Monsters

I've been jumping on and off line when ever I can (PC troubles... as in computer :wink: ). I wanted to say thanx to August, cause I was pressed for time before and didn't have the chance :D !

I also wanted to pose an idea, considering a lot of you are aleady finding every monster you can out of the books not in the LW rulebook :D . what if we started to work on say books 1-5 + book 1 of GS and try to pull what we can out of them and cite the location of the ones not in the rulebook (which I think would be pretty easy for the first few as going through Flight from Darkness I din't find any) and hammer out ideas. I feel a little left out as all I have are the html versions off of www.projectaon.org which makes monster hunting a bit difficult :( . Any one else up for it?
 
I'm finishing up Jungle of Horrors right now (three more monsters to do), and then until Eternalknight gets the book I'm going to go back through Castle Death and maybe try to do up the Yawshath, too. I think I've finished everything from the regular Kai series (1-5). You didn't fight the Noodnics in Book 2, but they were just too cool not to do. ;)

So anything from Cauldron of Fear onward is free game. I definitely won't be able to do anything from the New Order series, as I don't have those. So if anybody wants to start statting up New Order monsters, go ahead.
 
Taan-spider
Gargantuan Vermin
End Dice: 19d8+114 (199 Endurance)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (-4 size, -1 Dex, +10 natural)
Base Combat Skill: +9
Attack: Bite +5 melee (2d8+12+poison)
Full Attack: Bite +5/+0 melee (2d8+12+poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision, vulnerability to psychic attack
Saves: Fort +14, Ref +3, Will +5
Abilities: Str 35, Con 22, Dex 9, Int 8, Wis 12, Cha 2
Skills: Athletics +12, Perception +5, Stealth +5, Survival +7
Environment: Temperate jungles and marshes
Organization: Solitary
Challenge Rating: 16
Allegiance: Always Unaligned
Advancement: 20-30 ED (Gargantuan)

This spider is yellowish in color and truly immense. As it rises out of the swampy water, you see ten massive black eyes glimmering ominously over two sets of busily-working mouthparts. Its fangs drip a vile black poison. Two large horn-like antennae protrude from its head.

Poison (Ex): Injury, Fortitude DC 25, initial and secondary damage 1d4 Dexterity. The save DC is Constitution-based.

Web (Ex): Every 1d4 rounds as an attack action, a Taan-spider may shoot a mass of webbing at a foe. Treat this as a Tier I Net spell cast by a 9th-level Brother of the Crystal Star, with a range of 120 feet.

Taan-spiders are a truly frightening abomination. Native to the Danarg and the surrounding dank forests, the massive spiders usually build their funnel-shaped webs near a lake or pond, so as to catch the unwary creatures which go there to drink. Taan-spiders are also possessed of a near-human (though slow human) level of intelligence, making them doubly dangerous.
 
This post started out as an answer to Jhogun's post and thread here, but shortly before submitting it I realized that the information would be better placed here ...

  • The Krorn are hideous-looking creatures from the Moggador and Akamazim forests. They are not as tall as a human but almost twice as broad, with arms like branches of a twisted tree that hang down below their knees. Few of them have any hair, and their gnarled brown skin is as shiny as oiled, knotted leather. They have murderous black eyes, their mouths are full of rotten fangs and swollen purple tongues. Their gait is an awkward shuffle on short bow legs. Krorn voices are harsh and gruff. There are tales about how they delight in cruelty and love nothing better than to devour human flesh. Their weapons seem to be crude and poorly fashioned, but certainly deadly enough.
    References: "The Dungeons of Torgar", starting at paragraphs 155 and 295
    Illustrations: "The Dungeons of Torgar", paragraph 126
(Don't know the rules nearly well enough to stat them out as you guys did, so they are still free game for that. :wink:)


Paido
 
Oddly, the statistics indicate that a Vordak is tougher than a Helghast... :?

*****
Silver Swamp Python
Huge Animal
End Dice: 10d8+50 (95 Endurance)
Initiative: +1 (+1 Dex)
Speed: 20 ft., 30 ft. swim
Armor Class: 13 (-2 size, +1 Dex, +4 natural)
Base Combat Skill: +7/+2
Attack: Bite +15 melee (2d6+8 plus poison)
Full Attack: Bite +15/+10 melee (2d6+8 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict (1d6+8 ), poison
Special Qualities: Scent
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 27, Con 20, Dex 12, Int 2, Wis 12, Cha 2
Skills: Perception +7, Stealth +8
Environment: Warm aquatic and marshes
Organization: Solitary
Challenge Rating: 8
Advancement: 11-20 ED (Huge)

Suddenly, the bracken and weeds floating on the water burst upwards, and rearing before you is an immense serpent. It is a grayish color, and has large eyes. Its mouth cracks open to reveal a double row of fangs, dripping with venom.

Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

Silver Swamp Pythons are huge serpents native to the Danarg and other waterlogged areas. Most are so large, they prefer to make their homes in the water, coming to the surface only at night or when disturbed. These serpents are usually harmless, but can be truly deadly under the right (or wrong?) circumstances.
 
You forget that a Helghast can gain class levels. See also my comments in the Knight/Vordak thread about shifting the Vordak's Regen ability to the Helghast.
 
There was an appendix for the Monster Manual created for AD&D which listed creatures from Lone Wolf, such as the Xaghash and the Rakhos, among many others. I have a copy to hand, if I can find some time I'll look out my conversion guide and write a few up. Many of them are drawn from the New Order books, but are still viable creatures in their own right, and the majority are drawn from the Grand Master and Magnakai series.

It's the least I can do to say thanks for a decent stat block for Noodnics.
 
hey, might like a good power game, but I am NOT a munchkin!!!

If the Kai Lord lucks out, plays his cards right, and LIVES, he might very well be the one holding the Sommerswerd, but the Moonstone is a pipedream at best.

As for the Attributes, if they roll 'em, they got 'em, but I don't allow loaded dice in my tabletop games, so I have never seen all 18s on a sheet... short of enchantments and magic items of course....

I digress.... a lot....

High level critters allow the players to go up in level quicker... if they survive. And I ALWAYS run a harsh game.
 
Xlorg
Medium Humanoid
End Dice: 7d8+14 (46 Endurance)
Initiative: +0
Speed: 30 ft., 40 ft. swim
Armor Class: 15 (+5 natural)
Base Combat Skill: +5
Attack: Claw +7 melee (1d4+2) or club +7 melee (1d6+2)
Full Attack: 2 claws +7 melee (1d4+2) or club +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: --
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 15, Con 15, Dex 10, Int 11, Wis 12, Cha 9
Skills: Athletics +6, Intimidate +6, Perception +3, Stealth +6, Survival +2
Environment: Temperate marshes and jungles
Organization: Solitary or pack (2-5)
Challenge Rating: 4
Allegiance: Usually Evil
Advancement: 8-14 ED (Medium), 15-17 ED (Large)

Out of the muck all around you are rising ghastly creatures like bipedal toads. Their eyes shine with a feral intelligence as they advance towards you, some ripping tree branches off as makeshift clubs, some waiting to rend your flesh with their claws...

Xlorgs are vile race of amphibians that are found living in the Danarg and other dismal marshes across Magnamund. They live in crude mud huts if settled, but more commonly they roam the swamps freely. Xlorgs are a fiercely territorial race, and a single pack lays claim to an area covering up to 10 square miles. They defend their territory and hunting grounds without mercy.
 
Cave Leekhon
Medium Aberration
End Dice: 6d8+6 (33 Endurance)
Initiative: +2
Speed: 30 ft., 10 ft. burrow
Armor Class: 22 (+2 Dex, +10 natural)
Base Combat Skill: +4
Attack: Claw +4 melee (1d4) or bite +4 melee (2d4)
Full Attack: 2 claws +4 melee (1d4) and bite +4 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Partial psychic immunity
Special Qualities: --
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 11, Con 12, Dex 14, Int 11, Wis 11, Cha 10
Skills: Climb +4, Perception +7, Stealth +5, Survival +4
Environment: Temperate underground
Organization: Solitary or pack (2-4)
Challenge Rating: 3
Allegiance: Always Unaligned
Advancement: 7-10 ED (Medium)

A squat, wide-chested creature, clad in close-fitting plates like a centipede or other insect, crawls towards you over the rocks. It emits a throaty growl as it approaches, yellowed fangs bared...

Partial Psychic Immunity (Ex): The Cave Leekhon is immune to Mindblast, but not Psi-surge.

Especially prevalent in caverns in the region of Vassagonia and the Great Anarian Plain, Cave Leekhons are squat, somewhat insectoid creatures. Carnivores by nature, Leekhons feed on cave fish, salamanders, and whatever other creatures cross their paths. Despite their fairly high intelligence (they have a primitive language used in their hunts), Leekhons are extremely rapacious and will attack anything which crosses their paths, including humans.

*****

Converting the critters from The Cauldron of Fear, I run into a problem: with the ghouls, should I convert the types (ghoul, psi-ghoul, Zaaryx ghoul) as different monsters? On inspection, they don't really seem all too different from each other. Also, I'm unsure on whether the Anarian Sky-snake is any different, statistically, from the Flying Snake in the RPG.
 
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