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Showing posts with label variant. Show all posts
Showing posts with label variant. Show all posts

Monday, June 10, 2019

AS ABOVE... Part 1A: ACYFER THE ANTI-DEMON

ACYFER (The Anti-Demon)

Greater God

ARMOR CLASS: -I
MOVE: 15"/30”
HIT POINTS: 255
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Claws 3-18 (+ 9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 85%
SIZE: L (14’)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutral and neutral
alignments. Also profaners.
SYMBOL: Two pairs of abstract peering eyes in a circle.
PLANE: Concordant Opposition
CLERIC/DRUID: 20th level profaner (cf)
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 20th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S:21(+4,+9) I:25 W:25 D:18 C:21 CH:23

He appears as a giant reddish grey human. His 4 eye sockets have multiple irises and pupils. He is never armed, fighting with his massive clawed hands. but sports a large magical belt (See below).

If attacked for three rounds, he heals everyone to full health then disappears. During this three rounds of combat, he will listen to any who have tried to hit him and missed. Of these combatants, there is a 50% chance of granting one of them a limited wish. The limited wish arrives one hour after his departure.

Acyfer’s magical belt is an artifact in itself. Any who don it, in addition to it having standard artifact abilities (I:A,GG;II:T,YY;IV:J(x3),V:V(x10);VI:I), will summon 0-19 temporions (cf.).

Temples of Acyfer are so non-contemporary that they are seldom called “temples”. Worship is usually in cave, cellar and developed undergrounds (city works) usually reserved for Mystery type cults (and plays).

His priests are never druids despite his neutral outlook. The clergy will either be modified clerics or profaners (cf. “...SO BELOW Part One” in this blog).

Clerics of Acyfer will not exceed 8th level, turning good and evil results only in ignoring, protection from evil is in regards to any alignment, and never have access to 5th, 6th, and 7th level spells in any form. In addition clerics get the ability at 8th level to conjure any single temporion at random.

Cleric Quick Reference:
SPHERE OF CONTROL: Active neutrality, ANIMAL: Rat-hunter dog breeds, CLERICS(or profaners): male/female/non-human(only human for profaners), RAIMENT: Head: Stylized eye over eye helm and 4 eyed amulet, Body: Multicolored robes for high priest;singular color for adept. COLORS: Entire spectrum, HOLY DAYS: Any equinox, SACRIFICE/PROPITIATION: Frequency: Random, Form: Burning of “Weeds of the Dragon” (like a camphor but a little noxious in scent, grows outside dragon lairs), PLACE OF WORSHIP: Never standard temples (See above paragraph).

IN THE WORLD OF THE SWORDLANDS (Gene’s Campaign): Acyfer the Anti-Demon, was once described, by the adventurer Corlag, as a real neutral’s neutral. That is, Acyfer is so neutral that its unconventional. In the philosophies regarding this being, it is simply put that as all druids head into the wilderness, all followers of Acyfer gravitate the other way. Not exactly to cities but half the way there from rustic pagan splendor to the dross suburbs and the criminally infested outer wards.
Across the Swordlands and the surrounding expanses, Acyfer is briefly mentioned in a popular mythic romance cycle called Atlaw & Chorins often heard in odd taverns serving hot foreign beverages. This recounts the tale of a profaner and a druidess and how Acyfer was less caring in his neutrality than the goddess of the druids (Runa the Wild Empress).
The are legends of a mysterious loose order of knights called the Knights Anti-Templar who carry the stylized symbol of Acyfer emblazoned on their banners and shield devices.
Green pseudosmaritans (...So Below Part One A) will usually feign to be his clerics and sometimes are found in the sacred cave complexes..




Monday, March 19, 2018

AUTUMN MIST FROLICKING - PART ONE: Greater Dragonnels

We recently had a discussion about the WORLD OF GREYHAWK miniatures ordered by E. Gary Gygac in 1979 for his upcoming WORLD OF GREYHAWK FOLIO on Doomsday Games Forum here: Dragonnettes, Magnus Dragonnels, Aquatic Dragonnels In the set there were several creatures called "dragonnels" as time went on in 1983 they were given statistics in MONSTER MANUAL II however two forms never were treated: the "magnus dragonnel" an the "aquatic dragonnel". Here is my attempt at reconciling what these could do under AD&D standards. 







I don't kno if I should fill out the description without going too far so just refer to MM2 (1983) for details on the regular dragonnels and expand from there:

MAGNUS DRAGONNEL

FREQUENCY Very rare

NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"/14" (MC:C unmounted;D mounted)
HIT DICE: 11+8
%IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/9-21
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE:Semi-intelligent
ALIGNMENT: Neutral (evil)
SIZE: L (32'+ long)
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE:
VII/1300+16/hp



AQUATIC DRAGONNEL

FREQUENCY: Very rare

NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: ///18"
HIT DICE: 12
% IN LAIR: 0%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (12' long)
PSlONlC ABILITY: Nil
AttackIDefense Modes: Nil
LEVEL/X.P. VALUE:
VIII/1300+16/hp



Friday, May 19, 2017

SECRET OF THE GREATER TROLLS PART SEVEN: AMERICA! (Repost from Thursday, April 6, 2017)


ATTANAHWOJAS ( "Ojas" / The Great Liar / God of Far Western Trolls)

Lesser god

ARMOR CLASS: -4
MOVE: 27"

HIT POINTS 270
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20 (+12) or 6-15 (+4 for both)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration (2 per round).
MAGIC RESISTANCE: 25%
SIZE: L (40' tall)
ALIGNMENT: Neutral evil
WORSHIPER'S ALIGN : Any evil and all Far Western trolls
SYMBOL: Green face with long dark hair and rubbery red lips
PLANE : First layer of Tarterus
CLERIC/DRUID : 13th Level
FIGHTER : 17th level
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th level Thief
MONK/BARD : Nil
PSlONlC ABILITY: VI
S : 24 ( + 6, + 1 2) I : 20 W : 20 D : 25 C: 25 CH : 20

Attanahwojas, as men call him, when they try to ward off his evil, is the racial god that the weird subtypes of troll in the Far West hold as their ideal patron.

Ojas, as he is known to the trolls of the Far Western lands, is a frightening giant who carries a silver club-like +4 "atlatl" called "Kidnabber" that can launch up to 7 two-headed silvery spears before reloading. It also acts as a warclub. His icy heart drips chunks of ice from the center of his chest. He can project the ice in 30' long 30' wide cone. All who are hit must vs death or become sickened from a disease losing a hit point per round until dead. Those who die will rise as an undead under his control. Treat as ghouls but their paralysis attack is cold -based. Those willing become thoul-like. Ojas dislikes fire because it melts his heart which will regrow in 10 turns but he sometimes will deliberately poison things with his icy heart drippings (ingestive TYPE A) in human water sources like springs, well, etc.. He can gate in 4-5 snuwintikus/8-9 mtontnuks/13-20 mqumdas/17-22 wintikus at will once per turn.
Attanahwojas lives in a darkened valley of dead coniferous trees stunted under the shadow of humongous evergreens reaching up to the heavens (climbing these trees leads out of Tarterus). There in the darkest part of the forest the monstrous god lives in a great longhouse made of the undead carcass of a massive elk's head and trunk. The 100 foot high head has a continuous deep and hollow moan in its state of never dying misery where it lashes out (3d6 damage) at any entering the longhouse through its neck. Within the temperature is even colder with tortured human spirits droning in pain cooped up in stalls and cages. It is said that when Attanahwojas needs company he will lure those lost in the wilderness to a gateway to his realm which he can create once a year.

Amongst humans of the Far West, Attanahwojas will be featured on totem poles and ceremonial masks to ward off his evil from harming the immediate group often directing him toward enemies in general or specifically
in the use simple rites like punish enemies (see below):

Clergy will be mtontnuk (see below) wearing green-faced masks with long noses and flabby lips with scalped human hair for wigs. Their holy symbols are similar. At 3rd level (their maximum shaman level) their shamans have a starvation of the cannibals spell (see below). 
Mankind does not associate Attanahwojas with his "Western" (READ: transoceanic to the East) or other troll god counterparts but in dark sorcery circles it is well known that Ojas and Unt the Great Troll (see this blog elsewhere) are associated closely in some manner.

NEW SPELLS

Punish Enemies (Universal Magic)

Level: 0
Range: 100 miles
Duration: Until counter spelled
Area of Effect: Lands of the enemy
Components: V,S,M
Casting Time: Feast starts at sundown then dancing ends at dawn.
Saving Throw: Only if spell is countered with same ritual

This type of spell is 0 level as it can be performed by 0 level non-clergy. The casting involves dancing all night around a ceremonial fire where symbolic effigies are burned of the target person, group or people. The first part of the spell is having a feast of a large animal and burning the leftovers and remains. Dancing commences until dawn and participants chant the names of good deities in association with their group or people and then call upon dark deities in the name of their enemies. Midway through the rite, symbols or effigies of the enemies are destroyed in the fire. The simple but potent effect is that an evil deity is now focused on the enemy until they suffer in some way. This can be the form of:

On a d20:
1-7: Evil sendings (curses, plagues, etc.)
8-14:Summoning related monsters
15-19:The evil deity visiting in disguise (5% chance of multiple deities)
20: The evil deity directly attacking (1% chance of multiple deities)

+5 on rolls if its vengeance for brutal death of non-combatants

NOTA BENE: Those involved in the rite will permanently lose one point of charisma.

Components: Material: feast, effigies Somatic: dancing all night Verbal: good god(s) chant associated to allies and evil god(s) chanted associated with enemies

Starvation of the Cannibals (Alteration-Necromancy)

Level: 2 (cleric)
Range: 1"
Duration: One month
Area of Effect: Connected lands within a mile of the body of affected water


Components: V,S,M
Casting Time: One night
Saving Throw: Nil


This spell when cast over a body of water will make all animals and plants within one mile give a fraction of their nutritious value to humans and humanoids (1/10th: 30 meals a day to stay fed). Only eating the flesh of a sentient humanoid will grant greater nutritious value. Half the value of the nutrition (6 meals a day) but full nutritious value if it is the same people as the afflicted (DM discretion). Druids or other clergy of natural forces will immediately sense something is not right if walking on the affected area. They can dispell this spell in whole after a water purification spell (purify water;purify food & drink) is cast on a small section of connected waters. The material component for this spell is a handful of powdered intestinal parasites (worms of various sort will do).Somatic component caster holds powder to their own belly while waving other arm and shuffling by the water's edge. Verbal component is chanting the word "Hunger" over and over.

 
SNUWINTIKU (Greater Far Western Troll/Far Western Troll Mage)

FREQUENCY: Very rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 9"/12"
HIT DICE 10
% IN LAIR: 5%
TREASURE TYPE: G (magic), V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16 or by weapon (see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (Evil)
SIZE: L( 10' tall and see below)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VII/2550 +14 per hp


Snuwintiku is the greater troll of the Far Western lands across the ocean. They appear almost as undead humans with white eyes and lipless chewed away mouth-areas. These creatures almost seem human but have a blue-green overcast to their skin. Treat them as cold-using creatures and cold attacks do no damage. They can fly magically. If wounded they must go into cold water (or snow) to regenerate 5 hp per round. In this state, they can grow to a height of 18' tall and when this happens the strange armament that they carry, two antler shaped piercing weapons, grow in proportion. One is silver with one point (1-6 normal damage/2-12 enlarged damage) the other is golden with two points (1-12 damage/2-24 enlarged damage). Twice per day, the snuwiniku have the ability comparable to the three attacks of a wand of frost (q.v.) except the damage is higher and its treated as a 10th level caster )Ice storm: 4d10, wall of ice 50 dmg/fire-using creatures save vs death or die/cold-users 20 dmg, cone of cold 20-40 dmg, for each attack resulting in death the victim becomes an ice statue who melts away into nothing (Item saving throws vs magical frost if not passed disintegrates into water upon melting). They can talk through icy winds they generate and call for the service of mtontnuks (3-4), mqumda 20-30 or wintiku 12-18 in the name of Attanahwojas the Great Liar. Their alignment can be flexible but sometimes this does not last. If they are treated kindly these monsters will appear more and more human (shrink in size, mouth heals and complexion robust) if they continue living peacefully. They will protect those that they befriended once however once they go back to fighting they will never be friendly towards its kindly benefactors again and will devour them as soon as they're through with who they are fighting. They will then proceed to "repent" their weakness by waging war on an isolated human settlement to appease the Great Liar.

 
MTONTNUK (Far Western Troll)
FREQUENCY: Uncommon (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9"/12"
HIT DICE: 6
% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Evil (chaotic)
SIZE: L (10' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VI/400+6 per hp


Mtontnuks (pronounced MM-TONT-NUK) prefer to dwell in ruined forests of dead branches, polluted giant beaver created lakes and underground in the carved cities of evil manitou (demi-humans) especially the legendary chattawanna (evil-fanged cannibal dwarves whose breath means death. Note: coming soon. In the meantime treat as duergar, derrro or trow). They are very strong and powerful. They are armed with the following:

Giant stone tomahawk (1d8 damage)
Giant stone dagger (1d6 damage)

They have the following magical abilities: fly, enlarge (in cold water or snow to 20 ft tall doing 2-20 dmg or +12 by weapon)

They regenerate 3 HP per round if submerged in cold water (or snow) treat them as cold-using creatures. Cold attacks do no damage.

Leaders will be found in groups of 11 or more. Consider these as 8 HD/2-11 dmg/AC 4. If 35 mtontnuks or more there will be 3 leaders and a chief 9 HD/3-12 dmg/AC 3. The chief will have giant wolverines as pets. Their lairs will be filled with slaves that they eat when necessary. On average it is goodly Far Western demi-humans (known as "manitou") but most Mtontnuks keep giant beavers as slaves/food.

They can speak common tongue of the Far West and the language of Far Western trolls.

 
MQUMDA (Lesser Far Western Troll)

FREQUENCY: Common (Far West)

NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Evil (lawful)
SIZE: M (6'+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
III/35+3
leader/bodyguards: 60+4
war chief: 90+5

The name mqumda (pronounced MM-COME-DUH) inspires fear in the roving nomads of the Far West. They are high end of the rank and file humanoid soldiery from the underworld. They are subterranean but come up and hunt in packs of 20-30 in dark forests. Their prey is usually humanity. Those gone missing in the wilderness without a trace are usually their handiwork. They build their tunnel entrances in the bases of large trees these can be detected by druids on a 1 in 6, rangers on a 1 in 8 and all others on 1 in 10 unless searching the area.

They will have giant walking sticks as guards/pets (coming soon in the meantime treat as poison-spitting centipedes).

Their armor is of bone and leather which is equivalent to studded leather armor.

Any group of mqumda are likely to weapons in this assortment:

Tomahawk & Club 5%
Tomahawk & Spear 10%
Tomahawk & Bow 10%
Spear & Club 10%
Tomahawk 25%
Club 20%
Spear 20%

If a group of 30 are encountered their leader will have 4HD if 100 or more are encountered there will be a war chief of 5 HD of the biggest size about 8 feet will have crude metallic armor AC 3 and have evil semi-intelligent rocs as mounts. The war chief will have 11-18 bodyguards of 4HD.

Note: Due to the lack of currency for the Far West, their treasure for coins will be in chunks of the metal equal to about 5 coins.

NOTA BENE: Mqumda are NOT cold-using creatures but revere the Great Liar and are related to the associated "trolls" (SEE WINTIKU BELOW). They also speak the language of Far Western trolls and likely the language of nearby evil "manitou" (demi-humans).

Description: Mqumda are bright pumpkin orange in complexion with yellow tusk-like fangs. Their squinting eyes are a solid black with green pupils that show on reflection.

 

WINTIKU (Least Far Western Troll)

FREQUENCY: Rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: B in lair
NO. OF ATTACKS: 3
DAMAGE/ATTACK: by weapon after transformation 1-4/1-4/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration, crude invisibility while in trees
MAGIC RESISTANCE: Standard
INTELLIGENCE: See below
ALIGNMENT: Neutral evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
II/28+2

The wintiku appears as a human although on close inspection they seem pallid on the verge of death but they are not undead. They are more like a cross between a human lycanthrope and a troll. When it gets hungry, the wintiku takes on bestial features but they will do anything to prevent this from happening because they lose their mind. This remedy takes the form of eating everything and everyone available. Usually by deceit (leading people into traps, etc.) If they don't eat three times their mass ( Usually 3 or more people) then they will transform. Their intelligence drops from average to animal.

Fire does double damage but they regenerate 1 hp per round in cold water (or snow). Burning them is important but their icy hearts must be melted to totally destroy them.

Humans who have fallen into cannibalism and depravity slowly draw these creatures to them. Once the wintiku comes near to where the cannibal lives it then hides up a tree (treat as invisibility for this purpose only) and whispers to them at night. After 30 nights the cannibal emerges as a newly formed wintiku. If opposite gendered they will breed. Offspring percentage chance: 50% a mqumda, 35% mtontnuk, 15% snuwintiku


COPYRIGHT GENE WEIGEL 2017

Saturday, November 19, 2016

CAMPAIGN CLASSICS: THE LESSER TARRASQUE

LESSER TARRASQUE 

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 8" (+3" rush)
HIT DICE: 8
%IN LAIR:  20%
TREASURE TYPE: F
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-6/1-6/

1-12/16-25/1-10
SPECIAL ATTACKS: See below
SPECIAL DEFENSE: See below
MAGIC RESISTANCE: 

50% bolts and rays only
INTELLIGENCE: Animal
ALIGNMENT:Neutral
SIZE: L (25' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE: VIII/1550 + 10

The lesser tarrasques are not as legendary as their unique namesake. Sometimes they are mistaken as such and attract monsters (including "men") of low intelligence in its proximity who will sacrifice to one as a living god.

Like their feared namesake, they have similar attacks although of lesser bent. Vicious claws (1-6 dmg), tail lash(1-12 dmg), razor sharp bite (1D10+15 dmg) and a rushing attack with horns (1-10 dmg altogether). The bite is not as devastating but it does more with damage.  The carapace is tough but only benefits a 50% magic resistance against rays and bolt type magic. The lesser tarrasque does not regenerate tactically. It will heal all its hit points in one night of rest and it can restore limbs if held to the stump in two turns.

 Like the tarrasque the lesser tarrasque are also hungry things but they have no dormant state so if they do not feed in a few days they rampage. Smashing through villages without regard for food until their rage subsides (20 turns). Once calm they will begin consuming all organic matter. After consuming all in sight, they will go into a bloated torpor under a lake. Lakes that have hosted lesser tarrasque become stagnant and some even poisonous (50% chance Type A insinuitive).


Upon its death the remains of its underbelly are turned into a metal of a quality that just reaches the properties of meteoric iron (+3). It is known among sages of the physical universe as "inferior tarascium" and has a value of 5 in encumbrance gp weight.  The remains yield  5 to 10 in encumbrance gp weight which can make 1 to 2 shields. The hard carapace on its back when rendered down yields 10-100 poor quality diamonds (base value 500 gp).

Some lesser tarrasque have been used as mounts by powerful adventurers but this takes up to a year to break one in under the heaviest attention and they must never have been ridden before. They can be raised from birth and will bond with one rider for life but will never take another. Their eggs have a market value of 10,000 gp.

Unlike the tarrasque, the lesser tarrasque are quadrupeds. However they have some ability to manipulate things in their forepaws. They have an affinity at opening doors and manipulating objects of simple complexity. They only cohabit the same space briefly to breed burying their eggs deep in underground ravine wall cracks. When they hatch they go in opposite directions.

Description: They have a lion-like mane of green and are covered in silvery scales.


COPYRIGHT 2016 GENE WEIGEL

Wednesday, November 16, 2016

SECRET OF THE GREATER TROLLS PART SIX

YEEG (Eastern Troll/"True Ninja")

FREQUENCY: Very rare
NO. APPEARING: 2-16
ARMOR CLASS: 3

HIT DICE: 9
% IN LAIR: 0%
TREASURE TYPE: C
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: Sneak attack 1-10 chop 

to back of neck, needle like claw attacks 
(1-12/1-12) or by weapon (usually Eastern 
medium and small knife swords 1-10 
damage and 1-6 damage)
SPECIAL ATTACKS:
Surprise 5 in 6
SPECIAL DEFENSES:
Hide in shadows as 15th level thief, teleportation
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEVX.P. VALUE: VII/
2700 + 14


Far to the East of the Swordlands, there are distant cousins to trolls call yeeg who are so greatly feared that human assassins replicated their magical nature and style to instill fear. Only the highest ranking assassins know of their existence and secretly ally with them.


These monsters have abilities like 10th level thief functions but they are as a 15th level thief with HIDE IN SHADOWS (99%). They have innate magical abilities: create smoke 10' radius lasts for 3 rounds, become an exact replica of medium-sized being (shape/smell/voice/mannerisms/clothing) for 1 round (must focus on the one it is copying for one turn. Once cast it has to recopy. Can be disbelieved as an illusion.) and teleportation (up to 100 feet in any direction)


.They randomly kill human and human-like beings for thrills and the assassin cults (ninja) cater to this depravity. They will never work alongside of demi-humans (For the purpose of moving away from the mentality of ORIENTAL ADVENTURES (1985) the term "yokai" will refer to Eastern elves, dwarves, gnomes, halflings, etc.) and consider them less than food. Ogre mages (Eastern ogres or "oni") they consider enemies and will foil their plans if they can. Other humanoids (called "henge" see "yokai" above), in particular, the teeg and flayers (see below for both). Note: the yeeg will sometimes dwell nearby these races in dark and inaccessible crevasses. In addition, the yeeg, contrarily by some weird tradition, will answer the summons of goodly nagas and good-leaning yakshas (treat yakshas as neutral ogre mages with tendencies for great good and evil) to terminate an evil enemy of theirs but will ignore their evil counterparts the spirit nagas and rakshasas.


They have 60' infravision and the cannot stand sunlight (-2 to attack on an overcast day; in direct sunlight they take 1-6 damage per turn)


Description: The yeeg are so dark their skin seems to absorb light. Their eyes are even darker with no discernible color and are barely visible.

TEEG (Lesser Yeeg/Eastern Hobgoblin)

FREQUENCY: Uncommon
NO. APPEARING: 30-300
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 1
% IN LAIR: 40%
TREASURE TYPE: Individuals 1; C,
J (x2), Q ( X 5), S in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (7+ tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEL/X.P. VALUE: I/
10+1
Chongi(lieutenant): 10+1
Lanksho (subcommander): 35+3

Teeg are a distant subrace of the yeeg who they hold in highest regard. They cannot interbreed with yeegs but they will often mate together as well as have a yeeg as a total dictatorial leader. This total militaristic subservience has likened the teeg to Eastern hobgoblins to those wandering adventurers and knowledge-seeking magicians of the West.

They have no tribes and all go by sets of five hundred ("wubi"). Each group has a lieutenant ("chongi") for every 50 of them. Maximum hit points. There also will be a subcommander ("lanksho") for every hundred (3HD). Deep in the earth under misty shores and islands, they will have large dungeon lairs with wide training rooms for marching troop formations. For every number of males, there will be 200% females and 500% young. They always will be surrounded by troop areas in every direction with the exception of large underground saltwater rivers which run through their lairs which lead out to the sea. Their lairs always have a sewer stench but they keep the waterways clear for ocean predators which they treat as pets. Sometimes they will have evil cetaceans (whales, dolphins, etc.) working with them as bodyguards and spies. The presence of yeegs can be felt but they are never seen amongst teegs they control. They must be summoned by ritual feast preferably human sacrifice.

Teegs have the following typical weapon distribution:

20% Knife sword and long bow
20% Knife sword and spear
20% Knife sword and whip
30% Polearm
10% Spear

They fish but they do not like boats as a concept. Teeg prefer land but can hold their breath longer than humans (hence the smell of their lairs). When they rarely raid villages it will be a complete purge of the population with no regard for plunder (with magic being an exception). They will cover their tracks by knocking down everything to feign a storm.

Description: Teegs have pale white rubbery skin and light green pupiless eyes. They sometimes paint war paint on their face (Note: around their eyes and foreheads in the depiction).


CHAG (Eastern Mind Flayer/"Cave Flayer")



FREQUENCY: Rare
NO. APPEARING: 3-18
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: Individuals M (x2), 
C,S
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-4/2-4/2-6/
2-6/2-6/2-6 
or by weapon (see below)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8'+)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/130+5



In the East, mind flayers are not found at all amongst subterranean underworlds, however, there is an Eastern counterpart that seems to be derived from some common ancestor: the chag as they have come to be known by cave delvers and dwellers.


These monsters are unlike their Western cousins in all except general appearance. They are larger in height, strong as a troll (18), have no psionic powers in any way and are quite dumb. They are very limber and muscular for weapon fighting but they limit themselves to short edgeless swords (sometimes made of wood or even stone 1-4 dmg). If they make two successful attacks with their four tentacles chag will pull opponents onto the pointed and unbladed spike for 3d6 damage. They call it their "tooth". Their tentacles stretch to 5' length and attack in a flurry of hooks. In addition their tentacle attack can be used to neutralize weapons if two make succesful hits in one melee round. The tentacles holding the weapon can be broken free in one round if opponent's STR is 18 with lower STR adding rounds for each increment below 18 (Ex: 15 STR would be 4 rounds, etc.)


If found in their lair there will be a chief (6HD, AC 4) and 3 subchiefs (max hp). Females are indistinguishable from males visually, and in prowess, but young are small (4' tall; 2 HD; claws 1-2/ tentacles 1-3). They will have many small to medium-sized cephalopods (treat as small as 1-2 hp/dmg and medium as 1-4 hp/dmg; AC 8; if poisonous use insinuitive type A.) as companions (some are even considered mates that they sleep with. They have no regard for other humanoid sexual behaviors and will sometimes walk around with a "second head" on its shoulder that is a cephalopod that it is in coitus with.). As they prefer land, they keep their tentacled friends in connecting pools in their dank lairs. All goods are below water stored in various mollusk shells which is their carnivorous usual diet but they have a strange craving for the pineal glands of bipeds with high INT, WIS, & CHA every once and a while.


Their amphibious skin is slick so they will not be far from caverns near seasides or under saltwater swamps.


Their coloration is a pale green head with black eyes but their bodies are completely black almost giving them the appearance of a medium-sized octopus (with 4 tentacles visible; the chag has four) if seen in a darkened water.


COPYRIGHT GENE WEIGEL 2016