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Showing posts with label dragon. Show all posts
Showing posts with label dragon. Show all posts

Tuesday, February 7, 2023

AS ABOVE... PART TWO: ASTRAL WAYLAYERS

This series always comes in two parts: AS ABOVE... (Planes) mirrored by ...SO BELOW (Earth). This particular set has to do with the Astral plane so the earthbound monsters will be more planar than usual. 

   The Astral Plane is a highway to the beyond. Like any highway, it has its share of “highwaymen.” (Most of the following beings have no relation to each other but are loosely grouped under this heading for convenience.)

 

MINE MAIDEN (Dungeon Siren)

FREQUENCY: Rare
ARMOR CLASS: 5
HIT DICE: 5
% IN LAIR: 5%
NO. APPEARING: 1-3
MOVE: 12 feet/36 feet
TREASURE TYPE: Z
NO. OF ATTACKS: 3
SPECIAL ATTACKS : See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: 1-3/1-3/1-4 or by weapon
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
PSlONIC ABILITY: 100
   Attack/defense modes: C, E/F, G
X.P. VALUE: 280 + 5/hp

 

 These creatures appear as beautiful women and may be distantly related to nymphs. Although fairy-like in form they are of darkest evil. They originate from planes of evil but they are seldom found there. They are abroad usually in the prima materia and lead the unwary to their doom, lost in the Astral Plane. They are found in the darkest places of the earth like caverns, dungeons, mines, rifts, sewers, and sometimes in the deepest waters of the blackest seas.

    They are golden-haired and are of unearthly beauty. When they first appear they are aglow in a shaft of golden solar radiance emanating from what appears to be a clear path to the outside world. This path is a portal to the Astral Plane. The light is produced by an astral phenomenon known as a “death door,” which is usually “guarded“ by other beings (see apollyon q.v. or other death-type creatures). These beings can only open these “death doors” in the darkest places, mentioned above, because of the scarcity of living beings in these areas, hence the lack of security. The mine maidens dance and frolic gaily, throwing petals at and around the victim. If any petals touch the skin of the victim they must save versus spells or be enchanted with a false sense of rejuvenation (wounds seem healed, ailments and disease seem cured, quests fulfilled, worries melting away, etc.). When the victim enters the door the maidens seem to catch them from falling into an endless sea of stars. All the while they are picking the victim’s pockets as a 5th level thief with a 10% “race bonus“ (60%). Once something is procured from the victim and/or the light of the “death door” goes out (closing and disappearing in 2-3 rounds) the victim is dropped into the endless stars. From there they may never return. Continued resistance may result in melee. If this occurs the maidens will reveal their true facial features as hag-like, pulling +1 daggers from scabbards nicely disguised as a nosegay of flowers on their person.

   They can gate once per day.

   

HELLMOUTH (Dragon Daemon)

FREQUENCY: Very rare or uncommon
NO. APPEARING: 1
ARMOR CLASS: Head, tail (2); vortex body (-8)
MOVE: As per humanoid type
HIT DICE: 11
% IN LAIR: 80%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
DAMAGE/ATTACK: 2-20
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: L
PSlONIC ABILITY: 95
  Attack/defense modes: A, D/G, H
X.P. VALUE: 4550 + 16/hp

  The hellmouth, or “dragon daemon,” is an ultra-dimensional vortex to the underworld that is actually a being of the lower planes. It appears in the prima materia as a twenty-foot-high grotesque face with a gaping maw well over ten feet in height when extended. It breathes hellfire out of its mouth, targeting the hellmouth’s sole intended target. This breath weapon works similarly to the spiritwrack spell (1st save vs. spells or held, 2nd round loss of 1 hp per hit die, 3rd round the victim loses 50% of hp and is pulled into the maw of the hellmouth.). Victims taken (eaten) are channeled to whomever the creature serves, which usually is a nether being of at least “gentle” standing. The creature is usually sent by a nether lord to collect a reluctant, damned soul. This is usually “approved” by the forces of good so the hellmouth is limited in activities on terra firma. However, nothing stops it from wreaking havoc in the Astral and the various planes of the netherworld, where they hunt the unwary for sport, sending victims down to be trifled with by their current master.

   The hellmouth’s body, usually translucent, never enters prima materia. On the Astral or the planes of the underworld it appears as a channel of negative energy that has seemingly no end. Its “tail” permanently resides in the underworld. Those “damned” collected by a hellmouth will be ejected from the creature’s “tail end”. If there is activity in the vicinity of its endless body the head will eventually know and arrive in 1-20 turns.

 

 

MOON MEN (Moon Monster)

FREQUENCY: Very Rare
NO. APPEARING: 1 or 3-30
ARMOR CLASS: 2
MOVE: 12 feet/40 feet
HIT DICE: 12
% IN LAIR: 80%
TREASURE TYPE: H, A, Z
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
DAMAGE/ATTACK: 4-16 or by weapon
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (12 feet or 50-foot diameter)
PSlONIC ABILITY: 150
Attack/defense modes: A, B, C/G, H
X.P. VALUE: 3700 + 16/hp


   Moon men, also known as “moon monsters,” haunt the Astral Plane and appear there as creatures with lunar characteristics. They have two forms: one is a nightmarish crescent moon on a glistening black humanoid body, while the other a massive face on moon-like sphere. They sometimes appear in the prima materia in sphere form when the moon “contacts” the earth in a reflective surface, usually a large body of water. They often toy with sea-going vessels, sometimes bringing them to their accursed realm in the Astral. In sphere form, they project a massive sheet of darkness (100 yard radius by 1 foot thickness), blotting out the actual moon. They also project a star field of the same dimensions. They will then consternate attempts at nighttime navigation. Sometimes (5% chance) they will attempt to seize entire vessels by bringing them to the “moon.” (This effect is like a gate spell, but the “gate“ appears as a moon setting on the horizon.). In the Astral Plane, there is a mystical reflection of the actual moon. It is there that these and other entities reside: in a vast city of white that disappears and reappears piecemeal as the moon waxes and wanes. Stairs and entrances lead to nowhere during these “phases.” The more humanoid “crescent moon” form is what they prefer to “wear” in the endless swirling crescent streets of the city. They carry weaponry appearing much like lunar-patterned +3  guisarmes or +3 scimitars. Most victims will be brought to a vast arena to be eaten by various lycanthropes for the populace of moon monsters viewing pleasure or some other cruel fate.

   In addition to the above they have the following powers: detect invisibility, detect magic, levitate, and stinking cloud.


Monday, October 17, 2016

SECRET OF THE GREATER TROLLS PART FIVE

DRAGON TROLL




FREQUENCY: Rare

NO. APPEARING: 1- 4

ARMOR CLASS: 0

MOVE: 12"

HIT DICE 8

% IN LAIR: 50%

TREASURE TYPE: B

NO. OF ATTACKS: 3 or by weapon (+6 strength)

DAMAGE/ATTACK: 3-8/3-8/3-18

SPECIAL ATTACKS: Breath weapon (see below)

SPECIAL DEFENSES: Thrive on fire

MAGIC RESISTANCE: 5%

INTELLIGENCE: Highly intelligent

ALIGNMENT: Neutral evil

SIZE: L(8'+ tall)

PSlONlC ABILITY: Nil

AttackIDefense Modes: Nil

LEVEL /X.P. VALUE: VI/1175 + 10



 

Dragon trolls are neither part dragon nor part troll. Rather they just seem to be born of such a combination and rely on the mistake of opponents assuming it hates fire. These vicious monstrosities have no rhyme or reason and should be put down right away. They thrill at burning foes and will have many fire-based traps in their lairs. These beings seem to thrive on destruction and they are never seen eating. Some say they eat fire and smoke.

 
One of the powers of dragon trolls is that they thrive on fire. When they are hit with fire attacks they gain armor and hit points temporarily. If a dragon troll is burnt for 10 damage then their armor increases by one and their hit points increase by 10. This is cumulative and lasts for 8 turns. The other thing included in this ability is even more dangerous. The dragon troll's fiery breath weapon increases every time it is hit with a fire attack. The breath weapon is base 3-24 and all fire-based damage that the dragon troll has accumulated is added to the the breath weapon damage for a one time effect. They can breathe fire twice a day.



Treat their all iron axes as halberds.if heated they are treated as having the properties of flame tongues for 3 rounds but with these bonuses:



+1 vs. regenerating creatures

+2 vs. cold-using, inflammable or avian creatures

+4 vs. undead


 
One of the things about dragon trolls is that they do not like the company of trolls. They prefer orcs, ogres, and gnolls but will entertain most humanoids of any evil alignment usually catering to their crudest traditions with great zest. Creatures of the Elemental Plane of Fire hate dragon trolls and will actively avoid them if summoned. Most elementals, dragons and fire-using creatures find dragon trolls repulsive as well. Even though dragon trolls like most evil creatures they only work for temples of a neutral and evil ideology. 

COPYRIGHT GENE WEIGEL 2016