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Sunday, November 2, 2025

Gene Weigel Versus Artificial Intelligence (Google Gemini)

 

Conversation with Gemini


...AS ABOVE PART III: CELESTIAL VANGUARDS

While their lower-plane counterparts seek to waylay those straying from the Prime Material, these entities are drawn to the highest reaches, the very edge where the Material touches the Celestial. They serve as guardians of the Outer Aether and are far more perilous to mortals than their sub-astral kin.


 

 

AETHER LICH (The Radiant Caller)

(Imagine a spectral illustration of a swirling outline of cosmic dust and starlight in the shape of a regal, skeletal figure.)

FieldValue
FREQUENCYVery rare
NO. APPEARING1
ARMOR CLASS-2
MOVE9”/30” (MC: A)
HIT DICE12
% IN LAIR60% (at an astronomical focal point)
TREASURE TYPEH
NO. OF ATTACKS1
SPECIAL ATTACKSSee below
SPECIAL DEFENSESUndead immunities, immune to light-based spells.
MAGIC RESISTANCE40%
DAMAGE/ATTACKTouch (2d10 damage and paralyzing chill)
INTELLIGENCEExceptional
ALIGNMENTNeutral
SIZEM
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE12,000 + 16/hp (8250 + 16/hp -its a lesser lich no mu - spells att/def and no psi potential like regular liches)

These entities are what remains of powerful mages who attempted to transcend mortality by merging their souls with the power of the high stars. They appear as a swirling outline of cosmic dust and starlight. Their touch inflicts a cold paralysis, and their main attack is to Call the Lesser Dust (once per day), instantly reanimating 1d4 skeletal warriors per character within a 60-foot radius. These reanimated creatures fight with 4 HD and AC 4.


 

 SUN-EATER (Solar Drake)

(Imagine a drawing of a massive, serpentine dragon whose scales shimmer with the colors of a solar flare.)

FieldValue
FREQUENCYRare
NO. APPEARING1-3
ARMOR CLASS1
MOVE6”/36” (MC: A)
HIT DICE10
% IN LAIR20%
TREASURE TYPEE
NO. OF ATTACKS3 (Claw/Claw/Bite)
SPECIAL ATTACKSBreath Weapon (See below)
SPECIAL DEFENSESImmune to Fire. Only harmed by weapons of +1 or better enchantment while in direct sunlight.
MAGIC RESISTANCEStandard
DAMAGE/ATTACK1d6/1d6/3d6
INTELLIGENCEAverage
ALIGNMENTChaotic neutral
SIZEL (30-foot wingspan)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE6,000 + 12/hp (2800 +14/hp)

A massive, serpentine drake whose scales shimmer with the colors of a solar flare. It is drawn to areas of intense heat or light, often raiding volcanoes or ancient temples that harbor celestial power. Its breath weapon is a concentrated beam of Solar Plasma (30-foot cone, 8d6 damage, save vs. breath weapon for half damage). The Sun-Eater can be detected up to five miles away by the intense heat distortion around it.


CHASM GRASPER (The Void Claw)

(Imagine a chaotic sketch of a colossal, translucent claw reaching out of a shimmering, temporary rift in the air.)

FieldValue
FREQUENCYUncommon (Very rare)
NO. APPEARING2-5
ARMOR CLASS5
MOVE15” (MC: C)
HIT DICE6
% IN LAIR0%
TREASURE TYPEF
NO. OF ATTACKS1
SPECIAL ATTACKSPlanar Grapple (See below)
SPECIAL DEFENSESOnly hit by +1 or better magic weapons, Ethereal/Astral immunity.
MAGIC RESISTANCEStandard
DAMAGE/ATTACKNil
INTELLIGENCELow
ALIGNMENTNeutral evil
SIZEL (The "claw" is 15 feet long)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE2,500 + 8/hp (475 +6/hp)

These horrors manifest as a colossal, translucent claw reaching out of a temporary rift in the air, usually near powerful planar conjunctions or high-altitude spires. They have no physical body in the Prime Material Plane. Their attack, Planar Grapple, automatically hits a single victim, who must Save vs. Paralysis or be pulled into the rift and instantly transported to a random, hostile plane (50% chance of Astral, 50% chance of an Outer Plane). If the save is made, the victim takes 4d6 damage from the psychic strain of resisting the displacement. (Psionics are immune if save)


More planar perils to come in the next installment!

Thank you

You're welcome! I'm glad I could generate the new post for your blog.

Would you like me to generate an image tag for one of the new monsters, or perhaps draft a social media announcement for this latest post, "...AS ABOVE PART III: CELESTIAL VANGUARDS"?

can you makes images for it? 

Absolutely! Let's get those images generated for your blog post.

First, for the Aether Lich (The Radiant Caller), here is an illustration depicting a swirling outline of cosmic dust and starlight in the shape of a regal, skeletal figure.(INSERTED WITH TEXT)

Next, for the Sun-Eater (Solar Drake), here is a drawing of a massive, serpentine dragon whose scales shimmer with the colors of a solar flare. (INSERTED WITH TEXT)

And finally, for the Chasm Grasper (The Void Claw), here is a chaotic sketch of a colossal, translucent claw reaching out of a shimmering, temporary rift in the air.(INSERTED WITH TEXT)

 

Understood! To create a mirror of the planar entities with more earth-bound, "right outside civilization" monsters, we'll draw parallels to the previous creatures' roles and danger levels, but ground them in common fantasy tropes.

Here are three new monster entries, complete with images, that could serve as local threats:


TERRESTRIAL THREATS: OUTSIDE THE GATE

While distant planar threats loom, most adventurers face dangers far closer to home. These creatures lurk in the shadowed woods, forgotten caves, and crumbling ruins just beyond the civilized lands, preying on unwary travelers and isolated homesteads.


 

 CAVE WIGHT (The Shadow Stalker)

(Inspired by the Aether Lich - a spectral, skeletal figure, but grounded)

FieldValue
FREQUENCYUncommon
NO. APPEARING1
ARMOR CLASS5
MOVE6”
HIT DICE4
% IN LAIR80% (in a forgotten tomb or deep cave)
TREASURE TYPED
NO. OF ATTACKS1
SPECIAL ATTACKSEnergy Drain (See below)
SPECIAL DEFENSESUndead immunities, immune to sleep, charm, hold.
MAGIC RESISTANCEStandard
DAMAGE/ATTACKTouch (1d4 damage and 1 level drain)
INTELLIGENCEAverage
ALIGNMENTLawful evil
SIZEM
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE1,000 + 5/hp (510 + 4/hp - since its a slightly weaker wight)

These gaunt, spectral figures haunt ancient burial sites and lightless caverns. They appear as desiccated humanoids cloaked in shadows, their eyes burning with malevolent green light. Their touch drains the very life force from a living creature, sapping strength and vitality. A creature reduced to 0 levels by a Cave Wight becomes a new Wight under its control in 1d4 rounds. They are often accompanied by 2d6 animated skeletons or zombies (1 HD, AC 7).


 

 

FOREST BASILISK (Stone Gazer)

(Inspired by the Sun-Eater - a powerful, reptilian threat)

FieldValue
FREQUENCYRare
NO. APPEARING1-2
ARMOR CLASS4
MOVE6”
HIT DICE6+1
% IN LAIR50%
TREASURE TYPEG
NO. OF ATTACKS1 (Bite) (2-12 to make it fit bigger size)
SPECIAL ATTACKSPetrifying Gaze (See below)
SPECIAL DEFENSESImmune to petrification.
MAGIC RESISTANCEStandard
DAMAGE/ATTACK1d10
INTELLIGENCELow
ALIGNMENTNeutral
SIZEL (7-foot long body) (8-foot long minimum to be considered large)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE2,000 + 7/hp (+8/hp)

The Forest Basilisk is a fearsome, eight-legged reptile with a scaly hide often camouflaged to resemble mossy rocks. It typically inhabits ancient forests and rocky hillsides, preying on deer and any unfortunate travelers. Its most terrifying weapon is its Petrifying Gaze: any creature meeting its eyes within 30 feet must Save vs. Petrification or be instantly turned to stone. The basilisk often surprises its prey from dense undergrowth, allowing it to quickly turn victims into statues for later consumption.


 

 

GOBLIN SHAMAN (Foul Conjurer)

(Inspired by the Chasm Grasper - a manipulator of strange forces)

FieldValue
FREQUENCYVery common (within a tribe)
NO. APPEARING1-2 (with 5-20 goblins)
ARMOR CLASS6
MOVE6”
HIT DICE3
% IN LAIR70%
TREASURE TYPEP, S
NO. OF ATTACKS1 (Dagger/Staff)
SPECIAL ATTACKSPrimitive Curses (See below)
SPECIAL DEFENSESNil
MAGIC RESISTANCENil
DAMAGE/ATTACK1d4 (dagger) or 1d6 (staff)
INTELLIGENCEAverage
ALIGNMENTChaotic evil (Lawful evil)
SIZES
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE100 + 4/hp (50 + 3/hp)

Unlike their brute brethren, Goblin Shamans wield crude but effective magic, often derived from dark pacts with minor nature spirits or malevolent entities. They are usually found at the heart of a goblin lair, directing their kin and casting Primitive Curses (3x per day):

  • Hex of Weakness: Target creature within 30 ft. suffers -2 to attack rolls for 1d4 rounds (Save vs. Spells negates).

  • Stumblefoot: Target creature within 30 ft. must Save vs. Spells or fall prone (loses next attack/action).

  • Frighten: All non-goblin creatures within 20 ft. must Save vs. Spells or be Frightened for 1d4 rounds.

They are often adorned with tribal fetishes and crude magical implements, their power disproportionate to their size.

Gemini can make mistakes, so double-check it

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Say whatever you want its no big deal. Thanks, Gene