Thursday, February 15, 2018

[D&D] "Lost" Gygax Monsters (Part 2)

Continuing this series with a ghoulish pair, along with their demonic patroness, all as originally detailed for the Dangerous Journeys system in Gary's epic adventure module Necropolis (GDW, 1992), with some additional notes in The Slayer's Guide to Undead, and now adapted to AD&D by me:


DEMON, Ghul

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 15”
HIT DICE: 18 (80 hp)
% IN LAIR: 45%
TREASURE TYPE: C, G, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 7-12/7-12/5-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 75%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: L (12’ tall)
PSIONIC ABILITY: 200
Attack/Defense Modes: All/all
LEVEL/X.P. VALUE:
X/20,000*

The demoness Ghul is a servant of Yeenoghu, occasional consort to the Ghoul King, and is the mother of all ghulaz. She attacks with claws and sharp canine teeth. If both claw attacks hit, she inflicts an additional 1-8 points of rending damage. Against opponents who are prone or have been successfully grappled she also attacks with her two hind claws for 5-12 points of damage each. Ghul is normally accompanied by 2-8 ghulaz, and can summon an additional 2-12 ghulaz, 2-8 gholles, or 3-18 ghasts, who will arrive in one turn.

Ghul exudes a foul stench of death and corruption similar to (but even worse than) that of a ghast. Anyone who comes within 20’ of her must make a saving throw vs. poison or suffer -2 from “to hit” rolls and saving throws for 13-28 (3d6+10) rounds. Additionally, her spittle has a 2” range, and a paralytic effect on anyone it strikes (including elves) for a duration of 3-18 rounds. Ghul is immune to the effects of electricity and poison, and only suffers half damage from acid.

At will, once per round, Ghul is able to use any of the following spell-like abilities at 18th level of ability: create ghulaz (one slain creature within 3” range rises as a ghulaz in 1 round), darkness (10’ radius), detect good, detect invisible, detect magic, dispel magic, fear (as wand), pyrotechnics, read languages, read magic, suggestion, symbol (any), telekinesis (7,500 gp weight), teleport, wall of fire, and gate in, with 70% chance of success 2-8 Type I demons (75%) or 1-2 Type V demons (25%).

Description: Ghul’s bestial face combines the worst features of a hound, baboon, and woman, twisted in a leering, fanged visage. Her long arms are corded with muscle and terminate in clawed hands; her feet are similarly ugly and clawed.


GHOLLE

FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 15”
HIT DICE: 8+8
% IN LAIR: 10%
TREASURE TYPE: D, Q (x10), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 40%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (10’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE:
VII/2,600 + 12/hp

These vile things are obviously related to but even worse than ghulaz. They usually dwell in packs, often including ghulaz, ghasts, and ghouls, from 7-12 in number. Naturally, their favorite food is human corpses, but a fresh one will do if they can’t wait for “aging.” Although cunning, they are fearless and fight unceasingly until destroyed.

Gholles attack with claws and bite. Against opponents who are prone or have been successfully grappled, they also attack with their two hind claws, for 1-10 points of damage each. Gholles give off a hideous stench similar to that of ghasts, so that anyone who comes within 10’ of one must make a saving throw vs. poison or be completely disabled for 2-8 rounds, and even those who make their saving throws are are -1 on “to hit” rolls and saving throws while within the radius. The gaze of a gholle causes anyone (including elves) within 3” range who fails a saving throw to be paralyzed for 2-8 rounds.

Gholles are undead and thus immune to sleep, charm, and hold spells, paralysis, poison, cold, and electricity. They can be turned by clerics, treated as vampires. They regenerate from damage (other than from fire or acid) at 1 point per round, with severed limbs reattaching if held to the stump for one round. However, they suffer 1 point of damage per round from exposure to direct sunlight, which does not regenerate and instead heals naturally at a rate of 1 hit point per day.

Description: Gholles have clawed hands and feet of animal nature despite human-like fingers and toes. Their skull is also humanoid in shape, albeit more akin to that of a gorilla. It is elongated, with massive, hyena-like jaws, glaring, bestial eyes and ears too which are hyena-like.


GHULAZ

FREQUENCY: Very rare
NO. APPEARING: 1-8
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 6+6
% IN LAIR: 15%
TREASURE TYPE: D, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE:
VII/1,125 + 8/hp

Ghulaz are undead creatures originating from the Lower Planes. They usually dwell in packs, often including gholles, ghasts, and/or ghouls, from 5-10 in number. They too are man-eaters, carrion lovers, and murderous monstrosities. They are as fearless as gholles and likewise will fight unceasingly until destroyed.

Ghulaz attack with their claws and bite. If both claws hit, they inflict an additional 1-4 points of rending damage. Against opponents who are prone or have been successfully grappled, they also attack with their two hind claws, for 1-8 points of damage each. Ghulaz give off a hideous stench, so that anyone who comes within 10’ of one must make a saving throw vs. poison or be completely disabled with sickness and retching for 2-8 rounds. Ghulaz can spit up to 1” range, and anyone (including elves) hit by the spittle must make a saving throw or be paralyzed for 2-8 rounds.

Ghulaz are immune to sleep, charm, and hold spells, paralysis, poison, cold, and electricity. They can be turned by clerics, as mummies. They regenerate from damage (other than from fire or acid) at 1 point per round, with severed limbs reattaching if held to the stump for one round. However, they suffer 1 point of damage per round from exposure to direct sunlight, which does not regenerate and heals naturally at a rate of 1 hit point per day.


Description: Like their demonic mother Ghul, these vile things seem to be an amalgam of the worst features of a hound, baboon, and human, with long arms corded with muscle that terminate in hideous clawed hands and feet.

6 comments:

  1. "Ghul’s bestial face combines the worst features of a hound, baboon, and woman, twisted in a leering, fanged visage. Her long arms are corded with muscle and terminate in clawed hands; her feet are similarly ugly and clawed."

    Jeff Talanian is going to be devastated ;)

    Good work, Trent, looking forward to more.

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    1. Thanks! I asked Jeff once if this is where he got his forum-handle (since, if so, it seemed like an odd choice) and he said it was just coincidence :)

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  2. Since you are one of the few people who have played Necropolis in its AD&D form, this is as authoritative as it gets. .) How about the copper/lead skeletons? I seem to recall you mentioning they had a high HD and maximum Hp per die?

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    1. Our group didn't make it as far as the encounter with these guys so these stats aren't based on first-hand knowledge, but I'm confident they're in keeping with the spirit and at least pretty close to the letter. I converted the entire Tomb of Rahotep to AD&D stats a few years back based on my memories and how they lined up with the DJ stats, which let me create some rules-of-thumb for the stuff we didn't encounter (like these guys). These are the only ones I'm planning to post, here though - both because most of the rest of the stuff (including the 10 HD, 80 hp iron mummies) feels pretty specific to that adventure, while the gholles and ghulaz seem more generally useful. Plus I don't want to give away the entire store while there's a possibility Matt Finch might someday engage me to do a full "official" conversion for Frog God Games ;)

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    2. Speaking of metallic undead, Gygax also had the "Iron Skeletons of Grusyin" (a mad wizard) in the mini-game included in the center of the AD&D Coloring Album. I posted a conversion in Holmes Basic format here a while back.

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  3. FWIW, Google reminds me that the ghulaz had already made an appearance in the Shadowland section of Gary's novel City of Hawks (1987) prior to being included in Necropolis.

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