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| Blazing Terror | Cellar Dweller | Cinderlings | Eldraal |
| Flame Enzine | Glashans | Ichlar | Lasa |
| Mimox | Ollorog | Pigmy Orc | Plasma Dog |
| Scallion | Sharod | Smoke Snake | Sonic Nightmare |
| Spinar | Stone Groll | Umbra | Vug |
| CLIMATE/TERRAIN: | Ice Elemental Plane |
| FREQUENCY: | Very Rare |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Night |
| DIET: | Carnivorous |
| INTELLIGENCE: | Semi (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1 |
| ARMOR CLASS: | 6 |
| MOVEMENT: | 15" |
| HIT DICE: | 3+3 |
| THAC0: | 17 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 2-13 |
| SPECIAL ATTACKS: | Screech |
| SPECIAL DEFENSES: | Special |
| MAGIC RESISTANCE: | Nil |
| SIZE: | M (4' long) |
| MORALE: | Average (8-10) |
| XP VALUE: | 175 |
These snow-white creatures appear very similar to a Giant Lynx, but with a long serrated beak. It has a sleek, muscular body, with strong legs and unusually wide paws for moving across the top of snow. It's tail is short and covered in a fuzz of crystalline spikes. Otherwise it is free of markings, and blends effortlessly into a snow or glacial background.
Combat: In contrast with most of the denizens of the ice elemental plane, the Blazing Terror moves with startling speed. It is a ferocious hunter that will relentlessly pursue its prey. However, the Blazing Terror prefers to leap on its prey from ambush, relying on speed and surprise.
Due to its pure white coloration and stealthy movement, a Blazing Terror will avoid detection 90% of the time while hiding in ice or snow. It also imposes a -5 penalty on surprise rolls of unsuspecting prey. The terror can leap up to 15' forward and 5' vertically from a stationary position. It can also safely drop from a height of 30' without damage, and any fall is reduced by a like amount for the purpose of determining damage.
Unlike the great cats, the Blazing Terror does not use its padded feet in combat other than to grasp its prey. Instead it uses a razor-sharp beak that is capable of sawing through most common armor. Their shiny flesh appears to constantly emit blue flames that will inflict 1d4hp of freezing damage on contact with unprotected flesh. Elemental ice creatures are not effected by this freezing damage.
They can also emit a hideous screech that will cause many beings to be stunned from terror. If they spend a round screeching, all other creatures must make a saving throw versus paralyzation or be stunned for 1d3 rounds. This effect is not cumulative, but a separate saving throw must be made against each screeching terror.
Habitat/Society: The Blazing Terror prefers a rugged icy environment where it can stealthily approach its prey. It can easily withstand extremely cold temperatures and is unaffected by wind chill. It can communicate in a harsh bark with its own kind and hungry groups of Terrors occasionally hunt cooperatively to attack small herds. However, they generally prefer solitary nocturnal hunting when plentiful small game becomes available.
The only thing that a Blazing Terror truly fears is to be trapped with no escape. Such a situation will drive a Terror berserk and it will batter itself senseless trying to escape. Once release it will remain berserk for 2d6 rounds thereaft er, attacking the nearest target until it is quite dead.
Ecology: A Blazing Terror can not consume flesh that is not frozen and so will not generally hunt warm-blooded creatures for food. However, for reasons not fully understood a Blazing Terror hates any being from an ice-free environment. Thus it will attack warm-blooded creatures even though it does not desire to consume their flesh.
These creatures suffer twice the normal damage level from fire or heat-based attacks. If the temperature rises above freezing a Terror has a chance to become prostrate from heat exhaustion. For each degree Celsius above freezing, the chance of heat exhaustion is 1% per hour. Once prostrate, the Terror will lose 1hp per hour thereafter until dead.
| CLIMATE/TERRAIN: | Lava Elemental Plane |
| FREQUENCY: | Uncommon |
| ORGANIZATION: | Pack |
| ACTIVITY CYCLE: | Any |
| DIET: | Minerals |
| INTELLIGENCE: | Animal (1) |
| TREASURE: | Special |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 2-8 |
| ARMOR CLASS: | 3 |
| MOVEMENT: | 15" Fl (A) |
| HIT DICE: | 1/2 |
| THAC0: | 20 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-6 |
| SPECIAL ATTACKS: | Nil |
| SPECIAL DEFENSES: | heat immunity |
| MAGIC RESISTANCE: | Nil |
| SIZE: | T (6" long) |
| MORALE: | Average (8-10) |
| XP VALUE: | 35 |
Native to the plane of Lava, these faintly glowing, egg-shaped rocks fly in small packs looking for a warm place to nest. When at rest, they are all but indistinguishable from common rocks.
Combat: Their small size, combined with a swift, darting flight pattern, makes them especially difficult to strike. They will drive off anybody who disturbs their home by ramming the intruders with their scorching hot bodies.
Cinderlings are almost completely immune to the effects of heat and take no damage from fire-based magic, fire breath weapons, and exposure to lava or other sources of intense heat. Only heat sufficient to vaporize rocks will inflict damage against a cinderling. However they suffer double damage from all cold-based and water-based attacks.
Habitat/Society: When not in their native plane, Cinderlings are commonly found near active lava tubes, hot springs, and other sources of geologic heat. Naturally, cool water or cold weather conditions can be quite lethal to these beings.
Ecology: These creatures are the larval stage of an elemental creature. They grow to full size by consuming certain common and scarce minerals. Thus they spend much of their time slowly digging into the sizes of rock faces, leaving small divots where they have tunneled. Any sources of copper, silver, and unusually pure silicon will immediately attract their attention. Smashing apart the cooling co rpse of a Cinderling will reveal a lump of electrum worth 1gp.
| CLIMATE/TERRAIN: | Subterranean |
| FREQUENCY: | Very Rare |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Night |
| DIET: | Carnivorous |
| INTELLIGENCE: | Average (8-10) |
| TREASURE: | L, M, O, (A) |
| ALIGNMENT: | Chaotic Evil |
| NO. APPEARING: | 1 |
| ARMOR CLASS: | 2 |
| MOVEMENT: | 15" |
| HIT DICE: | 4+4 |
| THAC0: | 15 |
| NO. OF ATTACKS: | 3 |
| DAMAGE/ATTACK: | 1-2/1-2/1-4 |
| SPECIAL ATTACKS: | See Below |
| SPECIAL DEFENSES: | See Below |
| MAGIC RESISTANCE: | Nil |
| SIZE: | S (3' tall) |
| MORALE: | Elite (13-14) |
| XP VALUE: | 2,000 |
Also known as the Bone Crusher, the hideous Cellar Dweller is a creation of pure evil. The Cellar Dweller resembles a small ogre with olive flesh and sparkling white pupils. It dwells in the dark cramped spaces in the cellar and under furni ture, waiting for an opportunity to slay innocents and spread mayhem.
Combat: It has a number of innate magical abilities that make it a highly danger ous foe despite its diminutive stature. It is completely immune to disease and never ages. Despite its all-consuming bloodthirsty nature, it has no need to consume food and can survive indefinitely in all but the most extreme environments.
It is rarely surprised and receives a +2 bonus to any surprise checks. In contrast it is a highly stealthy creature and is able to move silently 25%, hide in shadows 65%, and detect noise 40% as a thief. It can also teleport without error from deep shadow to shadow at will, without making a sound or any other observable effect.
The Cellar Dweller constantly radiates an aura of terror, and all within 5' must save versus paralyzation each round or suffer from a fear spell for 1d4 rounds thereafter. Staring into the eyes of this creature can cause temporary blindness. Any PCs making eye contact with the sparkling crystal pupils of a cellar dweller must save versus spell or be blinded for 2d6 rounds.
Unless it is slain by exposure to sunlight, the Cellar Dweller will slowly regenerate at the rate of one hit point per round. The bite of the blackened fangs of this beast will cause a numbing weakness to quickly spread through the body. Unless a saving throw versus poison is made, the victim will lose 1d4+1 points of strength. This strength is slowly recovered at the rate of one point per day.
The Cellar Dweller suffers damage from holy water and can be temporarily cowed for 1d4 rounds by a successful turn undead by a priest. Direct exposure to sunlight is lethal, and the Cellar Dwellar will lose 1d6hp per round as its flesh bubbles and burns.
Habitat/Society: This malevolent creature exists only to torment and consume other beings. It seems to have been created by an evil entity or perhaps a priest, and it does not seem to breed. Indeed it is almost never found in the company of its own kind.
Ecology: The Cellar Dwellar has no place in the ecosystem and it has no need to eat or drink. Fortunately it can be permanently destroyed by exposing its physical form to sunlight.
| CLIMATE/TERRAIN: | Lava Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Servants |
| ACTIVITY CYCLE: | Any |
| DIET: | Nil |
| INTELLIGENCE: | Average (8-10) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1-4 |
| ARMOR CLASS: | 1 |
| MOVEMENT: | 9", 3" Tunnel |
| HIT DICE: | 3+3 |
| THAC0: | 17 |
| NO. OF ATTACKS: | 3 |
| DAMAGE/ATTACK: | 1d8/1d8/1d8 |
| SPECIAL ATTACKS: | burning touch |
| SPECIAL DEFENSES: | regeneration |
| MAGIC RESISTANCE: | Nil |
| SIZE: | L (8') |
| MORALE: | Unsteady (5-7) |
| XP VALUE: | 270 |
This servant being from the plane of lava is magically created to carry out the whims of its masters. It resembles little more than a big, shapeless blob of molten rock. An Eldraal lacks any will of its own and has only a modest intelligence. They are large, bulky, and clumsy creatures who are suited for little more than simple labor. In the prime material plane, however, these creatures can be very dangerous entities due to their magma bodies.
Combat: The Eldraal are designed to perform physical labor for their lava elemental masters and they have no combat training. Nevertheless they do possess the means to defend themselves and they can prove formidable opponents when called upon to fight. They can form up to three limbs from their bodies that can stretch a maximum distance of 10'. In addition to the physical damage caused by these rocky limbs, the impact leaves behind a piece of red-hot rock that continues to burn the struck location. This burning rock causes 1d6hp of damage on the second round and 1d4hp on the third. Any possessions struck by this burning touch must save versus magical fire or be consumed by the intense heat.
Weapons that strike the body of the Eldraal can get stuck on the magma and begin to melt. Any weapon that strikes for more than half normal damage it is stuck in the body and must make a saving throw versus magical fire each round to determine if it is ruined. A successful Bend Bars roll is required to extract the weapon.
Eldraal lack anything resembling a back and are able to see in all directions. They do not possess normal sight, but are able to sense heat as infravision sight out to 90'. They also seem to be able to see through nearby rock, viewing warm spots out to a distance of 30' in any direction.
The body of this creature constantly radiates a hot red glow, providing heat and illumination in a 15' radius. Their body is hot enough to boil water, and any moisture that strikes will instantly vaporize as steam. They are able to draw energy directly from surrounding lava and regenerate any damage at the rate of 1hp every other round. Although they dislike doing so, an Eldraal can pass through solid stone at a movement rate of 1". This contact with solid stone causes 1hp of cooling damage per turn, which must be recuperated by resting in a pool of lava.
The Eldraal will begin to suffer physically in any region where water can condense, and will turn to solid rock in 1d4 rounds when immersed in liquid water. Contact with fog or rain will cause 1hp of cold damage per round. They suffer double the normal damage from cold-based attacks.
Habitat/Society: These creatures were created to serve the whims of their masters and they lack the will to form social connections with others of their kind. Only if an Eldraal is set free and left to its own devices for many decades will it begin to form a self-awareness and an ability to interact with other creatures.
Ecology: The Eldraal obtains all its physical needs from contact with lava and prefers to dwell in a large pool of magma. They especially prefer fast flowing rock and will frolic in the intense heat when their masters do not command their labor.
| CLIMATE/TERRAIN: | Any dry land or Fire Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Pack |
| ACTIVITY CYCLE: | Any |
| DIET: | Any combustible |
| INTELLIGENCE: | Animal (1) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1-100 |
| ARMOR CLASS: | 5 |
| MOVEMENT: | 3", 15" Fl (C) |
| HIT DICE: | 1/4 |
| THAC0: | 20 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1 |
| SPECIAL ATTACKS: | Nil |
| SPECIAL DEFENSES: | Nil |
| MAGIC RESISTANCE: | Nil |
| SIZE: | M (5') |
| MORALE: | Unsteady (5-7) |
| XP VALUE: | 15 |
These small elemental creatures resemble an unusually intense golden blue flame. They usually dance rapidly from place to place as a pack, rarely stopping in one spot for more than a second. There are no discernable features visible to normal sight within the flame, although beings with infravision will be able to discern three cooler spots arranged in a triangle near the base. Flame Enzines will never voluntarily leave their home plane, but they can be surprisingly at home in a cooler region such as the prime material plane.
Combat: When alone the Flame Enzine is a meek creature, seeking only to preserve its life. In larger numbers, however, the Enzine become more curious and aggressive, actively peeking and poking about their environment. They will never attack any creatures significantly larger than themselves, even when amongst a pack. If threatened, they will form a shifting, darting mass that makes it difficult to target individuals.
Every swarm of twenty Flame Enzines can be treated as a single large "monster" with five hit dice and occupying a volume of 10' diameter. This swarm can inflict 1d10hp of fire damage to any targets within its volume, and any flammable objects must save versus magical fire or immediately begin to burn. Normal weapons will do only a quarter of their normal damage against such a swarm, but area effect spells and water attacks are fully effective.
Due to their resilience to cold, Flame Enzines suffer only 50% additional damage from cold-based attacks. However, they do suffer damage from exposure to water, being stunned by fog and completely snuffed out when submerged.
Habitat/Society: Flame Enzines are hardy elemental creatures and can live in relatively cool areas that are little favored by other beings from their plane. Indeed they are quite comfortable dwelling on the prime material plane, save for the unpleasant presence of moisture. They are relatively long-lived creatures, despite their small size, and are capable of reproducing well into old age. To breed, all they need is a ready source of combustible materials and a dry environment. They reproduce asexually, and have no gender.
Ecology: The Flame Enzine can exist for long periods without food, but become ravenous when a meal is nearby. They particularly enjoy stirring among the ashes of a fire looking for small kernels of unburned materials to consume. Enzines also enjoy basking in the warmth of an open flame. They have sometimes been known to accompany Fire Elementals when summoned to the prime material plane.
| CLIMATE/TERRAIN: | Mountains and Lightning Quasi-Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Pack |
| ACTIVITY CYCLE: | Any |
| DIET: | None |
| INTELLIGENCE: | Semi- (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 2-20 |
| ARMOR CLASS: | 5 |
| MOVEMENT: | 24" Fl. (C) |
| HIT DICE: | 2 |
| THAC0: | 19 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-6 |
| SPECIAL ATTACKS: | Electrical |
| SPECIAL DEFENSES: | +1 or better to hit |
| MAGIC RESISTANCE: | Nil |
| SIZE: | L (10') |
| MORALE: | Unsteady (5-7) |
| XP VALUE: | 650 |
These mysterious extraplanar beings come from a dimension of pure lightning plasma. They have only been observed on the prime material plane when dry winds sweep up the steep mountain faces and create strong electrical disturbances. These strange lightning forms dance and cavort across the crags, leaving a trail of singed plants and magnetized iron scraps. They possess powerful magnetic and electrical abilities, and prefer to linger in regions where conditions are ripe for lightning storms. Something about the land about mountains allows these beings to move easily between the planes and take advantage of the heavily charged conditions along the bare mountains.
Combat: These beings are so utterly alien to our world that they do not comprehend the existence of physical life forms. Thus they perceive creatures merely as natural phenomenon and do not purposefully set out to attack them. If some means could be found to communicate with these beings, they can usually be dissuaded from inflicting the unintentional damage that they cause.
Due to their plasma state, +1 or better magical weapons are needed to strike them. They are completely immune to electrical or air-based magic. Any electrical spells such as lightning will actually heal a Glashans at the rate of 1hp heal per 2hp of damage inflicted by the spell. However, devices or spells intended to ward against electricity will also provide complete protection against the damage from a Glashans.
Like a lightning drawn to a rod, Glashans are attracted to sharp metallic objects in the vicinity. Thus they will move to investigate anybody wielding a sword. If any form of metallic object strikes them, they will deliver an electrical charge through the item that is equivalent to a shocking grasp spell cast at second level. However, such a shock will also stun the Glashans for 1d4 rounds.
Glashans are able to manipulate metals and other good electrical conductors in a fashion identical to 5th level wizard telekinesis spell. They are able to move objects as if they had two levels of experience. However they lack the concept of physical combat and so are unable to wield a sword or other metallic weapons in an aggressive manner.
Glashans do take some damage from fire-based attacks, but it is only half normal and any successful saving throws will further reduce the effect. They take full damage from any water-based attacks, and immersion in mist or water will inflict 1d8hp of damage. Such immersion will cause the Glashans to completely expend itself in a chain lightning bolt causing 4d6hp of damage to the first target.
Due to their utterly alien nature, Glashans are completely immune to all mind-effecting spells.
Habitat/Society: These electrical creatures normally dwell on a part of the quasi-elemental plane of lightning. They thrive on social activity among their own kind and appear to enjoy creating beautiful electrical displays in clustered formations. They are formed spontaneously out of the surrounding plasma and seem to have a life span of only a few days.
Ecology: These beings seem to have few physical requirements, other than a dry and highly charged environment. The Glashans seem to crave unusual gases that fluoresce when electrified. They have the ability to cross over to the prime material plane for short periods, and seem most likely to do so when the air is dry and heavily charged with ozone.
| CLIMATE/TERRAIN: | Arctic and Ice Para-Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Any |
| DIET: | Trapped minerals and gases |
| INTELLIGENCE: | Semi- (2-3) |
| TREASURE: | Special |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1 |
| ARMOR CLASS: | 5 |
| MOVEMENT: | 6", 3" tunnel through ice |
| HIT DICE: | 6 |
| THAC0: | 15 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 3-18 |
| SPECIAL ATTACKS: | Frozen Shell |
| SPECIAL DEFENSES: | Cold Immunity |
| MAGIC RESISTANCE: | Nil |
| SIZE: | M (6' diameter) |
| MORALE: | Steady (11-12) |
| XP VALUE: | 2,000 |
An Ichlar resembles a crystalline stand of deep blue glacial ice. The bitterly cold nature of this being draws much of the heat from the surrounding air. They make a deep ice grinding noise whenever they move, making it nearly impossible for the Ichlar to sneak up on anyone with normal hearing. They can exist anywhere there is frozen water, although they prefer crevasses within deep glaciers.
Combat: These ice elemental creatures are so utterly cold that any creatures within 5' must take 1d3hp of freezing damage per round. An endure cold spell will reduce the damage from this cold to only 1hp per round. A resist cold spell will provide complete protection against this cold.
The primary attack form of an Ichlar is to freeze their foe in a solid shell of bitterly cold ice. They create this shell by enveloping their opponent and immobilizing them within ice. This shell is bitterly cold and inflicts 1d4hp of freezing damage per round to the victim. The victim is allowed a Bend Bars/Lift Gates roll each round in an attempt to escape. Delivering at least 10hp of damage against the ice is also sufficient to break the shell. The creation of the ice shell drains the Ichlar of energy, so it is only able to perform this attack once every three rounds.
An Ichlar is able to blast shards of its own body in a narrow cone that will inflict 3d6hp of piercing damage the target. The cone is 30' long and 10' wide at the end. Anybody caught in the cone can make a saving throw versus petrification for half damage. Each time the Ichlar performs this attack, it suffers 1d6hp of damage to its own body, so it is understandably reluctant to do so unless it can not escape.
They are highly resistant to cold damage, suffering only half-normal damage if they fail their saving throw and no damage if they succeed. However, they are even more vulnerable than most ice elemental creatures to heat and will take damage from a simple fire. Magical Fire inflicts twice the maximum possible damage, although the Ichlar can still make a saving throw to reduce this effect. All Ichlar suffer a -4 to their morale rolls whenever they are in the presence of a fire larger than a candle.
Habitat/Society: These creatures normally dwell within solid ice and rarely come up to the surface unless they need to travel to another glacier. They are able to move through solid ice at a movement rate of 3", or across open surfaces at 6". The tunneling of an Ichlar does not leave a passage through which another creature might pass.
An Ichlar is a solitary creature that does not need the company of its own kind or other beings. Only during mating season will they seek each other out. The eggs of an Ichlar resemble a beautiful blue crystal gem that is cold enough to instantly cause frostbite. They are laid in clutches of 3-5 eggs at the base of a deep glacial crevice and are difficult to distinguish from the surrounding ice.
Ecology: These beings seem to gain whatever nutritional requirements they need to survive from pockets of minerals and gases caught within a glacial flow. These minerals form a beautiful rare crystal in the heart of an Ichlar that can be recovered if the being is slain. These crystals sparkle mysteriously in a rainbow of colors when they are turned about. The beautiful Ichlar Crystal is quite fragile and very rare, bringing 5-800gp from a reputable gem dealer.
| CLIMATE/TERRAIN: | Subterranean or Home Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Always |
| DIET: | Nil |
| INTELLIGENCE: | Exceptional (16) |
| TREASURE: | P, (D) |
| ALIGNMENT: | Chaotic Good |
| NO. APPEARING: | 1 |
| ARMOR CLASS: | 9 |
| MOVEMENT: | 12", 24" Fl. (B) |
| HIT DICE: | 6 |
| THAC0: | 13 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-2 |
| SPECIAL ATTACKS: | See Below |
| SPECIAL DEFENSES: | See Below |
| MAGIC RESISTANCE: | 50% |
| SIZE: | M (5') |
| MORALE: | Champion (15) |
| XP VALUE: | 2,000 |
These guardian spirits resemble winged elves or nymphs. They are usually found only in an Etruscan Necropolis, or in the company of the goddess Turan. No Lasa will willingly harm another being unless they intend to pillage a grave, for this is their sacred duty as guardians.
Combat: The Lasa do not care for persona combat and will attempt to neutralize their foes by beguiling them or through the use of spells from above. Lasa are able to cast spells as a 5th level priest, but are limited to the spheres of All, Charm, Combat, Divination, Guardian, and Protection. This gives them four 1st level, three 2nd level and one 3rd level priest spells.
Once a day they are also able to cast gate to summon 1-4 of their fellows. They can also cast wraithform at will. It requires a +1 weapon or better to strike a Lasa.
Habitat/Society: These beautiful females only inhabit the crypts of a gravesite that has been blessed by Turan. They are normally found on the home plane of their goddess, where they engage in much play and frivolity. They are serious about their duty, however, and will tolerate no breech of a tomb. If approached in a friendly manner, a Lasa will freely talk about her duty, her goddess, or any other subject that interests her. She will be especially taken by any priest of Turan, or her equivalent.
Ecology: The Lasa believe that looting a sanctified tomb is the worst crime that a mortal can commit, and will try her utmost to keep her ward safe from such evil beings. She will aid any beings who will help her in this duty. A Lasa is a tireless guardian who requires no refreshments of any kind. She watches a gravesite for seven years before being replaced by another of her kind.
| CLIMATE/TERRAIN: | Any |
| FREQUENCY: | Very Rare |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Any |
| DIET: | None |
| INTELLIGENCE: | Genius (18) |
| TREASURE: | A |
| ALIGNMENT: | Any |
| NO. APPEARING: | 1 |
| ARMOR CLASS: | See below |
| MOVEMENT: | See below |
| HIT DICE: | See below |
| THAC0: | See below |
| NO. OF ATTACKS: | See below |
| DAMAGE/ATTACK: | See below |
| SPECIAL ATTACKS: | See below |
| SPECIAL DEFENSES: | Mind protection |
| MAGIC RESISTANCE: | Nil |
| SIZE: | M (6' tall) |
| MORALE: | Elite (14) |
| XP VALUE: | 5,000 |
The Mimox is the metamorphosis of a spell caster into a new state of existence, and is the climax of a lifetime of study in the art of illusionary magic. Physically these illusionary beings take their form entirely out of shadow matter, which serves merely as a shell with which they interact with the surrounding world. Using this shell the Mimox can project the appearance of any creature or being that it can conceive, and assume many of its physical abilities. The actual mind and life spirit of the Mimox is housed in a flawless diamond vessel that must be carefully prepared through an extensive and difficult ritual.
Combat: Physically a Mimox is identical to the illusionary creature produced by means of the shades spell. This shadow creature can attack and take damage in the same manner as the creature form it has assumed, but once slain the illusion vanishes from sight. When a shade is destroyed the Mimox can immediately begin to generate a new form by summoning faint wisps of shadow matter. The hit point total of the new form is gradually built up at the rate of 1hp per round. Once the hit point total is fully restored these wisps coalesce into a new shade, in any form desired by the Mimox. The Mimox can also choose to completely dispel its current form at any time and so gradually form a new shadow creature.
The Mimox can perform any physical or mental actions allowed by its current shade form. Thus, assuming a Mimox can produce the required components, it can cast any spell it has memorized from the current location of the shade. The shade can also exercise any proficiencies known by the Mimox and suffers the appropriate penalties for those it has never learned. It has the same armor class and attack forms as the real monster whose shape it has assumed. As with the shades spell, if the illusion of a shade is disbelieved than the Mimox will have an armor class of 6 and only 60% of the true monsters hit point total.
The only permanent means to destroy a Mimox is to disperse its shade form by inflicting sufficient damage and then casting a wish or a sufficiently powerful dispel magic against its diamond vessel. A Mimox will take extreme measures in order to protect the diamond vessel and hide it from sight. As a result, physical measures on a par with those needed to destroy an artifact will often be required to shatter the diamond vessel and thus slay the Mimox.
Mind-effecting magic and psionics directed against the shade form of a Mimox will have no effect. If the diamond vessel of the Mimox can be located, however, any such spells or powers will have their normal effectiveness. Any other spells have their normal effectiveness against the shade form of the Mimox. Divination spells cast against the shade form will operate as if the actual Mimox were present.
Habitat/Society: A Mimox usually dwells within the quarters that they have constructed to house and hide their diamond vessel. These quarters are usually located underground where they can be protected by means of skillful illusions, traps, and other wards. The Mimox may choose to have loyal companions and allies present, although such will rarely be trusted with the secret of its vessel location.
Few Mimox choose to travel far beyond the safety of their sanctum, as they will have more difficulty securing their gem housing. Instead they usually expect others to visit or correspond. The Mimox may also make brief forays in its shade form by magical means using spells such as teleport or shadow walk.
A Mimox will often retain the goals and nature that they possessed when they were mortal beings. However their reclusive lifestyle often turns a Mimox eccentric and they can become much noted for their occasional bizarre behavior. Their powerful intelligence and extensive knowledge of magic makes them dangerous adversaries and few choose to challenge these beings. Due to the immense age that a Mimox can attain, they will often possess magical knowledge that is unknown or has been forgotten in the surrounding realms. They are also known to develop unique and powerful forms of magic crafted over great periods of time. They will sometimes use this magic to reward others for performing a difficult task, or to encourage the loyalty of their few comrades.
The Mimox can at will project himself into the real world from the diamond in a form identical to that produced by a shades spell. Thus a shade form of a Mimox must first coalesce no further than 30 yards from his diamond vessel, although it can journey beyond that range thereafter. There is no limit on the amount of time a Mimox can spend in this shadowy form, and he can change it at will once per round. Maintaining the cohesion of a shade form beyond the 30-yard radius from the diamond is difficult, however, and the shade loses 1hp of damage per turn it is beyond range. A range extension spell, such as a far reaching spell, can be used to increase the effective range of the shade without losing cohesion, as can a distance distortion spell.
Ecology: This being is no longer a mortal creature and has entered a magical state resembling a permanent illusion. A Mimox is free of the normal material requirements needed to maintain his life form. He is effectively immortal and immune to any disease, poisons, and aging effects. However he is not free of the normal emotional, cultural, and social requirements of his species, and is still able to express these to some degree through his shadow creature form.
Only a specialist in the study of illusion with an intelligence of 18 or greater can achieve the degree of proficiency required to become a Mimox. The ritual requires extensive preparation and the understanding of a particular set of required spells. The illusionist must find a flawless diamond worth at least 10,000gp that will house his mind and spirit. Certain precious materials worth an additional 5,000gp will also be required for this ritual. The resulting mixture is used to completely coat the diamond in a temporary jacket. The illusionist must then successfully cast the following spells into diamond: enchant an item, enlarge, trap the soul, shades, wish, and permanency.
When the spell is complete, the diamond vessel increases significantly in size and begins to permanently glow with an eerie, flickering light. Finally the illusionist follows the lengthy ritual formula required to become a Mimox. If he survives a system shock roll he is then completely and permanently absorbed into the gemstone.
It will require the new Mimox some time to adjust to his new state and initially he will only be able to function in a shade form identical to his original body. In time, however, he will learn to master an increasing number of different forms. Over the course of a century a Mimox will adapt to become virtually any known creature shape and ability. He will also gradually learn the thief proficiencies of Disguise, Intimidation, and Voice Mimicry. No matter how old or able, a Mimox is still limited by any racial requirements for his class, however, and is unable to change to a different class. All spell casting limitations of an illusionist specialty wizard also apply to a Mimox.
| CLIMATE/TERRAIN: | Subterranean |
| FREQUENCY: | Very Rare |
| ORGANIZATION: | Tribe |
| ACTIVITY CYCLE: | Night |
| DIET: | Carnivore |
| INTELLIGENCE: | Low (5-7) |
| TREASURE: | J, (O) |
| ALIGNMENT: | Lawful Evil |
| NO. APPEARING: | 5-50 |
| ARMOR CLASS: | 9 |
| MOVEMENT: | 6" |
| HIT DICE: | 1/2 |
| THAC0: | 20 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-6 (weapon) |
| SPECIAL ATTACKS: | Nil |
| SPECIAL DEFENSES: | Hit point pool |
| MAGIC RESISTANCE: | Nil |
| SIZE: | S (4' tall) |
| MORALE: | Elite (14) |
| XP VALUE: | 15 |
These creatures are the diminutive offspring of Orcs that have been cursed by the gods. They have the appearance of a dwarven Orc with an ivory horn in the center of their scalp. Their flesh is blue in hue and they have little body hair.
Combat: While small in stature, they have an unusual quality that makes them tough, scrappy fighters. Their fierce, unyielding, stupid nature make them awkward opponents. They will continue to battle long after normal orcs would have fled the field.
Any group of Pigmy Orcs within line of sight of each other has a shared group of hit points equal to 2hp per member. Damaged Pigmy Orcs regenerate 2hp per round from this pool until fully healed. The horn glows a faint blue when a Pigmy Orc is healing. Once the pool is exhausted, the Pigmy Orcs no longer regenerate.
Pigmy Orcs normally wield curde weapons, such as clubs, staffs, or knives. Thier leaders will sometimes have slightly better weapons and even wear some armor.
Habitat/Society: At best these dull-witted beings have only a simple culture and dwell in the most primitive conditions. They are capable of building crude huts, scavenging for food, and making primitive clothes. They have no written language and they communicate through gestures and a series of grunts.
Orcs universally despise Pigmy Dwarves and will torment them for simple pleasure. As a result they have been driven to the most mediocre territory in the underground realm, dwelling among cramped caves and tunnels. They also have a fierce rivalry with Kobolds and the two will attack each other on sight.
Ecology: The horns of the Pigmy orcs have a certain medicinal value that is known to some sages and herbalists. Each horn is worth 5gp if a buyer can be located.
| CLIMATE/TERRAIN: | Any mountainous land or subterranean area |
| FREQUENCY: | Uncommon |
| ORGANIZATION: | Roving Pack |
| ACTIVITY CYCLE: | Night |
| DIET: | Carnivore |
| INTELLIGENCE: | Low (5-7) |
| TREASURE: | J, K, L, M, N, Q |
| ALIGNMENT: | Chaotic Evil |
| NO. APPEARING: | 1-10 |
| ARMOR CLASS: | 4 |
| MOVEMENT: | 12 |
| HIT DICE: | 5+5 |
| THAC0: | 15 |
| NO. OF ATTACKS: | 3 |
| DAMAGE/ATTACK: | 2-5/2-5/1-8 |
| SPECIAL ATTACKS: | See below |
| SPECIAL DEFENSES: | Regeneration |
| MAGIC RESISTANCE: | Nil |
| SIZE: | L (8'x12') |
| MORALE: | Elite (14) |
| XP VALUE: | 650 |
These horrible creatures are a nightmare blend of a giant spider and a troll. They are normally found in only a few rugged mountaneous areas, but during their mating season they will rove about as packs in the lowlands.
Ollorogs have the head, arms, and upper torso of a troll, and the body and six legs of a giant spider. On their face are the eight black eyes of a spider, with a fanged mouth surrounded by twitching, hairy mandibles. Ollorogs are slightly shorted than normal Trolls, but occupy a 12' diameter area due to their six legs.
Due to their merged form, the web silk of an Ollorog is insufficiently strong to create a web strong enough to support their own weight. Indeed, a bend bars roll with a -4 bonus is sufficient for any captured prey to break free of the webbing. Thus the Ollorog normally hunt their prey, rather than waiting for the food to come to them.
Combat: The Ollorog attacks primarily with its front claws and a fanged mouth. The two large fangs are equipped with a paralyzing toxin, and any foe bitten by an Ollorog must Save vs. Paralyzation or be completely incapacitated for 1d6 turns.
While an Ollorog is unable to build webs sufficiently strong to support their weight, their light web silk is tough enough to secure even the most powerful foes. However, it requires a full turn for an Ollorog to wrap its paralyzed prey in a silk coccoon.
The body of the Ollorog has much of the regenerative capacity of a Troll. Beginning four rounds after the first wound, the creature will recover 2 hit points per round until fully healed. Unlike Trolls, however, Ollorogs reduced to zero or fewer hit points are slain. Nor do severed limbs continue to fight.
Due to the manner in which Ollorogs were created, they are highly susceptible to sunlight. Each round of exposure to direct sunlight inflicts 1d6 hit points of damage. For this reason Ollorogs are usually found only at night. They have a powerful digging ability that allows them to tunnel through one foot of earth each round. If caught out in the open at dawn, they will use this ability to dig a hole in the ground and bury themselves until dusk.
All Ollorog have a ravenous appetite and are constantly on the hunt for food during the night hours. Thus, because of their limited intelligence, they have a 50% chance to be distracted by some food left behind by fleeing prey.
Habitat/Society: Ollorogs prefer the mountainous heights or the safety of the subterranean depths. Ordinarily the males travel in small groups of one to four. During their infrequent mating season, however, they will wander the lowlands while traversing the distance to distant mountain habitats. These Ollorog males rove the lands in swarming groups, ravishing the lowlands for any form of prey.
Ollorog females form packs with the eldest serving as their leader. These packs will drive away any males who are not rutting. Elegible males battle amongst themselves to determine the dominant male, and the winner mates with the entire pack. Due to their regenerative abilities, these battles can be long, drawn out affairs. But sooner or later one of the males will acknowledge the other as superior.
As the Ollorogs are outcasts from their ancestral deities, they worship no god. Instead they follow a form of ancestor worship, a religious belief that provides no shamanistic magical benefits, but does provide some degree of cultural identity.
Ecology: Ollorogs prey on any and all creatures, using their swarming groups and a toxic bite to subdue their foe. Only a fully adult dragon or its ilk has little to fear from this unholy beast. Unlike the Trolls, Ollorogs have no particular dislike for good-aligned giants.
As exposure to direct sunlight will cause Orrologs to burst into flame, alchemists must be carefully to keep their components in opaque containers. The blood of the Ollorog can be used as an antidote to the bite of a spider.
| CLIMATE/TERRAIN: | Fire Elemental Plane |
| FREQUENCY: | Very Rare |
| ORGANIZATION: | Pack |
| ACTIVITY CYCLE: | Any |
| DIET: | Anything Combustible |
| INTELLIGENCE: | Animal (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 2-12 |
| ARMOR CLASS: | 4/10 |
| MOVEMENT: | 12" Fl (B) |
| HIT DICE: | 1+1 |
| THAC0: | 19 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-8 |
| SPECIAL ATTACKS: | Envelop, Breath Fire |
| SPECIAL DEFENSES: | Fire resistance |
| MAGIC RESISTANCE: | Nil |
| SIZE: | S (4' long) |
| MORALE: | Unsteady (5) |
| XP VALUE: | 270 |
These ravenous creatures from the elemental plane of fire resemble dogs that are composed entirely of golden orange flames. Where their head might be, however, exist only clawing fingers of red fire. They maneuver rapidly through the air and never seem to stand still for a moment.
Combat: In many aspects they closely resemble their more powerful cousins the Fire Elementals. However the much quicker Plasma Dogs have the ability to fly and they can spit balls of flame. Fortunately they are relatively vulnerable creatures and easily slain, if they can be hit.
The primary form of attack for a Plasma Dog is to envelop their target with their body and consume it with flames. On a successful to hit roll, a Plasma Dog has enveloped its target and it proceeds to burn the victim doing 1d8hp of damage per round. The victim can normally escape this envelopment only through a successful saving throw versus breath weapons. The victim can also strike at the enveloping dog, however, attacking against AC 10. Anybody else who attempts to strike the dog must roll a natural 20 or instead damage the victim.
Plasma Dogs can also spit balls of red flames from their mouths, doing 1d6hp of damage on the first round and then 1d4 on the second. The range on these balls of flame is 2"/4"/7". Any target struck by the flame ball can save versus breath weapons for half damage. Fire-based creatures or those protected by an endure heat spell only suffer half damage, and a successful saving throw will negate any damage from heat. Any combustible items struck by the flame ball must save versus magical fire or be consumed by the flames.
While there is nothing substantial to strike in the body of a Plasma Dog, metal weapons drain their essence and they take full damage. Wood, stone, and other non-metallic weapons only do half-normal damage. They also take damage from strong winds, suffering 1hp per round for every 5 mph above 25. Finally, Plasma Dogs suffer double normal damage from cold or water-based attacks. Unlike a Fire Elemental, a Plasma Dog can cross a body of water or other non-flammable liquids. However, entering such a body would be immediately fatal.
Habitat/Society: The Plasma Dog is only at home in extremely hot conditions, and must linger in such an environment to survive. Temperatures cool enough for water to condense will soon kill a Plasma Dog. These creatures are quite social and are often found in a pack that often behaves like a group of wolves. There is always a pack leader and a hierarchy in such a group. The strongest individuals are expected to attack any enemies first, but always gain the best fuel and the right to breed with the slightly smaller females.
Ecology: They will consume any form of flammable materials, including clothing and other equipment. Plasma Dogs have an insatiable hunger and will hunt for fuel even in conditions they find uncomfortable.
| CLIMATE/TERRAIN: | Mineral Quasi-Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Any |
| DIET: | Ore |
| INTELLIGENCE: | Animal (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 2 or 2-5 |
| ARMOR CLASS: | -4/0 |
| MOVEMENT: | 15", 6" tunneling |
| HIT DICE: | 7+4 |
| THAC0: | 13 |
| NO. OF ATTACKS: | 3 |
| DAMAGE/ATTACK: | 1-8/1-8/3-18 |
| SPECIAL ATTACKS: | back 4 legs 2-7 (1d6+1) each |
| SPECIAL DEFENSES: | Nil |
| MAGIC RESISTANCE: | Nil |
| SIZE: | L (10' long) |
| MORALE: | Steady (11-12) |
| XP VALUE: | |
Also known as the Metalator, this beast has a smooth, pear-shaped torso, with six double-jointed legs, and a single, razor-sharp bronze talon at the end of each limb. The head is attached to a long, flexible pipe that emerges from the top of the torso. A large mouth in the head is filled with bristling spines of polished titanium that can eat through common metal ore like butter. A Scallion is completely blind, but it can sense any traces of processed metals from a distance. Unfortunately, the Scallion is a formidable opponent that will challenge even the best-equipped warriors.
Combat: The Scallion relies on senses other than sight to attack its foes, so it only suffers a blindness penalty when it is facing a foe who carries less than 5#. The excellent senses of these creatures provide them with a +2 bonus to any surprise check. They can sense the presence of any refined metals within 60' and will immediately seek them out. Their hunger is not easily sated and they will continue to seek out any remaining metal sources until they have consumed at least 40# in a one hour period.
They attack by trying to pierce a foe with its front talons and then driving home the back four legs. A successful attack with both front legs will allow the Scallion to make four additional attacks of 1d6+1hp damage each. The head of the Scallion can reach up to 10' away to attack a foe. The head and limbs of the S callion have an armor class of zero, while the body is armor class of -4. A leg is severed after taking 6hp of damage, while the neck requires 10hp of damage. However, the Scallion will continue fighting at -2 to hit after the head is severed due to its primitive hind brain.
A Scallion will take half-normal damage from electrical attacks, and must save versus poison or be driven berserk. In this state it will attack the nearest source of metal until it is fully consumed, regardless of the amount of damage suffered and the presence of other sources of metal.
The Metallator is slowed by a cone of cold or an ice storm attack, and takes double normal damage from any water-based attacks. It is terrified of open sources of water and must immediately make a morale check or flee in fear for 1-6 rounds. In temperatures below freezing the creature will become unusually stiff and its attacks receive a -4 penalty to hit.
Habitat/Society: The Scallion normally travels in small family groups with both parents and a 20% chance of 1-3 offspring. The infant Scallions are 2 HD creatures and attack for 1-4/1-4/2-12. Their rear legs do 1-3 damage each. A family of Scallions has a +4 bonus to any morale checks due to the fiercely protective nature of the parents.
Ecology: This rare beast from the plane of metal exists only to consume rich ore veins found deep within the earth. It is completely lost outside its home plane, and considers the world to be a desert with only a few prime sources of metal. Processed ores, such as plate armor or steel swords, are a delicacy to the Metalator, and it will hunt down a group of well-armed fighters seeking only to consume their metal goods.
| CLIMATE/TERRAIN: | Arctic or Ice Para-Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Clan |
| ACTIVITY CYCLE: | Any |
| DIET: | Carnivorous |
| INTELLIGENCE: | Average (8-10) |
| TREASURE: | Q, (U) |
| ALIGNMENT: | Lawful Evil |
| NO. APPEARING: | 2-12 |
| ARMOR CLASS: | 4 |
| MOVEMENT: | 12" |
| HIT DICE: | 8 |
| THAC0: | 13 |
| NO. OF ATTACKS: | 2 |
| DAMAGE/ATTACK: | 1-8/1-8 |
| SPECIAL ATTACKS: | Cold weapons |
| SPECIAL DEFENSES: | See below |
| MAGIC RESISTANCE: | Nil |
| SIZE: | L (10' long) |
| MORALE: | Elite (14) |
| XP VALUE: | 2,000 |
The body of the Sharod consists of a thick, serpentine tail attached to a humanoid upper torso, head and two arms. Due to their appearance, these creatures have often been called an Ice Naga. Such a name is a misnomer, however, as they are purely an elemental being. Most of their body is composed of a blue, watery liquid that acts as a powerful anti-freeze. Even in the most extreme cold temperatures the liquid body of a Sharod stays fluid. The body is held together by an icy skeletal structure that is clearly visible through their liquid form. This ice is tougher than bone and is very difficult to hit or damage.
Combat: While they appear unarmed, the Sharod is able to form icy appendages at the end of their arms that serve as weapons. These appendages can be a sword, hammer, hook, or club. All such do 1d8hp of physical damage when they strike a foe, plus +2 cold damage from each attack. The balance provided by heavy tail allows the Sharod to perform an attack with each of their arms during the same round.
Because most of the body of a Sharod is liquid, piercing weapons only inflict half their normal damage during an attack. Blows struck against a Sharod cause the body to turn slushy, slowing the creature down and making it easier to hit. For every 10hp of damage suffered by a Sharod their Armor Class is penalized by 1 and it is at -1 to hit.
When in temperatures below freezing, a Sharod will regenerate any damage at the rate of 1hp per round. For every 9hp of damage, however, the rate of regeneration will slow down an extra round. Thus after suffering 18hp of damage a Sharod will require 3 rounds to regenerate 1hp. If the Sharod ever drops below zero its body will collapse in a pool of blue water, leaving only an icy skeleton.
Due to their fierce combative natures, the Sharod are particularly resistant to mind effecting spells. They gain a +2 bonus to any saving throws versus mind-effecting spells. They also receive an unmodified saving throw once each round against any mind-effecting spells that currently control their actions.
The Sharod dislikes bodies of liquid water and suffers 1hp of dissolving damage per round it is immersed. Mist or fog has no effect on this creature, however. Any cold-based attacks against a Sharod have their damage dice reduced by one. Fire or heat has the opposite effect, however, and all damage dice from such an attack is increased by +1.
Habitat/Society: The Sharod forms an elite warrior force on the Ice Para-Elemental plane. They are completely loyal to their current master and will fight until death to protect their ward. They normally form tight-knit clans that will defend each others honor to the last drop of their bodies. They are known to hold grudges for many generations, and it is not unknown for Sharod clans to eradicate each other over a "blood" feud. Sharod are cruel and ruthless warriors, and they g leefully enjoy tormenting their foes.
They reproduce by merging the bodies of a male and female and then splitting into a clutch of 5-8 hatchlings. Thus each hatchling has a memory of its ancestors stretching back many centuries. A mental tie known as the Khadol allows each of the clutch members to know the position and physical health of its fellows. This tie can last for many years, although it usually only lasts into adulthood for the closest of siblings.
Ecology: These watery creatures like to draw certain nutrients from the bodies of their fallen foes. They usually allow the body to freeze and then dissolve the precious nutrients by wrapping it in their body.
| CLIMATE/TERRAIN: | Woods or Smoke Quasi-Elemental Plane |
| FREQUENCY: | Rare |
| ORGANIZATION: | Group |
| ACTIVITY CYCLE: | Any |
| DIET: | Fire Cinders |
| INTELLIGENCE: | Animal (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1 or 2-12 |
| ARMOR CLASS: | 10 |
| MOVEMENT: | 3" Fl C |
| HIT DICE: | 1-1 |
| THAC0: | 20 |
| NO. OF ATTACKS: | 0 |
| DAMAGE/ATTACK: | Nil |
| SPECIAL ATTACKS: | Smoke Inhalation |
| SPECIAL DEFENSES: | Coalesce |
| MAGIC RESISTANCE: | Nil |
| SIZE: | M (6' long cloud) |
| MORALE: | UInsteady (5) |
| XP VALUE: | 175 |
On their native plane these beings are very long, sinuous creatures that are noticeable only for their faint red hue.
Combat: To lay its eggs, the Smoke Snake will now seek out a warm, sheltered place free from rain or other hazards. Often times, this will be the nostrils of a man or beast that is close to the fire. The Snake is relatively odorless, compared to normal smoke, and it may easy escape the notice of a sleeping victim when it enters the lungs. If the victim fails a saving throw versus breath weapons the snake has successfully entered the lungs.
Once inside, the Snake begins to lay its wispy eggs, simultaneously causing the victim to choke and gag from lack of clean air. A victim of a Smoke Snake inhalation will continually suffer from the effects of a stinking cloud spell until the snake and its eggs are removed. He will also take 1hp of burn damage to his lungs each turn.
The chrysalis state of a Smoke Snake can easily be damaged by a physical attack. Simply breaking it apart is insufficient to slay it, however, and if placed on an open fire it will immediately coalesce and recover. In its native form the Smoke Snake can not be damaged by physical attacks. However it can be dispersed with water or a strong wind. Each round of dispersal will inflict 1hp of damage to the snake until it is completely destroyed.
Habitat/Society: On the prime material plane these creatures are found alone. On their home plane, however, they form small groups of intertwining snakes for defense against larger predators.
Ecology: If they enter a harsh environment such as the prime material plane they will enter a chrysalis state. In this form they closely resemble a short, smooth piece of weathered driftwood. A traveler may find such a stick while out collecting firewood, then place it on a burning pile. Once in contact with an open flame, the Smoke Snake emerges from the chrysalis state and begins to take on its natural form - a serpentine creature made from smoke. However, this being will be very difficult to distinguish from the other smoke emerging from the fire, and therein lies the danger.
| CLIMATE/TERRAIN: | Air Elemental Plane |
| FREQUENCY: | Uncommon |
| ORGANIZATION: | Solitary |
| ACTIVITY CYCLE: | Any |
| DIET: | None |
| INTELLIGENCE: | Average (8-10) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1 |
| ARMOR CLASS: | 6 |
| MOVEMENT: | 12" Fl B |
| HIT DICE: | 2 |
| THAC0: | 19 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-3 |
| SPECIAL ATTACKS: | Sound Effects |
| SPECIAL DEFENSES: | +1 weapon or better to hit |
| MAGIC RESISTANCE: | Nil |
| SIZE: | S (3' diameter) |
| MORALE: | Elite (13-14) |
| XP VALUE: | |
The Sonic is a being from the elemental plane of Air that exists only as a complex soliton wave in the atmosphere. Other beings will see this entity only as a slight rippling effect in the air that emits a high-pitched warbling sound resembling vibrating crystal. The Sonic is attracted to any new noises in the vicinity, and will close to investigate. While not overtly hostile, the Sonic is mysteriously enraged by certain low frequency sounds and will relentlessly attack until it has damaged or destroyed the source of the noise.
Combat: The primary attack of a Sonic Nightmare is a climbing hum that causes painful muscle contractions and a headache in its victims. It is able to focus this sonic blast in a narrow beam that impacts like a physical blow. The victim must make a saving throw versus paralyzation or be wracked with convulsions for 1d4 rounds. Any crystal or glass objects carried by the victim must make a saving throw versus a crushing blow or be shattered.
The Sonic Nightmare is also able to produce a deafening sound that will leave everybody within 30' deafened for 1d6 rounds. A saving throw versus petrification, with a +1 bonus for every 5' of distance from the Nightmare, will reduce the duration to 1d3-1 rounds.
As the Sonic Nightmare is merely an unusual waveform in the atmosphere normal weapons can not harm it. Indeed, unless it is making a noise the Nightmare is invisible beyond 10'. A cause deafness or silence spell will instantly slay the Nightmare unless a saving throw versus death magic is made. Otherwise it is stunned for 1-3 rounds. It is unable to sense or attack any targets within a region of magical silence. A pure vacuum will instantly slay a Sonic Nightmare, and a thunderclap from a lightning bolt will inflict a like amount of damage as the spell.
Most non-air elemental-based spells have little or no effect on a Sonic Nightmare. It is, however, susceptible to enchantment spells and some psionic attacks.
Habitat/Society: The Sonic Nightmare is seemingly a natural phenomenon within the Air Elemental plane, as these beings do not breed with each other and rarely interact. They seem to find each other's presence especially painful and will usually flee if another of their kind is present.
A Sonic Nightmare is actually capable of learning a language and communicating if a means can be found to train it. The nature of a Nightmare allows it to produce perfect musical tones, and it can produce beautiful, haunting musical pattern s once it has been exposed to the concept of singing.
Ecology: The Nightmare seems to have no material requirements and will continue to sustain itself as long as an atmosphere is present.
| CLIMATE/TERRAIN: | Quasi-Elemental Plane of Lightning |
| FREQUENCY: | Very Rare |
| ORGANIZATION: | Group |
| ACTIVITY CYCLE: | Any |
| DIET: | Magnetic Fields |
| INTELLIGENCE: | Animal (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1-6 |
| ARMOR CLASS: | 8 |
| MOVEMENT: | 12" Fl A |
| HIT DICE: | 4 |
| THAC0: | 17 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-2 |
| SPECIAL ATTACKS: | Spasms, Surprise |
| SPECIAL DEFENSES: | Weapon Immunity |
| MAGIC RESISTANCE: | Nil |
| SIZE: | L (9' diameter) |
| MORALE: | Fanatic (17-18) |
| XP VALUE: | 650 |
The Spinar is a being drawn from the magnetic polarity of the quasi-elemental plane of lightning. The shape of a Spinar is roughly that of a torus, floating and wobbling in mid air with the central opening perpendicular to the ground. It is nearly invisible to sight, unless the observer is able to detect its magnetic effects. It can easily pass through most solid materials without effect, as long as there is even a weak magnetic field present that it can use to levitate. The Spinar is particularly attracted to ferrous metals and will spend much of its time seeking such materials in an effort to return to its homeland.
Combat: When it comes upon a heavily armed and armored group of medieval warriors, the Spinar can easily run amuck. The weapons and armor of the warriors will be dragged and flung about by the powerful magnetic field. The Spinar can manipulate any ferrous metals in the vicinity as per the telekinesis spell cast at the 10th level of experience.
There is little the victims can do to protect themselves, as this creature is immune to non-magical weapons and most invocation spells. A successful hit from a magical metal weapon will merely confuse the being as per the confusion spell. Any electrical attack will slow a Spinar, and neutralize any metal telekinesis ab ilities for 1d4 rounds.
An attack from a Spinar will cause only minor electrical burns, but a saving throw versus paralyzation is needed to avoid the nerve scrambling effect of its touch. Any target that fails this saving throw loses 1d6 points of Dexterity, recovered at the rate of 1 per round after 3 rounds.
Due to the transparent nature of a Spinar, unless it is making its presence known by moving metal around it is all but undetectable. Characters suffer a -4 to their surprise roll on encountering a Spinar.
Habitat/Society: Unless dislodged from its habitat by some means, it is content to bathe itself in a powerful magnetic field. If summoned from the field, it becomes confused and irrational, often moving at random and dragging along bits and pieces of iron and other ferrous materials it may find lying about. The only location where it can again find contentment is in the liquid metal core of the world. This creature has little comprehension of the surface world, other than to know it is mostly barren of iron. The weak magnetic field at the surface confuses the directional sense of the Spinar, so it seems to move without purpose.
Ecology: The Spinar seems to have a steadying effect on certain strong magnetic fields on the quasi-elemental plane of lightning. If they are dislodged from their natural place in this world all sorts of strange auroras and electrical effects occur in the vicinity. These beings neither provide sustenance for other beings nor consume life forms in their home plane.
| CLIMATE/TERRAIN: | Subterranean |
| FREQUENCY: | Rare |
| ORGANIZATION: | Pack |
| ACTIVITY CYCLE: | Night |
| DIET: | Carnivorous |
| INTELLIGENCE: | Animal (2-4) |
| TREASURE: | Nil |
| ALIGNMENT: | Neutral |
| NO. APPEARING: | 1-8 |
| ARMOR CLASS: | 6 |
| MOVEMENT: | 12" |
| HIT DICE: | 1 |
| THAC0: | 19 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 2-7 |
| SPECIAL ATTACKS: | Nil |
| SPECIAL DEFENSES: | Nil |
| MAGIC RESISTANCE: | Nil |
| SIZE: | S (4' long) |
| MORALE: | Average (8-10) |
| XP VALUE: | 15 |
These furry, dark, egg-shaped creatures have small, slender limbs; large ears; beady red eyes; and a wide, drooling mouth filled with sharp, pointy teeth. They growl when approached and dart about with unusual speed.
Combat: Stone Grolls attack with a bite of their powerful jaws. They like to overwhelm smaller prey with numbers by biting and dragging the victim to the ground. They rarely attack medium to large-sized creatures unless present in overwhelming numbers.
Stone Groll have an excellent sense of smell and have a -2 to any surprise rolls. They can track like a Ranger with an 85% chance of success. This sense of smell is sufficiently acute to allow the Grolls to distinguish the emotional state of their prey and they are driven to a hunting frenzy by the smell of fear.
These creatures can also cling to walls as the spider climb spell. They are able to run up walls and drop on their prey from the ceiling. Grolls suffer 1d8hp of damage per round that they are drenched in water.
Habitat/Society: Stone Grolls normally live in a pack in caverns with large flat areas that are devoid of water. They form small packs in which a pecking order exists. The leaders are usually the strongest and most intelligent members of the pack, and determine whether to attack a particular foe. They utilize scouts to investigate areas ahead of the roving pack, and the yelps from these scouts will draw the immediate response from any Grolls in the area.
Stone Grolls can be tamed with some patience, although they are likely to revert to their wild ways given sufficient provocation.
Ecology: Grolls are purely carnivorous predators. They will only eat fresh meat and any carcass more than two days old will be ignored after a brief smell.
| CLIMATE/TERRAIN: | Subterranean |
| FREQUENCY: | Rare |
| ORGANIZATION: | Pack |
| ACTIVITY CYCLE: | Any |
| DIET: | None |
| INTELLIGENCE: | Non- (0) |
| TREASURE: | None |
| ALIGNMENT: | Neutral Evil |
| NO. APPEARING: | 2-20 |
| ARMOR CLASS: | 7 |
| MOVEMENT: | 6" |
| HIT DICE: | 1+1 |
| THAC0: | 19 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 2-5 |
| SPECIAL ATTACKS: | See Below |
| SPECIAL DEFENSES: | Darkness |
| MAGIC RESISTANCE: | Nil |
| SIZE: | M (4'-6' tall) |
| MORALE: | Special |
| XP VALUE: | 175 |
These vile, undead beings appear as a vaguelly humanoid region of dimness. The area around the Umbra is also gloomy as the light energy is absorbed by the negative aspect of their form.
Combat: The Umbra attack by means of a chilling touch. On a successful attack the target must save versus spells or be affected by the Umbral Mal. Roll on the following table to determine the effect:
| 1d10 Roll | Suffer Result |
Effect of the Umbral Mal |
|---|---|---|
| 1-2 | Dread | Attack last and half normal movement next round |
| 3-4 | Blight | Wound becomes diseased and will not heal |
| 5 | Terror | Flee with fear for 1d4 rounds |
| 6 | Abyss | Unable to attack for next 1d3 rounds due to tremors |
| 7-8 | Wrath | Fighting frenzy next round for extra attack but -4 reduced AC |
| 9-0 | Folly | Wracked with dark humor and unable to act for 1d3 rounds |
If a light spell strikes an Umbra, it is stunned for 1d3 rounds. When four or more Umbras cluster within a 10' diameter, they form a region of impenetrable darkness. The Umbras within this gloom can still see well enough to attack foes who enter the darkness. A light spell will dispel the darkness until the Umbras recover from their stunned state.
Habitat/Society: These beings exist only as the vengeful remains of a spirit. To create an Umbra, a being must be geased, then slain in a horribly painful manner. The body must then be burned to ashes and magically animated. The Umbra remains close to the location of its ashes and will mindlessly attack any intruders. Once slain, the gloom vanishes and a cloud of ashes falls to the floor.
Ecology: The Umbra have no place in the natural world and can only be created through magic.
| CLIMATE/TERRAIN: | Subterranean |
| FREQUENCY: | Rare |
| ORGANIZATION: | Tribe |
| ACTIVITY CYCLE: | Night |
| DIET: | Omnivorous |
| INTELLIGENCE: | Special |
| TREASURE: | Q, (X) |
| ALIGNMENT: | Lawful Neutral |
| NO. APPEARING: | 4-80 |
| ARMOR CLASS: | 9 |
| MOVEMENT: | 6" |
| HIT DICE: | 1-1 |
| THAC0: | 20 |
| NO. OF ATTACKS: | 1 |
| DAMAGE/ATTACK: | 1-4 (by weapon) |
| SPECIAL ATTACKS: | Nil |
| SPECIAL DEFENSES: | mental link |
| MAGIC RESISTANCE: | Nil |
| SIZE: | S (4' tall) |
| MORALE: | Average (8-10) |
| XP VALUE: | 15 |
| Shaman | 35 |
Physically, the Vug is less than impressive. They have stooped shoulders, a protruding belly and short, knobby limbs. Their heads resemble a large, slightly curved bean, bending back over their scrawny, goitered neck. Although they wear little in the way of garb, other than a breach cloth, their tough, mud-colored flesh provides a measure of protection against wounds.
Combat: The Vug are almost always to be found underground and they have adapted to the darkness. In bright lighting they fight with a -1 to their attack rolls. However, they have infravision out to 60' and can see any source of strong light or heat out to 5-10 times that distance. Their weapons and armor is primitive, consisting of slings, flint-tipped axes, small spears, and knives. They sometimes wear animal hide wraps, giving them an Armor Class rating of 8. They have never learned to make or employ shields.
Due to their unusual mental nature, when several Vugs from the same tribe are within 100' of each other they are able to link mentally and increase their collective intelligence. On their own, they are very dull-witted creatures and barely able to employ the weapons they carry. As more Vug gather together they grow craftier and are able to employ improved tactics. In the presence of their entire tribe the Vug can become very devious foes. Their mental link allows them to coordinate attacks even when out of sight of each other and their enemies.
Each tribe with 30 or more members will have one Shaman for every 20 members. These Shamen are able to cast some spells when their intelligence is sufficiently high. Use the following chart to determine the collective intelligence and shaman magic abilities of a Vug when located within 100' of their fellows.
| Number of Vug | Intelligence | Shaman Spells |
|---|---|---|
| 1 | 2-4 | |
| 2-3 | 5-6 | |
| 4-7 | 7-8 | |
| 8-15 | 9 | cure light wounds |
| 16-31 | 10 | entangle, faerie fire |
| 32+ | 11 | chant, obscurement |
Habitat/Society: These diminutive creatures are almost always found gathered in small tribes within an underground Mushroom Forest. The Vug live in hunter gatherer tribes of about 20-100 members, and the only reason they achieved that degree of sophistication is due to their ability to join mentally with their fellows. This ability makes them collectively smarter than the sum of their parts, and in turn makes them more formidable in battle than you would otherwise expect.
Typically the Vug live in the shelter of a ring of mushrooms about a forest clearing. They know how to create fire and they can manufacture crude stone or bone tools and weapons. Their religion is primitive, usually involving some simple burial rites and the ritual killing and eating of their foes. The Vug are mute, and they lack any form of written language. However, their ability to mind link allows them to communicate collectively.
Ecology: The Vug tribes live off roots, tubers, mushrooms, seeds, insects, and small game. They will eat just about anything.