Difference between revisions of "Philsys MonstersA"

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[[Category:Bestiary]]
 
These creatures are pretty much compliments of Dungeons and Dragons, Monster Manual 1.  I just converted them to PS using Brian's formulae.  They should mostly be used as guidelines.
 
These creatures are pretty much compliments of Dungeons and Dragons, Monster Manual 1.  I just converted them to PS using Brian's formulae.  They should mostly be used as guidelines.
  

Revision as of 19:55, 25 March 2007

These creatures are pretty much compliments of Dungeons and Dragons, Monster Manual 1. I just converted them to PS using Brian's formulae. They should mostly be used as guidelines.


Achaierai

Achaierais are massive, 15-foot-tall flightless birds that inhabit lawful planes of battle and are only occasionally encountered elsewhere.

Achaierai
Stats
HP: 100
AT/PA: 16/12
Initiative: 6+2d6
MBlock: 15
Missile Evade: 18
AC: 5
Move Speed: 10 hexes
Attacks
Bite: 20+2d6 (at melee range)
Special Abilities
  • [Innate]Black Cloud : Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 3d10 points of damage. They must also succeed on a DC 15 Stamina save or suffer a -3 penalty on all AT/PA rolls for 10 rounds.


Allip

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink. It generally has no true physical form-it is, instead, it takes a vaguely humanoid shape that is mostly smoke.

An allip cannot speak intelligibly.

Allip
Stats
HP: 70
AT/PA: 5/5
Initiative: 7+2d6
MBlock: 15
Missile Evade: 20
AC: 0
Move Speed: 4 hexes
Attacks
Wisdom Drain:An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds. However, An allip causes 1d3 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points. To other incorporeal beings, it deals 2+2d6 damage per strike with its flailings.
Special Abilities
  • [Innate]Babble: An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 10 Intuition save or be stunned for 2d4 rounds. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours.
  • [Innate]Madness: Anyone targeting an allip with a thought detection, mind control, or other telepathic ability makes direct contact with its tortured mind and takes 1d3 points of Intuition damage.


Ankheg

The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.

An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ([1d10 + 5] x 10).

Ankheg
Stats
HP: 150
AT/PA: 15/0
Initiative: 1+2d6
MBlock: 15
Missile Evade: 0
AC: 15
Move Speed: 4 hexes above ground, 6 under ground
Attacks
Bite:2d6+21 plus 1d4+4 acid
Special Abilities
  • [Innate]Improved Grab: To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.
  • [Innate]Spit Acid: 30-ft. line, once every 6 hours;Accuracy is 10+1d20; damage 4d6+10 acid. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.


Aranea

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.

An aranea weighs about 150 pounds. The hump on its back houses its brain.

Araneas speak Common.

Aranea
Stats
HP: 50
AT/PA: 10/10
Initiative: 3+2d6
MBlock: 20
Missile Evade: 18
AC: 0
Move Speed: 6 hexes
Attacks
Bite:2d4+6 as well as Poison=Stamina DC 13 to save against 1d4 Strength damage.
Special Abilities
  • [Innate]Web: In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 15 Dexterity check or burst the web with a DC 22 Strength check. The web has 10 hit points, hardness 0, and takes double damage from fire.

  • [Innate]Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 22 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. Divinations spells can, however, reveal it's true nature.