Wednesday, February 21, 2018

[D&D] "Lost" Gygax Monsters (Part 4)

More creatures from Gary Gygax's Gord novels (specifically City of Hawks (New Infinities, 1987) for the Shadowland creatures, and Come Endless Darkness (New Infinities, 1988) for the undine) as adapted to AD&D by GT, and posted here by his kind permission. All of these creatures are connected to the Inner Planes:


DRAGON, Duskdrake

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 15"
HIT DICE: 12 - 14
% IN LAIR: 50%
TREASURE TYPE: H, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/5-40
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 20%
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L (64+' long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: X/ 9200 + 18/HP

The duskdrake has the appearance of a gigantic red dragon, but its spiked upper scales are jet black, while its belly plates are a dusky gray.  It breathes shadowfire, which has gray, billowing flames shot through with tongues of ebony and diamond brilliant at the flame tips.  It inflicts as many points of fire/heat damage as the duskdrake has hit points, and the monster may use this breath weapon four times each day.  There is some speculation that The Rain of Colorless Fire may have been a large-scale distillation of shadowfire as utilized by the Baklunish deity, Dorgha Torgu!

These titanic draconians are native to the Demi-Plane of Shadow, and are fortunately quite rare.  They are virtually unknown to the Prime Material Plane, as they have almost never been brought there.

PHANTIMAL

FREQUENCY: Common (on Plane of Shadow)
NO. APPEARING: Variable
ARMOR CLASS: Variable
MOVE: Variable
HIT DICE: Variable (1 h.p. to 7 HD)
% IN LAIR: Variable
TREASURE TYPE: Usually nil
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to average
ALIGNMENT: Neutral
SIZE:  S – L
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: I/ Variable

The phantimals are simply the indigenous animals dwelling upon the Demi-Plane of Shadow, and they range from mice, rats, rabbits, and squirrels to snakes, foxes, deer, wolves and bears.  For most of these creatures, simply use their mundane stats; but there are two creatures of note with special attributes.

The shade wolves are a special breed of wolves from the Shadowland that are actually able to phase into the Prime Material Plane (usually during twilight hours).  Their stats are AC 7, HD: 2+4, MV: 18", #ATT: 1 (bite), Dam/Att: 2 – 5.  They usually hunt in packs of 3 – 18 and give vent to particularly ghostly howls.

The greymane lions are a species of phantom lion that possesses human-level intelligence, and the pride masters can actually speak human tongues.  A pride usually consists of 1 male and 3 – 8 female lions.  Their stats are AC 5, HD: 5+4, MV: 12", #ATT: 3 (claws, bite), Dam/Att: 1 – 4 (x2), 1 – 10.  Greymane lions do not acknowledge the Shadowlord as their liege; rather, they follow the Cat Lord.

PHANTOM FOLK

FREQUENCY: Common (on Plane of Shadow)
NO. APPEARING: 1 – 100 (+)
ARMOR CLASS: See below
MOVE: 12"
HIT DICE: 1 – 8 hp (avg.)
% IN LAIR: Variable
TREASURE TYPE: Variable
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: average to very
ALIGNMENT: Neutral (good, chaotic, lawful)
SIZE:  M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: I/ Variable

The phantom folk are the human race native to the Demi-Plane of Shadow (as opposed to shades, which are immigrants).  They live in roughly twenty villages scattered about Shadowland and are ruled by the Shadowlord.  They are of all occupations, just as humans of Oerth are—farmers, craftsmen, soldiers, merchants, fishermen, hunters, etc.  If armed, they will typically carry a bow, short sword, axe, flail, or fork.  Any armor worn is generally of leather or ring sort.
They appear as do normal folk, save that they are of nearly translucent shadow stuff in varying shades of gray and near-black, as are their implements and clothes.

SHADOWLORD (Quasi-Deity)

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 80 hp
% IN LAIR: 55%
TREASURE TYPE:
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Godlike
ALIGNMENT: Neutral (good)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: X/ 15,650*

The Shadowlord is, of course, more a personage than a “monster”; in fact being a quasi-deity.  He is the nominal ruler of the folk of Shadowland in the Demi-Plane of Shadow, which exists between the Positive and Negative Planes.  The shades and shadows, however, prove to be difficult subjects and some of the more powerful actually challenge his rule!

His Umbrageous Majesty is a 14th level Magic-User and 20th level Illusionist.  His statistics are: S: 14 I: 21 W: 16 D: 17 C: 15 CH: 19 and CO: 17.  The Shadowlord may use, once per melee round: detect illusion, detect invisible, detect lie, detect magic, improved invisibility, telepathy, and teleport (no error, 1/day).  He will generally carry no larger weapon than a magic dagger upon his personage, but if pressed he will wield his artifact, Shadowfire.  Shadowfire is a large black opal orb shot through with sparks of olive-green and a heart of maroon-vermillion.  It grants +4 protection (armor class and saves) against attacks by creatures of Shadow and is able, upon command, to disintegrate any creature of Shadow within 10' of its wielder if they fail to save versus Spell.  It also restores lost Constitution points (up to five points/day) and removes fatigue or the effects of a slow spell at a touch.  It dispels illusion in a 60' radius upon command, and it can teleport its bearer to Shadowland from any inner plane (1x/day).

The Shadowlord has the appearance of a very tall and thin man with aristocratic bearing.  His skin is pearlescent in hue, his lips thin and dark, and his eyes and hair are ashen black.  He generally wears gray and black clothing.  He is known to be an ally of Keoghtom, who often visits his Chiaroscuro Palace.

UNDINE

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: //12"
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: C, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2 - 8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: High
ALIGNMENT: Neutral (chaotic)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: IV/ 200 + 4/HP

Undines are salt-water relatives of the nereid (connected with the Elemental Plane of Water), and they are unable to endure the surface world without magical aid.  They appear as lovely women with silvery skin, emerald hair and nails, and green eyes with golden irises.  Their hands and feet are webbed, however, and their teeth resemble those of a barracuda (and are used in attack).  Undines have infravision to 60'.  They usually dwell in stone grottoes, overgrown with coral, sponges and algae.

Undines have the following powers available, once per round at will: detect evil/good, detect magic, ESP, misdirection, and water breathe (for others).  They may also use non-detection (3x/day).  Once each week they may conjure a 16 hit dice water elemental.  They will always have an assortment of dangerous marine life guarding their demesne (barracudas, sharks, moray eels, sea snakes, lionfish, jellyfish, octopi, etc.; roll 2d4 for number) which respond to their mental commands.


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