DUNGWA
DYM THE MIND HORROR
Lesser
God
MOVE:
12"/24"
HIT
POINTS: 144
NO.
OF ATTACKS: 7
DAMAGE
ATTACK:
1-20/1-20/1-20/1-20/1-20/1-20/1-20
+8
(strength
bonus)
SPECIAL
ATTACKS: See below
SPECIAL
DEFENSES: See below
MAGIC
RESISTANCE: 75%
SIZE:
L (15'
tall)
ALIGNMENT:
Lawful evil
WORSHIPPERS'
ALIGNMENT: Lawful (evil)
SYMBOL:
Four diamond shapes set together
PLANE:
Astral near Nine Hells gateway
CLERIC/DRUID:
15th level
cleric
FIGHTER:
Nil
MAGIC-USER/ILLUSIONIST:
10th level magic-user
THIEF/ASSASSIN:
Nil
MONK/BARD:
Nil
PSIONIC
ABILITY: Nil
Attack/Defense
Modes: Nil
S:20
1:20 W:20 D:19 C:20 CH:
-7
In
combat, the
Mind Horror will resort to the psionic
spell-like powers then spells before
ever getting
physical. However,
when its subtly visible tentacles
project out its a devastating attack
of all seven iron sharp points at
once. This
attack will always come at the end of the round.
When
Dungwa Dym appears in human guise it will always have a large gem
somewhere in plain sight and many times carries a stylized halberd
that is similar to its shape/symbol. This weapon is the Halberd of
Dungwa Dym which is +5 and does 3-30 damage.
In
its true form, it appears as a floating face with singular dorsal and
ventral spikes. The color of its chitinous hide varies but never
appears dark. Upon reaching a 50' radius of Dungwa Dym one can make
out semi-visible rubbery, fat tentacles twirling and popping around
the being giving out weird waves of
vibrations everytime they spasm.
Dungwa
Dym is a deity that is worshiped widely in the Swordlands and other
worlds. His followers are secretive ,
well organized
and many are psionic. His temples
are rich in jewels which are symbolic as well as functional ritual
devices. Clerics often wear jewelry with large cut gems this
makes their well
known, metropolitan temples a
target for thieves. Traps in their temples are
always double
trapped. Dungwa Dym is a straight out liar and often his believers
are not outwardly evil and believe in a higher purpose in their
warped doctrines.
The cult holds mind spiders (q.v.) to be sacred animals and they will
be found all over their largest temples and even in their smallest
rude shrines may house one or two nearby.
MIND
SPIDER
MOVE:
12"
HIT
DICE: 1-2 Hit points
NO.
APPEARING: 1
% IN LAIR: 50%
TREASURE TYPE: C
% IN LAIR: 50%
TREASURE TYPE: C
NO.
ATTACKS: 1
DAMAGE/ATTACK:
1
SPECIAL
ATTACKS: See below
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: 20%
INTELLIGENCE: Average
INTELLIGENCE: Average
ALIGNMENT:
Lawful evil
SIZE:
S
PSIONIC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P. VALUE: I/60
LEVEL/X.P. VALUE: I/60
These
cyclopoid spiders are found in gloomy and desolate places like
distant out of the way ruins or dungeons.
The
small, tarantula-sized spider is almost harmless seeming with its
unblinking singular eye giving it an intelligent air. However, it may
be intelligent but not in a nice way. It has the ability to project
an illusion (treat as an improved phantasmal force illusionist
spell. Disbelieving gets a save vs spells) that its prey has fallen
into an inescapable trap usually a web. If successful the mind spider
will wend its way around its prey with binding webs until its victim
is secured. Then it injects venom that liquifies the victims brain
through its ear.
Some
use the mind powers of these creatures in tandem for mental torture
while keeping the spiders from their prey driving the victim insane
after a day.
COPYRIGHT 2016 GENE WEIGEL
COPYRIGHT 2016 GENE WEIGEL
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