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Post by distortedhumor on Sept 18, 2014 23:50:41 GMT
Deathwalker
No Enc.: 1d4
Alignment: Chaotic
Move: 90’ (30’)
Armor Class:6
Hit dice: 6+1
Attacks: 1
Damage: 1d4 or weapon
Save: F10
Moral: 10
Hoard: XIV
XP: 200
These are feared creatures of legend. They appear to be tall female humans with yellow cat-like eyes, dusky skin, a strong ridgeline, and elven style ears. They generally live in small caves, huts, or even small strongholds. If approached they will be friendly, offering hospitality unless attacked, and are very intelligent. They have two powers that they will offer to anyone who approaches them
1) They can raise the dead, be it a dead sheep or a loved one, for three of the same kind that is younger then the dead. (So, for prized pig, three piglets must be given to them, for a human, three humans of a younger age, and so on). They will offer this deal to anyone who may be in need of it.
2) They can produce a potion that will lower the age of the drinker by five years. In return they need a member of the same race that is at least 10 years younger than the drinker.
(Any animal or persons who is so offered will have their life-force drained (taking 1d4 days) and once dead, will be eaten)
The unsaid part of the bargain is the drinker or the person being raised will have the spell "Quest" cast upon them, but not to go in affect for six months, so it is never suspected the Deathwalker cast it. (The nature of the quest is up to the Labyrinth lord choice, and the player does get a saving throw.) Many times, the quest is to get the Deathwalker a magical item.
It is unknown how Deathwalkers reproduce, though it rumored that it involves the magical conversion of a young child. Deathwalkers are generally solitary creatures, but sometimes 1-3 additional Deathwalkers will be present and call the eldest "Mother Walker". Deathwalkers fear moving water like streams and rivers and will not cross them (unless frozen over), but can swim in pools and lakes.
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Post by distortedhumor on Sept 18, 2014 23:57:56 GMT
Draugr Wight
A Draugr Wight is a former follower of _____ (Insert evil god in your gameworld), in life this person made a Faustian bargain. They are given seven lives of undeath, at which point their soul is given over to the god. In there status of being a Draugr Wight, they will have all powers as they had before (Including spell casting and fighting abilities.) They will have a crypt that has been established for their existence, and a personal item, a ring, a amulet, or even a "lucky coin", is used as a focus for this undead. Upon being slain, in 1d4 days their bodies will reform at the Crypt, repairing the body, but leaving any scars or other marks from there last, violent encounter. Each death the Draugr Wight gains more abilities, but is one step closer from facing its soul being devoured. If the item that is their focus is destroyed, the Draugr Wight cannot reform. If they do not meet a violent end, in 400 years the body will fall apart and reform, using one of its seven lives.
The ritual to become a Draugr Wight is a dark ritual that involves a ritual suicide, failure results in death or zombiefication.
The Draugr Wight has all the abilities and knowledge that it had in the past. In addition each generation they gain the following powers.
Generation 1:
Normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage.
Generation 2:
All Previous skills, plus
1/2 damage to normal weapons
Generation 3:
All Previous skills, plus
Only Silver and magical weapons, Turns as a vampire
Generation 4:
All Previous skills, plus
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Generation 5:
All Previous skills, plus
Level Drain per melee hit, including weapons.
Generation 6:
All Previous skills, plus
Magical Weapons only, Cast Darkness x3 a day.
Generation 7:
All Previous skills, plus
Turn as Special/lich
Level drain per hit (2 levels)
Cast Silence x3 a day.
Zombie Cow
No Enc.: 1d6(4d6)
Alignment: Chaotic
Move: 120’ (40’)
Armor Class:8
Hit dice: 4
Attacks: 1 (Weapon)
Damage: 1d4 or weapon
Save: F2
Moral: 12
Hoard: none
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. If three or more Zombie cows approach a living person, they must save vs spell or suffer a -1 to hit as they are hypnotized/paniced by the flabby flesh bouncing in their general direction.
Zombie Bull (King)
No Enc.: 1
Alignment: Chaotic
Move: 120’ (40’)
Armor Class: 5
Hit dice: 6
Attacks: 2 (Weapon/Horns)
Damage: 1d6 or weapon/1d12
Save: F2
Moral: 12
Hoard: none
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. It is also famous for goring/headbutting with its horns.
Zombie Goat
No Enc.: 1d6(4d6)
Alignment: Chaotic
Move: 120’ (40’)
Armor Class: 9
Hit dice: 1-1
Attacks: 2 (Weapon/Horns)
Damage: 1d4 or weapon/1d6
Save: F2
Moral: 12
Hoard: none
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Maces and other one handed weapons. It is also famous for goring/headbutting with its horns.
Zombie pig
No Enc.: 1d6(4d6)
Alignment: Chaotic
Move: 120’ (40’)
Armor Class: 9
Hit dice: 1
Attacks: 1 (Weapon)
Damage: 1d4 or weapon
Save: F2
Moral: 12
Hoard: none
Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Maces and other one handed weapons.
Golem, Beer
No Enc.: 1(1)
Alignment: Neutral
Move: 120’ (40’)
Armor Class:4
Hit dice: 8
Attacks: 2 fists
Damage: 1d12+2
Save: F12
Moral: 12
Hoard: none
As per all other golems, unaffected by normal weapons, and unaffected by Hold, Charm, and other such spells.
This looks like a mass of Barley, Hops, and Yeast bubbling, generally in the form of a man or a dog. The yeasty smell is strong if in a enclosed area. Magical fire does double damage, but magical cold heals the Beer Golem. If someone is struck, they must save vs spell or become drunk. A additional failure will cause the person to become sick for 4d6 turns. A third failure will cause the person to pass out.
Porn Golem
No Enc.: 1(1)
Alignment: Neutral
Move: 120’ (40’)
Armor Class:6
Hit dice: 8
Attacks: 2 fists
Damage: 1d12+2
Save: F12
Moral: 12
Hoard: none
As per all other golems, unaffected by normal weapons, and unaffected by Hold, Charm, and other such spells.
This looks like a mass of nasty glossy paper, canvas, and other nastyness covered in KY jelly. It is immune to all but acid and fire (fire does triple damage). If A person is struck, please roll a illness per the DMG tables, barring a saving throw vs. Rods...
Elder Shadowmasters
No Enc.: 1-4
Alignment: Lawful (evil)
Move: 120’ (40’)
Armor Class:4
Hit dice: 8+4
Attacks: 2 fists
Damage: 1d6
Save: F12
Moral: 12
Hoard: none
These are feared creatures of the deep dark places of the earth. Building whole communities in the deep dark places of the earth, as they detest sunlight. The native look is a humanoid body with white skin (with a faint blue tint) with long legs and arms, a short torso, and a large head. Eight 2-foot tentacles cover the mouth area, which is designed to crush bone and eat flesh. While highly organized they are generally quite evil, as they seek to enslave all other races. The great skill and what makes Elder Shadowmaster so feared is their innate Illusion ability. Young Shadowmasters have the ability of 6th level Illusionists, while most will have the ability of a 8th level illusionists. Some of the great leaders and oldest among the Shadowmasters have been known to cast at the 15th level illusionist. Due to their reproduction methods, if a area is abandoned, they can quickly fill a area with Shadowmasters, and then hold back new births to maintain a steady population figure (They eat their young if the population gets too crowded). Generally they spend youth in the large underground cities, then spend a time (200 years or more) to explore and learn, then return as a learned leader of their home city. They easily live 500 years, and if the magic flows strong, they can live longer then many elves. Prisoners or purchased slaves have a Iron collar placed on their necks, enslaving them to mindless work (The slave will think they where freed and experience a illusionary life while their body works to build Shadowmaster cities. ) They welcome traders, but woe to those who try to cheat or break the peace of a Shadowmaster city.
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Post by Admin on Sept 19, 2014 0:01:57 GMT
Heh, I really liked the Zombie Goat and the Beer Golem! The Porn Golem was kinda cool too... I'll pass that one along to Thorkie! Thanks for posting, and welcome to the new forum! Hope you have fun here, Prespos
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Post by distortedhumor on Sept 19, 2014 0:31:02 GMT
Sunraider No Enc.: 1d4 Alignment: Chaotic Move: 120’ (30’) Armor Class: 6 Hit dice: 3+1 Attacks: 4 Damage: 2x 1d4 and 2x 1d6 Save: F10 Moral: 10 Hoard: V XP: 120 Special attack: Grapple
Sunraiders are feared walkers of the desert, humanoid with 4 arms in a X shape. the two lower arms have small claws that do 1d4 damage, and the upper limbs are larger, and have bone outgrowths that cause 1d6 damage. They are the bane of many, and have killed many a wanderer due to their fast speed and impressive ability to cause harm. They are only semi-intelligent, and like to attach themselves to wizards and clerics as bodyguards.
Special attack: If both lower arms hit (first two to hit rolls), it will hold the victim stationary and the upper arms will cause 1d8+1 damage, instead of the normal 1d6 as the upper arms jab deep into the victim.
Deep Desert Worm No. Enc.: 1d2 (1d4) Alignment: Neutral Move: 60' (20') Armor Class: 6 Hit Dice: 15 Attacks: 2 (bite, sting) Damage: 2d8/1d8, poison Save: 10 Morale: 10 Hoard: XIX XP: 3300 Special Abilities: Poison, Swallow Whole
The creature that causes even the most foolhardy to avoid the deep desert, the body of a mature deep desert worm is 10' in diameter and 100' long or more. The creature has a poisonous stinger in its tail. These dreaded yellow monstrosities burrow underground, only surfacing to consume unsuspecting prey. They may attack with both a bite and their stinging tail in 1 round. When a purple worm is found below the earth, it is usually from inside one of its tunnels. In this case the tunnel may only be as wide as the worm, preventing it from attacking with both attacks in the same round.
Poison: Anyone stung by the tail must also succeed in a saving throw versus poison or die.
Swallow Whole: If a purple worm's bite attack roll is at least 4 higher that the roll needed to hit (or a 20 is rolled), a victim is swallowed. A being that is swallowed takes 3d6 hit points of damage per round inside the purple worm's belly. The damage stops when either the character dies or the worm is killed.
Note: Yes, this is a purple worm variation, as is the desert hag is a variation of a sea hag.
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Post by distortedhumor on Sept 21, 2014 2:56:19 GMT
Photo used without permission Mooseman No Enc.: 1d4 Alignment: Neutral Move: 90’ (30’) Armor Class:5 Hit dice: 4+3 Attacks: 1 Damage: 1d12 or weapon Save: F10 Moral: 10 Hoard: XIV XP: 200 These Fearsome Guardians of holy groves exist solely to protect the groves from those who would harm the grove. Some groves will only have 1d4 guardians, while others may have as many as 11 or more. The main weapon is their massive rack that can cause massive damage to those who they attack, and sometimes they been known to pick up woodsmen axes and other fallen weapons to defend their grove. In larger groves, the eldest Mooseman may have been consecrated with druidic power of up to a 6th level druid. If slain, the grove will regain a guardian at each sunset. If the grove is eliminated completely, the Moosemen will go insane and die.
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Post by Black Forest on Aug 13, 2021 13:53:36 GMT
Photo used without permission Mooseman No Enc.: 1d4 Alignment: Neutral Move: 90’ (30’) Armor Class:5 Hit dice: 4+3 Attacks: 1 Damage: 1d12 or weapon Save: F10 Moral: 10 Hoard: XIV XP: 200 These Fearsome Guardians of holy groves exist solely to protect the groves from those who would harm the grove. Some groves will only have 1d4 guardians, while others may have as many as 11 or more. The main weapon is their massive rack that can cause massive damage to those who they attack, and sometimes they been known to pick up woodsmen axes and other fallen weapons to defend their grove. In larger groves, the eldest Mooseman may have been consecrated with druidic power of up to a 6th level druid. If slain, the grove will regain a guardian at each sunset. If the grove is eliminated completely, the Moosemen will go insane and die.
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Post by Black Forest on Aug 13, 2021 13:54:19 GMT
I love the mooseman, the others file under monsters I don't want to meet.
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