I guess I should clean these up and put them on seperate pages at some point. Any volunteers to help?
NAME: Desert Death ------------------------------ CLIMATE\TERAIN: Desert FREQUINCY: Rare ORGANIZATION: Single or Paired ACTIVITY CYCLE: Nocturnal DIET: Senteint Flesh INTELIGENCE: Little if None (0-4) TREASURE: Special ALIGNMENT: CE NO.APPEARING: 1-2 ARMOR CLASS: 8 MOVEMENT: 6 HIT DICE: 4+1 THAC0: 17 NO.OF ATTACKS: 2 or Special DAMAGE\ATTACK: 1d4+1/1d4+1 (Claw/Claw) or Special (Touch) SPECIAL ATTACKS: Dehydration (Touch) See Below. SPECIAL DEFENCES: Fire/Heat Based attacks do dboule damage. Water based attacks do 1/2. MAGIC RESISTANCE: See Below. SIZE: M (5'-7') MORALE: 20 XP VALUE: 1000 DESCRIPTION These monsters look like bedraggled desert travlers until one gets close enough to smell the stink of death. They usually prey upon live sentient creatures, and after they kill them they drink their blood, and eat their flesh, not wasting any of it, picking the bones clean. They are the Undead scavengers of the desert. COMBAT Desert Deaths are as slow as normal Zombies and always lose the initiative. They have a special touch attack, the victim must make a save vs. Petrification at -1 or they will become instantly faint and start to have the symptoms of heat stoke, they are at -3 to all attack, and damage rolls, as well as saving throws. If this attack connects 3 times in a melee combat the victim must save vs. Death or die. If the save is made, the victim falls into a fitful coma in which s/he will die if not given liquids in the next fed (1d4-1) hours. They have a special suscpetability to Necromantic Magic, and are at -3 to save vs. it, Like all Undead, they are immune to charm and fear like spells. HABITAT/SOCIETY The Typical Desert Death is found in just that, a desert. But they can be found in any place that is arid, and dry enough to cause mummification of the body after death. They live in a singular society. Only the ones of the Higher intelligence (4) seek out others of their kind to hunt with in pairs. ECOLOGY A Desert Death is the Undead remains of some poor unwitting soul that died from starvation or dehydration in the desert. 5 hours after their death, mummification start to set in, making the skin as touch as leather, and dehydrating the whole body. After 2 days in this state the Body sinks below the sand, where it stays for the rest of it's days. The spirit or soul of the victim is trapped within the body, and awakes every night to go in search of moisture or food. TREASURE These Monsters may have one or two gems (25% chance) but any jewelry will be worthless except for the gems, as the desert wind and sand will have worn away any settings and precious metals quickly. The Gems will have a slightly polish look about them due to that fact. Dragon-kin, Steel ----------------- CLIMATE/TERRAIN: Any land FREQUENCY: Very rare ORGANIZATION: Tribe/Mercenaries ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Very intelligent (11-12) TREASURE: See below ALIGNMENT: Neutral NO. APPEARING: 2d10 ARMOR CLASS: 0 MOVEMENT: 9, Fl 15(B) HIT DICE: 8+3 THACO: 8 NO. OF ATTACKS: 2+special DAMAGE/ATTACK: 1d6+6(x2) SPECIAL ATTACKS: Breath weapon SPECIAL DEFENSES: Immunity to all poisons. Spell immunities MAGIC RESISTANCE: 25% SIZE: M (5'-7') MORALE: Champion (15-16) XP VALUE: 5,000 > Appearance: These creatures are rumoured to be very distant cousins of steel dragons. Some-where along the evolutionary chain, they developed humanoid characteristics naturally or help from a outside magical agency. They still display the dragonlike face and wings, yet they also have a steel-gray humanoid form. Dragon-kin, Steel speak their own, rendition of steel dragon language and any other language they can pick up from others. > Combat: When dragon-kin, steel expect combat, they take to the air so they can have the upper hand. They attempt to remain air-borne as long as possible, then swoop down to rake their claws against a target. "THEY ALWAYS TARGET ANY MAGICAL ITEMS", which they can see at will as if a detect magic spell were cast in preference to anything else, except for spellcasters. If they make a successful attack roll against the item (treat as AC10 plus magical and the holder's dexterity bonuses), they seize the item and may fight with it or flee with it to their lair. If forced to bring combat to the ground, they move in and use their claws or weapons. They also breath on any foe before they plan to engage in melee, and they seek to keep their foes within the cloud until the gas loses it's potency. A steel-kin's breath weapon is a 15' cube of toxic gas. The steel-kin can monitor the amount of gas released so closely that it can make a cube as small as it wishes or to it's full 15' cube. Creatures caught in the gas must roll successful saving throws vs. poison with a -2 penalty or die instantly. The gas is quickly absorbed through the skin and is just as lethal if inhaled. Coating all exposed skin with lard or grease offers some protection (saving throw penalty negated). Victims who succeed with the save suffer 1d4+1 points of damage. In still air, the gas stays active for two melee rounds. Steel-kin are immune to each other's breath weapons and all other poisons as well as to all wizard spells of 1st. to 4th. levels. Steel-kin can polymorph self five times a day. Each change in form lasts until the steel-kin chooses another form . Reverting to the steel-kin natural form does not count as a change. > Habitat/Society: The dragon-kin, steel live in a tribal-like society, with a leader determined by trials of strength and wisdom. Any leader defeated in combat , but not killed, will be eliminated and replaced by a tribal member. steel-kin prefer human like lodgings that are well equipped with fortifications or other protections to protect their treasures and young. Dragon-kin, steel are more often found in the service of a great wrym steel dragon or in the employ of a powerful neutral mage. They have an insatiable desire for magical items, regardless of whether they ever use the item themselves. The only payment steel-kin mercenaries expect is magical or enspelled items, for only these items hold any true value to them. > Ecology: Unlike their larger cousins, steel-kin have no love for conventional treasure. If a hoard has no magic, they are not interested in it. steel-kin simply leave coins and nonmagical items where they lie. They will always attack marauders who are spellcasters or those who carry magical items first. Hellhorse --------- Climate/terrain: Any, Lower Planes Frequency: Rare Organization: Pack Activity cycle: Nocturnal Diet: Carnivore Intelligence: Semi- Treasure: Incidental Alignment: Neutral evil No. appearing: 1 (5-20 on Lower Planes) Armor class: 5 Movement: 18 Hit dice: 6-9 THAC0: 15 (6 HD), 13 (7-8 HD), 11 (9 HD) No. of attacks: 3 Damage/attack: 1-4/2-8/2-8 Special attacks: See below Special defenses: Immune to fire Magic resistance: Standard Size: L Morale: 11 XP value: 2000 (6 HD) + 1000 for each additional HD The hellhorse is an equine monster native to the Lower Planes. When encountered on the Prime, a hellhorse usually serves as a mount for some evil priest or wizard. Tanarii and baatezu have also been known to ride these beasts. A hellhorse appears much like a medium warhorse. It, however, has no fur or skin, but instead presents a grotesque form of exposed muscle and blood vessels. Combat: The hellhorse can attack with its forehooves and powerful bite in melee combat. Any creature struck by both forehooves must make a Strength check or be knocked to the ground. If the hellhorse wins initiative the following round, it will attack the downed foe before she has time to stand. The hellhorse may make four hoof attacks, each inflicting 2d4 points of damage, all with a +4 bonus to attack rolls. Flames constantly jet from the hellhorse's mouth and nostrils. These flames will damage foes that the hellhorse bites. The fire inflicts one point of damage per hit die of the hellhorse, in addition to the 1d4 damage from the bite. A saving throw versus breath weapon halves the fire damage. Hellhorses are completely immune to fire-based attacks. Habitat/society: Hellhorses, on the Lower Planes, hunt in packs led by an alpha male and alpha female. While fearsome creatures, they are not the chief predators found on the Lower Planes. As such, they are not very bold in their native environment. On the Prime, a hellhorse is usually found in the service of some evil summoner. It is rare that more than one such monster will be encountered on the Prime. Ecology: Hellhorses are predators that feed on the flesh of their victims. They favor small and helpless creatures. On the Lower Planes, hellhorses occupy a sort of lower middle rung on the food chain. On the Prime, a hellhorse is somewhat more formidable, but isn't so tough that a variety of creatures won't challenge it. The flesh of a hellhorse is tough but edible (although it far from appetizing). NAME: Kais ---------------------- CLIMATE\TERAIN: Subterain / Temperate Mountain FREQUINCY: Rare ORGANIZATION: Tribe ACTIVITY CYCLE: Night DIET: Carnivorous INTELIGENCE: Average (8-10) TREASURE: Z (in lair only) ALIGNMENT: LE NO.APPEARING: 4d6 ARMOR CLASS: 4 MOVEMENT: 12 HIT DICE: 5+1 THAC0: 15 NO.OF ATTACKS: 2 or 1 DAMAGE\ATTACK: 1d6/1d6 (claw/claw) or 1d10 (2 handed sword) SPECIAL ATTACKS: +2 damage on weapon attacks SPECIAL DEFENCES: See below MAGIC RESISTANCE: See below SIZE: L (8'- 9') MORALE: Champion (16) XP VALUE: Normal 1400, Chief 2000 DESCRIPTION Kais are large heavy built lizard men. Standing between 8 and 9 feet tall and weighing over 500 lb of solid muscle, they are very inposing on first glance. Kais are covered in scales ranging in colour from dull brown to brilliant green and have even been reported with stripes and spotts in some cases. The eyes of the Kais are black where a humans are white and the iris of their eyes are always red and slitted like a cats. COMBAT In combat Kais usually fight with large two handed swords. With these weapons they strike once per round and do an aditional +2 points of damage because of their great strenth and skill with them. If not fighting with a two handed sword they will attack with their claws raking their opponents for 1d6 points of damage per attack. Kais are strangly magic resistant in that they are allowed a save vrs any spell cast at them, regardless of weather the spell allows one or not. If the save is made the spell fails to harm them. If the save is failed however the spell works to full normal effect (max damage, ect..) It is thought that this strange form of magic imunity and suseptability is from their close ties to the high radiation fields of the underdark. Even though the Kais are not very smart they are remarkable tactitions and work together in combat to best destroy all enemys. Favored tactics are for a small band of them to lure enemys into an ambush where the rest of them then dispatch their enemys with cold efficency. HABITAT/SOCIETY Kais live in well defended villages of 4d6 andividuals. Each tribe has its own chief of 6+1 HD that is the undesputed ruler of the tribe and will kill anyone disobeying him. The chief is also the only male of the tribe, all other males born to the tribe are made to leave one year after they hatch. Once per year the female Kais each lay one egg. Of perhaps one in 10 hatchs and lives to adulthood. Kais that live in the underdark have a slightly better time of it, nearly every egg laid in the underdark hatchs and of these most mature to adulthood before the age of one. It is thought that the radiations of the underdark play some part in the reproductive processes. Kais often keep slaves in their villages and are especialy favor dwarves as slaves for their mastery of weaponsmithing and mining. Each village has its own mine in which they have most of their slaves working mining the precious iron they prise so highly. ECOLOGY Kais are the decendats of a tribe of lizard men that became trapped in a cave deep in the underdark centuries ago. Eventually they where changed by the strange radiations of the underdark into what they are now. Kais hide is prised by drow and suface wizards alike for its strange spell effecting abilities that it can hold even after death if properly preserved. Also the eggs are worth 500 gp on the open market for the young are very easy to train and the females remain loyal to their masters until death. NAME: Lesser Mummys --------------------------------- CLIMATE\TERAIN: Deserts FREQUINCY: Very rare ORGANIZATION: Pack ACTIVITY CYCLE: Any DIET: Nil INTELIGENCE: High (13-14) TREASURE: Nil ALIGNMENT: LE NO.APPEARING: 1d8 ARMOR CLASS: 4 MOVEMENT: 9 HIT DICE: 4+1 THAC0: 17 NO.OF ATTACKS: 1 DAMAGE\ATTACK: 1d6+Aging SPECIAL ATTACKS: Aging touch (1d4 years) SPECIAL DEFENCES: +1 or better to hit MAGIC RESISTANCE: Nil SIZE: M (6') MORALE: Fearless (20) XP VALUE: 650 DESCRIPTION Lesser mummys look the same as regular mummys, with the exeption that they are usualy dressed in the clothing of the priesthood they where members of in life over their bandages. They also have the holy symbol of their priesthood somewhere on their bodies. COMBAT Lesser mummys fight in packs of 1 to 8 individuals in the defence of the crypt they where created to gaurd. They will fight until destroyed or the tresspassers leave the crypt. If the tresspassers steal anything from the crypt the mummys will hunt them down tirelessly until they either are destroyed or the treasure is returned. The touch of the lesser mummy ages the person touched by 1d4 years per touch. Lesser mummys fight in concert with each other using their high inteligence to plan stratsgies in advance. For instance if fighting a band of adventurers that mave magic users they will attack the wizards first seeing them as the greatest threats, ect... HABITAT/SOCIETY Lesser mummys have no structured societys as such. They live but to defend the area they where made to gaurd. ECOLOGY The concousness of lesser mummys is usualy on the outer planes in the realms of the dead. Only when the area they where set to gaurd is entered do their souls travel to the prime plane and animate their former bodies to defent their charge. The creation of lesser mummys is nearly a lost art, with only a few of highest priests of the god of the dead knowing the rituals needed to create them. It is rumored that a priest of the death god must be found that is willing to take his own life in dedication to the gaurding of the place to be defended, and that powerful magic and the will of the death god must be used after this. Race: Maugy (Based on Gizmoe and the "Gremlins" movies) Climate/Terrain: Dry, Desert Frequency: Extremely rare Organization: Solitary Activity cycle: Night Diet: About anything Intelligence: Above average Treasure: J, Q Alignment: Special (see below) No. Appearing: 1 AC: 8 Movement: 15 Hit Dice: 1 THAC0: 20 No. of Attacks: 2 Damage/Attack: 1-2/1-3 Special Attacks: See Below Special Defences: See Below Magic Resistance: Save as 5 HD monster Size: Small Morale: Steady (11) XP Value: 450 Appearance: Maugys are small, cute, furry little creatures. They usually have white fur. Some occasionally have brown spots. They have brown eyes, large ears, and a small mouth. They can be very fast when needed and are usually undetectible. They weigh about as much as a one-year-old cat. They use no weapons. Maugys are artists and make delicate artwork for those it considers friends. Maugy can never get wet, can never eat after midnight, and cannot be exposed to sunlight. If they get wet, they produce 2d4 Maugy. These Maugy have an opposite alignment. If a good aligned Maugy gets wet, it produces evil alined Maugy and vice versa. If a Maugy eats after midnight, it forms a cocoon around itself. The following night the cocoons hatch producing Gremlins. All Gremlins are evil aligned. Their Intelligence and Morale drop. If a Gremlin is exposed to water, he produces 2d4 more Gremlins. If a Maugy or a Gremlin is exposed to sunlight, it kills them, melting them into a puddle of gue. Bright light causes 1d3 points of damage to a Maugy or Gremlin. Gremlins are 5 HD monsters. Combat: Maugy use their teeth and claws to attack with. Gremlins' teeth and claws are stronger so they cause an additional 3 points of damage. They defend themselves by speed alone. Habitat/Society: Maugy live alone. They live in desert places to avoid getting wet. Gremlins search out any civilized area and destroy it. MONOTHOT -------- Normal Flying Crystal Torunish Amberleish CLIMATE/ Temperate Mountains Any Jungles Swamps/ TERRAIN regions Warm caves FREQUENCY Uncommon Very Rare Rare Rare Very Rare ORGNZATN Solitary Solitary Solitary Solitary Solitary ACTV CYCL Any Any Any Evn/Night Evn/Night DIET See Below Unknown See Below See Below See Below INTELGNCE Non-(0) Animal(1) Non-(0) Non-(0) Semi-(2-4) TREASURE Nil Nil Nil Nil O,P,Q ALIGNMENT Neutral Neutral Neuatral Neutral CE Evil #APPEARNG 1-4 1-3 1 1 1-4 ARMOR CLS 10 10 5 10 2 MOVEMENT 3 3 3 6 18 3(Br) 12(A)(Fl) 6(Br) 9(Br) 12(Br) 3(Cl) 6(Cl) 3(Cl) 9(Sw) 12(Cl) 6(Cl) 18(Sw) HIT DICE 1/2 1/2 1/2 1/2 3 THAC0 20 20 18 20 15 # ATTACKS 1 1 1 1 1 bite 2 arms DAMAGE 1/2 hp 1/2 hp 1/2 hp 1 hp+ 1d6 poison 2d4/2d4 SP.ATTKS Nil Nil Nil Confusion Paralysis Venom SP.DEFNCS Nil Nil Nil Nil Supersti- tious Aura MGC RSIST Nil Nil Nil Nil 15% SIZE T T T T S MORALE Steady(11-12) Steady(11-12) Steady(11-12) Steady(11-12) Fanatic (17-18) XP VALUE 0 5 0 5 125 Normal There are 3 types of normal monothot: the black, the tan, and the red. The black is found in nearly any temperate environment. The tan is found in any sandy environment. The red is found in any temperate forest. All share the same basic structure: A small hemispherical body with 6 small legs for moving and 2 larger 'legs' used for burrowing and uprighting itself in the event it is overturned. The black is black, the tan is tan, and the red is black with a reddish underside. The monothot's main usefulness requires it to be turned over and spun on its back. In a few seconds, the monothot will stop its rotation with its large set of legs. It is unknown why, but when this occurs, _the_monothot's_ _head_is_always_pointing_north._ Combat The monothot usually never uses its pitiful bite, as it usually goes un- molested, has no natural enemies, and is no carnivore. Habitat/Society Monothots reproduce by laying eggs about once a week. The eggs are almost unnoticable, but are extremely durable, and will die in about a year. When another monothot comes within 3 feet of a cluster of eggs, it will make its way to them and eat them. The eggs are fertilized inside the monothot, then regurgitated. The eggs will hatch in about a week. The larvae are strange, unwhole creatures. Within 24 hours, all the larvae will unte in one mass and form a chrysalis. In 3 days time, the chrysalis will break open, spilling out the larvae, which have united into a full-grown monothot. A monothot typically lives 5-7 years. Ecology The monothot feeds on moist soil, usually 1-2 feet below ground. The black feeds on regular, everyday dirt. The tan has a less durable structure, and can eat only sand, though any type of sand is acceptable. The red monothot eats regular soil, but must have wood chips or splinters mixed in with it. Monothots cannot eat anything else, and seem to have no need for air, so are usually kept in canvas bags of the appropriate soil. The monothot usually eats only 5-6 times its weight in soil. It is unknown how monothots determine the direction of true north. It is considered a sin or bad omen to kill or injure a monothot, as they are ab- solutely harmless, cost almost nothing to maintain, and provide a welcome service. Mages that employ spells that consume monothots are despised. Most of the spells needing monothots, therefore, do not consume the monothot in its casting. Flying monothot With the appearance of a tan monothot, except with small, lady-bug like wings that allow remarkable flight. The flying monothot has all the same abilities and ecology of a normal monothot, but its diet is unknown, and no flying monothot has survived in captivity for more than a week. Sages specu- late that they eat the air itself, and must fly most of the time to survive. Flying monothots have no burrowing legs, instead stopping their rotation when spun by expanding their wings. Crystal monothot The crystal monothot can inhabit almost any terrain, and can eat any soil. It has the appearance of a regular monothot, except it look like it is made of crystal, except for the black stomach where the soil is digested. Crystal monothots are also the only type of monothots that cannot determine north when spun on its back. It will stop facing any direction it pleases, which is usually due east or west. (30% east, 30% west, 5% north, 5% south, 30% any other) Torunish monothot The torunish monothot has the same appearance and measly bite of a black monothot, but any bite makes the victim save vs. poison or be affected as per a confusion spell. Torunish monothots also exude a weird force field to a radius of 5 feet that makes the arcane formulas of spells waver in the minds of spellcasters. Any spellcaster attempting to cast a spell must make an intelligence check with a +2 bonus, or misread the energy patterns in his/her head and botch up the spell. Torunish monothots are named for the mythical land of Toruna, where the Sorcerers live, and is reputed to have a force field that erases any memorized spells, preventing spellcasting. Amberleish monothots Created by the evil wizard Amberlei, these monothots are giant versions of the black monothot. Each has a bite attack, and 2 attacks with its spiked forelegs. Any succesful bite injects Confusion venom, as a Torunish monothot, and requires a save vs poison to negate. A successful leg attack forces a save vs paralysis with +1, or be paralyzed for 1d4 rounds. Amberleish mono- thots eat meat, whether fresh or carrion. They were used unsuccesfully by Amberlei as a last defense against the party formed to destroy him, but the party overcame the monothot's surperstitious aura (save vs spell or be afraid to harm the monothot) and almost destoyed him. (He is currently a Lich in the area of the lost Demio Delves) MONOTHOTISM-1st water-spiriting COMP: V,S,any non-crystalline, non-torunish monothot (not consumed) DUR: 3 turns/level RANGE: touch AREA: one corporeal creature with above-animal intelligence CAST: 1 round SAVE? Negates The recipient of this spell recieves a special 6th sense. By closing his/ her eyes and concentrating, the target can sense the direction in which a certain feature lies. If the target spends a full round concentrating, and the feature isn't a direction, the target can sense the approximate distance to the feature (to the nearest large number (ex. 23=app. 20 miles; 562=app. 600 miles; 15 feet=app. 20 feet)) The type of monothot determines what type of feature can be used: Monothot Acceptable Features -------- -------------------- Black Any of the 4 directions Tan Any of the 4 directions, or the site where the spell is cast Red Any place the caster has been, or any of the 4 directions Flying Any direction (even up or down), any place the caster has been, or any prominent place the caster has heard of Amberleish As above, or any person the caster has seen, or the target has touched This spell is available to priests via the Animal and Divination spheres MINOR MONOTHOT MISDIRECTION- 2nd water-spiriting COMP: V,S,a magnet DUR: 1 turn/level RANGE: 10'/level AREA: one monothot CAST: 2/4 for priests SAVE? Negates This spell causes one monothot to point in a new direction when spun on its back. The direction is determined by the caster, and is the verbal component. The direction must be North, South, East, or West. The monothot may save as a 1/2 HD monster to negate, but with a -2 penalty. This spell even affects crystal monothots. This spell is available at 1st level to priests via the Travelers or Animal Sphere. MAJOR MONOTHOT MISDIRECTION- 3nd water-spiriting COMP: V,S,a magnet DUR: 1 turn/level RANGE: 10'/level AREA: all monothots in range CAST: 3/6 for preists SAVE? Negates This spell causes all monothots to point in a new direction when spun on their backs. The direction is determined by the caster, and is the verbal component. The direction must be North, South, East, or West. The monothot may save as a 1/2 HD monster to negate, but with a -2 penalty. This spell even affects crystal monothots. This spell is available at 2nd level to priests via the Travelers or Animal Sphere. Rust Protector -------------- This could be one useful familiar, pet, or guardian for a mage. I have took a rust monster and bred some very useful qualities into a new hybrid that is specifically designed to protect a mage or his holdings. I have quite a number of these loyal guardians around the Promenade. The rust Protector basically has all the same apperances, combat traits, habitat and ecology as the orginal rust monster with it's own enhanced abilities. CLIMATE/TERRAIN: Preferred Subterranean/ Underground Complexes FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Metalavore INTELLIGENCE: Semi-Intelligent (2) TREASURE: Q ALIGNMENT: Neutral NO. APPEARING: 1-2 ARMOR CLASS: 0 MOVEMENT: 18 HIT DICE: 5+3 THACO: 15 NO. OF ATTACKS: 2 DAMAGE/ATTACK: Nil SPECIAL ATTACKS: See below SPECIAL DEFENSES: Spell immunities, Spell reflection, Chameleon camouflage MAGIC RESISTANCE: Nil SIZE: M (5' long) MORALE: Champion (16) XP VALUE: 2,000 > Appearance: Rust Protectors are part mystical creatures created by magicians for protection of their dwellings. Rust Protectors have the same voracious appetite as rust monsters for all sorts of metals. These unique creatures though generally inoffensive, are the bane of adventurers everywhere. The average rust protector measures 5 feet long and 3 feet high at the shoulder. It has a strange tail that appears armor plated and ends in an odd-looking bony projection that resembles a double-ended paddle. Two prehensile antennae are located under the thing's two eyes. The hide of the rust protector is rough, covered with lumpy projections. Although rust protectors can change their color with ease, a rust protector's normal coloration varies from a yellowish tan on the underside and legs, to a rust red upper back. Rust Protectors smell like wet, oxidized metal. > Combat: Rust Protectors are placid by nature, but when they get within scent range of metal, they become excited and immediately stalk towards the source. Rust Protectors can smell metal up to 90 feet away. if the rust protector's antennae touch metal (successful attack roll against opponents, who are considered AC10, modified by dexterity), the metal rusts. Magical items have a chance of being unaffected equal to 10% for each plus (a +2 weapon or armor has a 20% chance of not being effected). Any effected metal rusts or corrodes and immediately falls to pieces that are easily eaten and digested by the creature. Metal weapons striking a rust protector are effected just as if the creature's antennae had touched them. Should a nonweapon metallic magical item happen to make contact with a rust protector, treat it as a +2 magical weapon for purposes of determining whether or not it breaks up. Rust protectors can change their color and pattern to match any type of terrain in a single round. This camouflage makes them 90% undetectable till they move, and modifies the surprise rolls of all opponents by -3. A Rust Protector is highly resistant to magic. It reflects any spell that is cast at it back to the caster, including spells with an area of effect. Also all rust protectors are born with 90 ft. infravision and are immune to illusions and phantasms. If a dispel magic is simultaneously cast with a spell, there is a 50% chance the rust protector will be unable to reflect it, though it is entitled to a saving throw vs. dispel. > Habitat/Society: Rogue rust monsters like dwelling in dark, subterranean places such as caverns and underground structures. They are not disposed to groups; often a lair comprises of one or two rust protectors, with a 5% of encountering a single offspring, which acts as a half-strength rust protector with a full strength appetite. These creatures have been known to range the length and breadth of an underground complex, searching for supplies of metal. Though it will eat raw ore, a rust protector always prefers the refined, forged metal (just as a human would prefer fresh, filtered water over swamp water). The only treasure to be found in a rust protector's lair is gems, usually the sort used for decoration on armor or sword pommels. Rust monsters have no grand designs, only the wish to be kept well-fed. > Ecology: Rust Protectors help in removing metallic junk and clutter from underground fastnesses. In fact, it is not unusual to find a rust protector and a carrion crawler working in a symbiotic relationship (Just like orginal Rusr Monster), with the latter eating the organic litter and the former consuming the metal castoffs. Taurus, Great ------------- Climate/Terrain: any grassland Frequency: rare Organization: herd Activity Cycle: day Diet: herbivore Intelligence: semi (2-4) Treasure: none Alignment: neutral No. Appearing: 5-30 Armor Class: 5 Movement: 15 plus special Hit Dice: 4 THAC0: 17 No. of Attacks: 2 Damage/Attack: 1-6/1-6 Special Attacks: see below Special Defenses: immune to fire Magic Resistance: nil Size: L (5-6' at shoulder) Morale: 11 XP Value: 975 bull, 420 cow The great taurus is a rare species of bull with some extraordinary abilities. It appears much like a regular bull except for the large, feathered wings. Its fur is dullish red. Combat: Most of this information applies to the male of the species, which will account for 20-25% of the total herd. A great taurus is aggressive and easily provoked. There is a 75% chance that if approached within 80 feet, it will attack. A great taurus will charge to attack if possible. A charge inflicts 3-12 points of damage upon impact with an additional 1-4 points of trampling damage against man-sized or smaller foes. Once it has charged, a great taurus will typically attack with its two powerful forehooves. Even more fearsome is a great taurus's breath weapon. Rather than charge, it is 25% likely a great taurus will take to the air and exhale a gout of flame at its enemy. While too heavy for true flight, a great taurus can make wing-assisted leaps, achieving an altitude of up to 45 feet and gliding 180 feet in a single round. These beasts are smart enough to glide over a foe, unleash their breath weapons, and land behind their enemy. The flaming breath of a great taurus affects a cone 20 feet wide at its base and 60 feet long. It inflicts 4-32 points of damage on all caught in its path (save versus breath weapon halves damage suffered). The female and young of the species do not have breath weapon attacks. The females are typically noncombative, but will attack to defend their young. The young themselves do not attack. All great taurus are capable of wing-assisted leaps and will use them to escape predators. Habitat/society: Greater taurus do not have a society per se. They are herd animals, albeit somewhat intelligent ones. They roam grasslands, staying in an area long enough to graze the vegetation away before moving on to greener pastures. Ecology: Greater taurus are strictly herbivores. Despite their aggressive nature, they do not actively seek conflict. Given their size and formidable attacks, especially their breath weapon, these animals have few natural predators. Ordinary animals will avoid them. They hide of a greater taurus can be used in much the same manner as cow hide. A skilled craftsman can form the hide into leather armor. This armor, in addition to providing a base armor class of 8, also confers a +2 bonus to saving throws against fire-based attacks. Thala She'Tere -------------- Freq. uncommon No. Appearing 1-4 A.C 4 move 5" Hit dice 3 treasure type nil No. attacks 2 Damage/attack see below Special def. resistant to sleep, or charm type spells Intellegence special align. Neutral size m Not much is known about the She'Tere aside from rumours. They are said to act as if with one mind. Like an Earth elemental in form, but a dryad in nature. The will actively seek out Lawful Good PC's in order assimilate them into the ground. This works like a stone to mud spell. The She'Tere first attempts to charm the victim, if savings throw not successful, the victim slowly sinks into the ground. If not helped he/she will remain there. A savings throw/month for one year. If none of the savings throws are made, the victim becomes part of Thala. (Thala is the world) If the charm failed, they will also attempt sleep unless physically attacked. The She'Tere will defend themselves dy clubbing with arms. A low-level type of psionics may be used if the charm and sleep don't work. A She'Tere will attempt to plead with the PC's sense of good, telling them they need thier pure spirit to enhance Thala's goodness. Yes I got the idea from Earth 2 the T.V. series, but I liked the concept. WARRIOR DRYADS (KINYENYON) ---------------------------- CLIMATE/TERRAIN: Untraveled Woods FREQUENCY: Very Rare ORGANIZATION: Small Groups ACTIVITY CYCLE: Any DIET: Herbivore INTELLIGENCE: High (13-14) TREASURE: M,K ALIGNMENT: Neutral (good) NUMBER APPEARING: 1d4-1 ARMOR CLASS: 3 MOVEMENT: 12 HIT DICE: 4 + 3 THAC0: 15 # OF ATTACKS: 2 claws DAMAGE/ATTACK: 2d4/2d4 SPEC. ATTACKS: Wood "song", preist spells SPEC. DEFENSES: Cannot be hit by organic weapons or natural attacks of normal creatures MAGIC RESISTANCE: 60% SIZE: M (5'-6') MORALE: Champion (15-16) XP VALUE: 2750 The Warrior Dryad is a dryad whose bonded tree was destroyed, but was kept alive with the aid of the "Save the Soul" spell. Eventually, the Spiritess created was incarnated into a dead oak tree branch, aquiring a woody bark-hard form similar to her original form. The form changes as a regular dryad does, but always has the black eyes of dead wood and rock-hard finger claws. The Warrior Dryads, or Kinyenyon, as they are sometimes called, are considered true Dryads by the Dryad race, but keep themselves separate from it. They are the vicious protectors of the forest from evil, and have the paladin's detect evil ability to help them. Warrior Dryads also have access to the spheres of Animal, Protection, Combat, Plant, and Guardian, as a 4th level preist, but at the 15th level of magic. They also have the Dryadic ability to talk with plants at will, but cannot charm any more. They clothe themselves in loose garmets, as other Drayds, but they are less flimsy as the Drayd's clothes. They also have the ability to communicate simple thoughts to any Warrior Drayd within 5 miles via a semi-telepathic ability. They speak Common, Dryad, Pixie, Sprite, Woodsprite, and Elf. Combat: Warrior Drayds attack with their razor sharp hand claws twice per round. Their claws simply ignore organic armor, so wearers of leather, hide, etc. armor are attacked as if they had none, though any magical plusses are still counted (Ex: Leather Armor= AC 10, but Leather Armor +1= AC 9). Warrior Drayds also have something they call the wood "song", a weird keening noise they make when fighting. After 2 rounds of the song, the closest dead branch of a tree will rise off the ground and float to the Dryad (MV 6). When the branch is within 10 feet of her, she will be able to command it to strike any one creature for 1d8 damage, stunning it for 1d3-1 rounds (no minimum time). It them moves as an arrow let loose, and it too gains the Dryad's ability to ignore organic armor. The branch hits the target in the chest with a +1 attack modifier. If the target is Large or greater, the damage is only 1d6, and stuns for 1d3-2 rounds (no minimum time stunned, and treat -1 as 0). If the target is Small or Tiny, the target is hurled backwards 4-10 feet for an additional 2d4 damage, and 1d4+1 rounds stunned. The song cannot animate the same branch twice, and it cannot animate more than three branches at a time. If the branches are attacked before they are commanded by the Dryad, and the attack is not slashing, the branch immediately attacks the attacker, with a +2 modifier instead of +1. It does not have the ignore organic armor ability, though. If the attack was slashing and scored 4 or more hit points, then the branch is severed in two, and BOTH portions attack the attacker for 1d4 damage each. If the slashing attack doesn't do 4 points of damage, or isn't a slashing attack at all, then the branch attacks the attacker as normal. The branch commanded can never be a club, staff, wand, arrow, etc, that is in the party's posession and cannot have been altered from its natural form. Habitat/Society: Warrior Drayds are accepted by the Dryad community, but shun it none- theless. They feel wretched at having lost their tree, and will stop at nothing to prevent other Dryads from losing theirs. They will frequently live on the outskirts of large groups of Dryad trees, and constantly use their detect evil ability to locate troubles coming. It has a range of one mile. They also use the speak with plants ability, and prefer to take spells of a more combative nature, though defensive spells are also an option if the danger deteced seems incredibly great. Warrior Drayds usualy prefer to live alone, but on occasion join groups to protect Dryadic villages, or to hunt a strong evil detected. They have almost no use for money, only giving it to Dryads, Druids, or Rangers that they might meet as a way to pay them for doing the same service they have devoted themselves to doing. Ecology: Kinyenyon live until slain, and have no means of procreation. Some Dryads make themselves Kinyenyon on purpose, but the only new Warrior Dryads being born lately are those whose trees die from freak accidents when a clerical spellcaster is on hand.
These monsters were created for the Great FidoNet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1
The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.
Introduction
The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'….
Desert Death | Mike Berry |
Dragon-kin, Steel | G.A. Whiteman |
Hellhorse | Marc Chance |
Kais | Icewalker |
Lesser Mummys | Icewalker |
Maugy | Mark Depeel |
Monothot | Jason Tamez |
Rust Protector | G.A. Whiteman |
Taurus, Great | Marc Chance |
Thala She'Tere | Devlon Duthie |
Warrior Dryads | Jason Tamez |