Advanced Dungeons & Dragons® 2nd Edition




НазваниеAdvanced Dungeons & Dragons® 2nd Edition
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Combat: Vampiric mists automatically sense the presence of any warm-blooded creature within 50 feet. Hungry mists take the shortest route possible to the victim, navigating by touch, flowing easily over water or through narrow cracks. Their path can be blocked by nonporous obstacles, but vampiric mists are intelligent and if any reasonable path exists they will find it.

All vampiric mists have maximum hit points (8 per die) when full, but they are almost never encountered in this state. For each 12 hours a mist goes unfed, it loses 1 hit point. Vampiric mists whose hit point totals reach 0 due to starvation die. To regain hit points, vampiric mists must drain fresh blood from living victims (hence the mist's name). For each 2 hit points of blood drained, the mist regains 1 hit point.

A vampiric mist may attack one victim per round by reaching out with a gaseous tendril. Targets of a vampiric mist are treated as AC 10. Modify this number by the victim's Dexterity, and by the magical protection worn (+1, +2, etc.) but ignore magical shields. The touch of a vampiric mist drains 1d8 points of blood. A hit 4 above the needed to hit number means the mist has enveloped its victim. Enveloped victims are automatically hit each round until either the mist dies, finishes feeding, or retreats. Attacks by other characters against an enveloping vampiric mist divide their damage evenly -- half against the mist, half against the victim. Only the enveloped victim may attack the mist without harm to himself, However, because of the disorienting effect of rapid blood loss, enveloped victims may not use any spells or magical devices that require concentration.

While blood draining is mainly used to feed, the ability can also be used in defense by sated vampiric mists. Extra blood is simply dumped upon the ground.

Normally, a vampiric mist is damaged only by magical weapons or by spells that effect air. Lightning bolt and magic missile are also effective. However, immediately after reaching maximum hit points a vampiric mist takes on substance. This substantial stage last 1d6 turns. During this time the mist's movement rate slows to 6, its AC drops to 8, and it may be hit by normal weapons.

Blood draining is not a form of regeneration; a mist that loses hit points in combat must heal those points normally. Keep track of a mist's current hit points and its maximum possible for that combat (this total starts at 24 and goes down with damage caused to the mist). Each time the mist is wounded, reduce both the current hit points and the maximum. If the current hit point total ever reaches 0, the mist dies. Hit points gained by draining blood are added to the current hit points, which cannot exceed the maximum total (24 minus damage to the mist). Hit points lost due to starvation are subtracted from the current hit points only. The current hit points may never exceed the mist's maximum hit point total. (After the current battle is over, the maximum hit point totals for any surviving mists return to 24.)


Habitat/Society: These dread monsters inhabit both swamps, where they creep along mixing in with morning and night fog, and subterranean caverns, where they stalk prey in absolute darkness. Vampiric mists attack at night or early morning, flowing over the ground in search of warm-blooded victims. They prefer lone victims, but hungry mists sometimes raid towns at night, slaying livestock and draining victims in their sleep, before slipping out at dawn.


Ecology: First thought to be immature forms of crimson death, it is now known that these fiends were deliberately created by a powerful vampire wizard.

Vampiric mists reproduce by division. A mist is 10% likely to divide during its substantial stage immediately after feeding. The two mists created have 3 Hit Dice each, but only 4 hit points per die (thus they are born ravenously hungry).

Vampiric mists prey on all warm-blooded creatures. No animals hunt vampiric mist deliberately, though stirges, leeches, and other bloodsuckers are sometimes drawn (fatally) to their smell. Vampiric mists have no known life span. They live until they starve, are slain, or reproduce.


Mold


Brown Russet Yellow

CLIMATE/TERRAIN: Subterranean Subterranean Subterranean

FREQUENCY Very rare Very rare Uncommon

ORGANIZATION: Patch Patch Patch

ACTIVITY CYCLE: Any Any Any

DIET: Heat Moisture Mental Energy

INTELLIGENCE: Non- (0) Non- (0) Not Ratable (0)

TREASURE: Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral

NO. APPEARING: 1 patch 1 patch 1 patch

ARMOR CLASS: 9 9 9

MOVEMENT: 0 0 0

HIT DICE: N/A N/A N/A

THAC0: N/A N/A N/A

NO. OF ATTACKS: 0 0 1

DAMAGE/ATTACK: N/A N/A N/A

SPECIAL ATTACKS: Freezing Spores Poison Spores

SPECIAL DEFENSES: Absorb Heat Immune to Affected only

weapons, by fire

cold, fire

MAGIC RESISTANCE: Nil Nil 20%

SIZE: S-L S-L S-L

MORALE: N/A N/A N/A

XP VALUE: 15 35 65


Molds are a variety of spore-producing fungi that form in decaying food or in warm, moist places. These fungi usually have a woolly or furry texture. While most molds are harmless, there are (at least) three varieties of monstrous molds that pose a deadly threat to adventurers: brown, russet, and yellow mold.


Brown Mold

Brown mold is found in damp subterranean areas, such as caverns and caves. It is light to golden brown in color. Brown mold feeds by absorbing heat, even body heat; where brown mold grows, the temperature is below average. Direct sunlight or ultraviolet light kills it.

If a warm-blooded creature comes within 5 feet of a brown mold, the mold drains heat equal to 4d8 points of damage from its victim, per round. A ring of warmth provides complete protection against this attack. Brown mold grows instantly from heat. If a torch is used in its vicinity, it doubles in size; if flaming oil is used, it quadruples, and fireball-type spells cause it to grow eight-fold.

Brown mold is not fed by cold light sources (e.g., light, faerie fire). The only magic that affects it are disintegrate (which destroys it), plant-affecting magic, and cold spells. Ice storms or walls of ice cause it to go dormant for 5d6 turns. A cold wand, white dragon breath, or a cone of cold kills it. Brown mold does not affect cold-using creatures such as white dragons, winter wolves, ice toads, etc.


Russet Mold

Russet mold is golden-brown to rust red in color. It has a lumpy texture similar to cold porridge; it is covered by short, hair-like growths that stand upright and wave as if they were in a cold breeze. It resembles rust at distances beyond 30 feet (70% chance of error). It is immune to weapons and most spells; it is affected only by alcohol, acid, and salt, which kill it; a cure disease or a continual light spell also destroys it.

Russet mold continuously emits a cloud of spores in a three-foot radius. All creatures in this cloud suffer 5d4 points of damage (per round in the cloud) and must roll a successful saving throw vs. poison or become infected with spore sickness. Victims of spore sickness are instantly paralyzed and die in 5d4 minutes unless a cure disease spell is cast on them.

Anyone who dies from spore sickness undergoes a transformation and begins to sprout russet mold growths; when completely covered in mold (1d4+20 hours), he becomes a mold man or vegepygmy. A hold plant spell will halt the growth of the mold for the duration of the spell, while a cure disease spell destroys it within an hour after death; after that, a wish is necessary to destroy it.


Yellow Mold

This mold is pale yellow to golden orange in color. If touched roughly, it may (50% chance) emit a cloud of spores in a 10-foot radius. Any creature caught in this cloud must roll a successful saving throw vs. poison or die. A cure disease spell and a resurrection spell within 24 hours are necessary to restore life.

Fire of any sort destroys yellow mold. A continual light spell renders it dormant for 2d6 turns.

Yellow mold colonies of over 300 square feet are sometimes sentient (1 in 6 chance). These molds sense creatures within 60 feet, and may project their spores that distance. Twice per day, they may use a suggestion on someone within that radius; in addition to the saving throw, the victim must successfully roll an Intelligence check or lose 1 point of Intelligence permanently (it is devoured by the mold).


Level Dis/Sci Attack Power PSPs

Dev Defense Score

1 2/0/2 II/Nil 15 1d1x05

(special)


Telepathy: mindwipe, id insinuation.

Metapsionics: psionic sense (1d100+20' range, no cost).


Only sentient yellow molds (1 in 6 chance) have psionic powers. Such creatures are also immune to psionic attacks unless the creature is being aided by one who can communicate with plants.


Mold Man (Vegepygmy)


CLIMATE/TERRAIN : Tropical or subtropical moist forests and caverns

FREQUENCY: Very rare

ORGANIZATION: Tribe

ACTIVITY CYCLE: Any

DIET: Carnivore

INTELLIGENCE: Low (5-7)

TREASURE: O, P

ALIGNMENT: Neutral

NO. APPEARING: 6-24 or 30-300

ARMOR CLASS: 4

MOVEMENT: 12

HIT DICE: 1 to 6

THAC0: 1 or 2 HD: 19

3 or 4 HD: 17

5 or 6 HD: 15

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6 or by weapon

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil

SIZE: S-M (2'-4½')

MORALE: Average (8-10)

XP VALUE: 1 HD: 120

2 HD: 175

3 HD: 270

4 HD: 420

5 HD: 650

6 HD: 2,000


Mold men, sometimes derogatorily called vegepygmies or even moldies, are short, bipedal fungus creatures. They have sharp, thorn-like claws, and leaf-like tendrils form a fringe on their shoulders, abdomens, and limbs. A topknot of these tendrils sits at the apex of a vegepygmy's head.

The coloration of mold men matches their surroundings; forest mold men have brown skin and green tendrils, while those found underground might have gray skin and black tendrils. Mold men are 1½ feet tall, plus ½-foot per Hit Die.

Although they do not have a spoken language, vegepygmies are capable of vocalized cries. They normally communicate by tapping on their chests and on trees or stones.


Combat: Parties of mold men hunt near their lairs. In their home territory, mold men blend into their surroundings, so opponents receive a -2 penalty to surprise rolls.

Mold men will attack any form of animal life for food. Though capable of using their natural camouflage for ambush, they seldom use other tricks or traps, preferring direct assault.

Half of the mold men in a group have 1 HD, while 25% have 2 HD. The rest are 3 or 4 HD (equal chances). For every 50 mold men, there is a subchief with 5 HD and 1d4+1 bodyguards with 3 HD each. Each tribe of mold men is led by a chief with 6 HD and 2d4 bodyguards with 4 HD each.

Half of the mold men encountered carry spears, while the others use clubs or go without weapons (equal chances).

Chiefs also attack with spores; victims must make a saving throw vs. poison or be paralyzed, dying in 5d4 minutes unless treated by a cure disease spell. Victims who die in this manner are reborn 1d4+20 hours later as mold men with 4 HD. These individuals generally become the chief's bodyguards.

Attacks from piercing weapons cause only 1 point of damage to mold men. They are immune to electrical attacks, as well as all charm spells except those which affect plants. Mold men always receive saving throws vs. enchantments, even if one is not normally allowed.

About half of all of their hunting parties are accompanied by a pack of thornies as well. Mold men settlements always hold 1-4 packs of thornies (see thorny, under Plant, Dangerous).


Habitat/Society: Mold men form primitive, settled tribes. Their lairs are usually found in warm underground areas, though some tribes have lairs in the underbrush of deep, dark forests and jungles. Tribes are very territorial.

Mold men co-exist well with plant and fungus life. They often use shriekers to guard their lairs, and mold men native to the lair can pass by those shriekers unnoticed. Russet mold is usually found in the vicinity of a mold man lair as well.

New mold men are created by russet mold, by their leaders' spore attacks, or by budding. The latter occurs only if food is plentiful. Russet molds produce 5 HD mold men, while leaders create 4 HD mold men, and normal budding produces 1 HD mold men.

Mold men have been known to associate with myconids, which view them as rustic cousins.


Ecology: Mold men live by scavenging and hunting. They will eat meat in any condition, from fresh to carrion. In times of great need, they have been known to eat other mold men, or even myconids, though they seldom attack members of their own or an allied tribe.


Mongrelman


CLIMATE/TERRAIN: Any

FREQUENCY: Rare

ORGANIZATION: Tribal

ACTIVITY CYCLE: Night

DIET: Omnivore

INTELLIGENCE: Low to Average (5-10)

TREASURE: (C)

ALIGNMENT: Lawful neutral

NO. APPEARING: 1-100

ARMOR CLASS: 5

MOVEMENT: 9

HIT DICE: 1-4

THAC0: 1-2 HD: 19

3-4 HD: 17

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-4 (1 HD), 1-6 (2 HD), 1-8 (3 HD), 1-10 (4 HD) or by

weapon type

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Camouflage, Mimicry

MAGIC RESISTANCE: Nil

SIZE: M (5' to 7' tall)

MORALE: Steady (12)

XP VALUE: 1 HD: 35

2 HD: 65

3 HD: 120

4 HD: 175

Leader: 270


Mongrelmen are a mixture of the blood of many species: humans, orcs, gnolls, ogres, dwarves, hobgoblins, elves, bugbears, bullywugs, and many others. Their appearance varies greatly, combining the worst features of their parent stocks. They are usually clad in dirty rags; they are ashamed of their appearance and try keep their bodies concealed, especially among strangers. They have no distinct tongue of their own, but speak a debased common, mixed with grunts, whistles, growls, and gestures. Their names often mimic animal noises.


Combat: Mongrelmen have three special abilities that help them to survive: mimicry, pickpocketing, and camouflage.

Mimicry enables them to imitate the sounds made by any monster or creature they have encountered except for special attack forms (groaning spirits' death wail, for instance), which they cannot imitate.

Pickpocketing enables them to acquire items that they could not otherwise obtain (they have a 70% chance of success).

Camouflage enables them to hide themselves and their items with great skill. The base chance of being unnoticed is 80%, and it requires one turn for camouflage to be performed. Each additional turn spent preparing the camouflage increases the chance by 1%, to a maximum of 95% (after 16 turns). Successfully camouflaged persons or items are not noticed unless they are moved or touched (or move themselves, in the case of creatures). Camouflaged buildings are usually unnoticeable or unrecognizable at ranges greater than 50 feet (this varies with size and type of structure).

Mongrelmen normally fight with clubs and swords, but 5% of the members of any group encountered are armed with blowguns and poison or paralyzing darts.


Habitat/Society: For every 10 mongrelmen encountered, there is at least one with 2 Hit Dice; for every 30, there is one with 3 Hit Dice; and for every 40, there is one with 4 Hit Dice. In a community where they are not held as thralls, there are usually a leader (AC 4, Move 12, HD 5, Dmg 1d12, +1 bonus to attack roll) and five bodyguards (HD 4).

Because of their appearance, mongrelmen are seldom welcome in any lawful or good society, and are usually enslaved or abused by evil or chaotic groups. Thus mongrelmen are found as either slaves or serfs, working long hours for evil humans or humanoids in a dismal community, or as refugees living in abandoned ruins. Enslaved mongrelmen are not willing to rebel, but wait patiently for their masters to be destroyed by outside forces. They prefer to live an orderly day-to-day existence.

A mongrelman prides itself in the ability to survive; they consider the title ``The Survivor'' to be more esteemed than ``The Great.'' For them, patience is a greater virtue than being good at the arts of war. A mongrelman performs acts of violence only in self-defense or (in the case of slaves) on the orders of their masters; free mongrelmen do not hesitate to kill anyone they believe threatens their community. They prefer to avoid contact with other creatures except in times of great need, when they try to steal what they require (food, tools, etc.).

Free mongrelmen raise domestic game and grow fruits and vegetables. They have a long tradition of art, music, and literature. Their songs are a bizarre cacophony of animal songs mixed with mournful dirges and wails; a few sages consider them to be beautiful, but most disagree.

Ecology: Mongrelmen are omnivorous, but their teeth are most efficient at eating meat. The life span of a free mongrelman is between 25 and 35 years; the average slave lives only 15 to 20 years. Their infant mortality rate is very high. Their major enemies are tribes of wandering humanoids that hunt them for sport.


Morkoth


CLIMATE/TERRAIN: Any aquatic

FREQUENCY: Very rare

ORGANIZATION: Solitary

ACTIVITY CYCLE: Night

DIET: Carnivore

INTELLIGENCE: Exceptional (15-16)

TREASURE: (G)

ALIGNMENT: Chaotic evil

NO. APPEARING: 1

ARMOR CLASS: 3

MOVEMENT: Sw 18

HIT DICE: 7

THAC0: 13

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-10

SPECIAL ATTACKS: Hypnosis

SPECIAL DEFENSES: Spell reflection

MAGIC RESISTANCE: Nil

SIZE: M (6' long)

MORALE: Elite (14)

XP VALUE: 1,400


Of all the creatures that inhabit the deep, only the kraken exceeds the morkoth in malice and cruelty. Also known as the ``wraith of the deep``, the morkoth lurks in tunnels hoping to lure its victims into a trap from which they cannot escape.

The descriptions given by those who have encountered morkoths contain considerable variation, so no one is certain what they really look like. They are usually said to resemble an intelligent fish with an octopus's beak. They are most frequently described as being between 5 to 6 feet long, inky black in color, with faint luminescent silver patches. They may have fins for arms and legs that vaguely resemble those of humans, and a number of fins for navigation and propulsion in the depths. Morkoths have infravision with a 90-foot range. They speak their own language.


Combat: A morkoth attacks by snapping with its squid-like beak, which inflicts 1d10 points of damage. A morkoth lives at the center of six spiraling tunnels, each of which leads to a central chamber. These tunnels are narrow (only one size M creature may enter at a time, and no size L). As a victim passes over a tunnel, he is drawn in by a hypnotic pattern, which leads him toward the central chamber. As the victim is drawn into the central chamber, he approaches the morkoth without realizing it and must roll a successful saving throw vs. spell with a -4 penalty or be charmed. A charmed victim is devoured at the morkoth's leisure. If the morkoth doesn't charm the victim before he comes within 60 feet, the hypnotic effect of the tunnels is broken.

A morkoth is highly resistant to magic. It reflects any spell that is cast at it back to the caster, including spells with an area of effect. If a dispel magic is simultaneously cast with a spell, there is a 50% chance the morkoth will be unable to reflect it, though it is entitled to a saving throw vs. the dispel.


Habitat/Society: Morkoths are normally solitary creatures. They sometimes make alliances with kraken, offering their help in exchange for an occasional slave. If approached by evil sea humanoids for assistance, morkoths may strike a bargain but often betray their ``allies'' at the most opportune moment.

Morkoths rarely leave their tunnels. The tunnels are originally natural, but are slowly carved over the course of centuries by the morkoths so that the central chamber grows larger. Morkoths sometimes build their tunnels near hot air vents, so the water in morkoth lairs may be warmer than normal.

Morkoths realize that other intelligent creatures like treasure, so they collect belongings from the creatures they kill to use in bargaining with other creatures. They place no value on gold or gems or even magical items. Morkoths enjoy deception above all else. They do not enslave their victims, if only because their appetites are so fierce that slaves would not survive long.


Ecology: According to the most popular theories, morkoths are a species of fish with human and squid influences. Sages are unsure if this species occurred by chance or design. Morkoths are carnivorous and will eat nearly any sea creature. Their usual diet is deep-water creatures such as sharks, octopi, kuo-toans, and sahuagin. The life spans of male morkoths are about 80 to 100 years, while females die after egg-laying.

Once every ten years, a morkoth leaves its tunnels and wanders the seas searching for a mate, leaving a distinctive odor trail that is easy for morkoths to identify and follow. After mating, the male morkoth returns to its tunnels and the female lays a clutch of about 25 eggs, which she buries in the ocean floor. She then dies. The eggs hatch in two months, and the immature morkoths struggle to survive, instinctively searching for vacant tunnels. Most hatchlings die on this journey.

After six months, a young morkoth is mature enough to survive (it now has 2 hp/HD, for 14 hit points). It grows into a full-sized, exceptionally intelligent morkoth adult by its fifth year.


Muckdweller


CLIMATE/TERRAIN: Temperate or tropical/Swamp

FREQUENCY: Rare

ORGANIZATION: Tribal

ACTIVITY CYCLE: Day

DIET: Omnivore

INTELLIGENCE: Average

TREASURE: Q, (J, K, L, M, N)

ALIGNMENT: Lawful evil

NO. APPEARING: 5-20

ARMOR CLASS: 6

MOVEMENT: 3, Sw 12

HIT DICE: ½

THAC0: 20

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-2

SPECIAL ATTACKS: Water jet

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Nil

SIZE: T (1' high)

MORALE: Average (10)

XP VALUE: 15


Muckdwellers are a species of small intelligent bipedal amphibians that lurks in swamps, marshes, or still, mud-bottomed waters. They have been known to serve lizard men and kuo-toa.

Muckdwellers are only 1-foot tall and resemble upright gila monsters with large, partially webbed rear feet. Their forepaws are prehensile, but very small and weak. Their backs are colored a mottled gray and brown, and their underbellies are yellow. They have short tails that are used for swimming and keeping their balance on land. They speak their own hissing language and possibly (50% chance) the lizard man tongue.


Combat: Muckdwellers use ambush techniques. Packs of muckdwellers wait for a victim; when one arrives, several squirt water (at up to a ten-yard range) into the victim's eyes, which temporarily blinds it (a successful saving throw vs. wands negates this, but surprised creatures get no saving throw). A blinded victim cannot act in that round, loses all Dexterity bonuses, and all attacks against the victim gain a +2 bonus to the attack roll. Furthermore, if the muckdwellers lure the victim into knee-deep muddy waters, the victim loses all Dexterity bonuses and fights with a -1 penalty to its attack roll, due to unsteady ground. If the water is waist-high, the penalty increases to -2; if the water is chest-high, the penalty is -3. A ring of free action or equivalent magic negates these penalties. These disadvantages do not apply to the amphibious muckdwellers. Usually, a muckdweller fights only if it is cornered or if it is certain it can score an easy kill.


Habitat/Society: The lair of these creatures is underwater, but they always have a muddy, above-water area for resting, sunning themselves, and eating. There are 5d4 muckdwellers in each lair. They keep shiny-things (gold, gems, etc.) in hoards in their above ground lairs. If 16 or more monsters are encountered in this lair, they have double the given type Q treasure.

Muckdwellers are an intelligent species, but they have very little culture. They have a very primitive nature worship that emphasizes the supremacy of water over land. They like shiny things because they gleam like the sea. Due to the weakness of their hands, they do not use or produce tools and use their back paws for burrowing and their teeth for cutting. They occasionally build tiny rafts of cut reeds and mud to float on the surface of the water, and propel themselves quickly with their hind legs (movement 18). They infrequently build crude shelters of reeds, twigs, and mud. These shelters are designed to protect them from predators, not to shelter them, as weather doesn't bother them very much.

Because of the size difference between muckdwellers and lizard men, muckdwellers consider lizard men to be a superior species and occasionally serve them. Muckdwellers believe in the ``survival of the fittest'' and have no room for love, mercy, or compassion. Scoring the deathbite on a much larger creature gives the individual elite status in the community, while being killed by a bigger creature is a mark of shame, for it demonstrates poor hunting ability.


Ecology: Omnivorous muckdwellers will eat plants, insects, and aquatic animals, but fresh, warm-blooded meat is their preferred diet.

Muckdwellers are amphibians that spend their larval stage in the water but their adult stage on land. Their average life span is 9 to 12 years. It takes three years to grow to full-size. Muckdwellers in temperate climates hibernate during the winter months. Their natural enemies are snakes and certain giant carnivorous fishes. A muckdweller community has a hunting range of about two miles' radius.


Mudman


CLIMATE/TERRAIN: Any pool

FREQUENCY: Very rare

ORGANIZATION: Pack

ACTIVITY CYCLE: Any

DIET: Dweomer

INTELLIGENCE: Non- (0)

TREASURE: Nil

ALIGNMENT: Neutral

NO. APPEARING: 2-12 (2d6)

ARMOR CLASS: 10

MOVEMENT: 3

HIT DICE: 2

THAC0: 19

NO. OF ATTACKS: 1

DAMAGE/ATTACK: Special

SPECIAL ATTACKS: Mud-throwing, suffocation

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil

SIZE: S (4' high)

MORALE: Special

XP VALUE: 175


Mudmen are formed in pools of mud where enchanted rivers (even mildly enchanted ones, such as a stream eroding a magical structure) collect and evaporate and concentrate the dweomer. Because they are creatures of magic, mudmen are sometimes called dweomerlings. Mudmen are unintelligent life forces with but one goal -- to protect their pools against intruders.

When aroused into a physical form, mudmen take on the appearance of animated mud in a stocky humanoid shape, about 4 feet tall. Their coloration varies between a dirty brown and tar black. They have four thick fingers on each hand. Their legs stay submerged within the pool, and are not usually visible. Their eyes are pools of jet black shadow.

Mudmen speak no languages and are incapable of communicating with any living creature.


Combat: In their dormant state, mudmen wait beneath the surface of the pool, spread on the bottom, feeding on the dweomer. In this state they are immune to all weapons, even magical ones. Spells that normally harm a mudmen will still affect it, although damage is divided evenly among all the mudmen in the pool (the entire group counts as one creature for these effects, and fractions are rounded down). When a creature enters the pool the mudmen immediately sense its presence and take but a single round to draw their substance together and rise to the surface, ready to attack on the following round. Once fully formed and standing, a mudmen can be harmed by magical weapons.

Mudmen attack by hurling mud at their opponents, who are considered AC 10 (modified by Dexterity) for the purpose of determining hits. Mud hardens on impact and slows the creature's movement rate by 1 if it hits. While hurling mud, a mudman will also advance on its victim at its full movement rate. Once within 10 feet, it will hurl itself (literally) at the victim. A sucessful hit means the death of the mudman, but slows the victim's movement by 4. A miss means the mudman must spend the next round re-forming in order to attack again.

Once a victim's movement is brought to 0, he becomes immobilized and suffocates, suffering 1-8 points of damage per round until the mouth or nose is clear. The victim will die of suffocation in five consecutive rounds unless rescued. Hardened mud can be cleared from a character's nose and mouth in one round. Movement can be restored at a rate of 1 per five rounds.

If the creature flees the pool, the mudmen will not pursue, as their senses do not extend beyond the pool. Instead, they sink into the depths, return to their dormant state, and wait until the next time someone enters the pool.

Mudmen are affected by all spells that cause damage to living creatures (e.g., cause light wounds, magic missile, fireball, flame strike). Dispel magic and dig act as fireballs cast at the same level as the mage.

Transmute mud to rock kills all mudmen within its area of effect, with no saving throw allowed.

Mudmen are immune to all poisons, natural and magical, and are unaffected by spells that affect the mind (e.g., hold, charm, and sleep).


Habitat/Society: Mudmen have two states: rest and activity, the latter of which solely involves killing intruders. A mudman's pool varies in size between 20 and 200 feet in diameter. Such pools are often found near waterfalls.


Ecology: Mudmen are not natural creatures and not part of the ecosystem. They try to kill all natural creatures that encounter them and have no natural enemies. Over a long period of time they absorb flesh, wood, and bone, extracting whatever dweomer they can get from it, so they rarely possess any treasure -- only if they were attacked within the last month by someone who was bearing treasure. Though no uses have been recorded for a mudman's mud, it is logical that mages would not ignore its magical properties.


Mummy


CLIMATE/TERRAIN: Desert subterranean

FREQUENCY: Rare

ORGANIZATION: Pack

ACTIVITY CYCLE: Night

DIET: None

INTELLIGENCE: Low (5-7)

TREASURE: P, (D)

ALIGNMENT: Lawful evil

NO. APPEARING: 2-8 (2d4)

ARMOR CLASS: 3

MOVEMENT: 6

HIT DICE: 6+3

THAC0: 13

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-12

SPECIAL ATTACKS: Fear, disease

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil

SIZE: M (6')

MORALE: Champion (15)

XP VALUE: 3,000


Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy.

Mummies are usually (but not always) clothed in rotting strips of linen. They stand between 5 and 7 feet tall and are supernaturally strong.


Combat: Mummies are horrific enemies. A single blow from one's arm inflicts 1-12 points of damage, and worse, its scabrous touch infects the victim with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal rate. A regenerate spell will restore damage but will not otherwise affect the course of the disease.

The mere sight of a mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for 1 to 4 rounds. Numbers will bolster courage; for each six creatures present, the saving throw is improved by +1. Humans save against mummies at an additional +2.

Mummies can be harmed only by magical weapons, which inflict only half damage (all fractions round down). Sleep, charm, hold, and cold-based spells have no effect. Poison and paralysis do not harm them. A resurrection spell will turn the creature into a normal human (a fighter at 7th level ability) with the memories of its former life; or will have no effect if the mummy is older than the maximum age the priest can resurrect. A wish will also restore a mummy to human form but a remove curse will not.

Mummies are vulnerable to fire, even nonmagical varieties. A blow with a torch inflicts 1-3 points of damage. A flask of burning oil inflicts 1-8 points of damage on the first round it hits and 2-16 on the second round. Magical fires are +1 damage/die. Vials of holy water inflict 2-8 points of damage per direct hit.

Any creature killed by a mummy rots immediately and cannot be raised from death unless both a cure disease and a raise dead spell are cast within six rounds.


Habitat/Society: Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy.

A mummy lives in its ancient burial chamber, usually in the heart of a crypt or pyramid. The tomb is a complex series of chambers filled with relics (mostly nonmagical). These relics include models of the mummy's possessions, favorite items and treasures, the bodies of dead pets, and foodstuffs to feed the spirit after death. Particularly evil people will have slaves or family members slain when they die so the slaves can be buried with them. Because of their magical properties, mummies exist on both Prime and Positive Material planes.


Ecology: To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings). Mummies are not part of the natural ecosystem and have no natural enemies.

Mummy dust is a component for rotting and disease magical items.


Mummy, Greater


CLIMATE/TERRAIN: Any desert or subterranean

FREQUENCY: Very rare

ORGANIZATION: Solitary

ACTIVITY CYCLE: Night

DIET: Nil

INTELLIGENCE: Genius (17-18)

TREASURE: V (Ax2)

ALIGNMENT: Lawful evil

NO. APPEARING: 1

ARMOR CLASS: 2

MOVEMENT: 9

HIT DICE: 8+3 (base)

THAC0: 11 (base)

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 3d6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil

SIZE: M (6' tall)

MORALE: Fanatic (17-18)

XP VALUE: 8,000 See below


Also known as Anhktepot's Children, greater mummies are a powerful form of undead created when a high-level lawful evil priest of certain religions is mummified and charged with the guarding of a burial place. It can survive for centuries as the steadfast protector of its lair, killing all who would defile its holy resting place.

Greater mummies look just like their more common cousins save that they are almost always adorned with (un)holy symbols and wear the vestments of their religious order. They give off an odor that is said to be reminiscent of a spice cupboard because of the herbs used in the embalming process that created them.

Greater mummies are keenly intelligent and are able to communicate just as they did in life. Further, they have an inherent ability to telepathically command all normal mummies created by them. They have the ability to control other mummies, provided that they are not under the domination of another mummy, but this is possible only when verbal orders can be given.


Combat: Greater mummies radiate an aura of fear that causes all creatures who see them to make a fear check. A modifier is applied to this fear check based on the age of the monster, as indicated on the Age & Abilities table at the end of this section. The effects of failure on those who miss their checks are doubled because of the enormous power and presence of this creature. The mummy's aura can be defeated by a remove fear, cloak of bravery, or similar spell.

In combat, greater mummies have the option of attacking with their own physical powers or with the great magic granted to them by the gods they served in life. In the former case, they may strike but once per round, inflicting 3d6 points of damage per attack.

Anyone struck by the mummy's attack suffers the required damage and becomes infected with a horrible rotting disease that is even more sinister than that of normal mummies for it manifests itself in a matter of days, not months. The older the mummy, the faster this disease manifests itself (see the Age & Ability table at the end of this entry for exact details). The disease causes the person to die within a short time unless proper medical care can be obtained. Twenty four hours after the infecting blow lands, the character loses 1 point from his Strength and Constitution due to the effects of the virus on his body. Further, they lose 2 points of Charisma as their skin begins to flake and whither like old parchment. No normal healing is possible while the disease is spreading through the body, and the shaking and convulsions that accompany it make spell casting or memorization impossible for the character. Only one form of magical healing has any effect -- a regenerate spell will cure the disease and restore lost hit points, but not ability scores. All others healing spells are wasted. A series of cure disease spells (one for each day that has passed since the rotting was contracted) will temporarily halt the infection until a complete cure can be affected. Regaining lost ability score points is not possible through any means short of a wish.

The body of a person who dies from mummy rot begins to crumble into dust as soon as death occurs. The only way to resurrect a character who dies in this way is to cast both a cure disease and a raise dead spell on the body within 6 turns (1 hour) of death. If this is not done, the body (and the spirit within it) are lost forever.

Greater mummies can be turned by those who have the courage and conviction to attempt this feat; however, the older the mummy, the harder it is to overcome in this fashion. Once again, the details are provided on the Age & Abilities Table. They are immune to damage from holy water, but contact with a holy symbol from a non-evil faith inflicts 1d6 points of damage on them. Contact with a holy symbol of their own faith actually restores 1d6 hit points.

Perhaps the most horrible aspect of these creatures, however, is their spell casting ability. All greater mummies were priests in their past lives and now retain the spell casting abilities they had then. They will cast spells as if they were of 16th through 20th level (see below) and will have the same spheres available to them that they did in life. Greater mummies receive the same bonus spells for high Wisdom scores that player characters do. Dungeon Masters are advised to select spells for each greater mummy in an adventure before the adventure starts. For those using Legends & Lore in their games, greater mummies are most often priests of Osiris, Set, and Nephythys. For those using The Complete Priest's Handbook, they are usually associated with the worship of ancestors, darkness, death, disease, evil, guardianship, and revenge. (If neither of these works is being used in the campaign, simply assign the mummy powers as if it were a standard high-level cleric.)

Greater mummies can be harmed only by magical weapons, with older ones being harder to hit than younger ones. Even if a weapon can affect them, however, it will inflict only half damage because of the magical nature of the creature's body.

Spells are also less effective against greater mummies than they are against other creatures. Those that rely on cold to inflict damage are useless against the mummy, while those that depend on fire inflict normal damage. Unlike normal mummies, these foul creatures are immune to non-magical fire. The enchanting process that creates them, however, leaves them vulnerable to attacks involving electricity; all spells of that nature inflict half again their normal damage. In addition, older mummies develop a magic resistance that makes even those spells unreliable.

Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft. The following table lists the applicable changes to the listed statistics (which are for a newly created monster) brought on by the passing of time:

1   ...   67   68   69   70   71   72   73   74   ...   107

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