Creatures, Monsters and Undead

CreaturesCreatures Leap Fish
MonstersMonsters Bloodstone
Entwiner
UndeadUndead Abyss Skeleton

Creatures

Leap Fish

Climate/Terrain:
Frequency:
Organisation:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armour Class:
Movement
Ocean
Very Rare
School
Daylight
Carnivore
Animal intelligence (1)
Nil
Neutral
2d10
8
Sw 20
Hit Dice:
THAC0:
No. of Attacks:
Damage/Attack:
Special Attacks:
Special Defences:
Magic Resistance:
Size:
Morale:
XP Value:
2
19
1 bite or 1 leap
2d4 or 1d4
See description
Nil
Nil
S
Average (10)
50

General: Leap fish are a type of fish that have developed the ability to leap from the water and attack their prey on dry land or ship for a limited time. They are a mottled grey in colour, approximately 4 feet long and look somewhat like catfish, except for jaws filled with many sharp, white teeth.

Combat: The fish will leap onto land, or more usually a ship's deck, and begin to hurl themselves at any creatures they encounter using their powerful tails and fins. Their intention is to drive their prey into the water whereupon they will immediately return to the sea and feast upon their victims. When leaping out of water at their prey they can leap up to 10 feet. A successful attack means they have knocked their target back 5 feet and the victim takes 1d4 points of damage from the blow. The fish will often attack in small groups to improve their chances of success. The fish can remain out of water for up to 8 rounds before they must return or die of suffocation. After 2 rounds back in the water they are free to emerge again to attack.

Habitat/Society: Leap fish live in schools of relatively small sizes not usually larger than 20 fish. Around a third of the fish normally engage in attacks to send victims into the sea for the school to feed on.

Ecology: Leap fish will attack other marine life even as large as a killer whale though their preferred food is humanoids for which their attack technique has evolved.

Monsters

Bloodstone

Climate/Terrain:
Frequency:
Organisation:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armour Class:
Movement
Any Land
Very Rare
Group
Any
Special
Semi-intelligent (4)
Nil
Neutral
1d4
2
3
Hit Dice:
THAC0:
No. of Attacks:
Damage/Attack:
Special Attacks:
Special Defences:
Magic Resistance:
Size:
Morale:
XP Value:
6
15
1
2d6
See description
See description
Nil
M
Fearless (20)
2,000

General: Bloodstones are the product of evil magic, used to imbue stone blocks with a thirst for fresh blood, and are usually used as guardians. They normally appear as tall blocks of stone some 7 feet high, 2 feet square and covered in runes, although bloodstones of other dimensions have been encountered. They move about using a form of magical flight, though they can only travel just above ground level and stairs and other similar obstacles impair their movement considerably, cutting it down to 1/4 normal rate. They are totally loyal to their creator and carry out their instructions.

Combat: Bloodstones have no physical attack as such, but attempt to come into contact with their victims to inflict harm and kill, and will work to corner their targets. When they do so they then begin to do 2d6 hit points damage per round, by draining blood. Any victim touched by a bloodstone must make a Strength check to pull free or become stuck to the bloodstone. Due to their magical nature they are immune to all forms of mind magic and poisons and also to non-magical weapons.

Habitat/Society: Being magical constructs, bloodstones have no society and may be found in any habitat.

Ecology: Bloodstones are not natural creatures, and play no part in the world's ecology.

Entwiner

Climate/Terrain:
Frequency:
Organisation:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armour Class:
Movement
Caverns, Ruins
Very Rare
Group
Any
Carnivore
Animal intelligence (1)
C
Neutral
1d4
2
3, Cl 6
Hit Dice:
THAC0:
No. of Attacks:
Damage/Attack:
Special Attacks:
Special Defences:
Magic Resistance:
Size:
Morale:
XP Value:
5
15
4
See description
See description
See description
Nil
M
Elite (14)
650

General: Entwiners are the result of evil magic and are usually used as guardians. They are rubbery black blobs some 2 feet in diameter with a round maw lined with teeth and four 10 feet long tentacles extending from their bodies, which they use to catch and then squeeze their prey to death, before consuming them. Entwiners can clamber along by using their tentacles as legs but move more swiftly when using these appendages to climb.

Combat: Entwiners attack by lashing their victims with their tentacles for 1d6 damage. When a tentacle successfully hits it wraps about the target, possibly immobilising a limb. The tentacle can be pulled free in 1 round if the victim succeeds at a Strength check, at a -2 penalty, and a -4 penalty if only one arm is used. Grasping tentacles do an additional 1d6 damage each round due to squeezing. Due to their rubbery bodies, entwiners take only 1/2 damage from blunt weapons.

Habitat/Society: Entwiners have no society and reside either as placed guardians, or lurk in dark places to which they have escaped.

Ecology: Entwiners are voracious carnivores though rarely eat their own kind. They can survive without food for long periods, and their preferred diet is humanoids.

Undead

Abyss Skeleton

Climate/Terrain:
Frequency:
Organisation:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armour Class:
Movement
Any
Very Rare
Group
Any
Nil
Very intelligent (11)
Nil
Neutral Evil
2d4
5
12
Hit Dice:
THAC0:
No. of Attacks:
Damage/Attack:
Special Attacks:
Special Defences:
Magic Resistance:
Size:
Morale:
XP Value:
5
15
See description
See description
See description
See description
Nil
M
Fearless (20)
2,000

General: Abyss Skeletons are the twisted incarnations of utterly damned souls. They reside within the Abyss but can be summoned by high level wizards and priests and commanded to serve them. They delight in pain and death and will obey their summoners while they are allowed to indulge their appetites, otherwise they will attempt to turn upon their controllers. Their appearance is similar to normal skeletons except they have two small demonic horns and their hands, eye sockets and horns all glow with a sickly green light.

Combat: These creatures never use weapons, prefering to attack and kill using their innate magical abilities. They possess three powers which they can employ as often as desired:

  1. Hands - the touch of the Abyss Skeleton inflicts the victim with a creeping disease unless a successful save vs. poison is made. The disease prevents all healing and causes all attributes to drop by 1 per week. The disease can be cured using cure disease or similar magic. Restoration of lost attribute points is the same as the loss rate. Any character whose Constitution and Wisdom reach zero will themselves immediately become Abyss Skeletons.
  2. Eyes - the gaze of the Abyss Skeleton causes the target to be racked by pain unless a successful save vs. death ray is made. Victims who fail the save must make another save each round/turn to perform any action or be unable to act due to the excruciating agony. A dispel magic or remove curse spell can be used to negate the effect.
  3. Horns - the horns of the Abyss Skeleton can fire twin magic missiles as per the wizard spell.
Abyss Skeletons are immune to sleep, charm, hold, or similar mind-affecting spells and all non-magical and silver weapons.

Habitat/Society: Abyss Skeletons are found wherever they are summoned and placed by their controllers. Those that have managed to successfully turn on their masters or escape will rampage, bringing terror and death until they are destroyed.

Ecology: Abyss Skeletons are created when vengeful damned souls are sent to the Abyss. They wait eternally for the chance to return to the Prime Plane to fulfill their desire to kill.


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