Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Wednesday, 2 March 2011

The Dark Creeper

Another conversion to C&C today, one of my all-time favourite Fiend Folio beasties - "The Dark Creeper"!

The Dark Creeper (a folk name  or the race since the race name is unknown and the race language  incomprehensible to linguists) is a humanoid, slightly-built creature about the same height as a dwarf.
Members of the race always dress in sombre, darkcoloured clothing, concealing as much of their pallid skin as possible. They detest light and dwell deep underground - usually leading a solitary existence though there have been rumours of underground villages inhabited by as many as 80 individuals, including 20-25 females. These villages are always ruled by a Dark Stalker.

NO. ENCOUNTERED: 1 (20-80)
SIZE:
Small
HD:
2
MOVE:
30 ft
AC:
20 (or 12, see notes below)
ATTACKS:
1 (Dagger) 1D4
SPECIAL:
See Notes Below
SAVES: P
INT:
Average (Human) Intelligence
ALIGNMENT: Chaotic Neutral
TYPE:
Humanoid
TREASURE:
See Notes Below
XP:
125


The dark creeper is particularly fond of small magical items such as rings and magic daggers -  solitary individuals will carry 25% of their treasure in the copious  pockets of  their cloaks, so  there is a 15% chance of  a magic dagger, 5% chance of a magical ring and 10% chance of 1-4  gems or 1-2 items of jewelery on any individual encountered.  

In a Dark Creeper lair multiply these probable treasure items by the number of male individuals resident, in addition add 1-100 platinum pieces and 50-500 gold pieces. 

A Dark Creeper has all the abilities of a 4th Level Thief in addition to the ability to Detect Magical Items at a range of 15 feet. A Dark Creeper Attacks with a normal (or, if one is possessed - a magical) Dagger. A Dark Creeper also has the innate power to Create Darkness three times a day - when this power is used, all torches, lanterns and other non-magical sources of illumination within 50 feet are extinguished and cannot be re-ignited during the next hour of in-game time (the duration of the Dark Creeper’s power). During this time the Dark Creeper has two main objectives. First, to destroy lanterns and tinderboxes, break flasks of oil and so on - any act which will inhibit the creation of light and illumination. Secondly, to steal any small magical items detected. Self-preservation ranks only marginally above such objectives. 


 Magical sources of illumination may also be affected by a Dark Creeper’s darkness abilities.  In effect, they obtain a saving roll against magical frost, and if the item makes such a save it is not affected. If the item fails to save, however, it is extinguished for the next hour, after which its property returns to normal. 

During the darkness, even infravision becomes useless; however a Dark Creeper will not use its power against parties not using artificial illumination, so Elves using infravision, for instance, will usually pass unmolested. 

Magical sources of illumination may also be affected by a Dark Creeper’s darkness abilities.  In effect, they obtain a saving roll against magical frost, and if the item makes such a save it is not affected. If the item fails to save, however, it is extinguished for the next hour, after which its property returns to normal. 

During the darkness, even infravision becomes useless; however a Dark Creeper will not use its power against parties not using artificial illumination, so Elves using infravision, for instance, will usually pass unmolested.


The darkness power may be countered by spells such as light, and if a Dark Creeper is attacked in normal illumination its AC is lowered to 12. If a Dark Creeper is killed its body undergoes spontaneous combustion of such intensity that all within 10 feet of the victim are blinded (saving against magic permitted) for 1-6 full turns. All traces of the Dark Creeper are destroyed - though metal items will normally (5+ chance on a D20) be undamaged; magical items, metal or otherwise, will lose their enchantment if they fail to make a save against magical fire.

Tuesday, 1 March 2011

The Necrophidius

Back to some conversions whilst I finish my Cthulhu Mythos notes - first up "The Necrophidius".

The necrophidius, called the "death worm" by some, is an artificial creature, built and animated by a wizard or priest for a single task, such as protecting a particular treasure or assassinating a specific target.

The necrophidius resembles a bleached-white skeleton of a giant snake, topped by a fanged human skull with constantly whirling, milk-white eyes. The death worm's bones are warm to thetouch. The necrophidius is nearly undetectable to most senses. It is absolutely silent; it may open a door and cause the hinges to creak, but it makes no noise whatsoever even when slithering across a floor strewn with leaves. The necrophidius has no odor. The necrophidius keeps up a constant motion, moving with a macabre grace.

NO. ENCOUNTERED: 1
SIZE:
Large
HD:
2
MOVE:
30 ft
AC:
18
ATTACKS:
1 (Bite) 1D8
SPECIAL:
Eye Magic, Darkvision 60 ft, Anti-Magic
SAVES: M
INT:
Average (Human) Intelligence
ALIGNMENT:
Neutral
TYPE:
Aberration
TREASURE: -

XP:
320

A necrophidius is created for a single purpose. It may be created in one of three ways.

The first is via a magical tome, akin to a manual of golems can provide secrets of the necrophidius's construction (the Necrophidicon, as it is sometimes called, must be burnt to ashes, which provides the animating force for the monster).

Alternatively, a wizard can create a necrophidius by his own means. This process is long and complex, and requires that the wizard be able to cast limited wish, geas, and charm person spells.

The third method enables a high-level priest of some Powers to build a necrophidius. Again, the method is long and tedious. It requires the spells geas, neutralize poison, prayer, silence, and command.

Whichever method is used, the monster requires the complete skeleton of a giant snake (either poisonous or constrictor) slain within 24 hours of the enchantment's commencement. The construction takes 500 gold pieces worth of herbs and ointments per hit point of the necrophidius; and ten days are required. 

A necrophidius is built for a specific purpose (which must be in the spellcaster's mind when he creates it), such as "Kill Ragnar the Bold" or "Keep the Scepter of Trystom safe on this altar."

The necrophidius has a reasonable intelligence, and does not seek to twist the intent of its maker, but its enchantments fade when its task is done or cannot be completed, for example, when it kills Ragnar, or when the owner decides to use the Scepter of Trystom. 

The crafter must want the necrophidius to serve its purpose. He could not, for example, build a death worm to "Sneak into the druids hut and steal his staff," if the crafter really intended for the necrophidius to merely provide a distraction. He could not build more than one death worm and assign each of them to kill Ragnar, since he could not imbue in the second death worm a task that he intended the first one to complete. For this reason, ne-crophidii are almost never seen working as a team. There are rumors, not well-founded, that there were once methods to make a necrophidius that conformed to all current specifications except that it gained 1 Hit Die every century it was pursuing its purpose.