CARDINAL SPIDER
Cardinal spiders travel in small roving bands made up of 2-8 males and 2-4 females. The males are the smaller of two (about 60 pounds in weight) and are deep red in color. The males also carry the baby spiders inside their bodies, once the eggs are fertilized. The male must die in order for the 4d4 baby cardinal spiders to leave his body. The females are larger (about 120 pounds in weight) and dull gray in color, with hints of red around the head and legs. They are more aggressive than the males in hunting and in combat. Baby cardinal spiders are black in color and about 1' in diameter.
FEMALE CARDINAL SPIDER
Armor Class: 2 [17]
Hit Dice: 2
Attacks: 1 Bite (1d6)
Saving Throw: 16
Special: Poison
Move: 14
Challenge Level/XP: 3/60
COMBAT: Female cardinal spiders are smart and aggressive hunters, using stealth and camouflage to gain an advantage over prey. They are tough foes in combat as they seek to shield the smaller males from harm, even at the cost of their own lives.
POISON: When an opponent suffers a bite from a female cardinal spider, the opponent must make a saving throw or be paralyzed for 1d6 turns.
MALE CARDINAL SPIDER
Armor Class: 4 [15]
Hit Dice: 1
Attacks: Bite (1d4)
Saving Throw: 17
Special: Live Baby Spiders
Move: 10
Challenge Level/XP: 2/30
COMBAT: Male cardinal spiders only attack when attacked or cornered. They will otherwise attempt to flee.
LIVE BABY SPIDERS: When the male cardinal spider dies, its exoskeleton splits and 4d4 baby cardinal spiders scramble out of the male's body the next round.
BABY CARDINAL SPIDER
Armor Class: 7 [12]
Hit Dice: 1 hit point
Attacks: Bite (1 point)
Saving Throw: 18
Special: Nonw
Move: 6
Challenge Level/XP: 0/5
COMBAT: Baby cardinal spiders swarm any warm blooded creature within 20' of them after leaving the male's body.
Showing posts with label critters. Show all posts
Showing posts with label critters. Show all posts
6/19/16
4/9/16
Arbold--Montporte Dungeon Campaign Critter
ARBOLD
Armor Class: 3 [16]
Hit Dice: 3
Attacks: 1 Punch (1d4) or by weapon +2
Saving Throw: 14
Special: None
Move: 12
Challenge Level/XP: 3/60
Arbolds are close relatives of kobolds and are often found in their company. They stand about 7' tall and are of extremely low intelligence. They are generally amiable but have a mean streak and enjoy melee combat.
COMBAT: Unlike kobolds, who avoid melee combat whenever possible, arbolds enjoy close quarter combat and inflicting violence on their foes. They can attack with their fists, but most often use a spear or a trident.
Armor Class: 3 [16]
Hit Dice: 3
Attacks: 1 Punch (1d4) or by weapon +2
Saving Throw: 14
Special: None
Move: 12
Challenge Level/XP: 3/60
Arbolds are close relatives of kobolds and are often found in their company. They stand about 7' tall and are of extremely low intelligence. They are generally amiable but have a mean streak and enjoy melee combat.
COMBAT: Unlike kobolds, who avoid melee combat whenever possible, arbolds enjoy close quarter combat and inflicting violence on their foes. They can attack with their fists, but most often use a spear or a trident.
1/26/16
Churrelloth (Demon)--Montporte Dungeon Campaign Critter
Armor Class: 2 [17]
Hit Dice: 5
Attacks: 2 Punches (1d6+1 each)
Saving Throw: 12
Special: Magic Resistance; Stunning Blow
Move: 12
Challenge Level/XP: 6/400
The churrelloth (plural churrellothii) is a very minor demon inhabiting the plane of Syvyys, where the churrellothii often form vast hordes under the control of more powerful demons. The churrelloth is a small almost featureless bipedal demon, about 3' in height. It has pale gray translucent skin and human-like eyes with black pupils.
COMBAT: The churrelloth knows no fear in combat and will fight until it dies or is commanded to stop by an overlord. It is surprisingly quick and strong, enabling it to strike twice during each round of combat with its fists.
MAGIC RESISTANCE: Like all demons, the churrelloth is resistant to magic. It gains a +2 to its saving throw against arcane magic and a +1 to saving throws versus divine magic.
STUNNING BLOW: When the churrelloth successfully strikes an opponent with its fists, the opponent must successfully make a saving throw or be slightly stunned. The opponent attacks with a -1 penalty for the following 1d4 rounds.
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1/24/16
Mazzik (Demon)--Montporte Dungeon Campaign Critter
MAZZIK
The mazzik (plural mazzikii) is a human who has been tainted by the demonic. This usually happens when a human spends its childhood in close proximity to demons and the demonic. A mazzik lives a Jekyll & Hyde existence, living among humans in its human form but occasionally becoming monstrous and demonic. A mazzik will position itself so that it can prey upon humans, usually by putting itself in a position of trust and leadership in a community.
The mazzik can go for several years with its demonic form in dormant state. The demonic form, when it comes forth, usually creates a feeding frenzy over the course of several days or weeks. The mazzik only has partial control of itself, with the changing to the demonic happening when it is least likely to be observed.
LESSER MAZZIK
Armor Class: 4 [15]
Hit Dice: 6
Attacks: 2 fists (1d4 each) or by weapon type (1 attack)
Saving Throw: 11
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 12
Challenge Level/XP: 7/600
The lesser mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the lesser mazzik will consume 3-6 humans.
COMBAT: The lesser mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.
MAGIC RESISTANCE: The lesser mazzik has a +2 to its saving throws versus magic.
MOVE SILENTLY: The lesser mazzik can move silently at will with no chance of failure.
HIDE IN SHADOWS: The lesser mazzik can hide in shadows as if it were an 8th level thief.
GREATER MAZZIK
Armor Class: 2 [17]
Hit Dice: 9
Attacks: 2 fists (1d8 each) or by weapon type (2 attacks)
Saving Throw: 6
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 14
Challenge Level/XP: 10/1,400
The greater mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the greater mazzik will consume 7-12 humans.
COMBAT: The greater mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.
MAGIC RESISTANCE: The greater mazzik has a +2 to its saving throws versus magic.
MOVE SILENTLY: The greater mazzik can move silently at will with no chance of failure.
HIDE IN SHADOWS: The greater mazzik can hide in shadows as if it were an 11th level thief.
The mazzik (plural mazzikii) is a human who has been tainted by the demonic. This usually happens when a human spends its childhood in close proximity to demons and the demonic. A mazzik lives a Jekyll & Hyde existence, living among humans in its human form but occasionally becoming monstrous and demonic. A mazzik will position itself so that it can prey upon humans, usually by putting itself in a position of trust and leadership in a community.
The mazzik can go for several years with its demonic form in dormant state. The demonic form, when it comes forth, usually creates a feeding frenzy over the course of several days or weeks. The mazzik only has partial control of itself, with the changing to the demonic happening when it is least likely to be observed.
LESSER MAZZIK
Armor Class: 4 [15]
Hit Dice: 6
Attacks: 2 fists (1d4 each) or by weapon type (1 attack)
Saving Throw: 11
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 12
Challenge Level/XP: 7/600
The lesser mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the lesser mazzik will consume 3-6 humans.
COMBAT: The lesser mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.
MAGIC RESISTANCE: The lesser mazzik has a +2 to its saving throws versus magic.
MOVE SILENTLY: The lesser mazzik can move silently at will with no chance of failure.
HIDE IN SHADOWS: The lesser mazzik can hide in shadows as if it were an 8th level thief.
GREATER MAZZIK
Armor Class: 2 [17]
Hit Dice: 9
Attacks: 2 fists (1d8 each) or by weapon type (2 attacks)
Saving Throw: 6
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 14
Challenge Level/XP: 10/1,400
The greater mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the greater mazzik will consume 7-12 humans.
COMBAT: The greater mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.
MAGIC RESISTANCE: The greater mazzik has a +2 to its saving throws versus magic.
MOVE SILENTLY: The greater mazzik can move silently at will with no chance of failure.
HIDE IN SHADOWS: The greater mazzik can hide in shadows as if it were an 11th level thief.
8/25/15
Glyff (Fey)--Montporte Dungeon Campaign Critter
GLYFF (FEY)
Armor Class: 7 [12]
Hit Dice: 4
Attacks: Dagger (1d4)
Saving Throw: 13
Special: Sleep; Spells; Teleport; Spell Resistance
Move: 11
Challenge Level/XP: 5/240
Glyff are fey creatures that stand about 3' tall. From the waist up, they have a human appearance, only smaller. The lower half of their body is canine, with short white fur and black spots, similar to a miniaturized dalmatian. Glyff are nominally members of the Summer Court of the fey, but by treaty and decree of both Summer and Winter Courts, they are considered neutral. Glyff are the keepers of the Seelie Accords. In this capacity, they serve as the official keepers and interpreters of all documents, decrees, contracts and actions related to the Seelie Accords. Older and more accomplished glyff attend to their duties the archives and Courts of the fey on the plane of Umírající (the home plane of the fey). Younger fey often accompany fey traders, travelers and diplomats to serve as mobile counselors and jurists in matters dealing with the Seelie Accords.
Unlike most fey, glyff are silent and sober creatures. They typically remain silent and inactive except in matters pertaining directly to their work. While each glyff has an individual name, their names are known only to themselves and other glyffs (and possibly the highest-ranking members of the Summer and Winter Courts). To the non-glyff, they are simply called "glyff."
COMBAT: Glyff avoid combat, unless it is absolutely necessary to defend themselves. Where possible, they will seek to use their magical abilities to escape rather than harm another creature.
SLEEP: When a glyff successfully strikes its opponent with a dagger, that opponent must successfully make a saving throw or fall asleep for 2d6 rounds (this does not affect most undead).
SPELLS: A glyff may use the following magic-user spells:
Armor Class: 7 [12]
Hit Dice: 4
Attacks: Dagger (1d4)
Saving Throw: 13
Special: Sleep; Spells; Teleport; Spell Resistance
Move: 11
Challenge Level/XP: 5/240
Glyff are fey creatures that stand about 3' tall. From the waist up, they have a human appearance, only smaller. The lower half of their body is canine, with short white fur and black spots, similar to a miniaturized dalmatian. Glyff are nominally members of the Summer Court of the fey, but by treaty and decree of both Summer and Winter Courts, they are considered neutral. Glyff are the keepers of the Seelie Accords. In this capacity, they serve as the official keepers and interpreters of all documents, decrees, contracts and actions related to the Seelie Accords. Older and more accomplished glyff attend to their duties the archives and Courts of the fey on the plane of Umírající (the home plane of the fey). Younger fey often accompany fey traders, travelers and diplomats to serve as mobile counselors and jurists in matters dealing with the Seelie Accords.
Unlike most fey, glyff are silent and sober creatures. They typically remain silent and inactive except in matters pertaining directly to their work. While each glyff has an individual name, their names are known only to themselves and other glyffs (and possibly the highest-ranking members of the Summer and Winter Courts). To the non-glyff, they are simply called "glyff."
COMBAT: Glyff avoid combat, unless it is absolutely necessary to defend themselves. Where possible, they will seek to use their magical abilities to escape rather than harm another creature.
SLEEP: When a glyff successfully strikes its opponent with a dagger, that opponent must successfully make a saving throw or fall asleep for 2d6 rounds (this does not affect most undead).
SPELLS: A glyff may use the following magic-user spells:
- First Level: Detect Magic (at will); Hold Portal (1 time/day); Light (at will); Read Languages (at will); Read Magic (3 times/day); Shield (1 time/day).
- Second Level: Invisibility (2 times/day); Mirror Image (1 time/day)
TELEPORT: A glyff may teleport one time per day to its own home, but only when threatened with serious danger or death.
SPELL RESISTANCE: A glyff gains +2 to its saving throw against magic spells, wands, and rods (and similar spell-like items).
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8/22/15
Blue Cave Ant--Montporte Dungeon Campaign Critter
BLUE CAVE ANT
Blue cave ants live in colonies that make their homes in large stone caverns. They are able to slowly carve a large underground nest out of the hardest stone. Blue cave ants live in large colonies, led by one or more queen ants. There are four types of blue cave ants living in the colony: (1) Workers--75% of colony; (2) Soldiers--15% of colony; (3) Drones--10% of colony; (4) Queens--1-4 individuals.
Worker Blue Cave Ant
Armor Class: 3 [16]
Hit Dice: 1
Attacks: Bite (1d4)
Saving Throw: 17
Special: Electrical Shock
Move: 10
Challenge Level/XP: 1/15
Worker blue cave ants are 4' long and 1' tall. They typically are involved in scavenging activities outside of the nest or, when inside the nest, building onto the nest or caring for ant eggs and larvae. Their exoskeletons are cobalt blue.
COMBAT: Worker blue cave ants will not attack anything that is over half as big as itself, unless it is acting in self-defense. Self-defense includes attacks on itself, other nearby ants, or an attack on the nest. In combat, worker blue cave ants will attack the opponent nearest to itself and will fight until it or its opponent is killed.
ELECTRICAL SHOCK: When an opponent successfully strikes the worker blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.
Soldier Blue Cave Ant
Armor Class: 5 [14]
Hit Dice: 4
Attacks: 2 Bites (1d8 each)
Saving Throw: 13
Special: Electrical Shock
Move: 15
Challenge Level/XP: 4/120
Soldier blue cave ants are 6' long and 3' tall. They usually guard strategic points inside the nest, such as cave entrances, junctions, stored, food, and the colony queen(s). Soldier blue cave ants also accompany workers when they are exploring new territory or transporting particularly large quantities of food. Their exoskeletons are midnight blue.
COMBAT: Soldier blue cave ants are aggressive and quick in combat, gaining two bite attacks due to their agility. They will attack anything that is perceived as a threat, basically any other living creature that comes within 30' of itself or its fellow colonists. They fight unto the death.
ELECTRICAL SHOCK: When an opponent successfully strikes the soldier blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.
Drone Blue Cave Ant
Armor Class: 4 [15]
Hit Dice: 2
Attacks: Bite (2d4)
Saving Throw: 16
Special: None
Move: 8
Challenge Level/XP: 2/30
Drone blue cave ants are 4' long and 1' tall. They are the fertile males of the colony and are rarely found outside of the nest. When they are not tending to the queen(s) of the colony, they guard the eggs and larvae. Their exoskeletons are sky blue.
COMBAT: Drone blue cave ants will not attack unless defending themselves or the colony. They are slow moving, but have heavily armored shells and large, strong mandibles, which they use for bite attacks.
Queen Blue Cave Ant
Armor Class: 7 [12]
Hit Dice: 12
Attacks: Bite (1d4)
Saving Throw: 3
Special: Lightning Bolt; Electrical Shock
Move: 3
Challenge Level/XP: 13/2,300
Queen blue cave ants are 15' long and 5' tall. They are typically found in the center of the colony's nest, being well defended by soldiers, workers and drones. The head and thorax of a queen looks similar to a worker blue cave ant, being cobalt blue in color. The abdomen however, looks like the body of a giant, bloated larvae and is about 12' long. It is very light blue in color, almost white, and pulsates with the continue production of eggs for the colony.
COMBAT: A queen ant will aggressively defend itself and its nest. Its melee combat ability is limited because of its physique.
ELECTRICAL SHOCK: When an opponent successfully strikes the queen blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the queen cave ant sends a powerful electrical shock to its opponent. This electrical shock does 2d6 in damage.
LIGHTNING BOLT: A queen blue cave ant is able to shoot a lightning bolt from the mid-section of its abdomen once per round at one opponent. This lightning bolt has a range of 30'. The lightning bold does 4d6 of damage. The victim is allowed a saving throw and suffers half damage is the saving throw is successful.
Blue cave ants live in colonies that make their homes in large stone caverns. They are able to slowly carve a large underground nest out of the hardest stone. Blue cave ants live in large colonies, led by one or more queen ants. There are four types of blue cave ants living in the colony: (1) Workers--75% of colony; (2) Soldiers--15% of colony; (3) Drones--10% of colony; (4) Queens--1-4 individuals.
Worker Blue Cave Ant
Armor Class: 3 [16]
Hit Dice: 1
Attacks: Bite (1d4)
Saving Throw: 17
Special: Electrical Shock
Move: 10
Challenge Level/XP: 1/15
Worker blue cave ants are 4' long and 1' tall. They typically are involved in scavenging activities outside of the nest or, when inside the nest, building onto the nest or caring for ant eggs and larvae. Their exoskeletons are cobalt blue.
COMBAT: Worker blue cave ants will not attack anything that is over half as big as itself, unless it is acting in self-defense. Self-defense includes attacks on itself, other nearby ants, or an attack on the nest. In combat, worker blue cave ants will attack the opponent nearest to itself and will fight until it or its opponent is killed.
ELECTRICAL SHOCK: When an opponent successfully strikes the worker blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.
Soldier Blue Cave Ant
Armor Class: 5 [14]
Hit Dice: 4
Attacks: 2 Bites (1d8 each)
Saving Throw: 13
Special: Electrical Shock
Move: 15
Challenge Level/XP: 4/120
Soldier blue cave ants are 6' long and 3' tall. They usually guard strategic points inside the nest, such as cave entrances, junctions, stored, food, and the colony queen(s). Soldier blue cave ants also accompany workers when they are exploring new territory or transporting particularly large quantities of food. Their exoskeletons are midnight blue.
COMBAT: Soldier blue cave ants are aggressive and quick in combat, gaining two bite attacks due to their agility. They will attack anything that is perceived as a threat, basically any other living creature that comes within 30' of itself or its fellow colonists. They fight unto the death.
ELECTRICAL SHOCK: When an opponent successfully strikes the soldier blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.
Drone Blue Cave Ant
Armor Class: 4 [15]
Hit Dice: 2
Attacks: Bite (2d4)
Saving Throw: 16
Special: None
Move: 8
Challenge Level/XP: 2/30
Drone blue cave ants are 4' long and 1' tall. They are the fertile males of the colony and are rarely found outside of the nest. When they are not tending to the queen(s) of the colony, they guard the eggs and larvae. Their exoskeletons are sky blue.
COMBAT: Drone blue cave ants will not attack unless defending themselves or the colony. They are slow moving, but have heavily armored shells and large, strong mandibles, which they use for bite attacks.
Queen Blue Cave Ant
Armor Class: 7 [12]
Hit Dice: 12
Attacks: Bite (1d4)
Saving Throw: 3
Special: Lightning Bolt; Electrical Shock
Move: 3
Challenge Level/XP: 13/2,300
Queen blue cave ants are 15' long and 5' tall. They are typically found in the center of the colony's nest, being well defended by soldiers, workers and drones. The head and thorax of a queen looks similar to a worker blue cave ant, being cobalt blue in color. The abdomen however, looks like the body of a giant, bloated larvae and is about 12' long. It is very light blue in color, almost white, and pulsates with the continue production of eggs for the colony.
COMBAT: A queen ant will aggressively defend itself and its nest. Its melee combat ability is limited because of its physique.
ELECTRICAL SHOCK: When an opponent successfully strikes the queen blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the queen cave ant sends a powerful electrical shock to its opponent. This electrical shock does 2d6 in damage.
LIGHTNING BOLT: A queen blue cave ant is able to shoot a lightning bolt from the mid-section of its abdomen once per round at one opponent. This lightning bolt has a range of 30'. The lightning bold does 4d6 of damage. The victim is allowed a saving throw and suffers half damage is the saving throw is successful.
8/11/15
Dragon--Montporte Campaign Critter
DRAGON
Armor Class: -9 [28]
Hit Dice: 24 (12HD + 72HP)
Attacks: Bite (3d8+16hp); 2 Claws (2d8+8hp each); Tail (4d12+24hp); 2 Wings (2d6+6hp each)
Saving Throw: 3
Special: Breath; Bite; Regeneration; Fire Resistance; Magic Resistance (60%); Immune to non-magical weapons; Spells
Move: 18/36 (Flying)
Challenge Level/XP: 35/9,200
Dragons are among the most powerful of all creatures in the five planes . Each dragon is said to have the power of 10 wizards and can breathe fire enough to melt the very roots of the mountains. Fortunately, they are rarely encountered on the plane of Aarde (the plane of Montporte), as they make their home on the remote and mysterious plane of Zaj. It is believed that dragons spend 90% or more of their time sleeping.
Dragons are not cruel and do not delight in the suffering of other creatures. Yet, at the same time, they have very little regard for anyone other than themselves. When they are awake, they care only for gathering knowledge and treasure. Dragons are known to visit Aarde on rare occasion in gather updates on the history and happenings of Aarde. They particularly delight in oddities and esoteric facts. Dragons have an unquenchable thirst to study and know every aspect of the universe. There are few creatures or beings in all the planes that can rival a dragon for intellect and knowledge.
Dragons also visit Aarde in search of treasure. Dragons are notorious hoarders and will travel to Aarde to gather large piles of precious metals and gems to haul back to their abodes on the plane of Zaj. Their stay on the plane of Aarde can last several centuries. More than one dragon has been found sleeping on top of a heap of treasure in a remote cave, mountain crevice, or glacial crevasse. Dragons will often nap in such places for centuries before traveling back to their home plane.
COMBAT: For mortals on the plane of Aarde, it is a good thing that dragons prefer to trick or intimidate their opponents rather than fight them in combat, as dragons are terrifying combat opponents. Dragons get up to six attacks per round (1 bite, 2 claws, 2 wings, 1 tail). Their wing attacks are limited to one wing per each side of the dragon. A dragon can use both wings to attack opponents immediately in front of it. Dragons have long and limber necks and tails and each of these can attack opponents in the front, rear or flank of the dragon.
In the rounds when a dragon uses its breath weapon, it is cannot use its other attacks or spells except for its tail attack.
BREATH: Few creatures wield as powerful a weapon as does a dragon when it breathes its cone of flame. The cone of flame is 90’ long and 30’ wide at its base. It does 12d6+36hp of damage to all caught within the conflagration. All caught within the fiery breath must make a saving throw. A successful saving throw indicates that half damage is taken.
A dragon must take one round to prepare its breath, which causes its throat and chest to glow bright red-orange. The dragon then can attack the next round with its breath. If the dragon does not use its breath weapon within two rounds of the preparation round, it must prepare its breath once more. There is no limit to the number of times a dragon can use its breath weapon but it can only use it once every three rounds. As noted above, a dragon can use its tail attack in the rounds when it uses its breath weapon.
BITE: In addition to doing significant damage, the bite of the dragon can drain knowledge. On a successful bite attack, the victim must make a successful saving throw or lose 1 point of intelligence. Lost intelligence can only be regained through magical means, such as a Restoration spell.
REGENERATION: A dragon regenerates 1d8+8 points per round until it is fully healed. Unlike trolls, dragons are not able to regenerate once they have been slain.
FIRE RESISTANCE: Dragons are immune to normal fire. They have +2 on saving throws against fire attacks, suffering no damage if they make their saving throw and half damage if they fail. Dragons suffer half damage from fire based attacks that do not permit saving throws.
MAGIC RESISTANCE: A dragon is 60% resistant to any form of magical attack used it against. A magic resistance roll uses a 1d100 and a score of 60 or below, indicates that the magic used against the dragon has failed. Even if the dragon’s magic resistance fails on a particular spell (on a roll of 61 or above), the dragon still can use a saving throw, if one is permitted by the spell.
NON-MAGICAL WEAPON IMMUNITY: Dragons are immune to attacks from all non-magical weapons.
SPELLS: Dragons are actually not as powerful as 10 wizards, but they are able to cast a variety of spells. A dragon cannot cast a spell during a round in which it is using its breath weapon. Dragons have access to the following magic-user spells and can cast one spell per round:
Related Posts
Montporte Cosmological Notes: On the Planes
Armor Class: -9 [28]
Hit Dice: 24 (12HD + 72HP)
Attacks: Bite (3d8+16hp); 2 Claws (2d8+8hp each); Tail (4d12+24hp); 2 Wings (2d6+6hp each)
Saving Throw: 3
Special: Breath; Bite; Regeneration; Fire Resistance; Magic Resistance (60%); Immune to non-magical weapons; Spells
Move: 18/36 (Flying)
Challenge Level/XP: 35/9,200
Dragons are among the most powerful of all creatures in the five planes . Each dragon is said to have the power of 10 wizards and can breathe fire enough to melt the very roots of the mountains. Fortunately, they are rarely encountered on the plane of Aarde (the plane of Montporte), as they make their home on the remote and mysterious plane of Zaj. It is believed that dragons spend 90% or more of their time sleeping.
Dragons are not cruel and do not delight in the suffering of other creatures. Yet, at the same time, they have very little regard for anyone other than themselves. When they are awake, they care only for gathering knowledge and treasure. Dragons are known to visit Aarde on rare occasion in gather updates on the history and happenings of Aarde. They particularly delight in oddities and esoteric facts. Dragons have an unquenchable thirst to study and know every aspect of the universe. There are few creatures or beings in all the planes that can rival a dragon for intellect and knowledge.
Dragons also visit Aarde in search of treasure. Dragons are notorious hoarders and will travel to Aarde to gather large piles of precious metals and gems to haul back to their abodes on the plane of Zaj. Their stay on the plane of Aarde can last several centuries. More than one dragon has been found sleeping on top of a heap of treasure in a remote cave, mountain crevice, or glacial crevasse. Dragons will often nap in such places for centuries before traveling back to their home plane.
COMBAT: For mortals on the plane of Aarde, it is a good thing that dragons prefer to trick or intimidate their opponents rather than fight them in combat, as dragons are terrifying combat opponents. Dragons get up to six attacks per round (1 bite, 2 claws, 2 wings, 1 tail). Their wing attacks are limited to one wing per each side of the dragon. A dragon can use both wings to attack opponents immediately in front of it. Dragons have long and limber necks and tails and each of these can attack opponents in the front, rear or flank of the dragon.
In the rounds when a dragon uses its breath weapon, it is cannot use its other attacks or spells except for its tail attack.
BREATH: Few creatures wield as powerful a weapon as does a dragon when it breathes its cone of flame. The cone of flame is 90’ long and 30’ wide at its base. It does 12d6+36hp of damage to all caught within the conflagration. All caught within the fiery breath must make a saving throw. A successful saving throw indicates that half damage is taken.
A dragon must take one round to prepare its breath, which causes its throat and chest to glow bright red-orange. The dragon then can attack the next round with its breath. If the dragon does not use its breath weapon within two rounds of the preparation round, it must prepare its breath once more. There is no limit to the number of times a dragon can use its breath weapon but it can only use it once every three rounds. As noted above, a dragon can use its tail attack in the rounds when it uses its breath weapon.
BITE: In addition to doing significant damage, the bite of the dragon can drain knowledge. On a successful bite attack, the victim must make a successful saving throw or lose 1 point of intelligence. Lost intelligence can only be regained through magical means, such as a Restoration spell.
REGENERATION: A dragon regenerates 1d8+8 points per round until it is fully healed. Unlike trolls, dragons are not able to regenerate once they have been slain.
FIRE RESISTANCE: Dragons are immune to normal fire. They have +2 on saving throws against fire attacks, suffering no damage if they make their saving throw and half damage if they fail. Dragons suffer half damage from fire based attacks that do not permit saving throws.
MAGIC RESISTANCE: A dragon is 60% resistant to any form of magical attack used it against. A magic resistance roll uses a 1d100 and a score of 60 or below, indicates that the magic used against the dragon has failed. Even if the dragon’s magic resistance fails on a particular spell (on a roll of 61 or above), the dragon still can use a saving throw, if one is permitted by the spell.
NON-MAGICAL WEAPON IMMUNITY: Dragons are immune to attacks from all non-magical weapons.
SPELLS: Dragons are actually not as powerful as 10 wizards, but they are able to cast a variety of spells. A dragon cannot cast a spell during a round in which it is using its breath weapon. Dragons have access to the following magic-user spells and can cast one spell per round:
- Level 1: Charm Person (1/day); Detect Magic (at will); Light (at will); Magic Missile (2/day, 6 missiles per spell); Read Languages (at will); Read Magic (at will); Sleep (1/day)
- Level 2: Darkness 15-foot Radius (3/day); Detect Invisibility (at will); Invisibility (2/day); Levitate (2/day); Magic Mouth (1/day); Pyrotechnics (2/day).
- Level 3: Clairaudience (1/day); Clairvoyance (1/day); Dispel Magic (2/day); Hold Person (1/day); Suggestion (1/day); Water Breathing (1/day).
- Level 4: Confusion (1/day); Fear (1/day); Polymorph Self (2/day); Remove Curse (1/day).
- Level 5: Feeblemind (1/day); Telekinesis (1/day); Teleport (1/day, no chance of failure).
Related Posts
Montporte Cosmological Notes: On the Planes
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1/2/15
Montporte Mini Monster Manual II (Undead Edition)
In a previous post, the Montporte Mini Monster Manual, I neglected to mention the undead. The undead of Montporte are the standard D&D undead. However, the player characters have met several additional undead creatures that were not in their textbooks from Adventurer University.
In addition to the usual cast of skeletons and zombies, Montporte has featured the following undead things (statted for Swords & Wizardry):
Aur-Mornder: Undead dwarves whose life force has been completely replaced by greed.
Earth Elemental-Undead Version: Elementals that combine a negative life force and the power of a pure element make for deadly encounters for adventurers.
Fire Skeleton: Flame-throwing skeletons are dangerous creatures.
Jinome: Undead gnomes that have a fair amount of magical means to create mayhem for adventurers.
Petros Skeleton: Undead skeletons whose bone structure includes a high percentage of elemental earth. They are much tougher and nastier than your average undead skeleton.
In addition to the usual cast of skeletons and zombies, Montporte has featured the following undead things (statted for Swords & Wizardry):
Aur-Mornder: Undead dwarves whose life force has been completely replaced by greed.
Earth Elemental-Undead Version: Elementals that combine a negative life force and the power of a pure element make for deadly encounters for adventurers.
Fire Skeleton: Flame-throwing skeletons are dangerous creatures.
Jinome: Undead gnomes that have a fair amount of magical means to create mayhem for adventurers.
Petros Skeleton: Undead skeletons whose bone structure includes a high percentage of elemental earth. They are much tougher and nastier than your average undead skeleton.
1/1/15
Montporte Mini Monster Manual
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| An aberration |
To help keeps things organized for the players, I decided to create a post with some monster notes (this represents only the monsters they have encountered or about which they have some knowledge). I have statted out some of the creatures, using Swords & Wizardry as my rule set. Statted monsters are linked to their original post.
Aberration: Aberrations have their origins in Ioucura (the Plane of Madness). Some aberrations have the ability to induce madness.
Boreal Troll: Boreal trolls are foul fey creatures from the Winter Court of Umírající (the Plane of the Fey).
Breeder: Nicknamed "breeders" by the player characters, these human cannibals are the twisted descendants of the elementalists who created the upper levels of the Montporte Dungeon. They have discovered the secrets to some powerful magic that has also driven them insane in the process. Elias was their most recent leader, until his was driven away by the player characters. Breeders have a secret ritual, involving the sacrifice of gnomes, that allows them to live forever.
Cave Goat: Cave goats are the camels of the Montporte Dungeon. They are beasts of burden and sources of food and clothing. Everyone loves a good cave goat.
Demon: Demons are powerful evil beings from the plane of Syvyys. Each is unique and each is nasty. They are magic resistant and tough in a fight. Worst of all, they feed off the souls of the mortals they kill.
Dragon: Dragons live on their own plane, Zaj. Unless killed, dragons live forever. They hoard treasure and knowledge, each dragon seeking to gain a mental archive of the universe. They are not evil or cruel, but they are selfish and aloof. Rumor has it that they are most powerful creatures in the Montporte multiverse.
Dwarf: Dwarves are one of the two Elder Races of Aarde (the material plane where Montporte exists)--elves being the other Elder Race. They shun large settlements and live in isolated rocky places where they can mine and forge without being pestered by other races.
Elemental: Elementals are a combination of one of the four elements plus the life force, Chi. They exist on the plane of Aarde (there are no elemental planes in the Montporte setting).
Elf: Elves are one of the two Elder Races of Aarde (the material plane where Montporte exists)--Dwarves being the other Elder Race. Elves shun all other races, living in the remotest wooded areas. Most humans believe that elves are extinct, such is their scarcity among other races. In fact, there are so few of them that elves are in danger of becoming extinct.
Frost Wolf: A nasty, unpleasant canine from the Winter Court of Umírající (the Plane of the Fey).
Gaunt: Nicknamed "gaunts" by the player characters, these tall mindless humanoids are bred by Elias and his followers to be guards and soldiers on levels 2 and below in the Montporte Dungeon.
Goblin: Goblins are the door-to-door salespeople of Montporte universe. Unlike the typical D&D goblins, Montporte goblins are fey of the Summer Court of Umírající (the Plane of the Fey). They make their living on buying low and selling high to unsuspecting mortals. They are not evil creatures, they just live to make a deal. They make it their business to know everyone and everything, so they are an excellent source of information (at a price). Goblins are tougher than they appear, but they avoid fights by hiring plenty of muscle.
Hobgoblin: Hobgoblins are mean, cruel creatures who bully others. Like goblins, they are involved in commerce. Unlike goblins, hobgoblins using make a living in the slave trade. Hobgoblins owe their loyalty to the Winter Court of Umírající (the Plane of the Fey). They often use Boreal Trolls or Frost Wolves as bodyguards. Hobgoblins are also notorious for their trash talking.
Kobold: Kobolds live in well-organized groups that are in constant war with orcs. Shunning toe-to-toe melee combat, kobolds thrive on sneak attacks, ambushes, and combat from a distance. They celebrate their ability to trick their enemies and then get away. Kobolds are dangerous foes because of their mastery of small unit tactics, their stealth, and their self-discipline.
Meat: Nicknamed "meats" by the player characters, these pathetic mindless humanoids are bred Elias and his followers to be the basic food source of their cannibalistic society.
Oaf: Oafs are large humanoid fey of the Summer Court of Umírající (the Plane of the Fey). They are not evil, but no one loves a good dust up as much an oaf. They are dangerous in a fight and, for this reason, are often used by goblins as bodyguards.
Orcs: Orcs in Montporte are pretty much the standard D&D orcs. They charge into battle with gusto when they think they have an advantage and frantically run away as soon as the going gets tough. Their petty cruelty is the bane of those who live on the edges of civilization. When orcs have the financial means, they hire ogres or even hill giants to do their bullying for them.
Thuragian (Crab Folk): Unpleasant mercenaries who are soldiers for Elias and his followers on Level 2 (and below) of the Montporte Dungeon.
Uyoga (Mushroom People): The colony of uyoga live happily with the elf, Allindrihl, on the second level of the Montporte Dungeon, working a mushroom plantation together. They are protected by a small army of mushroom golems, created and controlled by Allindrihl.
1/19/14
Uyoga (Mushroom People)--Montporte Dungeon Campaign Critter
UYOGA (Mushroom People)
Armor Class: 4 [15]
Hit Dice: 2
Attacks: 2 Fists (1d4) or by weapon
Saving Throw: 16
Special:
Move: 13
Challenge Level/XP: 2/30
The uyoga are common to large caverns, dungeons, and deep temperate rain forests. They are bipedal sentient fungi and stand 7' to 9' in height. Their bodies are fibrous and medium brown in color. While generally even-tempered and peaceful, the uyoga are fierce defenders of their colonies and that which they value.
The uyoga are always part of a colony. The colony is a mass of threadlike tubules under the surface of the soil that make up the main body of the fungus. The uyoga sprout above the surface of the soil but remain connected to the subsurface colony. They are, at times, able to disconnect themselves from the main body of the colony to tend to the needs of colony, defend it, or carry out other business on behalf of the colony. The uyoga are genderless while disconnected from the colony and only develop a gender when the colony enters its complex reproductive cycle. The ugoya then lose their gender until the next reproductive cycle.
COMBAT: The uyoga are a peaceful folk but can be dangerous foes when their colony is threatened. They attack with their fists, getting two attacks per round and doing 1d4 of damage each. They also occasionally use weapons, preferring larger polearms, such as halberds.
AS CHARACTERS: The uyoga can be played as player or non-player characters. They gain 1d10 in hit points per level, but are otherwise like fighters. They do not use armor or shields. They gain a +1 armor class bonus every four levels, starting at second level.
Armor Class: 4 [15]
Hit Dice: 2
Attacks: 2 Fists (1d4) or by weapon
Saving Throw: 16
Special:
Move: 13
Challenge Level/XP: 2/30
The uyoga are common to large caverns, dungeons, and deep temperate rain forests. They are bipedal sentient fungi and stand 7' to 9' in height. Their bodies are fibrous and medium brown in color. While generally even-tempered and peaceful, the uyoga are fierce defenders of their colonies and that which they value.
The uyoga are always part of a colony. The colony is a mass of threadlike tubules under the surface of the soil that make up the main body of the fungus. The uyoga sprout above the surface of the soil but remain connected to the subsurface colony. They are, at times, able to disconnect themselves from the main body of the colony to tend to the needs of colony, defend it, or carry out other business on behalf of the colony. The uyoga are genderless while disconnected from the colony and only develop a gender when the colony enters its complex reproductive cycle. The ugoya then lose their gender until the next reproductive cycle.
COMBAT: The uyoga are a peaceful folk but can be dangerous foes when their colony is threatened. They attack with their fists, getting two attacks per round and doing 1d4 of damage each. They also occasionally use weapons, preferring larger polearms, such as halberds.
AS CHARACTERS: The uyoga can be played as player or non-player characters. They gain 1d10 in hit points per level, but are otherwise like fighters. They do not use armor or shields. They gain a +1 armor class bonus every four levels, starting at second level.
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1/14/14
Mushroom Golem--Montporte Dungeon Campaign Critter
MUSHROOM GOLEM
Armor Class: 6 [13]
Hit Dice: 50 hit points
Attacks: 2 fists (3d6)
Saving Throw: 3
Special: Immune to most spells; Immune to normal fire; Resistant to magical fire; Hit only by magical weapons
Move: 7
Challenge Level/XP: 14/2600
Mushroom golems are huge animated mushrooms with limbs fabricated from mushroom stems.
COMBAT: Mushroom golems attack as 6 hit dice creatures, getting two attacks per round with their giant fists.
MAGIC IMMUNITY: Mushroom golems are immune to most forms of magic. They are also subject to damage from fire-based spells (see below).
FIRE IMMUNITY/RESISTANCE: Mushroom golems are immune to normal fire and gain a +2 to saving throws versus magical fire.
IMMUNE TO NON-MAGICAL WEAPONS: Mushroom golems are immune to non-magical weapons and can only be hit by +2 or better magical weapons. They are not immune from attacks from “outsiders,” such as dragons, fey, and demons, although they do gain a +3 armor class bonus against such creatures.
Armor Class: 6 [13]
Hit Dice: 50 hit points
Attacks: 2 fists (3d6)
Saving Throw: 3
Special: Immune to most spells; Immune to normal fire; Resistant to magical fire; Hit only by magical weapons
Move: 7
Challenge Level/XP: 14/2600
Mushroom golems are huge animated mushrooms with limbs fabricated from mushroom stems.
COMBAT: Mushroom golems attack as 6 hit dice creatures, getting two attacks per round with their giant fists.
MAGIC IMMUNITY: Mushroom golems are immune to most forms of magic. They are also subject to damage from fire-based spells (see below).
FIRE IMMUNITY/RESISTANCE: Mushroom golems are immune to normal fire and gain a +2 to saving throws versus magical fire.
IMMUNE TO NON-MAGICAL WEAPONS: Mushroom golems are immune to non-magical weapons and can only be hit by +2 or better magical weapons. They are not immune from attacks from “outsiders,” such as dragons, fey, and demons, although they do gain a +3 armor class bonus against such creatures.
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1/4/14
Goblin (Fey)--Montporte Dungeon Campaign Critter
GOBLIN (FEY)
Armor Class: 5 [14]
Hit Dice: 3
Attacks: By Weapon
Saving Throw: 14
Special: Spells; Move Silently; Improved Saves Versus Magic; +1 to Attack Rolls
Move: 10
Challenge Level/XP: 4/120
The goblins of the Montporte Dungeon Campaign are very different than traditional RPG goblins. Montporte goblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, devious, and quite cunning. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), goblins travel there frequently and interact with humans and, to a lesser extent, gnomes. They have nothing to do with dwarves and will only interact with elves under duress. Most of their interactions with humans are related to trade and commerce. Despite their frequent travel, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners.
Goblins are nominally aligned with the Summer Court of the fey, although they much prefer the art of the sale to the art of court politics. They typically sell weapons and supplies to both fey courts when Winter and Summer go to war.
While goblins can be a very tough foe versus the average human warrior or mage, they are among the weakest of the fey. To survive--and to avoid being minions/battle fodder--goblins rely on:
Goblins are usually found traveling in small bands, peddling their wares. They usually have a bagoi with them, a brightly-colored wagon that is larger on the inside than on the outside. Their bagoi is often drawn by a single foribus pony. Foribus ponies are highly prized for their intelligence, mild nature, and ability to travel between the planes. They also are accompanied by tough, not-so-smart bodyguards, such as oafs or ogres. While ogres are giant-class creatures, residing on Aarde, oafs are fey.
COMBAT: Goblins avoid combat whenever possible by using clever bargaining, their bodyguards as shields, or, as a last resort, buying their way out of trouble. If they have to fight, they use short swords, daggers, and short bows (typically magic).
SPELLS: Goblins can use first and second level magic-user spells as if they were a third level magic-user. They have knowledge of all the first and second level spells available to magic-users.
MOVE SILENTLY: Goblins can move silently as if they were a third level thief.
IMPROVED SAVING THROW VERSUS MAGIC: Goblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).
BONUS TO ATTACK: Goblins are quick and clever opponents in combat. They gain an additional +1 to all melee and ranged attacks.
Armor Class: 5 [14]
Hit Dice: 3
Attacks: By Weapon
Saving Throw: 14
Special: Spells; Move Silently; Improved Saves Versus Magic; +1 to Attack Rolls
Move: 10
Challenge Level/XP: 4/120
The goblins of the Montporte Dungeon Campaign are very different than traditional RPG goblins. Montporte goblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, devious, and quite cunning. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), goblins travel there frequently and interact with humans and, to a lesser extent, gnomes. They have nothing to do with dwarves and will only interact with elves under duress. Most of their interactions with humans are related to trade and commerce. Despite their frequent travel, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners.
Goblins are nominally aligned with the Summer Court of the fey, although they much prefer the art of the sale to the art of court politics. They typically sell weapons and supplies to both fey courts when Winter and Summer go to war.
While goblins can be a very tough foe versus the average human warrior or mage, they are among the weakest of the fey. To survive--and to avoid being minions/battle fodder--goblins rely on:
- Their wily and cunning intelligence.
- Their charm with non-goblins.
- Providing superior customer service.
- Expert use of the Seelie Accords (the laws governing the fey) to their advantage.
- Investing in muscle and protection. They are rarely without guards of some sort.
- Being a tightknit community. Goblins are very true to each other.
- Having friends living on other planes.
Goblins are usually found traveling in small bands, peddling their wares. They usually have a bagoi with them, a brightly-colored wagon that is larger on the inside than on the outside. Their bagoi is often drawn by a single foribus pony. Foribus ponies are highly prized for their intelligence, mild nature, and ability to travel between the planes. They also are accompanied by tough, not-so-smart bodyguards, such as oafs or ogres. While ogres are giant-class creatures, residing on Aarde, oafs are fey.
COMBAT: Goblins avoid combat whenever possible by using clever bargaining, their bodyguards as shields, or, as a last resort, buying their way out of trouble. If they have to fight, they use short swords, daggers, and short bows (typically magic).
SPELLS: Goblins can use first and second level magic-user spells as if they were a third level magic-user. They have knowledge of all the first and second level spells available to magic-users.
MOVE SILENTLY: Goblins can move silently as if they were a third level thief.
IMPROVED SAVING THROW VERSUS MAGIC: Goblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).
BONUS TO ATTACK: Goblins are quick and clever opponents in combat. They gain an additional +1 to all melee and ranged attacks.
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12/31/13
Giant Orange Slug (Montporte Dungeon Campaign Critter)
GIANT ORANGE SLUG
Armor Class: 7 [12]
Hit Dice: 2
Attacks: Bite (1d3)
Saving Throw: 17
Special: Acidic spit; Acidic skin; salt
Move: 3
Challenge Level/XP: 2/30
Giant orange slugs are similar to their smaller slug kin, except that they are larger and bright orange. They can grow up to 5 feet in length and are usually bright orange with purple spots or stripes. They are found in areas of wet climates or in continually damp places, such as caves and subterranean complexes. They feed on decaying vegetation and fungi.
COMBAT: Giant slugs are generally passive creatures and will not attack unless attacked or provoked. They bite with a raspy mouth.
ACIDIC SPIT: Giant slugs can spit acidic slime up to 10’ that does 2d4 in damage. They can do this once per round up to three times per day.
ACID SKIN: Coming into contact with the skin of a giant slug does 1 point of damage per round of contact.
SALT: Slugs are particularly vulnerable to the effects of salt and take 1 point of damage per pound of salt applied to their skin.
Armor Class: 7 [12]
Hit Dice: 2
Attacks: Bite (1d3)
Saving Throw: 17
Special: Acidic spit; Acidic skin; salt
Move: 3
Challenge Level/XP: 2/30
Giant orange slugs are similar to their smaller slug kin, except that they are larger and bright orange. They can grow up to 5 feet in length and are usually bright orange with purple spots or stripes. They are found in areas of wet climates or in continually damp places, such as caves and subterranean complexes. They feed on decaying vegetation and fungi.
COMBAT: Giant slugs are generally passive creatures and will not attack unless attacked or provoked. They bite with a raspy mouth.
ACIDIC SPIT: Giant slugs can spit acidic slime up to 10’ that does 2d4 in damage. They can do this once per round up to three times per day.
ACID SKIN: Coming into contact with the skin of a giant slug does 1 point of damage per round of contact.
SALT: Slugs are particularly vulnerable to the effects of salt and take 1 point of damage per pound of salt applied to their skin.
12/30/13
Jinome (Montporte Dungeon Campaign Critter)
JINOME
Armor Class: 7 [12]
Hit Dice: 1
Attacks: Small spears or clubs (1d4)
Saving Throw: 16
Special: Laughter; Music; Spells
Move: 7
Challenge Level/XP: 2/30
Jinomes are undead gnomes. They live in forests in or near lands that are tainted or deeply evil. Jinomes travel in small bands and appear in forests at night to hunt their prey. Despite their undead state, jinomes still possess the intelligence, cleverness, and prankster characteristics found among the gnomes, only in this case it has been twisted by long-term contact with evil.
Jinomes are turned as zombies by clerics.
COMBAT: Jinomes feed on the fear and confusion of their victims so they prefer to use their specialized attacks from a distance rather than engage in melee combat. If forced into combat, they will attempt to attack any gnomes in the opposing party.
LAUGHTER: Groups of three or more jinomes are able to unleash hideous cackling laughter that causes confusion to those within 40’ for those creatures failing their saving throw. The jinomes may use this ability once per day.
MUSIC: Groups of six or more jinomes are able to create lively but disturbing music that causes nausea for those within 40’ who fail their saving throw. Nauseated opponents have a -1 penalty to their attack rolls. Jinomes can play this music but once per day but they can continue playing until they are physically attacked. The nausea will last 1-6 turns after the music stops.
SPELLS: Each jinome can cast Darkness, 15 ft Radius and Mirror Image once per day.
Note: The jinome appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).
Armor Class: 7 [12]
Hit Dice: 1
Attacks: Small spears or clubs (1d4)
Saving Throw: 16
Special: Laughter; Music; Spells
Move: 7
Challenge Level/XP: 2/30
Jinomes are undead gnomes. They live in forests in or near lands that are tainted or deeply evil. Jinomes travel in small bands and appear in forests at night to hunt their prey. Despite their undead state, jinomes still possess the intelligence, cleverness, and prankster characteristics found among the gnomes, only in this case it has been twisted by long-term contact with evil.
Jinomes are turned as zombies by clerics.
COMBAT: Jinomes feed on the fear and confusion of their victims so they prefer to use their specialized attacks from a distance rather than engage in melee combat. If forced into combat, they will attempt to attack any gnomes in the opposing party.
LAUGHTER: Groups of three or more jinomes are able to unleash hideous cackling laughter that causes confusion to those within 40’ for those creatures failing their saving throw. The jinomes may use this ability once per day.
MUSIC: Groups of six or more jinomes are able to create lively but disturbing music that causes nausea for those within 40’ who fail their saving throw. Nauseated opponents have a -1 penalty to their attack rolls. Jinomes can play this music but once per day but they can continue playing until they are physically attacked. The nausea will last 1-6 turns after the music stops.
SPELLS: Each jinome can cast Darkness, 15 ft Radius and Mirror Image once per day.
Note: The jinome appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).
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12/29/13
Flying Cubic Lizard (Montporte Dungeon Campaign Critter)
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| "Flying Cubic Lizard" by Little Larry |
FLYING CUBIC LIZARD
Armor Class: 6 [13]
Hit Dice: 1
Attacks: Bite (1d8)
Saving Throw: 17
Special: n.a.
Move: 12
Challenge Level/XP: 1/15
The flying cubic lizard is a cube-shaped reptilian beast
with 4' X 4' X 4' dimensions. It is has a lizard head, but no legs or tail. Its
body is covered in blue-green shimmering scales, which could be quite valuable
if the creature is skinned after it is killed. It moves by flying, although it
has no visible means for flight.
Most unsettling of all are the faces it has on each of its
two flanking sides (one large human face on each side). These two human faces
are non-functional, but this fact is not obvious to the casual observer.
COMBAT: The flying cubic lizard is an aggressive foe in
combat, attacking any normal creature or opponent until it or its opponent is
dead.
Note: The flying cubic lizard was created by using James Edward Raggi IV's "Random Esoteric Creature Generator for Classic Fantasy Role-Playing Games and their Modern Simulacra."
Linen Golem (Montporte Dungeon Campaign Critter)
LINEN GOLEM
Armor Class: 9 [10]
Hit Dice: 2
Attacks: Sleeve slap (1d3) x 2
Saving Throw: 16
Special: Cleric spells; Blunt weapon resistance; Immunity to magic
Move: 8
Challenge Level/XP: 3/60
A linen golem is typically created by a powerful cleric to a guard key area in a temple or shrine. A linen golem is an animated vestment and is capable of following the simple commands of its creator.
COMBAT: The linen golem is not an especially dangerous foe to a well-armed prepared opponent, but it is capable of driving off the weak or casual individual who has intruded into sacred space. The linen golem attacks by slapping its opponents with its sleeves, possessing two attacks per round that each do 1d3 points of damage on a successful strike.
CLERIC SPELLS: A linen golem can cast one first or second level cleric spell per day. Each linen golem is given one such spell at its creation and it can be cast once per day when certain conditions are met or the linen golem is attacked.
BLUNT WEAPONS: Blunt and non-edged weapons do half damage against the linen golem.
IMMUNITY TO MAGIC: Like other golems, a linen golem is immune to magic. The linen golem will take normal damage to magical and non-magical fire-based attacks.
Note: The linen golem appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).
Armor Class: 9 [10]
Hit Dice: 2
Attacks: Sleeve slap (1d3) x 2
Saving Throw: 16
Special: Cleric spells; Blunt weapon resistance; Immunity to magic
Move: 8
Challenge Level/XP: 3/60
A linen golem is typically created by a powerful cleric to a guard key area in a temple or shrine. A linen golem is an animated vestment and is capable of following the simple commands of its creator.
COMBAT: The linen golem is not an especially dangerous foe to a well-armed prepared opponent, but it is capable of driving off the weak or casual individual who has intruded into sacred space. The linen golem attacks by slapping its opponents with its sleeves, possessing two attacks per round that each do 1d3 points of damage on a successful strike.
CLERIC SPELLS: A linen golem can cast one first or second level cleric spell per day. Each linen golem is given one such spell at its creation and it can be cast once per day when certain conditions are met or the linen golem is attacked.
BLUNT WEAPONS: Blunt and non-edged weapons do half damage against the linen golem.
IMMUNITY TO MAGIC: Like other golems, a linen golem is immune to magic. The linen golem will take normal damage to magical and non-magical fire-based attacks.
Note: The linen golem appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).
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12/28/13
Aur-Mornder (Montporte Dungeon Campaign Critter)
AUR-MORNDER
Armor Class: 5 [14]
Hit Dice: 3
Attacks: Pickaxe (1d6) or by weapon type
Saving Throw: 14
Special: Dexterity Drain; Move Silently; Deepvision
Move: 30
Challenge Level/XP: 3/60
Aur-mornder are Dwarven undead. They are created when dwarves become filled with gold lust to such an extent that it has replaced their life force. They live on as undead, inhabiting mines and other remote areas, searching for and mining phantom gold deposits.
Aur-mornder appear as dwarfs, but their flesh is gray and flaky and their eyes are black and without pupils. Their skin is very cold to the touch and they speak with thin, raspy voices.
Aur-mornder have a hatred of the living, particularly of dwarves. They will attack them on sight, assuming that other dwarves have come to jump their claim and steal their gold.
Aur-mornder can be turned by clerics. They are turned as ghouls.
COMBAT: Aur-mornder are aggressive, yet crafty, in combat. While they ignore unintelligent beasts and vermin, they generally assume that intelligent creatures, particularly dwarfs, are out to steal their mining area and gold. They will use their move silently ability to ambush their opponents whenever possible.
DEXTERITY DRAIN: Upon a successful strike with their weapon, an aur-mornder will drain 2 points of dexterity from its opponent, unless the opponent makes a constitution saving throw. The dexterity points lost are regained at 1 point per hour.
MOVE SILENTLY: An aur-mornder is able to move silently as a third level thief.
DEEPVISION: Aur-mornder can see in complete darkness (excluding magical darkness) up to 120’.
Armor Class: 5 [14]
Hit Dice: 3
Attacks: Pickaxe (1d6) or by weapon type
Saving Throw: 14
Special: Dexterity Drain; Move Silently; Deepvision
Move: 30
Challenge Level/XP: 3/60
Aur-mornder are Dwarven undead. They are created when dwarves become filled with gold lust to such an extent that it has replaced their life force. They live on as undead, inhabiting mines and other remote areas, searching for and mining phantom gold deposits.
Aur-mornder appear as dwarfs, but their flesh is gray and flaky and their eyes are black and without pupils. Their skin is very cold to the touch and they speak with thin, raspy voices.
Aur-mornder have a hatred of the living, particularly of dwarves. They will attack them on sight, assuming that other dwarves have come to jump their claim and steal their gold.
Aur-mornder can be turned by clerics. They are turned as ghouls.
COMBAT: Aur-mornder are aggressive, yet crafty, in combat. While they ignore unintelligent beasts and vermin, they generally assume that intelligent creatures, particularly dwarfs, are out to steal their mining area and gold. They will use their move silently ability to ambush their opponents whenever possible.
DEXTERITY DRAIN: Upon a successful strike with their weapon, an aur-mornder will drain 2 points of dexterity from its opponent, unless the opponent makes a constitution saving throw. The dexterity points lost are regained at 1 point per hour.
MOVE SILENTLY: An aur-mornder is able to move silently as a third level thief.
DEEPVISION: Aur-mornder can see in complete darkness (excluding magical darkness) up to 120’.
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Beer Ooze (Montporte Dungeon Campaign Critter)
BEER OOZE
Armor Class: 9 [10]
Hit Dice: 1
Attacks: Slosh (1d2)
Saving Throw: 17
Special: Surprise; Nausea; Inebriation
Move: 3
Challenge Level/XP: 1/15
Beer ooze forms when barrels of beer are stored for exceedingly long periods near magical locations. They appear as foamy puddles on the floor near kegs or barrels of beer.
COMBAT: A beer ooze will attack those who come close to it. It has the ability to form appendages that slosh its opponents for 1d2 in damage.
SURPRISE: A beer ooze can surprise an unsuspecting opponent on a roll of 1-4 (1d6).
NAUSEA: The beer ooze has a nasty odor that causes nausea in those creatures with a sense of smell. Creatures coming within 10’ of the beer ooze must make a saving throw or be stricken with nausea for 1d4+1 turns. The nausea causes a 1d4 temporary loss of dexterity and a penalty of –2 on all attack rolls.
INEBRIATION: When a beer ooze successfully strikes its opponent, that opponent must make a saving throw or become inebriated. The effects of the beer ooze’s inebriation powers is cumulative. The first time an opponent is affected, the opponent is slightly inebriated and temporarily loses 1 point of intelligence and wisdom. When a slightly inebriated opponent is affected a second time by the beer ooze, the opponent becomes moderately inebriated and temporarily loses 2 more points of intelligence, 3 more points of wisdom, 2 points of dexterity and has a –1 penalty on attack roles (in addition to any other penalties). The third time an opponent is affected by the beer ooze, they become greatly inebriated, losing 3 more points of intelligence, 3 more points of wisdom, 2 more points of dexterity, and in penalized an addition –4 on attack roles (in addition to any other penalties). The fourth time the opponent is affected, they become comatose.
Note that successful constitution saving throws negate the inebriation effect of that particular attack but do not “sober up” the opponent. Inebriation may be negated with neutralize poison.
Note: The beer ooze appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).
Armor Class: 9 [10]
Hit Dice: 1
Attacks: Slosh (1d2)
Saving Throw: 17
Special: Surprise; Nausea; Inebriation
Move: 3
Challenge Level/XP: 1/15
Beer ooze forms when barrels of beer are stored for exceedingly long periods near magical locations. They appear as foamy puddles on the floor near kegs or barrels of beer.
COMBAT: A beer ooze will attack those who come close to it. It has the ability to form appendages that slosh its opponents for 1d2 in damage.
SURPRISE: A beer ooze can surprise an unsuspecting opponent on a roll of 1-4 (1d6).
NAUSEA: The beer ooze has a nasty odor that causes nausea in those creatures with a sense of smell. Creatures coming within 10’ of the beer ooze must make a saving throw or be stricken with nausea for 1d4+1 turns. The nausea causes a 1d4 temporary loss of dexterity and a penalty of –2 on all attack rolls.
INEBRIATION: When a beer ooze successfully strikes its opponent, that opponent must make a saving throw or become inebriated. The effects of the beer ooze’s inebriation powers is cumulative. The first time an opponent is affected, the opponent is slightly inebriated and temporarily loses 1 point of intelligence and wisdom. When a slightly inebriated opponent is affected a second time by the beer ooze, the opponent becomes moderately inebriated and temporarily loses 2 more points of intelligence, 3 more points of wisdom, 2 points of dexterity and has a –1 penalty on attack roles (in addition to any other penalties). The third time an opponent is affected by the beer ooze, they become greatly inebriated, losing 3 more points of intelligence, 3 more points of wisdom, 2 more points of dexterity, and in penalized an addition –4 on attack roles (in addition to any other penalties). The fourth time the opponent is affected, they become comatose.
Note that successful constitution saving throws negate the inebriation effect of that particular attack but do not “sober up” the opponent. Inebriation may be negated with neutralize poison.
Note: The beer ooze appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).
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12/27/13
Crystal Golem (Montporte Dungeon Campaign Critter)
CRYSTAL GOLEM
Armor Class: 1 [18]
Hit Dice: 25 hit points
Attacks: Tiny crystal fists of fury (1d4) x 2
Saving Throw: 9
Special: Immune to most spells; Immune to normal fire; Resistant to magical fire; Hit only by magical weapons
Move: 6
Challenge Level/XP: 8/800
Crystal golems are small golems, created by gnomes. They are typically 4’ tall and made of a hard clear crystalline substance. Each crystal golem is made with a separate controlling crystal, which looks like a piece of quartz. This controlling crystal is often attached to a heavy necklace. The owner of the crystal controls the golem and that person is able to give simple instructions to the golem. Gnomes are able to successfully control the golem while possessing the controlling crystal. For other races possessing the controlling crystal, there is a 1 in 6 chance that the golem will not carry out each command.
COMBAT: Crystal golems use their tiny crystalline fists in combat, getting two attacks per round. They attack as 5 hit dice creatures.
MAGIC IMMUNITY: Crystal golems are immune to most forms of magic. They take normal damage from electrical-based spells and are also subject to damage from fire-based spells (see below).
FIRE IMMUNITY/RESISTANCE: Crystal golems are immune to normal fire and gain a +4 to saving throws versus magical fire. They take half damage from fire-based spells and other forms of magical fire.
IMMUNE TO NON-MAGICAL WEAPONS: Crystal golems are immune to non-magical weapons. They are not immune from attacks from “outsiders,” such as dragons, fey, and demons, although they do gain a +2 armor class bonus against such creatures.
Armor Class: 1 [18]
Hit Dice: 25 hit points
Attacks: Tiny crystal fists of fury (1d4) x 2
Saving Throw: 9
Special: Immune to most spells; Immune to normal fire; Resistant to magical fire; Hit only by magical weapons
Move: 6
Challenge Level/XP: 8/800
Crystal golems are small golems, created by gnomes. They are typically 4’ tall and made of a hard clear crystalline substance. Each crystal golem is made with a separate controlling crystal, which looks like a piece of quartz. This controlling crystal is often attached to a heavy necklace. The owner of the crystal controls the golem and that person is able to give simple instructions to the golem. Gnomes are able to successfully control the golem while possessing the controlling crystal. For other races possessing the controlling crystal, there is a 1 in 6 chance that the golem will not carry out each command.
COMBAT: Crystal golems use their tiny crystalline fists in combat, getting two attacks per round. They attack as 5 hit dice creatures.
MAGIC IMMUNITY: Crystal golems are immune to most forms of magic. They take normal damage from electrical-based spells and are also subject to damage from fire-based spells (see below).
FIRE IMMUNITY/RESISTANCE: Crystal golems are immune to normal fire and gain a +4 to saving throws versus magical fire. They take half damage from fire-based spells and other forms of magical fire.
IMMUNE TO NON-MAGICAL WEAPONS: Crystal golems are immune to non-magical weapons. They are not immune from attacks from “outsiders,” such as dragons, fey, and demons, although they do gain a +2 armor class bonus against such creatures.
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Cave Goat (Montporte Dungeon Campaign Critter)
CAVE GOAT
Armor Class: 7 [12]
Hit Dice: 2
Attacks: Ram (1d6)
Saving Throw: 12
Special: Charge attack
Move: 13
Challenge Level/XP: 2/30
Cave goats are similar to their domestic and wild counterparts, except that they are more muscular. They are typically 3’ in height and weigh 120-150 pounds. They are gray in color with long shaggy coats.
Cave goats are highly prized by subterranean creatures because of their tasty meat (yummy!) and warm coat. The coat of the cave goat is prized by goblins and others because it is repellent to most tiny vermin, such as fleas and lice, making it ideal as bedding.
Cave goats are often domesticated because of their usefulness in mining (they can carry up to 50 pounds without encumbrance and up to 100 pounds total), their wool, and their milk production. Their climbing ability surpasses that of their mountain goat kin (climb as a 1st level thief). Cave goats typically forage and require little in the way of feeding, so long as they have access to cave fungus and debris.
COMBAT: Cave goats are not predators and will usually try to put distance between themselves and a perceived threat. However, they are unpredictable and they are aggressive when cornered or defending their territory.
CHARGE: Cave goats will charge their opponents where and when possible, so long as they have 10’ of clear space to do so. They gain a +1 to attack and damage, but also have a –1 penalty to their AC when charging.
RESILIENCE: Cave goats are tough creatures with very hardy constitutions, which is why they have a saving throw target of 12.
DEEPVISION: Cave goats can see in complete darkness (excluding magical darkness) up to 120’.
The Cave Goat was originally posted on this blog on April 17, 2013, as part of Swords & Wizardry Week.
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