These creatures were created by different people and posted to rec.games.frp.dnd or rec.games.frp.archive. Newsgroups: rec.games.frp.dnd From: dickinst@crl1.crl.aecl.ca (Tim Dickinson) Subject: Tim's Stuff: Moster, Deek-Kaz ( 5/23) DEEK-KAZ ============================================================================ HABITAT: Arctic to temperate FREQUENCY: Very Rare INTELLIGENCE: High TREASURE: Special ALIGNMENT: Chaotic Evil ---------------------------------------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: -1 MOVE: 12 HIT DICE: 10 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 60% SIZE: M (6' tall) The Deek-Kaz are feared in the northlands of Furl more than anything else. They have existed forever, being originally created, the legends say, by gods so dark and terrible that the Elder Ones banished them forever. If they were created for any purpose but to slay and spread evil among the realms of men, that purpose is unknown. But sometimes, when the winter is very harsh, the Deek-Kaz come down with the storms, and wreak their hellish havoc on any they can find. Perhaps the Deek-Kaz were once men. They are humanoid in shape, but only just. Their bodies are covered with armored plates, long, narrow, interlocking segments that form an extremely tough exoskeleton. These plates are streaked black and dark brown in color. Their limbs are likewise covered, but the plates are smaller and segmented more at the extremeties, so that they retain full movement. The head is covered by several tight-knit plates, looking quite like a helmet, and only small holes exist for dark eyes to peer through. COMBAT: The Deek-Kaz are powerful creatures of evil, whatever their origin, and they seem to exist solely to kill and raze. Whenever they appear, they always possess a powerful weapon of some sort, a polearm or large sword of +1 or +2 enchantment, which they can wield to strike twice per round. Deek-Kaz also have a number of powerful innate magicks which they can use at will (and all at 10th level of use): shocking grasp, cause light wounds, detect creatures (500' radius), detect invisibility. Once per day they may do the following: heal, lightning bolt, dispel magic, confusion, feeblemind, grow. ECOLOGY: Deek-Kaz are obviously unnatural creations of some dark magic. They do appear to be alive, as one was said to have been killed by Hurram the Wild some years ago. When the winter is particluarly harsh, it will appear in the midst of a storm to slay anyone it finds. It will hunt the north lands for a couple of weeks, and then disappear. Winters harsh enough to bring the Deek-Kaz seem to occur no more than once every 5 or 6 years. THROGGAR ============================================================================ HABITAT: Temperate freshwater and swamp FREQUENCY: Uncommon INTELLIGENCE: Animal TREASURE: None ALIGNMENT: Neutral ---------------------------------------------------------------------------- NO. OF APPEARING: 1-4 ARMOR CLASS: 7 MOVE: 12 HIT DICE: 4 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-4/1-4/2-8 (claw/claw/bite) SPECIAL ATTACKS: Caustic bite SPECIAL DEFENSES: Leaping MAGIC RESISTANCE: Standard SIZE: L (8' long) Throggar, or Frogbeasts, are hungry, stupid animals that live in sluggish streams or swamps. They do resemble frogs in many ways, except for their great size, their claws, their teeth, and their smaller, red eyes. They will usually leap to attack any creature that passes nearby unless it is particularly huge. They can leap great distances on their powerful hind legs: 40' forward or 15' up. They can't leap backward. COMBAT: Throggar attack with claws and fangs. Salival secretions from their mouth are very caustic, however, when they are hungry or attacking. Any bite that successful hits will cause an additional 1-4 hp damage due to this acid. If their bite attack roll is a number 4 or more than that needed, they have clamped tight on their prey: no more biting damage will occur, but the noxious secretions will continue to do 1-6 hp damage per round until the beast's bite is released (a couple of good hits should do this). ECOLOGY: Throggar are usually hungry. They live in small groups, often cannibalize their companions, and give birth to live young, which prey on increasingly-larger animals. From: quinton@ih-nxt04.cso.uiuc.edu (Benjamin Jud Quinton) Newsgroups: rec.games.frp.archives Subject: RESOURCE: monster, Blooming Creeper Blooming Creeper ----------------------------------- climate/terrain: temperate forest frequency: very rare organization: solitary activity cycle: nocturnal diet: blood intelligence: 1 treasure: none alignment: neutral ----------------------------------- number appearing: 1 armor class: 8 movement: 3 hit dice: 4 THAC0: 17 number of attacks: 2-7 damage per attack: 1-3 special attacks: blood drain special defenses: none magic resistance: nil size: S (2' diameter) morale: 18 experience points: 420 ----------------------------------- Apperance: Blooming creepers look much like any other forest vine or bramble, growing in small clumps about 2' around. Combat: The Blooming Creeper can move its tentacles quickly enough for melee combat, but this is not its preferred method. A tentacle can be severed by 5 damage from an edged weapon. Once the special blood draining thorn hits, it will remain in the wound and cause blood loss of 1 hit point per round after detatched from the tentacle. Removing the thorn causes a further 1 hit point of damage. The creeper manufactures a powerful anesthetic that causes the initial penetration of the thorn to be painless and very hard to notice. Habitat/Society: Blooming Creepers function only as predators. Ecology: Creepers hunt at night, slowly moving around looking for sleeping prey. When found, it will attatch its tentacles to the target and start draining its bodily fluids. A hunting creeper will attack almost any sleeping thing, but it will leave alone anything larger than small size. It is afraid of fire and will not come within 10 feet of one, even though it has no special susceptability to it. The name Blooming Creeper comes the fact that after it feeds, it sprouts a number of small crimson blooms that fall off and grow into new ones. They have value to many alchemists or wizards or even assassins because of the powerful anesthetic they contain. Forest Beetle ----------------------------------- climate/terrain: tempetate forest frequency: rare organization: any activity cycle: any diet: omnivorous intelligence: 1 treasure: none alignment: neutral ----------------------------------- number appearing: 1-6 armor class: 3 movement: 6 hit dice: 2 + 2 THAC0: 19 number of attacks: 2 or 2 damage per attack: 1-6x2 or 1-4x2 special attacks: spine throwing special defenses: none magic resistance: nil size: M (3' tall) morale: 16 experience points: 65 ----------------------------------- Apperance: Forest Beetles have a brown carapace with lighter brown mottling. They have two antennae studded with razor sharp edges they use to attack with, and have a ridge of long spines on their back. Combat: Their carapace blends in so well with their background they recieve a +1 bonus to surprise. They can fling the spines on their back up to 60 yards with amazing accuracy (treat everything beyond 20 yards as medium range), up to two per round. In combat their antennae are armor class 5 and can take 6 damage before being destroyed. Habitat/Society: Forest Beetles act as scavengers and have no known predators. Ecology: Found in temperate woods, Forest Beetles are often first noticed by a salvo of spines. If feeling hungry (which they usually are) or threatened, they will attack up to man sized creatures. Shreen ----------------------------------- climate/terrain: temperate to subtropical/ open frequency: very rare organization: group activity cycle: nocturnal diet: omnivore intelligence: 8 - 9 treasure: O alignment: neutral evil ----------------------------------- number appearing: 3 - 12 armor class: 5 movement: 15 hit dice: 3 + 2 THAC0: 17 number of attacks: 3 or 1 damage per attack: bite 1-6, claw 1-4x2 or by weapon special attacks: none special defenses: camoflauge, +1 or better weapon to hit magic resistance: 25% size: M (6' long or 6' tall) morale: 14 experience points: 650 ----------------------------------- Apperance: Shreen are a shapechanging race with two forms: a alligator-like lizard or human sized man-lizard hybrid. Its skin constantly changes color to match its background. Combat: Shreen can shift between the two forms as will, taking one round to change. Only in humanoid form can they be hit by nonmagical weapons. They usually enter combat in lizard form, where they attack with a bite and two claws, and when in humanoid form they usually attack with axes, short swords, or other small bladed weapons. Their constant, involuntary camoflauge gives them a -3 bonus to suprise at all times. Habitat/Society: Shreen have a nomadic society, with few belongings. Malicious by nature, their idea of fun is killing, torturing, or frightening others. Occasionally they have been known to interact with civilized societies, but only when it is to their benefit. Ecology: Shreen are a type of mutated lizard from the time of troubles in the Forgotten Realms. They usually prey on herd animals or sometimes unlucky humans or humanoids. Baethlor ----------------------------------- climate/terrain: temperate/tropical wet frequency: any organization: solitary activity cycle: any diet: carnivorous intelligence: 2-4 treasure: E alignment: Neutral ----------------------------------- number appearing: 1 armor class: 4 movement: 9, fl 24 (D) hit dice: 8 + 4 THAC0: 13 number of attacks: 3 damage per attack: bite 2-12, claws 1-8 x 2 special attacks: breath weapon special defenses: confusion magic resistance: 35% size: G (25' long) morale: 16 experience points: 5000 ----------------------------------- Apperance: Baethlors look dragonish: two wings, two legs, and two arms that end in nasty hand like claws, but no tail. Its skin glistens wet, and shifts and changes in an almost hypnotic pattern of browns and greens. It smells strongly of swamp gas, however, and can be detected by this at ranges of up to 50'. Combat: The hypnotizing effect of the swirling skin colors cause viewers to make a saving throw vs. spells or be confused as the spell for 2-8 rounds. A Baethlor prefers to attack from the sky to prevent its prey from being alerted. Its first attack is a dive that gives a + 4 to hit and double damage, but it cannot bite during this dive. If hard pressed in combat, it will use its breath weapon, a poisonous concentration of swamp gases for 4-24 damage on a failed save. It can use this weapon every other round, but usually will use it only when in a bad situation. Baethlors possess accelerated metabolisms that allow it to heal at an amazing rate of 1 hit point per turn. One of its favorite tricks is to attack until wounded, then fly away and return later to finish off the wounded prey. Habitat/Society: Baethlors function only as predators in their habitat, and their presence usually destroys any animal life near their homes. Ecology: Baethlors make their homes in deep pools of water, preferably in swampy lands. They are amphibious, and must keep their skin wet at least every 2 hours or suffer 1-4 damage every hour after. They are covered in a clear slime that is the source of the terrible smell. It has been postulated that Baethlors were mutated from wyverns or black dragons during the time of troubles in the Forgotten Realms, but they are already showing up in other places, no one knows how. Fortunately they are still very rare, and hopefully they will remain that way. Its magic resistance comes from its magical origins. Variants: Deep in the forest of Tethyr, there was a Baethlor reported that moved at amazing speed. Apparently this creature's metabolism was affected to such a degree that it gained the effects of a permanent haste spell, and regeneration of 2 hit points per round. Spider Wolf ----------------------------------- climate/terrain: temperate to subarctic woods/open frequency: very rare organization: pack activity cycle: day diet: carnivores intelligence: 1 treasure: none alignment: neutral ----------------------------------- number appearing: 2-12 armor class: 3 movement: 18 hit dice: 4 + 2 THAC0: 17 number of attacks: 1 damage per attack: 1d8 + 2 special attacks: poison special defenses: none magic resistance: nil size: M (4' tall) morale: 15 experience points: 420 ----------------------------------- Apperance: Spider wolves look like large wolves with pieces of chitinous carapace scattered in clumps over most of its body. A pair of wicked looking pincers sprout from its mouth, dripping a foul green ichor. Combat: When attacking large prey, more than one spider wolf will attack at once. When facing medium or smaller creatures, the spider wolves will split up and attack individually. Their green saliva is a mild poison (+ 2 to saving throws, failure results in 10 damage) they use to bring down weak prey. Habitat/Society: Spider wolves roam the wilderness attacking almost anything they see. They are most often found in open areas or light woods. Ecology: Mutated wolves from the Godswar in the Forgotten Realms, spider wolves somehow managed to survive and even multiply. Their carapaces are continuously growing and falling off, leaving them in a state of constant pain that accounts for their viciously aggressive behavior. They will attack almost anything, even up to huge sized creatures.