Saturday, February 24, 2018

[D&D] "Lost" Gygax Monsters (Part 5)

Continuing with a selection of creatures native to the Outer Planes, all originally described by Gary Gygax in his novels Come Endless Darkness and Dance of Demons (both New Infinities, 1988) and again statted out for AD&D by GT, who has kindly given me permission to share his efforts here:


CACODEMON

FREQUENCY: Uncommon
NO. APPEARING: 1 – 3 or 4 - 16
ARMOR CLASS: 0
MOVE: 9"
HIT DICE: 8 - 10
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1 – 4/1 – 4/2 - 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (6' - 8' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 2375 + 13/HP

Cacodemons are hideous monstrosities, having the worst of demonic features, which appear to have melted in places.  Their flesh seems to writhe and their eyes (of which they have 1 – 6) are lambent.  They roam the howling, distorted landscapes of Pandemonium, where they are the most common denizens.  They attack with their clawed hands and a bite from their wide mouth.  They regenerate three hit points per round starting the round after they are first damaged, reattaching any severed parts and re-growing eyes and other organs.  Only fire-based attacks do permanent damage.

Cacodemons have the following innate abilities, usable at will, one per melee round: cause fear (as wand), detect invisible, detect magic, infravision, polymorph self (3/day), teleport (no error).  Once each turn, they may give vent to a howl which combines the effects of fear and confusion.  They take half damage from acid, cold, gas, and wind attacks; and are immune to attacks of silver or any weapon of under +1 magic bonus.  If a spell directed at them does not overcome the creature’s magic resistance, there is a 50% chance that it will rebound upon the one casting it rather than merely failing to activate.

These creatures will only have treasure in their lairs.

DREGGAL

FREQUENCY: Common
NO. APPEARING: 3 - 30
ARMOR CLASS: 1
MOVE: 12"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: L (x10), M, O, Q
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Neutral evil (lawful)
SIZE: M (5½' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: V/ 285 + 5/HP

These beings inhabit the fuming and heat-glowing tiers of Gehenna and are considered by most other netherbeings to be amongst the “dregs” of such creatures, and hence the common appellation¹.  As they are looked down upon by most other creatures, they have a hatred of all those who are more powerful than they are (especially barghests and devils), and are bullies to those (few) that are weaker.

These creatures have the following abilities, usable once per round at will: affect normal fires, burning hands (5 pts. damage), change self, detect good, detect magic, fear (by touch), pyrotechnics, and teleport (no error).  They may be struck by non-magical weapons, but are immune to fire and poison damage.  Cold attacks do double damage to them.

Dreggals appear as rather short humanoids with spidery limbs and hoofed feet.  Their dark skin is pocked and covered with wart-like bumps, their faces are bat-like and their craniums are covered with spikes.  Their voice has a metallic quality to it.  They are sly and prying by nature, and thus very unpopular with other netherbeings.
¹As per Gary Gygax

DUMALDUN

FREQUENCY: Uncommon
NO. APPEARING: 3 - 12
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 8 (monkey, gibbon, STR: 18/76), 9 (chimp, mandrill, STR: 18/00), 10 (orangutan, gorilla, STR: 19)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2 – 8/2 – 8/3 - 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 5%/HD
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic evil (neutral)
SIZE: L (7' - 9' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VIII/ 3000 + 14/HP

The dumalduns roam in packs the chill acid swamp regions of the basalt plains of Tarterus; usually avoiding the tar pits, bubbling slime and quicksand that are the territories of the demodands.  Demodands will sometimes use them as shock troops, but they are too savagely unpredictable to serve in most other capacities.

Dumalduns have the appearance of large, dingy-furred, simian-featured monsters; their faces resembling gibbons, gorillas, mandrills, orangutans, and such.  They have vicious claws and terrible fanged and tusked maws.  Their claws are endowed with venom derived of negative planar material, and any hits scored thus require a save versus poison at –2 or death results.  As they attack they gibber and howl, causing fear (as a wand).  They have infravision and ultravision to 12".  On their native plane they are known to fashion spears from frozen acid and utilize these as weapons (1 – 8 + 2d4 acid damage).

These beasts are immune to acid and poison attacks, and take but half damage from cold attacks.  A +1 or better weapon is required to harm them.

HIPPOKERES

FREQUENCY: Very rare
NO. APPEARING: 2 - 12
ARMOR CLASS: 2
MOVE: 12" (24" charge)
HIT DICE: 8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3 - 12
SPECIAL ATTACKS: Charge, trample
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: L (14'+ long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VI/ 725 + 10/HP

Hippokeres appear as huge (7' at the shoulder) creatures with a rhino-like body and legs (of which it has six) and a horse-like head with a long horn set over its nose.  Its skin is extraordinarily tough and damage resistant, and its mouth is filled with sharp and extremely hard teeth.  They are notably ill tempered, even among other demon beasts, and only the most powerful of Lords and Princes can successfully harness them.  They are seldom found above the 400th level of the Abyss. If they hit an opponent while charging, damage from their horn is doubled, and a trample does 3 – 24 points of damage to any creature of eight-foot height or less.  This attack form requires at least a 2" running start.  Hippokeres take but half damage from cold, fire and poisonous gas attacks.

MAELVI

FREQUENCY: Common
NO. APPEARING: 2 – 8 or 20 -100
ARMOR CLASS: 1 [-1]
MOVE: 15"
HIT DICE: 6+6 [8]
% IN LAIR: 15%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-5/2-5 or by weapon (+4) x2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
INTELLIGENCE: Low to average [High]
ALIGNMENT: Lawful evil (neutral)
SIZE: M (7' tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1000 + 10/HP

The maelvis make up the largest contingent of those creatures native to the charnel and reeking planes of Acheron, whereon their mighty armies clash.  These beings usually travel about in small groups, but occasionally they will gather into great, regimented hordes under the direction of various leaders [stats are in brackets], who in turn answer to Netherlords.  These hordes meet to do battle with one another.

Maelvis possess the following abilities usable once per melee round: animate dead, cause fear (as wand), detect good, detect magic, stinking cloud.  They may be harmed by non-magical weapons, but are unharmed by acid, alkaline or poison.  They take but half damage from cold or fire attacks.

They are tall and skeletal in appearance, with rather large heads.  They are agile and their tough skin is covered in bony ridges, and they possess sharp-taloned hands, making them dangerous foes.  They generally utilize katana-like swords with saw-edged backs (Dam = d12, 2d4+1 on a backstroke) or pole arms, generally of the glaive or guisarme sort. Leaders will have weapons of +1 or +2 magical bonus.

NETHERLORD

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -1 or better
MOVE: 15"
HIT DICE: 11 - 15
% IN LAIR: 20%
TREASURE TYPE: A, S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 55% - 75% (5%/HD)
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful evil
SIZE: M
PSIONIC ABILITY: Possible
LEVEL/X.P. VALUE: X/variable (13,000 max.)*

The Netherlords are the powerful rulers of Acheron, commanding hordes of maelvis, as well as the zombies and skeletons they have animated.  The most powerful of them is Hafdoligor Kaathbaen (120 hp; AC:  -4), Lord of the Undead, who controls large groups of skeletons, zombies, wights, and wraiths.  It is unknown whether Netherlords are native to Acheron or were powerful necromancers who migrated there from the Prime Material.

All Netherlords appear as tall (6' - 7'), gaunt humans with red-glowing eyes and wearing black armor and helm.  The armor type is variable, but always magical and always at least equal to AC -1.  They will generally wield a mace or staff of great power (such as a +2 staff of withering or +3 mace of life-stealing [as the sword]…) and their 18(00) Strength gives them a +6 bonus to damage.  They are often astride an armored nightmare of maximum hit points (AC:  -5, hit points: 54) when encountered during battle.  They are immune to energy-draining attacks and take half damage from cold attacks.

They wield the following necromantic type spells once/round at will as a 15th level spellcaster: animate dead, cause serious wounds,  energy drain (as m-u spell, 3/day), slay living (3/day), and speak with dead.  They otherwise cast clerical spells at a level equal to their hit dice.  A Netherlord may also summon 2 – 8 mire wraiths, once each day, and will always have one maelvi leader and at least 2 – 8 regular maelvi nearby.  A few Netherlords are known as “The Lords of Evil” and are allied with the god Hextor.


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.