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New MonstersOver the course of time, I have found it necessary to use creatures that I could be sure my players could not find in any sourcebook. Some have worked well over the years, others have been one hit wonders. I have included a tried and true creation, and a couple of interesting ideas...
Basilaar CLIMATE/TERRAIN: Any ![]() FREQUENCY: Very Rare ORGANIZATION: Clan/Tribe ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGNECE: High (13-14) TREASURE: P individual, F tribal/clan lair ALIGNMENT: Any evil NO. APPEARING: d6+6 ARMOR CLASS: 4 MOVEMENT: 6, Sw 12 HIT DICE: 3 (see below) THAC0: 17 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2d4/2d4 SPECIAL ATTACKS: Petrification, "vampiric evolution" (see below) SPECIAL DEFENSES: Acid blood MAGIC RESISTANCE: Nil (see below) SIZE: M (7' tall) MORALE: 15 XP VALUE: 975 or by "evolved type" + 50%
Basilaar originated as creatures from the negative material plane. These
disembodied spirits had gained a high level of intelligence and had the
native ability to cloud and control the minds of lesser creatures in their
proximity. The one thing these creatures yearned to do was to leave their
plane. Eventually, they found a way to do so by selecting a race of
creatures, and through use of arcane magics, blended themselves into the
makeup of these creatures. Lizardmen were chosen in this case due to their
strength and abilities in the water. Several clans were formed in this way,
until creatures more powerful than the original negative planar creatures
found out about this and put a stop to it. The stranded clans were able to
propagate the species however, and eventually forgot about their forbearers.
One thing they kept from their forbearers is the dislike of being pinned to
a type of locale for the rest of their days, like lizardmen are to swamps
and marshes. Because of the abilities these creatures inherited, though,
they had certain ways of dealing with this. Basilaar like to live in areas that are rainy and warm, although they will venture into temperate climates. Basilaar do not like very cold areas (permafrost) or very dry areas. They take advantage of natural shelters, and as they gains strength and size as a clan, will have servant creatures build structures and eventually, strongholds.
Basilaar produce eggs, which take 6 months to
hatch into offspring. They are much like lizardmen as far as lifespan and
maturity cycle.
Bloodthorns CLIMATE/TERRAIN: Deep Forest ![]() FREQUENCY: Very Rare ORGANIZATION: Not Applicable ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGNECE: Animal (1-3) TREASURE: 10% chance of O ALIGNMENT: Not Applicable (hungry!) NO. APPEARING: 3d4 ARMOR CLASS: 7 (10 when it wraps a victim) MOVEMENT: none HIT DICE: 2 THAC0: 17 NO. OF ATTACKS: 2 DAMAGE/ATTACK: d6 + d4/rd (see below) SPECIAL ATTACKS: Blood Drain (see below) SPECIAL DEFENSES: None MAGIC RESISTANCE: Nil SIZE: M (6'-10' long tendrils) MORALE: Not Applicable XP VALUE: 120
Bloodthorn plants are an example of a magical experiment went awry. A
necromancer wanted to have a garden that could defend itself and provide him
with ready-made blood drained corpses. Unfortunately, the plants were a
little more intelligent (or maybe just hungrier) than the mage gambled on.
The plant lives by capturing live prey and draining its blood through hollow
thorns for nourishment. The plant is vulnerable to sunlight (takes 1 hp per
round of direct exposure to sunlight or magical light), and makes no
use of it, having no leaves. However, the bloodthorn often exists in
symbiosis with another plant called a Shadowfern, which can provide
protection from the light in exchange for protecting the shadowfern from
herbivores. The nature of the symbiotic relationship will be described
further in the entry for shadowferns. Bloodthorns do have the capability of
movement, but is is very slow and of no tactical signifigance. They can
migrate up to 2 miles a day by pulling their root systems along using their
tendrils.
Shadowferns CLIMATE/TERRAIN: Deep Forest ![]() FREQUENCY: Very Rare ORGANIZATION: Not Applicable ACTIVITY CYCLE: Any DIET: reverse of photosynthesis INTELLIGNECE: Non TREASURE: 10% chance of O (if found with Bloodthorns) ALIGNMENT: Not Applicable NO. APPEARING: d100 x 10 sq. feet of plants ARMOR CLASS: 10 MOVEMENT: none HIT DICE: 1 THAC0: Not Applicable NO. OF ATTACKS: 0 DAMAGE/ATTACK: Not Applicable SPECIAL ATTACKS: None SPECIAL DEFENSES: Darkness MAGIC RESISTANCE: Nil SIZE: S-M MORALE: Not Applicable XP VALUE: None
Shadowferns are plants that produce a pollen that magically absorbs light.
These plants are quite rare, as they typically only grow in deep forested
areas where there is very little sunlight. The only truly notable feature
aside from the darkness generation is their symbiosis with Bloodthorn
plants...
Blood Borers CLIMATE/TERRAIN: Deep Forest ![]() FREQUENCY: Very Rare ORGANIZATION: Not Applicable ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGNECE: Animal (1-2) TREASURE: None ALIGNMENT: Not Applicable NO. APPEARING: d100 ARMOR CLASS: 8 MOVEMENT: 1 (if even that!) HIT DICE: 1 hp THAC0: Not Applicable NO. OF ATTACKS: 1 (see below) DAMAGE/ATTACK: 1 (see below) SPECIAL ATTACKS: Blood Drain SPECIAL DEFENSES: None MAGIC RESISTANCE: Nil SIZE: S (3"-5") MORALE: Not Applicable XP VALUE: 100 for surviving a night encounter!
Bloodborers are small creatures that live dormant under the soil of deep
wooded areas. They are generally a dull red color, with bright yellow
pustules that rupture and produce an anesthetic slime that is described
later. They appear to be segmented, and have a ring of "feelers" that
surround a central mouth located at one end of the creature. They hibernate
for much of the time, but can awaken on a
moments notice upon detecting vibrations. If the vibrations fade away, the
Bloodborers do not fully awaken. If the vibrations suddenly stop, or if
there is a sudden mass of vibrations that are irregular (like a party of
adventurers making camp), they will seek out the source. Once within several
feet, the creatures can sense heat as it absorbs into the soil. This heat
sense will lead the creatures to burrow under a sleeping adventurer. The
Bloodborer is coated in an anesthetic slime, that deadens skin upon touch.
They will not awaken an adventurer whey they squirm into clothing and armor
from below. The Bloodborer will send forth tendrils coated with acid to
pierce the victim and begin draining blood. Each Bloodborer will drain 1 hp
per hour. Thus, 15 Bloodborers will take 15 hp per round from a victim. 6
hours of that will kill most anyone. As per the Bloodthorn draining, the
victim loses 1 Str point per 10% of hp loss, restored only when the hit poinnts
are. The creatures are easily plucked off their victims, doing little damage
as they come away. Of course, there may be breeds out there that are a
little more stubborn than that...
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