Showing posts with label Denizens of the Paraversal Planes. Show all posts
Showing posts with label Denizens of the Paraversal Planes. Show all posts

Friday, November 23, 2012

Duruj

Duruj
No. Enc.: 1d4 (2d10)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 0
Hit Dice: 4
Attacks: 2 (Plus Area Effect)
Damage: 2d4+2 (Claws), 3d4+2 (Bite), or by weapon
Save: F4
Morale: 10

Special: Duruj radiate intense heat that inflicts 1d4 damage upon anyone caught within a 30' radius of the creature. All flammable substances exposed to this heat effect must Save or begin to combust.

Any weapon the Duruj wield becomes a +2 weapon (to hit only) for as long as the Duruj retains it. Once relinquished (as in the case when the Duruj is destroyed) the weapon loses the magical bonus within 3d4 days.

Grotesque metallic golemic-creatures with braziers built into their heads and incandescent jewels for eyes, the Duruj wander the planes in search of darksome foes to destroy. Soulless things, they are immune to the life draining attacks of the undead. Mindless things, they are immune to Charms, Illusions and all mind influencing enchantments. Implacable things, they do not sleep, do not stop, never cease in their pursuit of the forces of darkness.

The raw, ruthless ideology that drives these diminutive beings out across the planes to confront the dark powers is encoded, instilled, embedded directly into their physical make up. It is integral to their very being. They cannot question the morality that motivates them. They are pure in their pursuit of the imperatives etched within their very form. And that is a very big problem.

The Duruj have been corrupted. No one knows how, or when it happened. But the results have been unmistakable. The alteration to their fundamental mission is only a very small thing, in itself, but it has resulted in terrible consequences. Now, the Duruj do not only hunt down shadows, spectres, and other such creatures...the Duruj consider all beings that cast any sort of a shadow at all to be their enemy...


Friday, March 2, 2012

Valdrith

Valdrith
No. Enc.: 1
Alignment: Law
Movement: 240' (levitation)
Armor Class: 4
Hit Dice: 6+
Attacks: 1d4x2
Damage:
Save: F9
Morale: 10

Elders of a gentle race seldom seen within the worlds of the dreaming species, the Valdrith are travelers in both time and space who wait patiently for all to be revealed. They are implacably calm, extraordinarily rational and well-ordered beings who know a peace and a contentment rare among those still incarnate. Some say they are immortal, others claim that they are really all avatars or fruiting bodies of one central consciousness or hyper-organism. No one really knows.

Valdrith have the spell-casting capabilities of a Magic User or Cleric equal to their Hit Dice.


Intro to Zalchis | Zalchis Index | Zalchis Bestiary | Zalchis Grimoire

Player Resources: Zalchis | GM Resources: Zalchis


Saturday, February 18, 2012

Endo-Daemons

Endo-Daemons
(Entry-Level Foot-Soldiers)
No. Enc.: 1d4
Alignment: Chaotic
Movement: 120' (60')
Armor Class: 2
Hit Dice: 2
Attacks: 2 (weapons or kick)
Damage: 1d4/1d6+ poison, or 2d4
Save: F4
Morale: base 6 (plus Summoner's CHAR bonus)

Vaguely humanoid and extremely cunning, the Endo-Daemons are wicked beings spawned within the mad labyrinths of Mudarra, a fractured ante-planar fragment caught-up within the Cerulean Vortex.

Originally, the Endo-Daemons were intended to serve as yet another series of synthetic shock troops in yet another squabble between two adepts, but the Endo-Daemons determined that the most expedient way to carry out their work was to kill their creator. This did in fact end the conflict, and it did conform to the parameters established by their creator who has since become a text-book cautionary example of unbridled hubris coupled with lack of fore-thought. The Endo-Daemons have since gone on to colonize a number of fragmentary planar remnants and generally do not interfere in the matters of other beings unless summoned.

Alas for the Endo-Daemons, they were developed from materials that their creator had pro-actively bequeathed to posterity, and so everything necessary to create or summon these beings is fairly well known and available even to first-year sorcery students. Endo-Daemons have become one of the first creatures that most sorcerers attempt to summon and even after achieving a fairly high level, many spell-casters still rely upon these beings as cheap, literal-minded transplanar mercenaries.

Bowing to the realities of supply and demand, and realizing a good thing when they are caught-up within it, the Endo-Daemons have begun to develop a variety of sub-types including pike-men, archers, petardists, artillerists, and others, all available by way of a simple summoning spell that even the most humble Endo-Daemon foot-soldier can teach to its summoner. For a small fee, of course.

Tuesday, January 31, 2012

Philosophic Mold

Philosophic Mold
No. Enc.: 1
Alignment: Neutral (30%), Chaotic (70%)
Movement: 30' (10')
Armor Class: 8
Hit Dice: 7
Attacks: 1
Damage: 2d6 or by spell
Save: MU7
Morale: 10

Voiceless, shapeless, morally ambiguous masses of sentient mold who crawl speculatively across the mangled and congealed crusts of dismal moons and dimly lit worlds beyond the ken of most mortals; these beings know many secrets gained through their ponderous circumambulations and meditative cogitations upon the most abstruse esoteric theorems and conjectures. Philosophic Molds project their strange psyches across immeasurable gulfs of space and time in order to observe, to learn, and to gain access to many spells and much bizarre knowledge that they hoard unto themselves.

Spell Casters
Philosophic Molds are skilled spell casters who tend to acquire extensive repertoires of exotic and peculiar spells that they can cast without the use of any vocal or material components. In a sense they are indeed highly psychic, but all their psychical abilities are channeled into their magical practice and are intrinsically bound-up with their use of spells, which they perform tactilely and through a sort of interpretive dance or manipulation of their internal structure and posture. However they manage it, their techniques are both subtle and nigh unto impossible for anyone with bones to emulate or imitate. They do not use spell books nor scrolls, nor can they read such things. Each Philosophic Mold colony acts as its own repository of spells and sorcerous energies. They never forget a spell once they've learned it and they are talented at reinterpreting spells so as to make them work more effectively for their alien physiologies and unique non-visual/non-vocal approach to magic.

Brain Tasters
These beings are known to devour the brains of sentient creatures and will bargain for fresh brains with various suppliers of such comestibles, even trafficking with certain Goules and other singularly unpleasant beings to acquire these morsels. It has not been verified, but it is believed by many that the Philosophic Molds seek to consume the brains of sentient beings in order to enhance their own mental processes or possibly to absorb the memories (and possibly any memorized spells or esoteric knowledge) that the victim may have possessed.

World Wasters
Being blind and speechless beings, the Philosophic Molds do not share very many of the values of humanoid societies. They do not bother to clean up anything, ever. Nothing is allowed to interfere with their on-going meditations, ruminations and studies. They ignore the physical conditions that surround them, for the most part, and focus exclusively upon the non-physical, the immaterial and the hidden wisdom of the polyverse. No world or moon that these beings have occupied for very long remains livable for other species. The Philosophic Molds tend to spread hundreds of lesser spores everywhere they slither, crawl or wriggle until they are surrounded by vast, maze-like 'gardens' of myriads of varieties of mold.

Mind Masters
It is exceptionally dangerous to engage in any sort of psychic dialogue with the Philosophic Molds as they are prone to attempt to swap consciousness with anyone who makes contact with them. While they in fact do know many secrets and powerful spells, getting them to exchange or trade any of these things is a frightful undertaking best left to the most seasoned and well-defended of spell-casters. Many of the most significant methods of working magic known to humanoids such as using symbols, glyphs, runes, etc. are useless to these beings, as is anything requiring the application of a voice. They do, however, manipulate physical objects easily and can make use of wands, rings, and many other such magical items...though prolonged contact with their bodies often cause such things to decay and eventually break down or dissolve.

Monday, January 30, 2012

Interstitial Insectoid

Interstitial Insectoid


No. App.: 1
Alignment: Chaotic
Movement: 120' (Passwall/Planeshift ability)
Armor Class: 3
Hit Dice: 6
Attacks: 1d6+1 (tentacle-stings) or Special
Damage: 120' in any direction
Save: MU8
Morale: 8


Special: Touch can Dispel Magic up to 4/times per day at will. Gaze causes Confusion (treat as eye-beam 90' range, 30' wide). They can opt to radiate a Dissonance Effect within a 30' radius up to 3/times per day. They either have 1d4 minor and 1d4 major Psychic Powers or spell-casting capability commensurate with their Hit Dice.

Transplanar scavengers of dead worlds and ruined places throughout the Polyverse, the Interstitial Insectoids' name for themselves is unknown to any scholar, save perhaps for Gnosiomandus in Wermspittle. But his unconventional attitudes make his assertions more than a little suspect.

But this is not about a cranky old scholastically transgressive authority. It is about twelve-foot-tall coeleopteric cyclopes who migrate across incredibly vast, even mind-blasting distances in order to feed upon and integrate the relict knowledge, psychographical impressions, and other such debris of destroyed, defunct and otherwise dead cultures, societies and civilizations.

Dissonance Effect
In the space of 1d6 minutes a field of distorted Poly-plenal feedback forms around the Interstitial Insectoid, temporarily making its location within the Polyverse ambiguous and overlapping with 1d100 other planes simultaneously. This effect is modulated by the creature to cause all magic items and especially weapons within the area of effect to make a Save or go inert for 1d4 hours. At the end of this period of forced inactivity the item must make another Save or be cut-off from its previous power-source and connected into some other transplanar source of empowerment.

Especially ancient Interstitial Insectoids have been known to adapt this Dissonance Effect for a wide variety of other, more specialized applications, and it is surmised that this ability is directly connected to their innate  Passwall and Planeshift capabilities.

Hungry Minds
The Interstitial Insectoids subsist upon ectoplasm, psychoplasm, vital energies drawn from across nearly all the known spectra, and can absorb/digest nearly all forms of magic. They are voracious readers and their entire species seems to be gripped with a mass-obsession with regards to transplanar archaeology.

An Interstitial Insectoid can opt to devour any spell-book, scroll, incised tablet, or similar object containing stored magical, psychic or other energies. They recover hit points and regenerate damage from consuming these sources of informative nutrition at a base rate of 1d4 hit points gained for every level of spell consumed. The end result is similar to a high-powered Erase spell for the item affected. Yes, they can also consume prepared spells directly from the mind/brain of a living victim, if that becomes necessary. The victim gets a Save, and if they fail, they take as much damage as the Insectoid regains...or the victim could voluntarily allow the creature to eat the spell, which only inflicts half damage.

Scholarly Types
There are specialists among these beings who delve all that much more deeply into various forbidden, forgotten or nearly obliterated fields of research, study and knowledge. All Interstitial Insectoids have (1d4) areas of academic inquiry. We recommend using the excellent Random Academic Field Generator at Chaotic Shiny to come up with a few good ideas.

Polyglots & Pantomimes
Interstitial Insectoids can read thousands of obscure, esoteric and lost languages, but they cannot speak any of them. For a suitable price, there are those among these creatures who will produce a written record of their translation of some scroll, inscription, book, or whatever, but they are notoriously slow and very, very expensive, and that's only if you know how to locate one or can get an audience or appointment with them to even discuss the possibility of hiring them.

Since they are incapable of speech, something many other scholars are indeed quite grateful for, the Interstitial Insectoids tend to make use of a combination of body language and telepathy. Even after the minimum four years of intense study required of fledgling interpreters, only 30% of whatever these creatures attempt to convey makes it across to the recipient, unless the interpreter is particularly diligent or exceptionally skilled, at which point they can add-on their personal modifier to the process (granting a bonus of 10%/per level of Interpreter).

Strange Patrons
Interstitial Insectoids have long made a practice of hiring groups of adventurers drawn from other species to go and investigate various arcane rumors, esoteric allegations, ancient ruins and what-not. To the casual observer, it might appear a bit odd that there are no less than three Interpreters acting on behalf of these beings currently active in Wermspittle...

Sunday, December 18, 2011

Xal-Daemon (Paper Mini)

Xal-Daemon
No. Enc.: 1d4
Alignment: Chaotic
Movement: 90' (Passwall at will)
Armor Class: 5
Hit Dice: 7+1
Attacks: 2 (Weapon, Eye-Beam)
Damage: 2d6, see Random Eye Beam Table
Save: F9
Morale: 11

Xal-Daemons are horrid, cyclopean beasts from some squalid, tumorous fragmentary anteplane referred to as 'Daldrimog' in the Septimariner's Almanack and Concordance. They wield hungry, writhing maces of living metal and blast their opponents with terrifying beams of energy from their central eyes.

Lacking any real depth perception, Xal-Daemons prefer to blast the ground close to them and then sweep their eye-beams outwards towards their targets. This will often devastate the local area and leave once pristine meadows jumbled heaps of glassy-slag or worse.

Any location that three or more Xal-Daemons occupy for longer than 10 turns becomes a Weak Spot for 1d4 hours. Roll 2d6 every half hour and on a roll of 10 or better consult one of the Damned Things Tables for a random Fortean cross-over event.

Should three or more Xal-Daemons be allowed to remain in one place for longer than one full day, that area becomes a permanent Weak Spot, and Damned Things are regular events on any roll of 1 on a D6 every 1d6 hours.

Xal-Daemons are automatically banished by use of Holy/Unholy Word.

It is hinted at within the Septimariner's Almanack that there are other, more powerful forms of Daemonic entities prowling the smoldering green-glass wastes of Daldrimog, but the sections detailing them -- and how to summon them -- are missing and have never seen print. Yet.

Monday, December 12, 2011

Spaug

Spaug
No. Enc.: 1d4
Alignment: chaotic
Movement: 120'
            Swim: 80'
Armor Class: 4
Hit Dice: 4 (Can advance as magic users or clerics)
Attacks: 1
Damage: 1d6 bite or by spell
Save: F3
Morale: 6

Special: Spaugs can use Water Breathing, Charm Person, and Speak With Anyone at will. They also can cast Raise Dead or Reincarnation (not both), Stone Tell, and Word of Recall once a day.

Sinister, cold-blooded sorcerers from the plane of Ylb, the Spaug are notorious for abducting beings from across dozens of planes and worlds by way of special coins of electrum edged with a strange form of restructured silver known only to the minters of Ylb. The stuff has been described by various uneducated adventurers as resembling a type of silver that was somehow turned inside-out, which is ridiculous, of course.

Spaug Coins
Each coin radiates a faint magical aura and is enchanted to serve as a one-way portal to the deep grottoes of Ylb. Any particular Spaug-coin will only open its portal once in a given hour. The coins are indiscriminate as to who or what they allow through their portal. It is not at all uncommon for some sorcerers and others to place a Spaug-coin in their private chambers or tombs as a trap for the unwary. In over three thousands of years no one has learned how to subvert the Spaug-coin's portals, and nothing has ever come back through one of these coin-gates. This doesn't rule out it ever happening, but it hasn't happened yet, so it is considered fairly unlikely to ever take place.

The Wading Pools
On the other side of each Spaug-coin are the subterranean Wading Pools of Ylb where each newly captured prisoner finds themself up to their knees in cold, brackish water in a cavernous, almost nautilus-shaped chamber that extends for miles and miles along either direction of the spiral. The air is breathable but cold and the darkness is oppressive, even seemingly invasive. A number of small predators and scavengers scuttle about in the dark, waiting for a chance to pick bones or to suck blood or whatever other unpleasant things they do with those who give them the opportunity.

The Spaug have been at this for a long, long time. There's a good chance that newcomers might be overlooked for a while and left to wander aimlessly in the dark before finally getting rounded up and thrown into the arenas or converted into exotic food-stuffs, depending on the whim of the Spaug.

The Arenas
Spaug are decadent and inscrutible masters of their own dark realms, but it is a slowly declining, decaying and dying domain that they lord over. The ancient walls that have protected their private dome-estates are crumbling into ruins. Slaves have run off to set-up nomadic camps that wander through the interstitial regions between the Spaug's domes and the ruined zones that stretch outwards beyond the main enclave-clusters where no Spaug ever goes any more. The Spaug do not notice, or they do not care. They occupy themselves with the on-going perpetual contests of the Arenas where beings from across hundreds of universes fight and die for the amusement of these inheritors of a dying world.

Escape?
Among the rebellious nomads who prowl the forgotten and deserted ruins of Ylb, there are those who have learned some of the Spaug's old secrets, revived their cast-off technologies or studied their spells and rituals within collapsed libraries and other places. Some of these beings whisper of ways that one might escape from the Spaug's dread, dark domain. But the dangers are great. Few have been brave enough, powerful enough or foolish enough to attempt these perilous paths. Perhaps they've simply not had suitable motivation...

Wednesday, November 30, 2011

Elajess

...The Elajess are violently opposed to all forms of boredom, they regard ennui as nothing less than an affront to all life and act to confront it, fight it, destroy it wherever they may discern its insidious, soul-sucking presence...

Elajess
No. Enc.: 1d2
Alignment: Chaotic
Movement: 120' (in any environment)
Armor Class: 4
Hit Dice: 8
Attacks: 1
Damage: 3d6
Save: F8
Morale: 11

The Elajess can use Plane Shift or Passwall 1d6 times in a given day on a particular world/plane. They see invisible and out of phase objects and monsters as though using a True Seeing spell and possess a form of visual perception that extends into X-rays and other exotic spectra. Extremely visually-oriented, the Elajess are completely deaf and impervious to all sounds. They also tend to not pay attention to any noises they might make, so they almost never surprise anyone without resorting to their Plane Shift or Passwall ability.

Being incapable of discerning sound, the Elajess use a visual form of language and are often hyper-literate, being able to read/write hundreds of different languages. They are great students of calligraphy, manuscript illumination and penmanship. They prize scrolls, books and the printed word over gems or lumps of crude metal.

Should one know the correct wording and combination of icons/glyphs, a contract can be drawn-up to hire the services of an Elajess. The spell Visual Speech can also come in handy in this regard, as it translates spoken words into visual glyphs. Otherwise you are left with pantomime or sign language if you want to communicate with these beings.

Instead of rolling for initiative when encountering an Elajess, you roll to see how soon it takes to bore them. They have notoriously fickle temperaments and lose patience quickly. They also get distracted easily. Essentially, roll as for initiative but when/if the players lose to the Elajess, the creature(s) become bored and either attack (1d30=even) or leave (1d30=odd).

Yirgao

Yirgao (Horrithicus)

No. Enc.: 1d4 (1d8)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 1
Hit Dice: 5 to 12*
Attacks: 3 (Bite, weapon, constrict)
Damage: 3d4 (+1d6 blood drain)/byweapon/2d6+free bite every other turn
Save: F5 to 12 (same as Hit Dice)
Morale: 9

Vile, inhuman and wicked beings withouteither backbones or souls, the Yirgao are driven only by hunger andvanity. They respect no one but themselves, trust no one but themselves, and will fight, kill or eat anyone, including themselves -- as functional self-fertilizing hermaphrodites, the Yirgao givebirth to their own cloned offspring that literally do eat their way out of their parent-host. Most of the time the parent is severely weakened, but they do survive the experience, if they have planned ahead and provided an alternative food-source for their ultra-voracious young.

The Yirgao prefer to subdue and enslave opponents whenever possible. They can be bribed with offer of slaves and fresh bodies.

Yirgao are natural telepaths and have theability to cast the following spells at will: ClairaudienceClairvoyance, Detect Magic, ESP, and Ventriloquism.

The Yirgao are malign invertebrates with decentralized nervous systems and delusions of grandeur that include subjugating all other races as fodder and slaves within the great empire that they have never quite gotten established, mostly because the Yirgao are incapable of cooperation amongst themselves for any real length of time...
Yirgao regenerate 2 hit points eachround after taking damage until completely healed. They also continueto regenerate until they are reduced to negative hit points equal totheir normal amount, i.e. a Yirgao with 38 hit points would need tobe reduced to -38 hit points before the regeneration would cease. Fire works wonderfully well. So does acid.

Tuesday, November 29, 2011

Octoscholar

Octoscholar
No. Enc.: 1d4 (2d6)
Alignment: Neutral (Chaotic)
Movement: 90'
         Swim: 90'
Armor Class: 8
Hit Dice: 4
Attacks: 1-4 tentacle, bite or spells(some use weapons)
Damage: 1d3 per tentacle/1d4 bite/ byspell or weapon
Save: F2
Morale: 9
% Liar: (2d10 per HD as %)

Cold and calculating, unforgiving and given to sorcerous feuds amongst themselves over the most arcane bits of trivia. The Octoscholars have had a long-standing multi-planar cold war with the various offshoots of the primordial serpent people, especially the tube-born clone-descended serpent men who no longer even remember the long ago rule of their now nameless Queen.

Octoscholars are the sages of their particular sub-species of Octopoidal Degenerates and as such most of them know 2d4 random spells and will possess 1d4 random magic items(usually [30%] scrolls, [30%] rings or [30%] wands, but sometimes[10%] weapons). Their areas of expertise tend to be quite esoteric and wide ranging, often veering into areas of restricted scholarship, forbidden knowledge, primal arcana or even more troubling fields.

Octoscholars have an innate ability to spew forth a cloud of clinging, inky darkness (as Darkness spell, only an actual cloud of suspended ink droplets), or to Befuddle Laymen with their grossly arcane and convoluted pseudo-scientific discourses, lectures and rants (effectively a Confuse spell). They also use their natural ink to inscribe scrolls and to form sigils. They have a rather fine sense of touch and are extremely dexterous, enabling them to pick pockets, open locks, or disarm/set traps just like a thief.

Their ink becomes a more potent poison the angrier they get.

For a small fee (X3 the going rate) an Octoscholar will attempt to decipher and translate ancient inscriptions, old journals and spell-books, or scrolls. They always reserve the right to make copies for their own use, of course. If they roll over their % Liar score, they complete the translation honestly and with no hidden pranks or spurious gibberish to complicate matters or cause things to fail, explode or melt-down spectacularly.

They also have a base (20%) chance to cobble together some infernal contraption or improbable device, if sufficiently motivated. It is left to the GM/DM as to what constitutes 'sufficiently motivated,' in this instance.

Monoptrian

Monoptrian
No. Enc.: 1d4 (2d4)
Alignment: Chaotic (40%), Neutral (60%)
Movement: 120'
Armor Class: 7
Hit Dice: 4
Attacks: 2 (weapon or gaze)
Damage: by weapon, or Eye-Beam
Save: F4
Morale: 6

SpecialEye-Beam (use Eye-Beam Table if chaotic), or Visual Dismemberment (use Random Dismemberment Table if Neutral). In either case the gaze attack is only usable x3/day.


Monoptrians are a ruthless, ambitious and monomaniacal non-race of degenerate mono-cloned descendants of a ferocious warlord who desperately sought for a way to not only be immortal, but to become his own army unto himself. Over time the cloned horde schismed, dispersed and fractured into rival groups under competing demagogues who claimed to be more purely the heirs of their progenitor.

They are immune to all Charm or mind-influencing effects or spells and they cannot be resurrected, but they can be converted into undead...and there are rumored to be mutant strains out there amidst the planes...

Grobbly-Bonk [minor demon]

...
Since the illustration for this particular critter is in Fight On! Issue 12 (page 42), we thought that we'd offer some Labyrinth Lord stats for the thing, just in case anyone was interested...just keep in mind that this is not a terribly pleasant entity to encounter in a dank basement or some musty attic...

Grobbly-Bonk the Gluttonous
No. Enc.: 1 (unique)
Alignment: Chaotic
Movement: 90'
Armor Class: 2
Hit Dice: 8
Attacks: 1 (Bite or Claw or spell-like ability)
Damage: 3d4 (bite), 2d4 (claw)
Save: F8
Morale: 7

A typical Grobbly-Bonk demon can cast the following spells as natural abilities:

     Detect Magic, Read Magic, Read Languages, Detect Alignment at will.
     Darkness, ESP and Locate Object X3/day
     Cause Fear and Putrefy Food and Drink, X1/day.
     Curse X1/week.

Unless restricted by a Magic Circle or bound by a spell, the Grobbly-Bonk automatically returns to his home plane within 3d6 hours after being summoned.

The basic outline of how to summon Grobbly-Bonk is fairly common knowledge and is contained in numerous different grimoires in more or less accurate and complete versions. Magic Users and sorcerers are prone to call upon this foul thing primarily because this type of demon works for large quantities of meat, consuming 4d6 x 100 pounds of raw meat on average. Luckily, that meat can be in any condition, and come from nearly any source as the Grobbly-Bonk are not very picky eaters. This makes them ideal first-time conjurings for would-be demonologists and summoners, allowing them to call forth something that probably won't automatically outwit them and demand exorbitant sacrifices, servitude and other such nonsense.

Once well-fed, the demon will attempt to perform whatever task is required of it to the best of its rather limited abilities and notoriously deficient intelligence (roll 3d4 and subtract 2 for both INT and WIS...). Hopefully it will be able to complete the task before being returned to its plane of origin.

No one has successfully identified the specific plane from which the Grobbly-Bonks come. It is suspected by most ranking demonologists that anyone who has managed to locate the plane has summarily been eaten. This has understandably had a chilling effect on further academic inquiries into the matter.

Grobbly-Bonks are particularly well-skilled in locating lost objects and will often scratch a crude version of a treasure map into the floor or wall where they are summoned whether they are requested to do so or not. These maps invariably neglect to show any possible traps and often leave out important details, but they are always 100% accurate in terms of what they do show.



Tuesday, September 13, 2011

Illigom

Illigom
No. Enc.: 1* (+1d4 companions)
Alignment: Chaotic
Movement: 90'
Armor Class: 6
Hit Dice: 6
Attacks: 2 (pick two: Staff, Bite, Spells or Prophecy)
Damage: 2d4+2/1d4+poison/by spell-type/special: See below
Save: F7
Morale: 10

Crafty, sly and older than worlds, the Illigom wander meaningfully across myriad planes. Some say they look for truth or work for justice. Others accuse them of fomenting rebellions and disrupting the status quo. Trouble seems to follow them wherever they go. Heroes and patriots arise at their challenge, mobs take on terrible purposes, and armies have been known to disband or fall to looting their own supply trains after crossing the path of an Illigom.

Sowers of discontent, rabble-rousers and agitators--the Illigom never leave things the way they found them, even if things were just fine. They incite mobs, spark uprisings, and set revolutions into motion with a few well-chosen words, a discrete healing of a potential leader, the not so discrete assassination of a suitable martyr--they are meddlesome and wicked and extremely disruptive.

Great heroes have been prophesied by the Illigom--heroes that they then went out and raised-up from amongst the populace. Heroes have returned from the past, even the dead, rejuvenated or resurrected and filled with a terrifying zeal and fanaticism that only one who has literally given their all for a cause can muster. Legends have a tendency to sprout in the wake of the Illigom like apple trees or plague outbreaks.


Spells
Illigoms know the following spells (and very likely a few others as well):
Level One: Cure Light Wounds, Protection, Purify Food & Drink, Remove/Cause Fear, Resist Cold.
Level Two: Bless/Curse, Hold Person, Resist Fire, Silence 15' Radius, Speak With Animals.
Level Three: Cure/Cause Disease, Locate/Hide Object, Remove/Bestow Curse, Striking.
Level Four: Create Food and Water (wine), Cure Serious Wounds, Neutralize/Enhance Poison.
Level Five: Commune, Cure Critical Wounds, Quest, Raise Dead, True Seeing.
Level Six: Find the Path, Heal, Stone Tell.
Level Seven: Regenerate, Restoration, Resurrection.

Illigom cast their spells as a 15th level cleric, but have no holy symbols, and can not cast these spells for their own benefit even if on the verge of dying. They can only use these spells to the benefit of another being.

In addition, Illigoms also have access to 1d4 of the following spells each day (received at random):
  1. Charm Person
  2. Ventriloquism
  3. ESP
  4. Invisibility
  5. Mirror Image
  6. Phantasmal Force
  7. Clairvoyance
  8. Haste
  9. Arcane Eye
  10. Charm Monster
  11. Confusion
  12. Dimension Door
  13. Massmorph
  14. Animate Dead
  15. Feeblemind
  16. Magic Jar
  17. Geas
  18. Reincarnation
  19. Simulacrum
  20. Statue
These spells can be used however they will, but they cannot teach them to anyone else, nor can they transcribe them onto a scroll or embed them in any other item.

It is rumored that the Illigom also have a few secret spells that they have developed over time, but this is probably only a rumor.
Prophecy
Illigom can enter into a trance-state and utter words of prophecy that may or may not make any sense, creating a brief 1d4 turn Feeblemind effect on anyone who actually listens to the cryptic mutterings. Whether or not the prophecy comes to pass or is fulfilled remains to be seen, as very few Illigom have ever remained in one place long enough to see whatever chain of events they set into motion actually play themselves out.

Invariably, within every crowd addressed by a prophecying Illigom, there are typically 1d4 stalwart true believers and impressionable types who will adopt the prophecy as though it were the most important thing they've ever heard or experienced. They will then seek to live by these words, to implement anything hinted at in the spontaneous screed, and to fulfill the sacred prophecy to the best of their abilities...often with bizarre, unexpected, unpredictable consequences...

Companions
*Illigom are accompanied by 1d4 random companions that the Illigom is in the process of training to become an agent provocateur, a great hero, or something along those lines. See the Random Illigom Companion Table for details/ideas.