Aasimon, Scild Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== PROTECTOR DEFENDER GUARDIAN CLIMATE/TERRAIN: Upper Planes Upper Planes Upper Planes FREQUENCY: Very rare Very rare Very rare ORGANIZATION: Group or Solitary Solitary Solitary ACTIVITY CYCLE: Any Any Any DIET: Omnivore Omnivore Omnivore INTELLIGENCE: Exceptional (15-16) Exceptional (15-16) Genius (17-18) TREASURE: Nil Nil Nil ALIGNMENT: Any good Any good Any good ------------------------------------------------------------------------------ NO. OF APPEARING: 10-100 or 1 1-10 or 1 1 ARMOR CLASS: 0 -1 -3 MOVE: 14, Fl 32 (B) 16, Fl 36 (B) 20, Fl 42 (B) HIT DICE: 6 8 10 THAC0: 13 (see below) 10 (see below) 8/6 (see below) NO. OF ATTACKS: 2 2 2 DAMAGE/ATTACK: 1-8/1-12 (+3) 1-8/1-12 (+4) see below SPECIAL ATTACKS: Sharpness severing Fireball, and Immolation, and flames flames SPECIAL DEFENSES: see below see below see below MAGIC RESISTANCE: 30% 40% 50\% SIZE: M (6' tall) M (6' tall) M (7' tall) MORAL: Champion (15-16) Fanatic (17-18) Fearless (19-20) XP VALUE: 24,000 33,000 40,000 Scilds are inhabitants of the good-aligned upper outer planes; like other aasimon, they are the servants of the powers that reside in those planes. Scilds have several forms in which they appear, one for each race they deal with; not surprisingly, their most common forms are that of humans, half-elves, elves, and dwarves; in addition, scilds may appear as either male or female, although the male form is more common. A scild is able to change from one form to another whenever it wishes; when dealing with more than one race at a time, scilds usually choose to appear in their human forms. Scilds always appear as the most-beautiful example of the chosen race (protectors and defenders have a charisma of 18, while guardians have a charisma of 19.) Scilds have muscular bodies, and their eyes appear to glow softly. Perhaps the feature that sets them apart most from the race they choose to emulate, is their graceful wings that extend from their backs. Scilds in the form of a human male, appear much the same as a deva. COMBAT: While a scild's main duty is the protection of the various good races, they are still quite capable in combat, although they will normally fight only in dire circumstances; they prefer to solve problems by more peaceful means. In addition to those powers available to all aasimon, all scilds can use the following spell-like abilities, one at a time: - ** aura of protection **, always active (see below) - ** cure critical wounds **, once per day - ** protection from evil **, always active - ** minor globe of invulnerability **, three times per day - ** dismissal **, twice per day The scild's ** aura of protection ** renders them invulnerable to normal, fire-based attacks, and reduces damage from magical and dragon fire attacks by half; A ** magic missile ** cannot penetrate the barrier, and it allows a saving throw vs. spells that do not normally grant one (i.e. ** power word, kill **.) The aura will also grant certain protections to those within its radius as follows: all friendly creatures within the confines of the aura receive the equivalent of ** fire resistance ** as per the ring, and receive a bonus to their AC and magic resistance (see below.) All scilds are immune to normal, non-magical weapons. Under normal circumstances, only scilds or other aasimon may use scild weapons; however, in rare instances, a scild may bestow its weapon on a high-powered, deserving mortal (it will then forge itself a new weapon.) These mortals must exibit the utmost devotion to a power of good, and may never use the weapon in any manner that would threaten the causes of good; if these guidelines are not followed, the scild will attempt to reclaim the weapon. These weapons will not maintain their ** aura of protection ** in the hands of a mortal; this special power will only work when the blade is in the hands of a scild. HABITAT: On the upper planes, scilds are primarily guards for the good powers and their places of residence; however, they also have an important role to serve on the prime material plane: scilds are the primary protectors of the intelligent, good-aligned races. While movanic devas also share this responsibility, they are mostly concerned with the more prominent mortals; scilds are the guardians of all mortals, be they kings or slaves. If a lower class mortal is in dire need, and a movanic deva deems it unworthy of his attention, he will often send a scild to aid the mortal. When protecting mortals, scilds will try parleying and defensive spells to avoid combat, if possible; if this fails, they will use all necessary means to protect themselves and their charges. Scilds are organized in a hierarchical manner: protectors report to the defenders, while the defenders are under the command of guardians. Guardian scilds report directly to the movanic devas. ECOLOGY: Scilds are on good terms with other aasimon, especially movanic devas. These devas will often lead groups of scilds on important missions for the cause of good. PROTECTOR Protector scilds have tan skin, long, dark hair, and amber eyes. COMBAT: All protectors carry a +1 longsword that shines with a holy light; this weapon is believed to be the source of their ** aura of protection **. Protectors have a strength of 17, which gives them a +1 to hit and damage. Their swords deliver normal longsword damage: 1-8/1-12, with a total damage bonus of +2. These swords also act as a ** sword of sharpness **. A protector's aura of protection has a radius of 10'; it gives all friendly creatues within its confines +2 to AC, and a +10% bonus to magic resistance (in addition to the benefits listed above.) These bonuses are not applied to the protector itself, as they are already figured into the statistics in the table above. A protector's ** protection from evil ** sphere has a radius of 10'. Protectors are immune to any type of life level loss, and are hit only by +1 or better weapons. Protectors are also priests of the 3rd level; they have a wisdom of 18 and have access to the protection sphere. HABITAT: Protectors are by far the most common type of scild; it is thought that one exists for every good-aligned mortal who worships a good power. On the upper planes, protectors may be encountered in groups of 10-100 where they serve as sentries and guards for the powers of their planes. If the mortal a protector is assigned to protect is in great trouble, it is 100% likely to gain the attention of its protector. However, protectors cannot travel to the prime material plane of their own accord; therefore, they must gain the attention of a greater scild, or a movanic deva. The protector has a chance of doing this equal to: 25% plus 1% per level of the creature in need. If the protector successfully attracts the attention of a superior, that superior will allow it to aid the mortal 95% of the time. However, only one protector will be allowed to aid a single group of 50 or less individuals. If the protector itself is seriously threatened, it may call upon a defender for aid; this plea has a 30% chance of being heard and answered. DEFENDER Defender scilds have white skin, dark hair, and silver eyes. COMBAT: Defenders carry a flaming longsword with a +2 combat bonus; the have a strength of 18 which gives them a +1 bonus to hit, and a +2 damage bonus. Their swords inflict 1-8/1-12 points of damage, with a total of +4 to damage; if the same target is struck twice in the same round with this sword, it will engulf the victim in flames for an additional 2-12 points of damage, with no save. Also, twice per day, a defender's sword may emit an 8-die ** fireball ** as per the spell. A defender's ** aura of protection ** has a radius of 15' and imparts (among its other benefits) a +3 bonus to AC and +15% to magic resistance to all friendly creatures within its radius. The defender's ** protection from evil ** sphere has a radius of 20'. In addition to the powers available to all scilds, defenders may also perform the following, one at a time: - ** anti-magic shield **, twice per day - ** globe of invulnerability **, twice per day - ** banishment **, once per day Defenders are immune to any form of life level loss, and are hit only by +1 or better weapons. Defenders are priests of the 5th level, and have a wisdom of 19; they may cast spells from the protection and healing spheres. HABITAT: Defenders are far less common than protectors; one defender exists for approximately every 100 protectors. Defenders may be encountered in groups of up to 10 on the upper planes where they serve as elite guards of the powers' residences. If a mortal in their protection is in dire need, there is a chance the defender will notice; this chance is equal to: 20% plus 1% per level of the mortal in need; if this roll fails, it indicates the defender was attending to some greater need (this percentile roll should be modified as the DM sees fit.) If the defender notices the mortal in trouble, he may elect to send a protector to aid the being, or may choose to go himself, as all defenders are fully capable of travelling directly to the prime material plane on their own. A Defender may also be sent to the prime plane at the wish of a guardian or a movanic deva. Only one defender may aid a single group of mortals of 500 or less; groups larger than that may attract the attention of multiple defenders. If a defender on the prime plane is in great peril, it may either gate in 1-2 protectors, or attempt to summon the aid of a guardian; this summons has a 30% chance of being heard. GUARDIAN Guardian scilds have golden skin, hair, and eyes. COMBAT: Guardians carry a mighty blade that is the equivalent of a ** sun blade ** (+2/+4 vs. evil); they have a strength of 18/50 which gives them a +1 bonus to hit, and a +3 damage bonus. A guardian's sword inflicts normal bastard sword damage (1-8/1-12, one-handed; 2-8/2-16, two-handed) with total strength and weapon damage bonuses of +5, or +7 vs. evil opponents. Anyone hit twice in the same round by a guardian's blade is engulfed in flame and suffers 2-20 points of additional damage, with no save. Additionally, three times per day, the blade allows the guardian to immolate itself; this has the affect of a ** fire storm ** on all unfriendly creatures (area of effect is as per the spell.) This fire storm will last for 1-4 rounds. Friendly creatures in the area of effect are not harmed by the fire storm. A guardian's ** aura of protection ** has a radius of 20' and gives a +4 bonus to AC and a +20% bonus to magic resistance to all friendly creatures within its confines (in addition to those benefits already listed above.) A guardian's ** protection from evil ** sphere has a radius of 30'. Guardians have all the powers of protectors and defenders; in addition, they are able to use the following powers, one at a time: - ** spell turning **, three times per day - ** prismatic sphere **, once per day - ** blade barrier **, once per day Guardians are immune to all forms of life level loss and death magic, and are hit only by +2 weapons or better. Guardians are priests of the 7th level; they have a wisdom of 20, and are able to access the protection, guardian, and healing spheres. HABITAT: Guardians are the least common type of scild; there exists a single guardian for approximately every 1000 protectors. Guardians are almost always encountered alone, whether it is on the upper planes or on the prime plane. On the upper planes, guardians serve as personal bodyguards to the various powers. A guardian has a chance of noticing a mortal in trouble equal to: 15% plus 1% per level of the mortal. If the guardian does in fact notice the being in trouble, he may elect to send either a protector or defender, or he may choose to go to the mortal's aid himself; guardians may travel directly to the prime plane at will. A guardian may also be sent to the prime plane at the request of a movanic deva. Only one guardian may aid groups of up to 5000 in size; larger groups may gain the attention of additional guardians. A guardian in great trouble, may gate in 1 defender or 1-4 protectors, or may attempt to summon a movanic deva to his aid; this summons has a 30% chance of being heard. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Adaptoid ============================================================================== CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Unknown INTELLIGENCE: Genius (17-18) TREASURE: Nil ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 1 ARMOR CLASS: 6 (see below) MOVE: 12 (see below) HIT DICE: 7 THAC0: 13 NO. OF ATTACKS: 1 (see below) DAMAGE/ATTACK: 1-8 (see below) SPECIAL ATTACKS: Adaptation SPECIAL DEFENSES: Adaptation, Regeneration MAGIC RESISTANCE: See below SIZE: M (6' tall) (see below) MORAL: See below XP VALUE: 4,000 When they are summoned, adaptoids look like featureless people, made from a malleable clay. However, then they take the appearance of their target. COMBAT: Adaptoids are creatures summoned from another plane of existence, and instructed to assassinate a specific target. They will not stop until this target is killed. The only way to defeat an adaptoid is to return it to it's home plane. Adaptoids can alter their body to solve any problems they encounter on their quest to kill their target. For example, if their target has jumped flown away, they can create wings, to follow him/her. If the adaptoid is attacked, it can change one of it's arms to a shield to protect itself. If it's target is hiding behind a locked door, the adaptoid can make itself flat, and slide under the door. The only limitation on this power is that it cannot increase it's mass to more than 500 lbs. Normally, adaptoids attack by punching, but they can change themselves to create any weapon they need to combat their target. Adaptoids regenerate one hit point per round. Neither fire nor acid will stop the regeneration. A special benefit of their adaptation power is that any spell cast on adaptoid will only affect it once. After that, it is immune to that spell. When an adaptoid is returned to it's home plane, it loses all of these immunities, however. HABITAT: Nothing is known about adaptoid society, however, adaptoids will never attack one another, and also will never cooperate with anyone to kill their target. ECOLOGY: Adaptoids interact with nature just as a member of their target's race would. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bandor Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== CLIMATE/TERRAIN: Temperate and sub-arctic forest FREQUENCY: Rare ORGANIZATION: Family ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Very (11-12) TREASURE: Special ALIGNMENT: Neutral Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1-2 (2-6) ARMOR CLASS: Variable MOVE: 12, Fl 30 (C) HIT DICE: Variable THAC0: Variable NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 1-8/1-8/2-20 SPECIAL ATTACKS: Breath Weapon, spell use, hug SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Variable SIZE: H (16' base) MORAL: Champion (15-16) XP VALUE: Variable AGE AGE HIT COMBAT AGE CATEGORY MODIFIER DICE THACO MODIFIER 1 Very Young 0-5 years 6 14 None 2 Young 6-16 years 7 13 +1 3 Adult 16-30 years 8 12 +2 4 Mature Adult 31-50 years 9 11 +3 5 Old 51-75 years 10 10 +4 6 Very Old 76-100 years 11 9 +5 BODY TAIL ARMOR BREATH WIZARD MAGIC TREASURE XP AGE LENGTH LENGTH CLASS WEAPON SPELLS RESISTANCE TYPE VALUE 1 2-5' 1-2' 5 2d6+1 Nil Nil Nil 1,400 2 5-10' 2-4' 4 4d6+2 Nil Nil Nil 2,000 3 10-14' 4-6' 3 6d6+3 1 10% E 3,000 4 14-18' 6-8' 2 8d6+4 1 1 15% E, S 5,000 5 18-22' 8-10' 1 10d6+5 2 1 20% E, S, T 8,000 6 22-26' 10-12' 0 12d6+6 2 2 25% E, S, Tx2 10,000 A bandor is the result of ancient genetic experiments by a crazed wizard. To create a bandor, a cave bear of the largest size was cross-bred with each of the five types of evil dragons. Therefore, there are five sub-species of bandors: black, white, blue, green, and red. A bandor has the head, neck, tail, and wings of its respective dragon, and the body of a cave bear, although dragon scales are interspersed throughout the body fur. These scales grow more abundant as the bandor ages, but do not generally show through the fur until the mature adult stage is reached. A bandor is wingless at birth; as the wings grow throughout the first two stages of life, they are too small to enable flight. A bandor is able to fly only upon reaching the adult stage (age 16.) Bandors of all sub-species speak a tongue common to all bandors, a tongue common to all evil dragons, and 12% of very young bandors have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the bandor. COMBAT: Bandors are generally aggressive and will attack most anything that is a threat to their territory. These creatures are intelligent enough to decide when bite and claw attacks will be sufficient, or when it is necessary to employ spells and/or breath attacks; these latter two attack forms are reserved for very powerful opponents. If a bandor scores a hit with a paw on an 18 or better, it also hugs for 2-16 (2d8) points of additional damage. Bandors will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9 or fewer hit points, they are killed immediately. BREATH WEAPON: Each sub-species of bandor has a breath weapon identical in shape, size, and composition to that of their respective dragon; however, damage of all types is identical, as per the table above. Any creature who makes a successful save vs. breath weapon only suffers 1/2 normal damage. A bandor has no fear aura or other special magical abilities that dragons do, but they are immune to attacks with the same composition as their breath weapon. Bandors cast their spells at 6th level, plus the combat modifier. HABITAT: Bandors live in thick forests in temperate and sub-arctic regions. Their lairs are usually in large, well-hidden caves in the center of their territory. Bandors live alone or in families; if two bandors are encountered together, there is a 20% chance of there being 1-4 cubs (age category 1 or 2) present as well. Bandors are very protective of their young, and will attack anything attempting to harm them. Bandors are normally at odds with other forest-dwelling creatures due to their aggressive nature. A green bandor will sometimes ally itself with a green dragon, but the other sub-types do not get along with dragons. ECOLOGY: Bandors are omnivorous, but prefer to eat meat. They hunt woodland animals such as bears and deer, and have even been known to attack centaurs and elves, the latter of which they consider to be a delicacy. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Black Stranglers Stephen McLeod (COSC143U@Jetson.UH.EDU) ============================================================================== CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Group of victims ACTIVITY CYCLE: Any DIET: None INTELLIGENCE: Average (8-10) TREASURE: F ALIGNMENT: Chaotic Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 2-5 ARMOR CLASS: 4 MOVE: 12 HIT DICE: 5+3 THAC0: 12 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d6 (4 rounds till death) SPECIAL ATTACKS: Strangle SPECIAL DEFENSES: Invisible in darkness MAGIC RESISTANCE: Nil SIZE: M (4-7') MORAL: Fanatic (17-18) XP VALUE: 350 The strangler are black humanoids, usually of human size. They are a region of darkness with sharply defined features, looking like a caracture from the side with a pointy noise. They have a dull red glow eminating from their eyes and mouth. COMBAT: Stranglers rely on misdirection. If need be one of their number will engage or distract a party from one side while the others sneak up from behind. If they successfully sneak up behind they get one roll to hit (with normal bonuses if they apply) with their sole weapon, a length of metallic looking chain. Victims who are "hit" successfully will begin to take a 1d6 each round and in any case will die at the end of the fourth round. They may attack the Strangler at -2 until that time. Stranglers who fail to hit will try to distract other party members from the stranglers who were successful. If all miss and they cannot get behind anyone, they will withdraw. HABITAT: Black stranglers are victims of a curse and are a form of undead. The victims of a strangler rise as a strangler after a period of days. When they rise, their chain will form at that time as well. The chains are related and cursed. Possessing any one of them will attract all other members of a given strangler pack. Possessing the chains will also lead the owner into strangling people in time in a fashion similar to the manner that the bite of a werewolf results in the victim becoming a werewolf. The chains are valuable for they are almost unbreakable. Removing the curse on any of the chains will remove the curse on all of the chains from a given pack, however doing so releases a strangler who is invisible, and immune to normal (non-silver, non-magical) weapons and who has armor class of 2 and 8 hit dice. ECOLOGY: Black Stranglers are undead and have no place in nature. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Blue Goon ============================================================================== CLIMATE/TERRAIN: Subterranean FREQUENCY: Very rare ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: F ALIGNMENT: Lawful Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 4-40 ARMOR CLASS: 6 MOVE: 6 HIT DICE: 2+2 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (6' tall) MORAL: Unsteady (5-7) XP VALUE: 65 Blue goons look like humanoids layered with blue pancakes, and fumes coming out of their mouth. COMBAT: Blue goons typically attack with whatever weapons they can make, usually crude clubs and spears. The fumes coming out of their mouths are not harmful. They are fairly strong, having an average strength of about 16. HABITAT: Blue goons are very warlike. They kill anything which they can find, except members of their own tribe. It is not uncommon to see tribes of Blue goons fighting with each other. ECOLOGY: Blue goons kill whatever they see. Although they have no "natural" enemies, they are constantly at war. They occasionally raid neighboring tribes for food and weapons. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Brainstormer Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== CLIMATE/TERRAIN: Temperate woods and subterranean FREQUENCY: Uncommon ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: B, Qx5, V ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 1-6 ARMOR CLASS: 4 MOVE: 15 HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 1-10/1-10/2-16 SPECIAL ATTACKS: Psionic mind blast SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 15% SIZE: M (7') MORAL: Steady (11-12) XP VALUE: 3,000 Brainstormers are a lizard-like creature of about 7' in length. They are a dull yellow in color with small green and red speckles. Hatchlings are light brown with no speckles. Brainstormers have a very keen sense of smell and also have infravision out to 60'. COMBAT: Brainstormers can attack with a claw/claw/bite routine. In times of need, they can use the special attack that gives these creatures their name: three times per day, they may employ a psionic mind blast or "brainstorm" as it is also called. This weapon may be used in one of two ways: it can be used to inflict 2-16 points of damage on every creature within 30', or it may be employed against a single target up to 50' away, in which case it causes 3-30 points of damage. In either case, a successful saving throw vs. spell reduces the damage by half. Those who fail their saving throw are also stunned (as per the ** power word, stun ** spell) for 1d4 rounds. Brainstormers are themselves immune to this weapon. HABITAT: Brainstormers are found in temperate woods, but also love to live underground. Although they are generally solitary in nature, they gather in small groups to hunt. Larger groups sometimes attack small bands of humanoids or adventurers, if there is a good chance of obtaining treasure (they especially like gems.) Brainstormers usually lair underground. ECOLOGY: Brainstormers eat small and medium-sized rodents and snakes, but have also been known to eat the flesh of larger creatures (such as humanoids) they have killed for treasure. Brainstormer blood is an ingredient in the ink used to create a ** power word, stun ** scroll. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::