
A huge dark misty cloud of glowing red eyes. Any target hit is
swallowed, and is damaged for 2 cold and 4 energy drain each turn
until dead. The creature is attacked as from outside, normal rules to
act apply.
| |
DEMON PRINCES Rulers of the Abyss planes, these mighty demons are classified as lesser deities on their own plane
General attributes: night vision, unholy, resistant to aging, cold,
death, disease, fire, lightning, magic, mind and poison, immune to
fear, see invisible. | Prince powers: Cause Fear (s), Charm Monster (s), Darkness (a/s), Demon Gate (varies), Detect Magic (a/s), Dimension Door (s), Dispel Magic (a/s), Enlarge (s), Fly (s), Invisiblity (s), Mirror Image (a/s), Portal, Reality Illusion (s), Restore, Shapeshift (s), Suggest (s), Telekinesis (varies), Teleport (s). All are used at power 20 unless noted otherwise. Up to 4 times per day (no limit on home plane): Anti-magic Aura (a/s), Disenchant (a/s), Enhanced Mystical Aura, Polymorph. Up to 2 times per day (4 times in home plane): Death Spell, Grant a Wish, Negate Magic, Planar Gate, Regenerate (s), Resurrection. At home plane, they have following special powers/attributes:
Creature
| Basics
| Attacks | Attributes
| Powers
| Baphomet, Demon Lord of Minotaurs
| HD: 30 | mv: 20 Armor: 10 (6) To-hit: +5 bite (2), 3x weapon (5)
| +5 saves, strong x3, mental, perceptive, magic level 15 (30 MP)
| Bellow (a), Breathe Unholy Water, Maze (a/s, 3/day),
Passwall (s), Telekinesis (2000, silent), Wall of Stone (3/day),
Demon Gate (2+, 1/day)
|
About 4 meter long lord of the minotaurs. Bellow forces all creatures
within 20 meters to save vs. fear at -3, Unholy Water is a cloud with
5m diameter, causing 8 damage to all blessed creatures and
creatures from Heaven or similar places. Maze is a ranged power,
forcing target to save vs. magical teleportation at -6 or is forced to
dimensional maze. Creature must test mental at -2 each turn to escape
the maze. Wall of Stone is identical to Wall of Force but is opaque, and
Demon Gate conjures one glabrezu.
| Demogorgon, Prince of Demons
| HD: 45 | mv: 12 Armor: 10 (7) To-hit: +5 2x tentacles (3 +disease +stun), tail (2 +energy drain 8)
| +8 saves, strong x4, mental x2, scaring, immune to poison,
disease, magic level 20 (40 MP)
| Charm Monster (s/gaze, at -2), Steal Mind (s/gaze, at -1),
Wall of Ice (a), Telekinesis (500, a/s instead of gaze), Power Word,
Stun (1/day, a), Demon Gate (2+)
|
5 meter tall reptile with two monkey heads, long tentacle arms and a
forked tail. One head can charm and one brings insanity, and either
(or both) may use telekinesis instead of normal gaze power.
A hit from tentacles stuns the target unless saves vs. disease stun at
-2 and causes a rotting disease, inflicting one negative health
restoration each turn until the disease is removed. This disease is
not cumulative. Demon Gate conjures a type I-VI demon, with half
chance for marilith or balrog.
| Orcus, Prince of the Undead
| HD: 35 | mv: 8 Armor: 9 (7) To-hit: +4 4x weapon (4) or 2x fists (2), tail sting (1 +poison)
| +7 saves, strong x3, mental x2, wings, magic level 30 (80 MP)
| Lightning Bolt (dmg 15, s), Wall of Fire (a/s), Telekinesis
(800, s), Animate Dead (a/s), Raise Dead Army, Time Stop (1/day),
Demon Gate (2+/4+), Undead Gate
|
A fat humanoid with batwings and cloves. A hit from tail forces a save
vs. poison at -3 or brings immediate death. All powers are used at
level 20 unless noted otherwise, Time Stop freezes all creatures
within 50 meters unless resist magical effect, and they lose 4
turns. Creatures frozen are invulnerable to any effect while in
stasis. The demon gate brings any type I-VI demon, but has only 4+
chance to open if Marilith or Balrog is called for. Undead Gate brings
d6 random undead creatures at home layer. | Wand of Orcus is the mighty ruling staff of Orcus. Anyone touching it is immediately slain unless somehow resist magical death. In combat, it is a very big weapon, dealing 5 damage and causing death as previously. Instead, it can be used to zap Finger of Death. Yeenoghu, Demon Lord of Gnolls
| HD: 32 | mv: 15 Armor: 10 (6) To-hit: +5 4x flail (4 +special)
| +5 saves, strong x2, mental, magic level 16 (30 MP)
| Magic Missile (6 missiles, a/s, 3/day), Hold Monster (a/s),
Suggest (a/s), Telekinesis (500, a/s), Rock to Mud (s), Demon Gate
(2+, 1/day)
|
4 meter gnoll, wielding a large flail. Any hit from calls for another
d6 roll: 1-3: no other effect, 4: paralyzation, target must save
vs. magical paralyzation at -2, 5: death, target must save vs. death
magic at -1, 6: stun, target must save vs. stun at -4. A demon gate
brings 2-5 vrocks.
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