My Characters

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Contents

Introduction

I have a few characters whom I have created and will have join a party during various game sessions.

I roll all the characters on the DragonsFoot online generator using the best of 4 method.

On occasion, I will use these characters as NPC's

Beyond that, they ascend levels like any other Player Character and unless it is out of character alignment, trait, etc.. I will have dice determine many of their actions, behaviors as a member of a party so that my knowledge as the DM does not unduly affect their play.


PC's (My Boys)

The characters listed in this section are PC's that I refer to as SPC's (Secondary Player Characters) in which I will place them, fully statted out and armed, accessorized, etc.. to go along on adventures. However, when run as SPC's, I do not roleplay them directly. I let the players have direction of them in the chessboard general style and I will roll or otherwise determine the reactions, responses, etc.. via dice roll, etc... These particular PC's cannot be taken over by players should their own Active PC die mid game.

Baer Oakstaff

Baer Oakstaff Character Sheet


Baer, pronounced "bahr", is a level 2 human Druid who operates as a honey producing beekeeper and a meadery.

He has a pet skunk named Jack who is ornery and is Baer's only consistent companion.

Baer is a natural born citizen of Plainsland in Terra Ursa but does not know his parentage or town of origin. He was taken in as an orphan while an infant and raised as a Druid from then on by a Druid.

Baer is very much a solitary type who will grudgingly go along on adventures with certain parties he feels will not have success but should (usually because of some nature protecting cause tied to their objective).

Baer does not "chit chat" or socialize. He is very to the point and says exactly what he thinks and believes, regardless if others might be offended. It's not that he intends to offend anyone, but he is just so brutally honest and he believes that is more important than hurt feelings.

Baer's upward mobility as a Druid is essentially unlimited as Druids are very rare in Plainsland and there are few others scattered throughout all of Terra Ursa. However, Baer isn't really concerned about fighting for ascension, power and prestige. He is happy enough with his bees, Jack and making mead.

Something not much known about Baer is that he refuses to waste anything natural and is in fact a "subtle" cannibal who will take whatever meat nature sends his way. Especially in meager times.

Grvl Brightstone

Grvl Brightstone Character Sheet


Grvl is a level 4 gnome thief also born and raised in Plainsland in Terra Ursa. He is 90 years old and loves human company.

According to Grvl (pronounced gervil and also known to humans as "Virgil") gnomes are similar to dwarves in many ways. He says dwarves are more gruff and secluded and are industrious miners and artisans. Gnomes on the other hand, are generally jovial and social. They are more collectors and gatherers instead of miners and makers.

He says that Gnomes generally don't associate with dwarves as dwarves have historically looked down on Gnomes and so the fued began.

Many gnomes are considerd as thieves though they aren't necessarily evil or "bad" characters. They just find it hard to resist the things that appeal to them and they want to add to their collections.

Grvl will not usually steal from those in his adventure party, friends or family, but sometimes, temptation for something particularly pretty, shiny or collectible will cause him an embarrasing slip.

Grvl is also known as "Virgil" in many human areas

He has begun contracting adventurers to look for certain mysterious gems that he has learned of and is searching for himself. He also is developing quite a trade with some geomancers and is considering starting his own gem store in the future if he can collect enough gems on his adventures.

Xichotencotl

Xichotencotl Character Sheet


Xichotencotl (known as "chico" to his traveling companions who are not used to the Nahuatl language) is a level 4 human Cleric.

He serves the Nahuatl deity Quetzalcoatl and is willing to adventure with brave and powerful warriors who bring honor to their families and their class.

Xicho is very serious about his service to his deity and spends most of his off time in preparation for battle to honor Quetzalcoatl and to make sacrificial victims of his opponents. His particular sect does not make live human/creature sacrifices because the best honor to his deity is enemies slain in honorable battle.

However, if he should meet up with a particularly dis-honorable opponent or person who is so wretched as to be a blight on Terra Ursa, in his opinion, he will try to make a very visual example of a living sacrificial victim out of them.

He does not look very highly on thieves at all, considering their trade to be typicallly dis-honorable. However, he reserves most of his disdain for human thieves as he believes other creatures like dwarves, gnomes, halflings, etc.. are only behaving as they were made to be.


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Jolly Fuzzwhacker

Jolly Fuzzwhacker Character Sheet


Jolly is a first level Magic User in an AD&D 1E/OSRIC environment found in my game world of Terra Ursa.

He is about six foot two inches tall and goes about 140 pounds. A tall, not exactly slender fella but no heavyweight by any stretch of the imagination.

Hailing from a place of darkness and sorrow called Poe-land, his background is one of surviving truly haunting places and growing up among the maddest and desperate type of people.

Originally raised on a farm as many do in this deeply rural country, he was sent to a remote city to become apprenticed to a shadowy Magic User name Alexander Crowley.

While he was thrown from the cart his parent's had sent for him, saving his life, he was left with a scar across the right side of his face from his forehead to his lower jaw and cheek from a piece of metal that had been thrown off the cart as it exploded.

After several weeks in his family's care, Jolly has now left home and whether he is on his own or working for another adventurer while he gains experience, Jolly is determined to see evildoers get what's due them.

Thelonius Jazman

Thelonius Jazman Character Sheet


Thelonius is a first level monk who has studied at the Temple of Truth since he was left at the doors of the temple as an infant by an unknown mother. Raised by the monks who educated him and trained him in the ways of Teocoyani, the Creator of All Things.

The way of life for the monks in the Temple of Truth is to focus on simple things in life and to live a life in balance. Absolutely everything must be in balance to ascend to the spiritual plane. Nearly every monk within the walls of the temple is Lawful Good alignment because of the lessons taught to them from childhood. However, the only laws that the monks recognize are those of the Temple as they are the ways of Teocoyani and the rules of man must never come before his ways.

At age 24, Thelonius was sent out into the world on a mission by his mentor to learn what the state of the world is and to bring back resources goods that the remote temple could use aside from the gardening and labors of the individual monks and nearby villagers.

Carn Furfleberger

Carn Furfleberger Character Sheet


Carn is an Illusionist who hails from a rich family that has dis-associated itself from him due to his melancholy demeanor and odd streak of bad luck. If one could say that bad luck has a best friend, they would be quite possibly talking about Carn. It isn't that Carn is inept or even incapable. He is quite a capable illusionist and not clumsy in the least. Yet luck is never a lady to him and while other people think that if it wasn't for bad luck, they would have no luck at all, Carn lives that experience. He is perfectly confident in his abilities, yet he holds no hope that his future holds anything but troubles.

If he need to catch a fast cart to get someplace quick, the driver would catch ill or the horse harnesses will break. If he wants to take his time and go slow, somehow a time tunnel will open up and transport him to his destination immediately. Some have said Carn to be living under a curse no one will admit to placing on him.

Conan Corinson

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Conan Corinson Character Sheet

A human 10th level fighter lord whose battles are legend. Not content to retire as a lord, Conan still adventures out in the world and uses his castle as a retreat from combat.

Among Conan's many accomplishments are his accumulation of enchanted items and his mastery of a black dragon.

Conan is the first PC I ran over 20 years ago.  He is not fully "retired" as noted above, but is waiting for some of the 
current PC's in the game I DM now to catch up and go with him on some adventures.


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Ivan Pel Marduk

Race: Human Gender: M Class: Fighter Ht: 6'7" Wt: 216 lbs Level: 1 XP: HP: 10 Align: NG Age: 17

Deity:

Saving Throws: Death/Paralyze/Poison: 14 Petrify/Polymorph: 15 Rod, Staff or Wand: 16 Breath Weapon: 17 Spells: 17

AC Base: 7 Armored: __

Other Modifiers:

Base Movement: 120'

Languages: Common

Money: EP: __ PP: __ GP: __ SP __ CP: __

Weapons: Type: __ # Attacks: __ Hit/Att. adj: __ Dmg vs size (S,M/L):__

Spec. Att: __

Thac0: 20

Description:

Ivan is a self described "Monster Hunter". He believes that there are "beneficial" monsters that should be protected and there are not beneficial monsters which should be eliminated anywhere they cause problems for other (beneficial) creatures.

He is always on the search for monster lore and information about monster biology and behavior. He collects as many weapons and items as he can that will be of direct aid in slaying or capturing monsters.

Farvan Zuul

Farvan Zuul Character Sheet

Farvan Zuul is a half Orc 9th level Cleric that is Chaotic Evil. He serves the demon god Uruk-Khan and his sole objective is to sow misery and discord in the world. Farvan Zuul is the instigator of many nefarious acts carried out in the nations of Vaseria, Plainsland and others nearby, usually through henchmen and those under his command such as undead and spirits.

NPC's

These are the characters I create to be NPC's. They never show up as an APC or a SPC. They exist to add substance to the gameworld they live in and the Players play in.

C. Mitchell Flogstrout

This Lawful Good Potions Master and Alchemist is a half-Elf magic user who is now more legend than active person. While he hasn't been seen in person, he has supposedly been seen from time to time by people in various areas. He disappeared from public activity approximately 15 years ago and is legally presumed dead. Master Flogstrout would be about 94 years old now and at least a 19th level Magic User. While he spent his later years primarily working as a Potions Master and Alchemist, his experience in all schools of magic was renowned.

Master Flogstrout is rumored to be alive and working to counter his nemesis, the Arch Devil Dispater behind the scenes. His most famous battle though was in fighting directly in a contest with Imdugud the arch demon and supposedly brought him to a draw. This supposedly amused Imdugud greatly and ceded the match to Master Flogstrout out of respect for his courage and daring to battle him.

Some say Master Flogstrout has been provided aid since then by Imdugud in his efforts to battle Dispater, whom Imdugud is not fond of.

Master Flogstrout maintains a keep where he pursues his studies and inventions. The keep is maintained by the "Minions" he created some time ago. Area residents refer to the keep as the "Dark Deepening".

Abbe Merrin Lankester

Race: Human Gender: M Class: Cleric Ht: 6'0" Wt: 175 lbs Level: 10 XP: 525,112 HP: 52 Align: LG

Age: 112

Deity: Yahweh Patron Saint: Micheal the Archangel

Saving Throws: Paralyze/Poison: 6 Petrify/Polymorph: 9 Rod, Staff or Wand: 10 Breath Weapon: 12 Spells: 11

AC Base: 10 FDP modified AC 6 Armored:

Other Modifiers: FDP score gives him a +4 AC rating.

Base Movement: 12"

Languages: Common, Dwarvish, Fire Giant, Gnome

Money: EP: __ PP: __ GP: __ SP __ CP: __

Weapons: Type: __ # Attacks: __ Hit/Att. adj: __ Dmg vs size (S,M/L):__

Spec. Att: None

Description:

Abbe Merrin Lankester is a Cleric within the Order of The host of the Church of Yahweh. He was an archaeologist until age 52 when while unearthing an ancient Sumerian cathedral he unknowingly released a powerful demon (Imdugud AKA Pazuzu). For his transgression, his deity Yahweh cursed him to live until he put the demon back into it's confinement or banished it to the Abyss. His Faith, Devotion and Piety score is the highest it can be at 5 (out of 5). He automatically earns the top bonuses on his Clerical works as a consequence. (His spells/miracles performed are as if rolling a natural 20 or "automatic". The range, potency, etc... of his spells are always the highest possible.


Appearance: Age: Middle aged General: Imposing

Sanity: Normal Intellect: Ponderous

Tendencies: Cautious Materialism: Aesthetic

Personality: Friendly Bravery: Brave

Disposition: Even-tempered Piety: Martyr

Nature: Soft-hearted Thrift: Average

Honesty: Truthful

Morals: Virtuous

Energy: Normal

Interests: Collector

Collections: Artwork

Ganter, LE Cleric at Castle Califas

Ganter's Stats

Race: Human Gender: M Class: Cleric Ht: 5'8" Wt: 170lbs Level: 10 XP: 450,560 HP: 40 Align: LE

Age: 211

Deity: Baalzebul

Saving Throws: Paralyze/Poison: 6 Petrify/Polymorph: 9 Rod, Staff or Wand: 10 Breath Weapon: 12 Spells: 11

AC Base: 10 Armored: 2

Other Modifiers: Bracers of Defence give AC 4, Ring of Ba'al gives immunity from disease and aging and +2 AC modifier

Base Movement: 12"

Languages: Common, LE, Centaur, Dwarvish, Bugbear

Money: EP: __ PP: __ GP: __ SP __ CP: __

Weapons: Type: __ # Attacks: __ Hit/Att. adj: __ Dmg vs size (S,M/L):__

Spec. Att: None

Description:

Appearance: Age: Youthful General: Ragged

Sanity: Normal Intellect: Dull (not much sense of humor)

Tendencies: Curious/inquisitive Materialism: Intellectualist (He most values being right in an argument or if not "right", being the only argument left standing".

Personality: Aloof Bravery: Normal

Disposition: Proud/Haughty Piety: "Saintly" (He lives and breathes his religious path, nothing else exists for him)

Nature: Forgiving Thrift: Miserly

Honesty: Liar

Morals: Normal

Energy: Energetic

Interests: Exotic Animals

Collections: Swords

Gurndal Sharpstone

There is only one known Geomancer in Terra Ursa to have reached the level of "Master of Mithril". That person is Gurndal Sharpstone. Gurndal is a Gnome Geomancer now age 380 years old. He began as a Geomancer when he was a young man of only 200 years of age. He currently trains others to be Geomancers if they have the affinity to become such and if they pass his test.

Gurndal is an inventive Geomancer who has created several magical items used by Geomancers all around. Some he has taught how to make to other knowledgeable and experienced Geomancers some others, very powerful items, he has not.

There is only a 5% chance that a Geomancer will be able to find Gurndal to be able to train under him. Once he has become Master to any Geomancer, his door is always open to that student to return for further training.


Caesar Brutus Darkhorse

Deceased.

Race: Human Gender: M Class: Fighter Ht: 6' 10" Wt: 220 lbs Level: 24 XP: 501,000 HP: 59 Align: LN Age: 38

Deity: Unknown

Saving Throws: Death/Paralyze/Poison: 8 Petrify/Polymorph: 9 Rod, Staff or Wand: 10 Breath Weapon: 9 Spells: 11

AC Base: 9 Armored: __

Other Modifiers:

Base Movement: 120'

Languages: Common,

Money: EP: __ PP: __ GP: __ SP __ CP: __

Weapons: Type: __ # Attacks: __ Hit/Att. adj: __ Dmg vs size (S,M/L):__

Spec. Att: __

Thac0:

Description:

Brutus Darkhorse comes from little known beginnings. All that is known is that he somehow made his way to the land called "Indrid". Some say that he was brought by magic by an unknown mage. Finding the land little more than a spread out collection of towns, city-States and rural villages, he attracted to his side a continually growing force to take over each city and town without much defense and united the entire land as one under his own leadership.

As a source of entertainment and always seeking a challenge, he began the "Gladiator Games" hoping to find opponents worthy of his own skill. By exertion of their skills, his Magic users will seek out individuals of great potential and ability throughout the world and bring them, unknowingly and against their will, into servitude as Gladiators in his games. He then offers them the opportunity to buy or win their freedom by competing.

UPDATE: In an uprising of the people, the Caesar was killed and a new government put in place.

Eli Dela Sangre

Elidellastrega.jpg

Race: Half-Elf Gender: F Class: Assassin Ht: 5'4" Wt: 115 lb Level: 9 XP: 201,000 HP: 27 Align: CN Age: 29

Deity: __

Saving Throws: Death/Paralyze/Poison: 11 Petrify/Polymorph: 10 Rod, Staff or Wand: 10 Breath Weapon: 14 Spells: 11

AC Base: 9 Armored: __

Other Modifiers: 30% resistance to sleep and charm spells.

Base Movement: 120'

Languages: Common, elven, gnoll, gnome, goblin, halfling, hobgoblin, orcish

Money: EP: __ PP: __ GP: __ SP __ CP: __

Weapons: Type: __ # Attacks: __ Hit/Att. adj: __ Dmg vs size (S,M/L):__

Spec. Att: detect secret doors on a 2 in 6, concealed doors on a 3 in 6, within 10ft of a concealed door, on a 1 in 6. Infravision: 60 ft.

Thac0: 16

Description:

Eli has worked her way up to being a top assassin in the area for quite a while. She prefers to work alone but has two pet ferrets that are as close to being familiars for an assassin as they can get. Very well trained, dangerous and devious. She prefers to use her feminine wiles to separate her prey from the rest of the pack then do her work with no interruptions. Eli works for honor as much as money in that she is employed by a mysterious order that seeks to eliminate highly placed politicians, businessmen and clergy of an Evil nature that are starting to gain too much power.

She prefers to do away with her victims with as little bloodshed as possible and fancies herself as a mortal succubus. Many a person has found the end of their road in her embrace.

Orbus, Emissary of Okkulus

Orbis.jpg

Race: Half-Orc Gender: M Class: Fighter Ht: 5' 10" Wt: 168 lbs Level: 10 XP: 501,000 HP: 59 Align: LN Age: 34

Deity: Okkulus

Saving Throws: Death/Paralyze/Poison: 8 Petrify/Polymorph: 9 Rod, Staff or Wand: 10 Breath Weapon: 9 Spells: 11

AC Base: 9 Armored: 0

Other Modifiers: Infravision: 60 ft.

Base Movement: 120'

Languages: Common, Orcish

Money: EP: __ PP: __ GP: __ SP __ CP: __

Weapons: Type: __ # Attacks: __ Hit/Att. adj: __ Dmg vs size (S,M/L):__

Spec. Att: __

Thac0: 11

Description:

Orbus is the Emissary of Okkulus, the Watcher. His presence can only mean that someone, or some thing, has thrown the Prime Material Plane out of whack. Orbus is sent to correct the error. Whether that be to ensure someone or something stays alive or dies, matters not to the Emissary of Okkulus. Only that the proper order of things is restored.

Orbus posses the Helm of Okkulus. This artifact is a dome-like structure that completely envelopes the wearers head and makes it appear that their entire head is a giant eyeball. The Helm of Okkulus is enchanted to give it's wearer certain abilities. (As described in the "Artifacts section of this wiki). Only the Emissary of Okkulus may wear the Helm of Okkulus.

The Bounty Hunters

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The Bounty Hunters are retired PC's now serving as NPC's in this game-world.

In my game-world, Terra Ursa, is a country called Vaseria. Vaseria is ruled by a benevolent dictator named General Harcroft. The General counts on his soldiers and former soldiers to run Vaseria. One of his former higher ranking soldiers is his old friend Herschel. Herschel did not want to work for the government but is always willing to help his old friend via his business as a professional bounty hunter. His business is based in a military outpost town called Misque and everyone living and working there, aside from the soldiers in the garrison, are hand selected by Herschel to be there as aide to his business.


DuVall Robertson

Race: Half-Elf Class: Cleric Ht: __ Wt: __ Level: 15 XP: __ HP: __

Deity: Anu Align: CG

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

Duvall is a Half Elf, CG 15th level Cleric who worships Anu. He maintains a temple just on the North side of a small town named "Misque", in the nation of Vaseria. He works closely with Herschel based in Misque.


Update... Duvall is no longer the Cleric in charge of the temple near Misque. His deity suddenly sent him on a quest that required his immediate attention. He has turned over the temple to Xico.

Spells:

Magic Items:

Herschel DeGlade

Race: Human Class: Fighter Ht: __ Wt: __ Level: 14 XP: __ HP: __ Align: NG

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

Herschel is 14th level human fighter who runs a business involving teams of bounty hunters. He contracts with PC's who have built a reputation for achieving great successes in adventures. Based in the town of Misque in Vaseria, Herchel counts on the assistance of several area collaborators to bring in new talent, resources and leads to jobs.

Update...Herschel has since "purchased" the entire walled in town of Misque and uses it as his compound and center of operations. His bounty hunting business has morphed into a Monster Hunter business which still collects bounties and works on protection contracts to get rid of monsters.

Gene Silverbander

Race: __ Class: __ Ht: __ Wt: __ Level: __ XP: __ HP: __

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

Gene is a gnome and 14th level Geomancer who runs a jewelry shop in Misque. He trains up to two apprentices at a time in his shop. Gene is Nuetral Good.

Update... Gene has since left the compound and sold his shop to Grvl, another gnome geomancer. This allows Gene the opportunity to go back out in search of his most desired gems.

Tobin Crowkiller

Race: __ Class: __ Ht: __ Wt: __ Level: __ XP: __ HP: __

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

Tobin is a lawful Good 15th level human magic user. Tobin runs a magical items shop in Misque with anywhere from 1 to 4 apprentices at any given time as well as experienced magic users learning specialized or advanced magics from him as well. Almost all of the enchanted items in his shop are enchanted by him personally. Tobin has had extensive experience fighting demons, devils, undead creatures and "paranormal" beings and activities.

Update... Tobin no longer is running the magic shop in Misque. When Herschel "bought" the entire walled town, Tobin's alignment saw this as something he couldn't be associated with. He has since moved on elsewhere.

The Merry Men

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To describe and stat these notorious characters of fiction(?) I am using a combination of modern and historical legend and storytelling. Going on the premise that Robin and Little John were soldiers in King Richards army, they will be classed as Fighters. Robin and his men will all be considered to have CG alignment as they are willing to break laws, if only to do something for the good of the people. While some may disagree and want to class them as thieves or bandits, Whether Robin was or was not a nobleman in previous life ( I am assuming not) his training and code of ethics is as a soldier for his king and country. Life's circumstances have left him using guerrilla tactics and hide and strike methods to avoid capture.

There are anywhere from 20 to 50 "Merry Men" at any given time. All others being 0 level fighters coming from agricultural or similar/related backgrounds and taking up arms with what training Robin and Little John can provide them. All un-named Merry Men will have 1 to 6 HP and will be armed with rudimentary bows or simple swords or daggers. They should be considered to be AC 9, as they have home-made leather armor.


Robin Of The Hood

AC BASE: 8. Armored: 6

Special Att:

Move:120'


Description:

Robin is an excellent archer as well as a worthy swordsman. Hand to hand combat is not his preferred method of engagement. Having spent at least 6 years in the kings army, I place him as a 6th level fighter with a weapon proficiency on all bows and the longsword. He is an accomplished Fletcher and a natural leader. Robin has a high dexterity and thus with his leather armor usually worn most times, his AC is 6. If you ever meet up with Robin, he will be in his leather armor and will likely be carrying his longbow at the ready with his longsword at his side.

Little John

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

John Little, AKA "Little John", I have determined to be a 5th level Fighter having spent time in the Kings army with Robin. His name comes from being called out in formation and his noticeable size contrasting the reverse name call out. John is at least 6' 6" tall and very powerfully built. Little John's preferred method of battle is hand to hand combat as well as being superior using a mace, club and quarter staff. Little John is who Robin will send to engage would be travelers attempting to enter their Sherwood Forest camp by any of the paths in.

AC BASE: 10. Armored: 8

Move:120'

Will Scarlett

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

Will Scarlett is a identified as a lvl 5 Ranger in my game. Abnormally proficient with the bow and crossbow. Among the Merry Men, only Robin approaches his abilities in those weapons. Will tends to be the scout for the band and has made fast his allegiance to Robin, whom he sees as an honorable man and rightful "Lord" of Sherwood Forest and the surrounding areas. Will is often hiding in the surrounding area when Robin is meeting with others, just in case there is foul play, he can make a change in the balance of power faster than anyone else. Will, as all the others, will be wearing leather armor.

AC BASE: 7. Armored: 5

+2 to hit

Move:120'

Sebastien "Friar" Tuck

Saving Throws: Paralyze/Poison: __ Petrify/Polymorph: __ Rod, Staff or Wand: __ Breath Weapon: __ Spells: __

AC Base: __ Armored: __

Modifiers:

Move: __

Description:

The good friar in this game is "friar" only in name. Here, he is a 5th level Cleric and a beekeeper. Under normal circumstances, he would be LG alignment, but his alignment has changed to CG by longtime association with Robin and the others. This has had no negative effect with his deity because he accepts all who embrace Good in general. Friar Tuck is a crafty planner and strategist as well as being an ardent admirer of mead and other libations. He is the "good heart" of the group. He usually stays out of direct combat unless he has no choice but will work in the background to provide aid and support however his abilities might allow him to.

AC BASE: 8. Armored: 6

Move:120'

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The "Game Master" Campaign

Jared Harker

Align: CE

STR: 10 INT: 16 WIS: 13 DEX: 18 CON: 17 CHA: 8

level: 8 HP: 48 AC: 6 Dex adj: -4 surprise bonus: +3 THAC0: 19

Saving Throws: R/S/W: 9 Breath: 13 Death/paral/poison: 13 Petr/poly: 11 Spells: 10

Skills: Illusionist spells (4 3 2 2 0 0 0)

Inventory: Dagger +1, 4 spell books, blanket, backpack, bell, ring of protection (+1), oil of slipperiness, gloves of arrow snaring, pipes of the sewers, chime of interruption, dimensional shackles, black thigh boots, Black Top Hat, black costume suit, tunic, cloak, mask.

Spells:

1st; Detect Illusion, Darkness, Phantasmal Force, Detect Invisibility, Change Self

2nd; Magic Mouth, Improved Phantasmal Force, Ventriloquism, Invisibility, Blindness, Deafness

3rd; Dispel Illusion, Fear,Suggestion,

4th; Shadow Monsters, Improved invisibility, Improved Magic Mouth

Sheriff Kent Warrant

Gareth

Karin

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Monsters/Bestiary

Sometimes, I want to create a unique monster or creature for the PC's in my gameworld to deal with. Other times, I want to use one from a core book, but don't like it's representation. So, I create my own version and in here it will go.


DeLaHoya

Black-dragon-1.jpeg

Type: Black

Age: 105

AC: 3(6)

Move:12'/24'

Hit Dice: 6

% in lair: 30%

Treasure Type: H

# of attacks: 3

Damage/attacks: 1-4/1-4/3-18

Special Attacks: Breath Weapon

Special Defenses: Nil

Magic Resistance: Standard

Intelligence: Average

Alignment: Chaotic Evil

Size: Large/average

Psionic Ability: Nil

Status: Subdued

Abilities: Speaking, No magic

Notes:

Subdued many years ago by Conan and his team of warriors, DeLaHoya has been treated as a fellow warrior and given stewardship of a large portion of Conan's treasures as they accumulate. This treatment has kept the dragon handily subdued and cooperative. One might say that despite the alignment differences, The mighty dragon has come to trust and respect Conan without seeking to escape being subdued. Conan's accomplishments on the battlefield also serve as a constant reminder as to why it's better to be his ally.


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Deathe, Red

Reddeath1.jpg

FREQUENCY: Very Rare

NO. APPEARING: 1

ARMOR CLASS: 0

MOVE: 150'

HIT DICE: 6

% IN LAIR: N/A

TREASURE TYPE: N/A

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2d6 + paralysation

SPECIAL ATTACKS: Victim must make saving throw vs disease(Plague) -3, Un-Holy Word: Die

SPECIAL DEFENSES: See Below

MAGIC RESISTANCE: Standard

INTELLIGENCE: average to very

ALIGNMENT: Chaotic Evil

SIZE: M

PSIONIC ABILITY: N/A

DESCRIPTION:

The Red Deathe is a servant of the demon Imdugud. It's function is to bring plague and ruin to the world wherever it travels. The Red Death is a "Deathe" which is a creature sharing characteristics similar to both a Lich and a Ghast. While it's physical appearance is very much like a Lich, many of it's other qualities are more similar to a Ghast.

There are more than one "Deathe" creatures that serve Imdugud. In total there are three such "Deathe" creatures, including a ""Black Deathe" and a "Grey Deathe".

It's appearance has been described as follows;

"The figure was tall and gaunt, and shrouded from head to foot in the habiliments of the grave. The mask which concealed the visage was made so nearly to resemble the countenance of a stiffened corpse that the closest scrutiny must have had difficulty in detecting the cheat.

His vesture was dabbled in blood -- and his broad brow, with all the features of the face, was besprinkled with the scarlet horror."


These terrible creatures are more powerful than ghasts having a similar terrible stench, released when engaged in melee, that requires a save vs poison to avoid a terrible retching and -2 to all actions, including hit and damage. They can ignore protection from evil unless it is combined with certain pure non-alloyed metals.

Deathes share the same spell immunities that Ghasts do, and can travel the dream-realms as well, except in addition to using them to traverse the prime material, they can also enter the lower planes.

Deathes are horrors to behold. They are cadaverous in appearance, with unholy pinpoints of light emanating from the otherwise empty pits that are the eye-sockets of its flesh- less skull. Diseased and leprous tatters of meat cling feebly to ancient bones, reeking with the rot of the grave.

Deathes can become invisible at will.


Flesh Eater Zombie

FREQUENCY: Uncommon

NO. APPEARING: 1 to 100

ARMOR CLASS: 8

MOVE: 8"

HIT DICE: 1+4

% IN LAIR: N/A

TREASURE TYPE: N/A

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-10

SPECIAL ATTACKS: Bite, causes 1-10 plus victim must make saving throw vs disease -2

SPECIAL DEFENSES: only way to destroy a flesh eater is by fire or by destruction to the brain. All other damage such as dismemberment leaves the head alive and potentially able to bite.

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Chaotic Evil

SIZE: M

PSIONIC ABILITY: N/A

DESCRIPTION:

Flesh Eaters are created by the use of an artifact known as the "Chalice of Living Death" or by a living person having been bitten by a first or following generation flesh eater. Unlike zombies created by magic users and clerics, flesh eaters are entirely autonomous and have an animal cunning as well as being driven by an insatiable hunger for living flesh.

Flesh eaters are a bit faster than other zombies and are more difficult to destroy as the demonic power that created them is powering them.

If a living person is bitten by a flesh eater, they must make a saving throw vs disease at -2 or they will become deathly ill with an extremely high fever and die within four hours only to rise again as a flesh eater.

While fighting a flesh eater one to one is possible, the rapid increase in their numbers and the speed with which their virus is carried can decimate entire urban populations within hours, increasing the number of threats into the thousands within days if left unchecked.

Strigoi

A note about Strigoi.  Essentially, the Strigoi is the Carpathian vampire.  Intelligent, bent on self-fulfillment.  It is the 
essential Bram Stoker vampire. The AD&D vampire is somewhat "not quite right" for me, so I use the Strigoi instead.
Strigoi by kellygin-d5drjsc.jpg

FREQUENCY: Rare

NO. APPEARING: 1-4

ARMOR CLASS: 1

MOVE: 12"/18"

HIT DICE: 8+3

% IN LAIR: 60%

TREASURE TYPE: F

NO. OF ATTACKS: 3, c/c/b

DAMAGE/ATTACK: 1-4/1-4/1-6

SPECIAL ATTACKS: Draining Bite.

SPECIAL DEFENSES: +1 weapon or better to hit or as below

MAGIC RESISTANCE: See Below

INTELLIGENCE: Average to high

ALIGNMENT: NE

SIZE: M

PSIONIC ABILITY: Nil

Description:

The Carpathian Vampire, better known as "Strigoi", is very dangerous. These creatures must REST in a coffin || similar receptacle during hours of sunlight unless far beneath the surface of the ground, and in the latter case they must occasionally return to such REST, for their power is restored by contact with soil from their grave. Like all undead, vampires exist in two planes at once -- in this case the material and negative material. Strigoi have 18/76 STR.

Strigoi are affected primarily by magical weapons. They regenerate damage at 3 HP per melee round. If brought to 0 HP by combat, the strigoi is not killed, but it is forced into gaseous form. It must then return to its coffin within 12 turns, rest 8 hours, and reform a corporeal body.

Sleep, charm, and hold spells do not affect strigoi. Neither do poison or paralysis. Strigoi take only one-half damage from spells based on cold or electricity.

Strigoi can assume gaseous form at will. Likewise, a vampire can shape change into a large bat whenever desired -- thus the flying movement shown for this monster.

If it gazes into a person’s eyes, the person can be hypnotized somewhat similar to a "Suggestion" spell. (saving throw vs magic/spells -2).

All Strigoi also have the ability to summon creatures to aid them; in subterranean surroundings usually 10 to 100 rats or bats (the latter only confusing and obscuring opponents’ vision, not physically attacking), and in wilderness surroundings typically 3-18 wolves. These creatures come within 2-12 melee rounds.

Strigoi recoil from strong garlic, the face of a mirror, or a cross (or several other holy symbols of lawful good) if any of these objects are presented boldly. Note, however, that none of these devices harm or drive the monster off. They do cause a Strigoi to hesitate 1 to 4 rounds before attacking in the case of garlic; A holy symbol will cause the Strigoi to position itself so that the object is not between the Strigoi and its intended victim -- or the Strigoi will have one of its creatures remove the device whose power is keeping it at bay. It must be stressed that lawful good holy symbols such as the cross are sovereign against Strigoi of all sorts, regardless of the religious background of the Strigoi in its human existence.

A Strigoi can be slain by the following methods:

Holy water splashed upon a Strigoi causes 2-7 hit points of damage per vial-full which strikes the monster.

In the case of a Strigoi attacking with a "Draining Bite", the victim will lose 2 points from their Constitution score each round until Constitution reaches 0. In which case, the victim will die. If the Strigoi does not fully drain and kill the victim, the victim may live until they are killed otherwise or natural death takes them and then rise again as a S The only way to prevent this is to kill the Strigoi who bit the victim.

Any human or humanoid drained of all Constitution points by a Strigoi Draining Bite becomes an appropriately strength Strigoi under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a Strigoi thief, cleric (chaotic evil in vampire form, of course), etc. If the Strigoi which slew the creature is itself killed, the Strigoi created by it become free-willed monsters.

Lesser Strigoi have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master Strigoi, i.e., an 8th level thief killed by a Strigoi returns as a 4th level thief Strigoi, as appropriate.

Trivet

FREQUENCY: Uncommon

NO. APPEARING: 1-2

ARMOR CLASS: 4

MOVE: 6:

HIT DICE: 6+1

% IN LAIR: 60%

TREASURE TYPE: F

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-10

SPECIAL ATTACKS: Permanent Illusion

SPECIAL DEFENSES: Immune to illusion type spells

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: M (7' long)

PSIONIC ABILITY: Minor empathic focus on fear.

Description:

Trivets are baslisk like creatures that often serve as lair guardians for intelligent creatures such as dragons and powerful magic users. The trivet is able to use some form of ESP to determine what the victim is most afraid of then project that into a complete illusion with sound and smell. When the victim is completely lost and vulnerable in the illusion, the trivet will attack with the victim never knowing what happened to them. Opponents must save vs spell

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Reef-Thinker

FREQUENCY: Uncommon

NO. APPEARING: 1-100

ARMOR CLASS: 9

MOVE: 150' swimming

HIT DICE: 2

% IN LAIR: 10%

TREASURE TYPE: N/A

NO. OF ATTACKS: n/a

DAMAGE/ATTACK: n/a

SPECIAL ATTACKS: see below

SPECIAL DEFENSES: none

MAGIC RESISTANCE: none

INTELLIGENCE: average to high

ALIGNMENT: N

SIZE: S

PSIONIC ABILITY:

Description:

This sea creature depends on symbiotic relationships with other creatures to survive. When it is attached to humanoids, it offers some unique benefits. The primary benefits as being able to breathe underwater and telepathic communication to some underwater creatures (25% d100/creature).

There are not so agreeable trade-offs in the relationship however. The longer the creature is attached to it's host, the more it begins to merge and take over the host mentally and physically.

If the creature is attached to a humanoid for up to 2 days, it can be easily removed and there is no loss of self control of the host.

If the creature is attached for 2 to 4 days, the humanoid will become aware of the encroachment of the creature in their mind. Initially it seems like someone is whispering to them inside their mind but not easy to make out.by the 4th day, words are clear and the host can communicate with the creature.

After the 4th day, the creature begins to affect control of the host's muscle movement, causing jerking, spasms and shaking of various body parts. Each day after, this becomes less questionable and the creature is in more control of the body parts. After 7 days of connection to the creature, the creature will completely take over the host in operation of the host body. The host's mind is pushed back and is like a spectator in their own body.

Days 1-2 the creature is easily removed with no long term harm to the humanoid.

Days 3-4 the creature needs to have fire/heat applied to remove the creature and the host will require 2 days of rest to repair itself.

Days 5-6 the creature requires a +1 or better edged blade to remove it and the host will require 4 days of rest to restore itself.

Day 7 or after a "Dispel Magic" spell is required to remove the creature and the host requires 6+1d4 days of rest to recover

If the creature is not removed, the host mind will become completely subsumed after 10 days and is essentially "brain-dead".

Uruk'hai

Uruk Hai of the Dark Tower by wynahiros.jpg

FREQUENCY: Uncommon

NO. APPEARING: 5 - 50 (5d10)

ARMOR CLASS: 8

MOVE: 9"

HIT DICE: 1 (8 HP)

% IN LAIR: 15%

TREASURE TYPE: individuals L, C, O, Q (x20), S in lair

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6 or weapon

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: CE

SIZE:L

PSIONIC ABILITY: None

Description:

Uruk'hai are creatures that are magically created. Some rumors claim they are very remote, far distant cousin to regular orcs. They are not though and unlike orcs, they will follow their Masters's directions without hesitation or falter. Their morale is improved even more with the promise of "man flesh". They see most creatures as weak and beneath them. Uruk'hai are found in military style units with 10 Uruk'hai to each unit with one leader per unit. If there is more than one unit, there will be a single Uruk'hai as commander, answering only to their master or creator itself. An Uruk'hai unit leader will be a 1+3 HD with an AC of 7. Uruk'hai Commanders will be 2+3 HD and AC 6. Short of their obedience to their master, Uruk'hai have no respect for anything that isn't bigger or stronger than they and even those are seen only as a challenge. If the Uruk'hai are under the control of a cleric, they most likely will be armed and wearing armor of leather or plate-mail, lowering their AC further.

The Uruk'hai are literally made for killing. While under the control of an evil cleric, they are unruly but obedient to the cleric. If they have been "liberated" by the death of the cleric controlling them (which denotes that the demon god Uruk-Khan was displeased with the cleric) then leadership will be fought for and may be challenged by others. Uruk'hai are easily 7 foot high and taller. They are big, burly creatures that are very strong and have very high endurance. Their skin color is usually a pale gray color their hair is varied, but usually coal black. They have large canine teeth, often thought to be fangs.

Only when under the control of a cleric will Uruk'hai be found in large groups. Under their own control, they usually maintain groups up to about 50 tribal members, others splitting off to form their own tribes once a group gets too numerous. The Uruk'hai are always created as males, thus cannot pro-create in the "wild". They may have their way with female captives, but no birth will result from it.

To create Uruk’hai, the Cleric must have the Idol of Uruk, and the spell of Uruk which is only gained directly from Uruk Khan after completing a quest to determine the Clerics ability and dedication to Uruk Khan.

Klan-G'ang

TNG-redemption worf and gowron.png

NO. APPEARING: 1 - 20 (2d10)

ARMOR CLASS: 8

MOVE: 9"

HIT DICE: 2

% IN LAIR: 50%

TREASURE TYPE: individuals L, C, O, Q (x20), S in lair

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6 or weapon

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Lawful Neutral

SIZE:M

PSIONIC ABILITY: None

Description:

The Klan-G'ang are fierce warriors where both males and females pursue honor in combat. They train for battle beginning as young children and their social lifestyle is very heavily focused on attaining and keeping honor for themselves and their "house" which represents their family line which is paternal.

Contact with the Klan-G'ang is tenuous at best given their zeal for combat and highly sensitive sense of honor.

Klan G'ang fight in units of up to twenty warriors. For every unit of 15 to 20, there will be 1 Clan Battle Chief with 16 H.P. If two units or more are encountered, a clan War Chief will be leading up to 4 units with 24 H.P.

Individual Klan-G'angs will adventure out on there own to find honor for themselves, their house and their clan frequently, sometimes traveling in small groups of relatives and very close family friends.

Females are just as likely to be found in battle as males.

Because of their honor system, they will hold very closely to a code of honor. On less frequent occasions, some will be found to be Chaotic instead of Lawful and those tend to be Chaotic Evil in nature.

Klan-G'angs are almost always Fighters or a sub-class of Fighter but infrequently will multi-class as Clerics, Magic Users or Assassins. Rarely, if ever, will a Klan-G'ang be a Thief, Illusionist or Druid. Even less frequently will one multi-class as a Monk.

Tontti

NO. APPEARING: 1 - 100

ARMOR CLASS: 3

MOVE: 240"

HIT DICE: 1

% IN LAIR: 50%

TREASURE TYPE: S in lair

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-4

SPECIAL ATTACKS: See description

SPECIAL DEFENSES: See description

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Lawful Neutral

SIZE:S

PSIONIC ABILITY: None

Description:

The Tontti are a race of fey creatures seemingly a deviation of gnomes. Whereas the Gnome is near 2 1/2 to 3 feet tall, the Tontti are only about 1 1/2 to 2 feet tall.

Possessing incredible speed, they can seem to disappear or appear into thin air. Historically, they seem to be a helpful and friendly race of creatures, but that isn't always the case. Tontti are easily offended and can hold a grudge for decades, even centuries. An angry Tontti is nothing most people want to deal with as they have been known to bring "bad luck" and ruination to a farm, home, etc... Very much at home in the outdoors, they possess limited druidic magic using abilities.

Sometimes Tontti can be bargained with to bring "good luck" for a family farm or business in exchange for food and gifts. If they cannot "disappear" when someone comes along, they often become very still as though made of stone and this is how humans and others have come to think of these small creatures as yard and garden decorations used by families o bring good luck.

Tontti are excellent lookouts, spies and thieves. They are very clan oriented and have been known to engage in clan warfare lasting for thousands of years.


Minions

Minions.jpg

NO. APPEARING: 5-500 (5xd100)

ARMOR CLASS: 5

MOVE: 60"

HIT DICE: 1

% IN LAIR: 90%

TREASURE TYPE: N/A

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-4

SPECIAL ATTACKS: See description

SPECIAL DEFENSES: See description

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low to Average

ALIGNMENT: Chaotic Neutral

SIZE:S

PSIONIC ABILITY: None

Description:

Minions are a "happy" accident according to their original inventor, C Mitchell Flogstrout. By combining banana seeds and some helpful magic, he was trying to create a portable food that was fast to grow and tough to endure difficult ecologies. What he got instead were little seeds that when planted, result in these little creatures who pop up out of the ground after 15 days from being planted. Minions do not replicate on their own, but must come as a result of planting the Minion seeds.Minion seeds can only be found in the study tower of C. Mitchell FLogstrout where an "Everfull" jar contains an uncertain number of seeds and is re-filled magically 24 hoursafter being emptied. The Everfull jar cannot itself be removed from the tower due to very powerful wards and enchantments preventing it's removal from the premesis.

Minions speak their own language which seems to be a distortion (at the least) of the common language. They are very adept at using tools and weapons, they are eager to follow their master's orders, while perhaps not always immediately succeeding due to their intelligence levels and their chaotic nature. Minions love fruits of all kinds, but most especially bananas. They seem to be almost entirely addicted to bananas to the point of disrupting any other activity they are involved in.

Special abilities of Minions include "light snapping" in which, when a minion is "snapped" like popping someone's back and then shaking it, it will glow with a green phosphorant light for 1 hour. Another ability is to develop a proficiency in a tool or weapon within 24 hours of first using it. However, while becoming fully proficient in that item's use, it replaces any other proficiency it had before, thus only able to be proficient in one thing at a time.

Sand Walkers

Tusken family FF42.jpg

NO. APPEARING: 5-50 (5xd10)

ARMOR CLASS: 6

MOVE: 90"

HIT DICE: 1

% IN LAIR: 90%

TREASURE TYPE: Lair 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), 2 magic items or 1 potion (15%)

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1d8/By weapon

SPECIAL ATTACKS: None

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low to Average

ALIGNMENT: Chaotic Neutral

SIZE:M

PSIONIC ABILITY: None

Description:

Sand Walkers are a cousin to the Orc race. Several hundred years ago, an evil rogue wizard found a small nomadic tribe of them in the far western desert of Croc island. They are not inherently evil, but neither are they inherently "Good" either. They mostly just want to be left to their own and others are not often seen as being worth consideration except as potential threats.

Their physical appearance is different from a typical orc, often referred to as "pig-like". Sand Walkers are almost "cat-like"in body and facial appearance. Though it is hard for outsiders to know as the Sand Walkers are almost always covered head to toe in garments and robes due to life in the unforgiving desert.

Through magic and intimidation, the rogue wizard compelled the Sand Walkers to do his bidding. Just before the downfall of the wizard, he had all of them returned to the desert, essentially to die. Their memories haven't failed them and their life skills kept them alive.

They are now growing their population in the desert and even leaving nomadic tribes to create small villages and towns.

Their experience with the human rogue wizard has left them with a particularly large chip on their shoulder in regards to humans.

Sand Walkers are often considered barbaric and savage scavengers and raiders of non-Sand Walker races encountering them in the desert.

Deities, Demi-Gods, Demons, Devils, etc...

Artoris

Artoris is a local Minor Deity who ascended to godhood after some of the Greater Gods were impressed by his success and persistence in combating daemons and other evil in his land and for his people.

Artoris is very involved with humanity and is known to provide magic and miracles to his Clerics and Paladins. He spends a great deal of his time and effort keeping watch over those who are valiant, and devout to him, his land and people, and his mission.

Artoris is Lawful Good and anything Chaotic and/or Evil in nature is abhorrent to him. He favors Paladins who, after his own heart, dedicate themselves to serving what is right and good. Daemons hold special enmity within him as they, being utterly Chaotic Evil, represent the very worst of life.

Artoris is always seen wearing a plaid kilt and his clan colors, gold and green. His symbol is that of a sword struck into the top of a horned skull with fangs. The sword pierces completely through with a great length sticking out of the bottom of the skull.

Uruk-Khan

Uruk-Khan is a Demon-God who is bent not just on world domination, but on bringing it to it's knees and destroying everything in his path simply because he can. Centuries earlier, a group of other gods and demi-gods collaborated to bar him from entering the material plane directly.

Though very few clerics know of him, Chaotic Evil Clerics who choose him as their deity will learn that through his assistance, a race of creatures called Uruk'hai can be created and serve as warriors in the service of the cleric. IF such a cleric should learn of and serve Uruk-Khan, they might be given a quest to find an idol that is a test. Actually finding the idol is a sign that the test was passed. The idol will show the cleric the steps and incantations to creating and controlling the Uruk'hai.

Should the cleric fail in his or her leadership of the Uruk'hai in conquering and dominating everything around them, Uruk-Khan will become displeased and may remove the cleric's control over the Uruk'hai leaving the cleric defenseless against them and any Uruk'hai not killed will roam the world as free beings, serving Uruk-Khan's will.

A Cleric of Uruk Khan is also able, after another quest is successful, of learning how to summon and control the Uruk Tav demons who serve Uruk Khan.

Uruk-Tav

Minor Demon

uncommon

2-8 appearing

ac-0

move-9"

hd-6+2

% in lair-n/a

number of att- 1 (1d6; 1-2=horn, 3-4=bite, 5-6=hands)

strength-18, +1 to hit, +2 to damage

horn att: 1 att 1-2 dam

bite att- 1 att 3-12 damage

hand att- 1 att. ea. no weapon 2-12 dam +str

spell like power- cause fear, 5th lvl must save vs wand, below at -1 per lvl. above 5th lvl save vs wand +1 per lvl.

magic resistance-standard

intelligence- average

alignment-CE

size-L

XP=525+8/hp

description:

horselike head w/4 horns, skeletal, dog-like ears, 3 metallic eyes on stalks, huge toothed mouth, 4 legs, long and broad reptilian body, prehensile tail, smells like blood, hairy grayish skin, ridged back, bat-like wings, 2 animal like arms with clawed hands, taloned feet

Uruk-Tav are the favored lower level demon of Uruk-Khan, powerful, terrifying and brutal. Clerics of Urk-Khan can summon these demons if powerful enough and if they have the favor of Uruk-Khan. When and if they are killed, their bodies disintegrate only to reform in their plane of origin.

To call these demons requires an Idol of Tav, the corresponding Rite of Tav and follow the “Turning Undead” table as “Special”. However, While a Cleric might be of at least the lowest level to try to summon and control these demons, if they fail to make a successful roll to control them, the demons will run rampant, kill everyone present, including the Cleric, and return to the Abyss.


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Daemons

A character that becomes possessed by an Lesser Demon takes 1d6 damage per round of being possessed until they die.

A character that becomes possessed by a Greater Demon takes 1d10 damage per round of being possessed until they die.

In the case of the possessed dying during the process of possession, there is a 50% that the Daemon will continue to animate the corpse, which then functions as a 4hd Ghast. Upon destruction of the animated Ghast, the Lesser Daemon is cast back to the Astral Plane and the Greater Daemon will have one final attempt to possess the nearest object, animal or person with a 25% chance of success.

The act of possession by a Daemon in an animal or person is to insert their own Astral Presence into the body of the possessed and take control of the possessed's mind entirely while the possessed is fully aware of what is happening but unable to stop it once it has become a successful possession.

Only deity intercession or a successful exorcism by a Good Cleric can end a Daemonic possession. This causes the Daemon's Astral presence to be cast from the mind and body of the possessed and back to the Astral Plane.

Characters with a device or spell to see into the Astral Plane will be able to see the Daemons for what they are and to see that a character is being possessed.

During an established possession, a PC will act as a conduit and the Daemon's abilities will be able to be carried out while in the possessed. The body of the possessed will attain the HD of the Daemon while being possessed (thus allowing the possessed to be tortured longer and giving the Daemon more time to carry out the possession)

A Paladin with a Holy Sword (+10 vs Chaotic Evil), upon killing an animal or person that is possessed will immediately send the Daemon back to the Astral Plane with no chance to animate the corpse.

Lesser Daemon

Frequency: Common

No. Encountered: 1d3 or 1d6 (in the Astral Plane)

Size: Large

Move:120 ft

Armour Class: 0 (character assumes same AC while possessed)

Hit Dice: 8

Attacks:2 claws/1 bite (while in animal form taken or character possessed)

Damage: 1d8/1d8/1d6

Special Attacks: See below

Special Defences: See below

Magic Resistance: 50%

Lair Probability: 5%

Intelligence: Low

Alignment: Chaotic evil

Level/XP: 7/1,275 +10/hp

Description:

Lesser Daemons are 8HD monsters that really have no physical body manifestation in the Astral Plane where they are found. If they take any type of physical form in the Material Plane, it will be that of a large or over-sized animal such as a pig/hog, hyena, etc... Only on a roll of 1 to 3 when rolling 3d6 will a Lesser Daemon take it's own physical form in the Material Plane. If it is summoned to the Material Plane by an evil Cleric or some such individual, it will have a 50% chance of taking possession of an inanimate object or a 10% chance taking possession of a mortal being.

(roll1d100) 1-50 possesses object (nearby structure; ie mausoleum, house, etc...), 51-90 animal possession, 91 to 00 possesses mortal within 100 yards of summoning or so named person within that area.

If unable to take possession of an object, animal or a person within 1d10 rounds of summoning, there is a 90% chance the Lesser Daemon will return to the Astral Plane and a 10% chance they will try to possess the summoner.

The Lesser Daemon can make the attempt to possess 3 times with a 70% chance of success the first time, a 40 percent chance of success the second time and a 15% chance of success the third time.

If a character has a Faith score of 15 or higher (WIS and INT combined then divided by 2) they reduce the odds of being possessed by 15% each attempt.

If a character is of Good alignment and has a selected deity and are in the good graces of said deity, they can petition the deity for intercession (immediate casting of the demon to the Astral Realm) once per attempt at possession. If all conditions are met for intercession, there is 50% chance of successful intercession. If not all conditions are met (not in good graces, etc...) then only a 20% chance of success.

A Good Cleric can exorcise a Lesser Daemon using the Undead table with a type 5 undead. If a "T" is resulted, the Lesser Daemon is cast out, but can attempt to re-posses another or the same mortal once more with a 35% chance of success or an animal/inanimate object with a 50% chance of success.

If a "D" is the result, then the Lesser Damon is cast back to the Astral Plane.

They can cause darkness, but only in a 5 ft radius. They also possess the following special abilities which they may use at will: detect invisibility (objects only, otherwise as per the 2nd level magic user spell), gate in another Lesser Daemon (10% chance of success), or telekinesis (as the 5th level magic user spell, up to 200 lbs).


Greater Daemon

Frequency:Uncommon

No. Encountered: 1 or 1d6 (in the Astral Plane)

Size: Large

Move: 90 ft

Armour Class: -4

Hit Dice: 10

Attacks: 2 claws/1 bite (in robed form or while in possession of a character)

Damage: 2d6/2d6/1d4+1

Special Attacks: See below

Special Defences: See below

Magic Resistance: 60%

Lair Probability: 15%

Intelligence: High

Alignment: Chaotic Evil

Level/XP: 8/2,400 + 14/hp

Description:

Greater (Named) Daemons are 10HD monsters that really have no physical body manifestation in the Astral Plane where they are found. If they take any type of physical form in the Material Plane, it will be that of a large humanoid, usually wearing a cover, robe, cowl, etc... Only on a roll of 1 to 6 when rolling 3d6 will a Greater Daemon take it's own physical form in the Material Plane. If it is summoned to the Material Plane by an evil Cleric or some such individual, it will have a 25% chance of taking possession of an inanimate object or a 50% chance taking possession of a mortal being.

(roll1d100) 1-25 possesses object (nearby structure ie. mausoleum, house, etc...), 26-50 animal possession, 51to 00 possesses mortal within 100 yards of summoning or so named person within that area.

If unable to take possession of an object, animal or a person within 1d10 rounds of summoning, there is a 50% chance the Greater Daemon will return to the Astral Plane and a 50% chance they will try to possess the summoner.

The Greater Daemon can make the attempt to possess 3 times with a 90% chance of success the first time, a 70 percent chance of success the second time and a 50% chance of success the third time.

If a character has a Faith score of 15 or higher (WIS and INT combined then divided by 2) they reduce the odds of being possessed by 15% each attempt.

If a character is of Good alignment and has a selected deity and are in the good graces of said deity, they can petition the deity for intercession (immediate casting of the demon to the Astral Realm) once per attempt at possession (the GM should ask the PC to roll percentile die or GM can roll themselves). If all conditions are met for intercession, there is 76% chance of successful intercession. If not all conditions are met (not in good graces, etc...) then only a 15% chance of success.

A Good Cleric can exorcise a Greater Daemon using the Undead table with a type 6 undead. If a "T" is resulted, the Greater Daemon is cast out, but can attempt to re-posses another or the same mortal once more with a 50% chance of success or an inanimate object or animal with a 90% chance of success.

If a "D" is the result, then the Greater Daemon is cast back to the Astral Plane.

At will, they can cause darkness in a 10 ft radius. Additionally, they may use the following abilities at will, one at a time: Cause fear (as the 4th level magic user spell), levitate (as the 2nd level magic user spell), pyrotechnics (as the 2nd level magic user spell ), polymorph self (as the 4th level magic user spell), telekinesis (as the 5th level magic user spell, up to 400 lbs), gate (as the 9th level magic user spell) another Lesser or Greater Daemon (30% chance of success).

Okkulus, the Watcher

Okkulus is an entity that has been around for an eternity and is likely to be around for an eternity longer. Okkulus watches the goings on of the Prime Material Plane and sends his Emissary out to correct anomalies when and if they should arise. Okkulus himself either cannot or will not appear in the Prime Material Plane in person but will send his Emissary on missions as he becomes aware of irregularities or problems in the time/space continuum in which someone or some thing has put things out of order. This is especially evident in situations where Limited Wish, Wish spells and even Resurrection have come into play.

His reasoning is often related to individuals and situations where a PC has been sent on a quest, Geased or been identified as pivotal in a task set by a deity.

When one of Okkulus's emissaries is no more, he will choose a living creature from those he has "kept his eye on" and will manifest himself in a dream to make his proposal. In this manifestation, Okkulus appears to be an extremely large tentacled eyeball.

Every Emissary is given a "Helm_of_Okkulus" that has been specifically made to aid his emissaries in their endeavors. There is always only one Emissary of Okkulus at any given time. See Arcane_Objects#Helm_of_Okkulus

Imdugud/Pazuzu

Pazuzu sketch head by angel5art-d4aminj.jpg

TYPE: DEMON, SUMERIAN

FREQUENCY: Unique

NO. APPEARING: 1

ARMOR CLASS: -9

MOVE: 12"/36"//24"(MC:A)

HIT DICE: 185 Hit Points (33 level Demon Prince)

% IN LAIR: 15%

TREASURE TYPE: S, T, U, V, W, X, Z

NO. OF ATTACKS: 1

DAMAGE/ATTACK: By Weapon Type, +8 strength bonus

SPECIAL ATTACKS: Breath Weapon; 3 times/day, creeping doom, insect plague, poison gas (size equal to green dragon breath).

SPECIAL DEFENCES: +3 or better weapon to hit

MAGIC RESISTANCE: 90%

INTELLIGENCE: Supra-Genius

ALIGNMENT: Chaotic Evil

SIZE: M

PSIONIC ABILITY: 255, All/Immune to psionic attacks


Description:

The mighty wind devil of the Assyrian, Sumerian and Babylonian wastelands can be considered as one of the most malevolent elemental forces in the world. The wind demon as the most terrible of all demonic entities, having the power to spread loathsome diseases with his dry fiery breath. The demon has "for a head the almost fleshless skull of a dog" representing death, disease, and as the fleshless death's head of the desert scavenger, starvation.

The horned demon, Imdugud, rides on the wind and carries malaria, thus emphasising the demon's destructive role as "lord of fevers and plagues.

Imdugud is often also referred to as "the Beast of the Apocolypse" from modern religions believing that his number is that of "440" or the great dragon which delivers the ultimate blast of devastating wind of the "beast of the apocolypse".

Imdugud thrives on spreading misery and destruction. One of his most well known forms of attack is that of possession of living people then bringing ruin and devastation to their lives and the lives of those around them.

He is also able to use these spells, one at a time, at will, 1 per round: astral travel, call lightening, control weather, darkness (within a 20 foot tradius), shape change, statue, symbol (1 each of pain, hopelessness, death), tongues, unholy word, windwalk, wish (once per aday).

It is said that Imdugud will fight against other demons if called upon for aid, but at what cost? Only the most desperate and foolish would seek such aid sending them from the frying pan into the fire.


Tom Bombadil

TYPE: Halfling demigod

FREQUENCY: Unique

STAT BLOCK: STR; 28 INT: 24 WIS: 21 DEX: 18 CON: 19 CHA: 21

NO. APPEARING: 1

ARMOR CLASS: -3

MOVE: 12"

HIT DICE: 167 Hit Points

% IN LAIR: 95%

TREASURE TYPE:

NO. OF ATTACKS: 1

DAMAGE/ATTACK: Carries an oaken staff but cannot strike a direct blow.

SPECIAL ATTACKS: Able to "Turn Undead" at will. See Decription.

SPECIAL DEFENSES: Ranged weapons cannot hit him. +2 or greater weapon to hit him. See Decription.

MAGIC RESISTANCE: Immune/unaffected by all but druidic magic. See Decription.

ALIGNMENT: NG

SIZE: M

PSIONIC ABILITY: 255, All/Immune to psionic attacks


Description:

Tom always wears his blue coat when not in his own house as well as his yellow hat with a feather in it. The blue coat is enchanted with Protection from Evil. The yellow hat allows him to teleport within 100 yards of his woods or anywhere within the woods up to three times a day.

Tom is not immortal, but only ages 1 minute for every year that passes.

He himself while being technically a demigod, is a force of Nature. He functions as a 14th level Druid. (14th level is the cap for humans/demi-humans, but he stands outside of the "mortal" Druid class system.

Tom is only ever able to be found in his woods or within 100 yards around them and the Barrows which are essentially his self imposed boundaries and where his power is strongest.

Within his home, he is protected by the enchanted house from evil and replaces his hat with a crown of leaves which is enchanted similar to a crystal ball with ESP. While wearing the crown, he is able to detect ad become aware of any activity. It's range is within the borders of his woods/barrows.


Tom is married to Goldberry, a Nymph who is essentially a Princess among Nymphs. (OSRIC)

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