GT posted some of these monster stats on a now-defunct web-forum many years ago and when I recently found a printout I'd made and asked if he would allow me to repost them here he not only gave me that permission but sent me a revised document including a bunch more content I hadn't seen before. In fact, he's statted up so many new monsters from the Gord novels that I'm going to have to break it up into several parts. We'll start on Oerth with various inhabitants of the Sea of Dust, all as adapted from descriptions in Gary's novel Sea of Death (New Infinities, 1987):
BASIN PLANT
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: Nil
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: Nil (incidental)
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2 - 8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: III/ 85 + 4/HP
Basin plants are found
almost exclusively in the Sea of Dust, being an example of the weird effects of
evolution and magic working in conjunction. They appear as a rather
luxuriant succulent-like growth of about three or four feet in height and
having a diameter of around ten feet. The leaves are elevated above the
ground and the plant’s root system excavates a shallow trench about its base
and transpires small quantities of moisture into the air. The resultant
inversion layer causes a mirage of water to appear surrounding the plant.
When an animal approaches to investigate (within three feet or so), tough
root tendrils sense the vibrations and shoot forth from the ground to entangle
the prey and drag it into the trench. For every level of Strength above
5, there is a cumulative 5% chance to break free (i.e. - a person with a
strength of 13 would have a 40% chance to break free). Powerful digestive
enzymes are released by the tendrils that begin to dissolve the captive, so
that the plant can utilize it for moisture and nutrients. The roots may
engage up to four different opponents at a time.
DUST STRIDER
FREQUENCY: Common
NO. APPEARING: 1 – 10
ARMOR CLASS: 7
MOVE: 18"
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 – 3
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (4' leg spread)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: II/ 65 + 2/HP
These creatures are
large arachnids adapted to “skating” over the fine dust and ash in the Sea of
Dust. They resemble giant versions of the common waterstrider, but have
six specially adapted legs for movement and two shorter, grasping legs in
front. Their beak-like mandible is capable of delivering a painful bite
that is mildly poisonous. A bite requires the victim to save versus
Poison at +1 or take 1 – 3 additional points of damage and suffer mild paralysis
for 2 – 8 turns, being capable of only the slightest of movements (finger and
toe twitching, eye movement, slurred speech). Dust striders are mostly
carrion feeders, but they will aggressively attack small reptiles and mammals.
GWAHASTI
FREQUENCY: Uncommon
NO. APPEARING: 1 – 10
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2 – 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (15' - 20')
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: V/ 350 + 6/HP
Gwahasti are a species
of giant lizard that has adapted to the arid climate and treacherous terrain of
the Sea of Dust. They are at the pinnacle of the food chain of that area,
even ridgebacks being cautious of engaging one. They are mostly inactive
at night, when their scales are a dark gray, and they liven up as mid-day
approaches, by which time their scales have progressed from a metallic gray to
a silvery color which reflects much of the daytime heat. Their scales
rise up somewhat as well, to serve as heat radiators, until the sun begins to
set. They feed in the afternoon, hunting in a pack if more than one is
present. They generally feed on small reptiles and mammals, as well as
some of the incredibly large insects, arachnids and water-rich plants of the
Sea of Dust, but they will bring down larger prey (including humans!) if they
are really hungry. A “to hit” roll of 20 indicates they have clamped
their jaws on their prey and inflict double damage (4 – 24).
RIDGEBACK
FREQUENCY:
Uncommon
NO.
APPEARING: 1 - 12
ARMOR
CLASS: 5
MOVE: 15"
HIT
DICE: 5 – 10 (depending on length)
% IN
LAIR: Nil
TREASURE
TYPE: Nil
NO. OF
ATTACKS: 1
DAMAGE/ATTACK:
3 – 12
SPECIAL
ATTACKS: Charge
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE: L (10' - 60')
PSIONIC
ABILITY: Nil
LEVEL/X.P.
VALUE: VI/ 550 + 10/HP
Ridgebacks,
or Dustfish, are gigantic millipedes adapted to living in the Sea of Dust.
They paddle through the dust, often hunting in “schools” and willing to
tackle virtually any prey (short of a large group of gwahasti!).
Thunderherders are a favored prey.
These
myriapods have wide, flattened bodies with a ridge running down the back.
There is a fin-like crest over the head area, and the creature’s compound
eyes are set high upon this for visibility as it plows through the ash.
Its legs are modified into a paddle-like shape, and these propel the
creature at a respectable speed. For every ten feet of length beyond ten
feet, they add one hit die to the base of five.
Ridgebacks
tend to charge when they sense prey, furrowing a path through the sand five
feet in width. Any potential prey in the creatures path who fails to save
versus paralyzation is considered to have been thrown from their feet and stunned
for 1 – 3 rounds. A stunned victim cannot attack, and the ridgeback gains
a +4 to attack it while it is so incapacitated. This attack will work on
creatures of ogre or horse size, and smaller.
SNAKEWEED
FREQUENCY: Common
NO. APPEARING: 1 – 20
ARMOR CLASS: 9
MOVE: 1"
HIT DICE: 1 hp
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1' - 2' long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: I/ N/A [25 if poisoned by it, once only!]
This oddly adapted plant
writhes just below the surface in the Sea of Dust, where it is always found in
the vicinity of oases. It has the appearance of a snake with a gray and
green mottled body, but in place of a head there is an opening, surrounded by many
small, wiry tendrils. These tendrils are the modified rootlets of the
plant, and they aid in its slow locomotion as well as the plant’s intake of the
ashworms, insects and small sub-surface plants that provide its nourishment.
The snakeweed is harmless to humans, and when properly prepared can be
eaten, having a taste like crab meat. The rootlets must all be cut off
however, as they contain a paralytic poison!
Great stuff, Trent (and GT!) :D
ReplyDeleteAllan.