Post by distortedhumor on Aug 18, 2015 22:46:32 GMT
I decided to place the magic, treasure, and critters of my Campaign setting in one thread, so people did not have to dive though pages of boring text to find the cool items and critters I made.
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.
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.
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.
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.
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.
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.