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Showing posts with label planar. Show all posts
Showing posts with label planar. Show all posts

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

Friday, February 10, 2023

...SO BELOW PART II: ASTRAL WAYLAYERS

 While still astral in nature, these "waylayers" are somewhat leaning earthbound in a way that is less planar than their counterparts dwelling "above".

ASTRAG (Starry Lady)

FREQUENCY: Very rare
NO. APPEARING: 5-6
ARMOR CLASS: 2
MOVE: 12”/24” (MC: B)
HIT DICE: 2
% IN LAIR: 0%
TREASURE TYPE: D
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 65/+2/hp

   Distantly related to dungeon sirens, these undead monsters appear only on very clear nights when the stars are bright. They appear as the outline of beautiful women. They will attack if approached within 15 feet. They magnify the light of the stars to give off the energy of suns. The effect is equivalent to a 6d6 fireball with a 30-foot diameter blast radius.

HALL CRAWLER


FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 3”
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: A
NO. OF ATTACKS: 6 per 10 feet area
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: See below
INTELLIGENCE: Low
ALIGNMENT: Chaotic (evil)
SIZE: L (100 feet long)
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 4550 + 16/hp

The mouth of the hall crawler appears like a dungeon entrance with a demonic mouth. Any character unlucky enough to get in the mouth past 20 feet will be sprayed by acid from the “ceiling.” This acid attack inflicts 8-32 points of damage (save versus death for half damage). They can move into the Astral Plane in 1 turn if left alone. They search for dungeons that are not too desolate to feed. They prefer lawful targets.

 

MOON WOLF (Canis Lunus)

FREQUENCY: Rare
NO. APPEARING: 5-20
ARMOR CLASS: 6
MOVE: 18”/18” (In moonbeam; see below)
HIT DICE: 5
% IN LAIR: 5%
TREASURE TYPE: B
NO. OF ATTACKS: 1
SPECIAL ATTACKS: Surprise on a 1-5
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: 2-8
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
SIZE: L
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 85+4/hp

This strange wolf attacks in packs but never alone. They will appear on moonlit nights and can run in the air wherever there is light from the moon. Because these creatures are on the verge of the Astral Plane they can see into the Astral or Prime Material Plane. When they appear in the Prime Material Plane (or Astral, rarely), they appear as a beam of light coming from the moon with wolves running down to attack. If they retreat into the moonbeam and are followed, the pursuers may become stuck in the verge of the Astral Plane unless they have spells. They can also slay the wolves which will temporarily open a gate back to the Prime Material Plane.

 They appear as great gray wolves with the state of the moon always reflecting in their eyes.

 

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.


Wednesday, June 12, 2019

AS ABOVE... Part 1B: THE TEMPORIONS:

TEMPORIONS
 
The neutral planes are home to creatures and beings of every type however most indigenous creatures of neutrality abstain from involvement. That said some neutrals are more dynamic in their neutrality than others. One of these types is called the temporions. Temporions are sometimes known as “twilight men” or by the curse “twilight traitors”. This latter epithet is because of their unique neutrality.
Their home in the Concordant Opposition is Tsaca Tsadin Dalt,The Ad Hoc Clamoring Field of the Forest”. This area appears from a great distance to be a “forest” of dark brown, bent and lattice-like structures. All of this is connected in a mobius strip with small branches to strongholds of gods, interplanar gates and dead ends. Here the “Random Dead”, those who lived a very specific life (Put simply: Certainty to be care free as long they were active.), come for their final “restlessness” of sporadic behaviors.

Temporions are not originated from these dead and generate from the plane itself emerging into existence from brown pillars when the shadow of Acyfer (cf. Part 1) appears above in the dark clouds of the spectral sky of the plane.

Here in Tsaca Tsadin Dalt, when gazing upon a temporion up close, they appear to be a taupe shade of brown in color similar to the coloring of the fur of a mole. Here they serve various gods and godlings of the purest neutrality exclusively but all are associated with Acyfer the Anti-Demon.

If summoned away from this neutral ideal, by powerful magicks to a Prime Material Plane, then they follow a neutral “clock” which is determined at random from the outer lying circle of alignments Chaotic Neutral, Neutral Evil, Neutral Good, Lawful Neutral, Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil.

The temporion’s alignment “clock” in a Prime Material Plane (use d8 for initial alignment):

1=Chaotic Good
2= Chaotic Neutral
3=, Chaotic Evil
4= Neutral Evil
5= Lawful Evil
6= Lawful Neutral
7= Lawful Good
8= Neutral Good

This changes every 3 hours and follows a clockwise or counter-clockwise pattern of change (use d6 for pattern = clockwise 1-3, counter-clockwise 4-6) for 24 hours once the initial alignment is determined.

For example, initial roll of “3” on a d8 is Chaotic Neutral and the pattern roll of “4” on a d6 is counter-clockwise so the temporion is initially Chaotic Neutral for 3 hours, when that time has elapsed they will Chaotic Good for 3 hours, after that “good”, then “lawful good”, then “lawful”, then “lawful evil”, then “evil”, then “chaotic evil” and then after 24 hours a new initial alignment is determined all over again.).

Secondary characteristics arise when temporions change their alignment:

Chaos: Blackish grey skin tone with rubbery features.
Law: Diamond skin tone and definition of features is angled with unnatural sharpness.
Good: Opalescent coloring and a bright light behind their head.
Evil: Pale grey skin tone with rusted streaks and horns.
Chaotic evil: Reddish amethyst skin tone with deformed features and blunt thick horns.
Chaotic good: Dark sapphire-like skin tone with rugged features and an greenish blue aurora like glow over their head.
Lawful evil: Ruby red skin tone with sharp and pointy features and thin-horned.
Lawful good: Golden skin tone with softly angular features and crowned by a circular aura of light.




This also brings powers associated with the alignment change which they may use once during that aligned “period“:

Chaos: Confusion
Law: Charm monster
Good: Cure serious wounds
Evil: Cause serious wounds
Chaotic evil: Fear
Chaotic good: Polymorph other
Lawful evil: Wall of fire
Lawful good: Wall of ice

The chief abilities of these beings are the literal neutralization of opponents through deception and subdual.
Every temporion has the following powers: At will they can cast darkness, hold person, hold monster, improved phantasmal force, invisibility and light. Once every three hours they can use interposing hand.

Another primary aspect of these beings is that each has no permanent individuality and they will merge or separate into various combinations described under each entry. This merging/separation process takes a full turn and disruption will immediately undo the process. However those that disrupt the transmogrification are in danger of their alignment being changed to the temporion’s current alignment (base chance 10% with 10% increments added for each of the character’s recent alignment transgressions in the past month if any.)

Note: Their armor is made of a glassteel like metal that floats in iceberg-like pieces down lime green rivers on their area of the Concordant Opposition. Only the smiths here amongst the "Random Dead" can produce their armor and weapons. Their secret techniques are only known to themselves and certain elemental beings. Sometimes elementals randomly appear in their realm and act in a "temporion way".

 
Type I (Humanoid)

FREQUENCY: Common
NO. APPEARING: 3-6 or 10-30
ARMOR CLASS: 5 (7 without shield)
MOVE: 12 feet
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 20%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: M
PSlONIC ABILITY: Nil
X.P. VALUE: 495 + 4 /hp



 


These beings are hairless humanoids carrying glass-like spears (1d6+3 damage) and shields (+2 AC). They have no real identity or former lives and only appear that way as coincidence.

Two humanoids combine to create a type II centaur temporion (see below).


Type II (Centaur)

FREQUENCY: Common
NO. APPEARING: 2-3 or 7-12
ARMOR CLASS: 2 (6 without barding)
MOVE: 18 feet
HIT DICE: 5
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: L
PSlONIC ABILITY: Nil
X.P. VALUE: 515 + 5/hp



 

The type II centaur temporion is a product of the merging of two type I humanoid temporions. With the merging, their puissance is increased as noted above. Their weaponry changes as well: their spears fuse into a +3 glass-like heavy horse lance (6-12/6-22 damage) and their shields become glass-like horse barding equivalent to +2 leather barding. A “centaur” and a “humanoid” can combine to form a type III winged humanoid temporion (see below).

 
Type III (Winged humanoid)

FREQUENCY: Common
NO. APPEARING: 1-2 or 4-5
ARMOR CLASS: 1 (5 without armor)
MOVE: 15 feet/40 feet (MC: B)
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 40%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: very
ALIGNMENT: determined (see the above)
SIZE: L (8 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 900 + 6/hp



 


This amalgamation appears as an large winged being. It contains either 3 type I temporions or 1 type I temporion and a type II temporion. It carries a +3 glass-like bow with a glass-like quiver full of 40 +1 glass-like arrows (metamorphed from the premerged types’ weaponry) and glass-like armor equal to +3 studded leather. It has a 20’ wingspan of amorphous wings (evil = bat, good = dove, chaos = dragon fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil = locust and chaotic good = eagle).

 

Type IV (Multi-limbed humanoid)

FREQUENCY: Uncommon
NO. APPEARING: 1-2 or 3-4
ARMOR CLASS: 0 (4 without armor)
MOVE: 15 feet
HIT DICE: 7
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 or 4
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 50%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Very
ALIGNMENT: Determined (see above)
SIZE: L (9 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 1975 + 8/hp


 


This form is a four-armed giant who carries two +3 bows (with 2 quivers full of +1 arrows) and four +3 broad swords (5-11/5-10 damage) and the strength of an ogre (18/00: +3 hit/+6 damage). It wears glass-like +3 scale mail armor. This is an amalgamation of either 4 type I, 2 type II, 2 type I and 1 type II or 1 type I and 1 type III.



Type V (Insect-shaped centaur)

FREQUENCY: Uncommon
NO. APPEARING: 1 or 2
ARMOR CLASS: -3 (3 without armor)
MOVE: 12 feet (or burrowing 6 feet)
HIT DICE: 8
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 60%
DAMAGE/ATTACK: By weapon and/or 2-8/2-8
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (12 feet at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 2425 + 10/hp



 



This appears as a six-insect legged centaur with a glass-like +3 giant sword (7-27 damage) and covered in glass-like +3 chain mail. It can burrow into the earth with its forelegs as well as claw with them. This is an amalgamation of 5 type I, 3 type II and 1 type 2, etc.,etc.)

 


Type VI (Giant)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -1 (2 without armor)
MOVE: 12 feet
HIT DICE: 9
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 70%
DAMAGE/ATTACK: 5-23 damage
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (13 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 3600 + 12/hp



 

This temporion appears similar to be a true giant but with the above mentioned secondary characteristics it is easily discerned. The type VI carries a glass-like +3 “stone put” (4 foot diameter) complete with a glass-like chain link “thong” of 20 feet length. The temporion can whip the stone around on the chain for 5-23 damage or hurl it 10-200 feet. It wears glass-like +3 banded mail armor. This an amalgamation of 6 type I, 4 I and a II, 3 II, etc., etc..




Type VII (Giant centaur)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (1 without armor)
MOVE: 24 feet
HIT DICE: 10
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 80%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: determined (see above)
SIZE: L (15 feet tall at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 5700 + 14/hp



 





These temporions are combination of 7 type I, etc.. They carry a +3 glass-like giant-sized lance (8-33 damage) and are covered in glass-like horse barding equivalent to +4 platemail barding.

 

Type VIII (Giant winged humanoid)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (0 without armor)
MOVE: 15 feet/30 feet
HIT DICE: 11
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 85%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (18 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8150 + 16/hp

 



This amalgamation appears as a large winged being. It contains 8 type I temporions, etc. It carries a +3 glass-like giant bow with a glass-like quiver full of 40 +2 glass-like giant arrows (4-16/7-22 damage) and glass-like armor equal to +3 field plate. Like the type III it has amorphous wings (evil = bat, good = dove, chaos = dragon fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil = locust and chaotic good = eagle) but its wingspan is 30 feet.






Type IX (Giant multi-limbed humanoid)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-1 without armor)
MOVE: 15 feet
HIT DICE: 12
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 90%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8900 + 16/hp

 







This form is a six-armed giant who carries three +3 bows (with 2 quivers full of +2 arrows) and six +3 giant swords (9-39 damage each) and the strength of cloud giant (24: +5 hit/+11 damage). It wears glass-like +3 full plate armor. This is an amalgamation of 9 type I, etc..



Type X (Giant spider-shaped centaur)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-2 without armor)
MOVE: 20 feet
HIT DICE: 13
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 95%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 11300 + 18/hp



 


These temporions are combination of 10 type I, etc.. They carry a +3 glass-like giant-sized lance (10-45 damage) and are covered in glass-like horse barding equivalent to +4 full plate barding.