Legends of Greyhawk

 

NewMonsters

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New Monsters

 

Blazeborn

Magical Beast

Hit Dice: 6d10+12 (48 hp)

Initiative: +8

Speed: 60 ft

Armor Class: 18 (Dex +4, Natural +4)

Attacks: Bite +8

Damage: Bite 2d6+2 + acid

Face/Reach: 5 ft by 5 ft / 5 ft

Special Attacks: Acid, Smoldering Touch

Special Qualities: Dark Vision 120 ft, Fire Immunity, Spell Resistance 11, Vulnerable to Water

Saves: Fort +7, Ref +10, Will +3

Abilities: Str 15, Dex 19, Con 14, Int 6, Wis 13, Chr 11

Skills: Listen +6, Spot +6, Jump +6, Intimidation +5

Feats: Improved Initiative, Improved Trip, Scent

Climate/Terrain: Fires / Hot Caverns

Organization: Solitary or Pack (1d4+2)

Challenge Rating: 4

Treasure: Standard

Alignment: Lawful Evil

Advancement Range: 8-9 HD (medium) 10-18 HD (large), +1 to Intelligence/2HD

 

Description

Born out of the great pyres built by the fire giants during their celebrations, the Blazeborn are a spontaneous life form. These beasts look similar to dogs, but their fur is warm and black as sulfur with bits of flame dancing across its surface. Their eyes resemble embers of burning coal so hot that they can be seen even in darkness. It is uncertain what strange forces make up these creatures but they are loyal only to the fire giants. Blazeborn consider all other creatures to merely be food for consumption.

 

Combat

Blazeborn consider all living things to be their prey and they feel no fear mundane creature walking Oerth. When they attack they strike quickly but with great cunning. If several are taken down by a single foe, the remaining Blazeborn will coordinate their attacks to take out that particular enemy first. Or if that's not possible, they will drag off another victim that the offending person has great feeling for. How they know who that is a matter of much speculation, but no sure answer can be given.

 

Acid: When blazeborn bite their target the victim takes 1d4 acid damage from their highly acidic drool. Any armor that is worn must make a Fortitude Save (DC 12) or be destroyed. Each additional bite forces another saving throw and increases the DC by one.

Fire Immunity: Blaze born suffer no damage from fire-based attacks, magical or mundane.

Smoldering Touch: Everywhere the blazeborn steps leaves a smoldering footprint burnt into the surface. Dry grass, paper, and other easily flammable items have a chance of catching fire as a result of this.

Vulnerable to Water: While blazeborn take no special damage from cold-based or ice attacks, straight water is very harmful to them. All magical water attacks deal double damage, and even a waterskin poured upon them deals 1d6 damage every round of contact.

 


 

Lava Snake (Evyakien)

Elemental

Hit Dice: 10d8+20 (65 hp)

Initiative: +4

Speed: 30 ft

Armor Class: 19 (Dexterity +4, Natural +6, Size -1)

Attacks: Bite +12 melee

Damage: Bite 4d6+1

Face/Reach: 5 ft by 5 ft (coiled) / 10 ft

Special Attacks: Heat

Special Qualities: Can't be flanked, Darkvision 60 ft, Elemental immunities, Fire Immunity

Saves: Fort +9, Ref +8, Will +5

Abilities: Str 12, Dex 19, Con 15, Int 3, Wis 14, Chr 7

Skills: Climb +5, Move Silently +11, Listen +7, Spot +7

Feats: Run, Weapon Finesse (bite)

Climate/Terrain: Fire, Underground

Organization: Solitary or pair

Challenge Rating: 7

Treasure: Standard

Alignment: Neutral

Advancement Range: 11-13 HD (medium), 14-18 HD (huge)

 

Description

Lave Snakes (called evyakien by the fire giants) erupt out of huge fires influenced by magic and pure fire magic manipulations that cause a great physical effect. No more than two every spring out of these eruptions and they always stay together if two are formed. They are made of molten rock and their skin, a thin layer of hardened stone, appears to slide from their back to their front when the snake slither along the ground.

 

These creatures are most often carrion eaters despite their immense strength and many have been semi-domesticated by the fire giants. Fire giants use them as guards and as an intimidation factor in dealing with would-be intruders.

 

Combat

Lava snakes are highly territorial creatures and will aggressively go after anything they consider a threat in their territory. They have no fear of prime plane creatures and will fight to the death regardless of damage taken.

Can't be flanked: Because of their elemental nature and mutable form, lava snakes can never be flanked nor are they ever denied their dexterity bonus. Most think this is because of a supernatural awareness the snake possesses.

Elemental Immunities: As an elemental life form lava snakes are immune to poison, sleep, paralysis, stunning, and critical hits.

 

Fire Immunity: Lava snakes take no damage from fire of any type whether it is magical or mundane in origin.

Heat: Any creature within five feet of a lava snake automatically takes 1d6 points of damage and is not allowed any saving throw to avoid being harmed.

 


 

Skein (Demon's Wrap)

Large Ooze

Hit Dice: 10d10+65 (120 hp)

Initiative: -4

Speed: 15 ft

Armor Class: 5 (-4 dex, -1 size)

Attacks: Slam +8 melee

Damage: Slam 2d6+5 and 1d4+1 acid

Face/Reach: 10 ft by 10 ft / 10 ft

Special Attacks: Absorption, Damage Transference, Improved Grab

Special Qualities: Blindsight, Chameleon, Deep Hibernation, Ooze

Saves: Fort +7, Ref -1, Will -2

Abilities: Str 21, Dex 3, Con 21, Int --, Wis 1, Cha 1

Climate/Terrain: Any underground

Organization: Solitary

Challenge Rating: 9

Treasure: None

Alignment: Always Neutral

Advancement Range: 11-14 HD (large), 15-20 (huge, can cover two opponents)

 

Description

The skein is a rare type of ooze that literally absorbs its victims. They breed by splitting into two new creatures after reaching twice their normal hit dice. The skein also has a unique ability to go into a deep sleep between feedings, sometimes for up to 30 years before it gets very desperate to eat and goes in active search for food.

 

Combat

Skein lay about rooms using their chameleon power to blend into the surface they are covering and wait for the victims to walk over them. Then when the person is near the middle it swings up a hastily formed appendage and attacks the victim. Then while attacking it begins to slide up the victim, grabbing him and trying to pull them down. Two rounds after the victim is grappled they will be completely covered in the ooze and unable to make any further attacks. After the victim is covered they will be absorbed. This occurs when the person runs out of hit points. When a victim is absorbed, there is no way for them to be brought back.

 

Absorption: When a victim is grappled this power automatically begins to take effect. The victim takes 1d4 points of acidic damage the first round, 2d4 on the second, and 3d4 each round after that. There is no save to avoid this damage. Starting on the third round the victim must make a Fort Save (DC 15) or the organic items they carry begin to dissolve. A new roll must be made each round after that with the DC increasing by three each time. Metal items must start making the saving throw on the sixth round. After the first two rounds the victim is no longer able to make any attacks and they are completely covered by the skein; it has oozed all over the victim's body.

Chameleon: While lying still a skein takes on the appearance of the surface it covers. To successfully spot the skein the onlooker must make a spot or search check (DC 25).

Damage Transference: During the second round of absorption the victim takes 25% of all damage dealt to the skein. On the third round and after, the victim takes half of the damage dealt to the skein. It is unknown how this works, but most believe it literally absorbs the victims life force to save itself.

Deep Hibernation: The skein lies dormant if it is not fed regularly. It can sleep for up to fifty years before it starves to death. When any victim gets within 60 ft the skein will awaken and prepare itself to attack.

Ooze: As an ooze the skein has no defined front or back, therefore it is unable to be flanked and is not subject to critical strikes. Since the mind of the ooze is so simple it is unaffected by all charms and mind influencing effects.

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